simonsez wrote: I applaud this effort, but aren't we crippled by the fact that there's a great deal of skepticism that tiles drop randomly from above? Isn't there a consensus that these drops are contrived to yield extra matches? Curious to know where you stand on this.
Phantron wrote: If the tile drops are not random the only other pattern that'd remotely make sense is that it gives slightly more weight to the color that is missing.
IceIX wrote: Misguided wrote: I remember when the original Puzzle Quest came out and people cried foul that the AI was cheating because of the cascades, but Steve Fawkner at I.I. said the code was astonishingly simple and having the AI look ahead to see what was about to drop and making decisions based on that would have been crazy complex. Iirc, the original code in the first game didn't have any sort of streak breakers in it, either. Correct, it did not. All it did is roll a random percentile, look up which value that was on a weighted table, and drop the right gem. This game does pretty much the same thing with a couple added minor streak breakers to figure out which tile to drop.
Misguided wrote: I remember when the original Puzzle Quest came out and people cried foul that the AI was cheating because of the cascades, but Steve Fawkner at I.I. said the code was astonishingly simple and having the AI look ahead to see what was about to drop and making decisions based on that would have been crazy complex. Iirc, the original code in the first game didn't have any sort of streak breakers in it, either.
IceIX wrote: Spoit wrote: Streak breakers? There's a bit of code that lessens the (already) low chance of getting more than 5 tiles of a single type in a row, and also a little code to increase the odds of a tile dropping of a certain color if there aren't any of that type on the board.
Spoit wrote: Streak breakers?
jojeda654 wrote: Here's a year old thread where tile drops is discussed. viewtopic.php?f=7&t=679 Relevant quotes: IceIX wrote: Misguided wrote: I remember when the original Puzzle Quest came out and people cried foul that the AI was cheating because of the cascades, but Steve Fawkner at I.I. said the code was astonishingly simple and having the AI look ahead to see what was about to drop and making decisions based on that would have been crazy complex. Iirc, the original code in the first game didn't have any sort of streak breakers in it, either. Correct, it did not. All it did is roll a random percentile, look up which value that was on a weighted table, and drop the right gem. This game does pretty much the same thing with a couple added minor streak breakers to figure out which tile to drop. IceIX wrote: Spoit wrote: Streak breakers? There's a bit of code that lessens the (already) low chance of getting more than 5 tiles of a single type in a row, and also a little code to increase the odds of a tile dropping of a certain color if there aren't any of that type on the board. While the algorithm may have changed, it probably isn't anything too major.
Jamie Madrox wrote: The streak breakers don't work. lol
NorthernPolarity wrote: If only there was a generous developer or representative from the company that could give some insight on how the tile dropping algorithm works...
Demiurge_Will wrote: NorthernPolarity wrote: If only there was a generous developer or representative from the company that could give some insight on how the tile dropping algorithm works... Just triple-checked in the code - there's no streak breaker, or increased odds if there are no tiles of a particular color on the board. There's always an exactly equal chance of each of the 7 tile types (except in certain missions in Chapter 1, before Team-Up tiles are introduced). Sorry for the misleading information last year. Joe must have been thinking of another game in the PQ family - he's worked on all of them.
Archimedes1902 wrote: no computer generated code can be truly random due to it requiring a numerical sequence (at least to the best of my knowledge
simonsez wrote: Jamie Madrox wrote: The streak breakers don't work. lol Gotta agree with you. I think somewhere in that little piece of code, they're multiplying when they should be dividing
sarlok5 wrote: I've built a good start on a simulator in C++ already. I hacked it together pretty quickly just to test out Devil Dino's purple, but it could easily accommodate other moves. My current implementation just counts initial matches; it doesn't cascade anything. One of the issues I have with cascading is where to place the critical tile on a match 5+. With just match 5 it's easy, but some abilities can yield some pretty funky shapes in a match 11 or so. Can anyone shed any light on that?
HailMary wrote: Archimedes1902 wrote: no computer generated code can be truly random due to it requiring a numerical sequence (at least to the best of my knowledge Kinda, but "sufficiently random" is pretty easy to do.
NorthernPolarity wrote: I'm working on the algorithm being the top-left most intersection of two or more match-3s in the shape.