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subchannel13 avatar subchannel13 commented on September 2, 2024

Argh, how??? Will check what's a deal with victory/defeat check at the first glance looks OK with small probability of hitting decimal [0, 1] population.

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mueller-ma avatar mueller-ma commented on September 2, 2024

You could somehow calculate a score than multiply it with e.g 0.5 for easy and 1.5 for hard. This way you dont really need seperate tables for the difficulties.

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vi avatar vi commented on September 2, 2024

Currently the table looks like:

Turns | Difficulty
21 | Hard
23 | Hard
48 | Hard
64 | Hard
79 | Hard
54 | Normal

Only two of them (or even one?) are victories? And it's definitely not the "first place" "21 turns".

It should be like this:

Turns | Difficulty | Outcome
64 | Hard | Victory
79 | Hard | Victory
48 | Hard | Defeat
54 | Normal | Defeat
23 | Hard | Defeat
21 | Hard | Defeat

I.e. the outcome is visible and the shorter victorious game is the better, the longer unsuccessful game is the better.

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subchannel13 avatar subchannel13 commented on September 2, 2024

I run the code through debugger, when player losses his population will routinely be in [0, 1> range. I'll fix victory condition check and try to lose sometimes :D.

@mueller-ma I'd still like to have multiple difficulty levels present, Minesweeper style :). I don't have an idea of good scoring system and I can remove difficulty column by making it table header, one table for each level. I would have done it in previous version if I wasn't so rusty with custom "adapters".

@vi I find it wrong to put defeats in hall of fame, what is famous about them, but if you like it I can turn the bug into a feature :).

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vi avatar vi commented on September 2, 2024

Also the hall seems to be short-ish: only 5 entries? Should be at least 10-20.

Also in addition to the list of best games there can be other statistical data: {maximum,median,minimum,average} {number of moves,walls,population,research level} at time of {the win,the lose}.

from enchantedfortress.

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