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Mark io

@Mark io
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  • In Search for a Published Board Game Generating Algorithm
    M Mark io

    I am currently working on a procedurally generated game, and vaguely remember having read a book/paper/article in which it was said that there exists a published algorithm which can generate high quality game board games with a random set of rules, which are as good as human designed game board games. The algorithm was NOT limited to a single game such as Sudoku or Crossword puzzles, it rather would generate a set of rules for the players to play by, so it could potentially generate tic tac toe, checkers or 4 in-a-row wins and variations of all 3 games. I think the article was published between 1980's and 2006ish and that it was published in a journal. Sadly I cannot remember where I read the article, only that it must've been in the last 8 months. If you know about this algorithm or something similar to it, please post. Thanks a bundle, Mark io

    Algorithms game-dev algorithms lounge learning

  • which mathematical subjects I need to know for learning algorithms
    M Mark io

    The guy behind C++ wrote two books, The C++ Programming Language is something I believe any serious C++ connoisseur should have chewed on for longer periods of time. Algorithms in a Nutshell by George T. Heineman, and others is something I just started to read, and so far its good.

    Algorithms learning help question

  • Dealing with arbitrarily large power of 10 numbers
    M Mark io

    It may be a good idea to create a struct or class I'll call it LN which has a private vector with intergers VEC in the range of 0 to 9. The class has functions for Algebraic operations (+,-,*,/) to add two LN together. These functions must: - determine the sizes of both VEC and resize accordingly. - iterate though both VEC and execute the operation digit by digit. Since vectors are dynamically allocated, you have virtually no cap on how many digits the number has (accept for RAM). You'll have to replace all score related constant values in your code with LN's I'm not sure how your game mechanics are designed, but if you have many hundreds of entities which add some constant value per second, it might be a good idea to have a single variable X which is added to the game score S every second, instead of iterating through all entities and adding the constant value to S. That is, when an entity is created, it adds it value per second constant E to X and when the entity is destroyed it subtracts E from X. In every game step you then add X to S. This therefore only requires a single addition operation per game step and of course an addition operation when creating or destroying an entity.

    Algorithms tutorial database game-dev
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