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I'm not a fan of shadowbanning the 'extreme' solutions from the tradeoffs view. I spent quite a while trying to figure what the 875 cycles solution could have possibly been in D7, before I finally realised that because its not on the cost tradeoff list (which by the way is quite hard to find, only showing from hovering over some parts of the dotted lines, I think it would be much better if it was just a static part of the stats page), and therefore is probably one of those solutions you deemed 'extreme' and filtered out. And the fact that this happened to me even helped me figure this out, if I wasn't already aware of this I wouldn't be any wiser seeing the 875 solution in the cycles graph :P Maybe I would have never figured it out.

I also don't think removing them outright would be a nice solution, they definitely deserve some recognition :P

Also, having one set treshold where you just start shadowbanning them does have its own set of problems, such as deciding the exact treshold, for example levels E7 (I had a nice back and forth with someone but I couldnt see their cost yet and also couldnt communicate with them, ties into my other questions :P) and G4(not exactly sure if this qualifies as extreme or whats going on here) currently have such extreme solutions that kind of ruin the treshold graph.


Overall, I am still in favor of having a logarithmic cost graph rather :P It makes the most sense IMO, especially with how much the cost grows as you add conditions. I think a log(cost)-cycles or a log(cost)-log(cycles) might even be a nice fit for the game, similar to viewing a 2-parameter front for a genetic design algorithm.

Lastly, I've already mentioned this a couple times but I do have to agree with domnomnom, a community where people can chat with eachother about the game would be very nice :P You mention the possibility of a forum but live chatroom(s) where you can go back and forth quickly is more appealing (to me at least), hence the reason I proposed creating a discord server earlier :P

The UI issue in the charts should be fixed by now - extreme values of scoring thresholds will affect scaling only to a limited extent. After this change, do you still feel that log scale is important for conveying the information?

By some parts of the dotted lines, do you mean that tooltips don't activate when you hover anywhere over the bar or the line chart? Or did you try hovering the space between them (which indeed doesn't currently have a tooltip)? These tooltips should list all accepted thresholds (were added a month ago, together with a 'show: max' option).

Regarding blacklisted thresholds, I've just added them back in order to validate the UI, but the roadmap is to treat brute-force solutions as rooted - for scoring and in the histograms. It will take a while to get there, so for now I guess they're here (despite their effect on the scores of nearby nonoptimal solutions).

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(Edited: added section on the bottom)
The new scale seems to help for the most part except when you have 'extreme' solutions of your own :P Thats not really a problem I guess, while it does still mess with the other solutions it is also quite satisfying to see an absolutely huge cost :P Overall I think its fine currently, and while I personally still am a fan of log plots I don't think it is necessary at this point.

About the treshold list tooltip: I was referring to the part inbetween the two graphs. Overall I think they deserve to be promoted to a permanent spot on the stats page, considering their importance.

For marking the 'extreme' solutions as rooted.  I don't think it will be that simple, since it's not really a black and white thing. It can span the whole range from unrolling one iteration with 1 extra command all the way to some pretty extreme cases (I have seen dom's E7 no-longer-optimal intermediate scores that scale pretty well all the way until where he is now.

Edit: it would also be nice to be able to see the achieved tradeoffs in root (I'm not 100% sure that makes any sense in the current context). Currently you can kind of guess what happened based on the other graphs, but theres no guarantee. Particularly on G4 I am struggling, I even ended up finding a new best non-root solution that made my rooted solution take quite a hit on the upgrade but it feels like the highest root solution wasn't affected as much as mine, it would be nice to see its tradeoff as to know in what direction to search :

Edit edit: the dotted lines turn green when you've achieved them. It would be a nice touch to make them gold when they are an unique best since there is currently no way to tell which are unique :)

The plan is to detect non-general solutions that assume some limit on input sizes. This will be done by adding larger inputs as I used to do before, except that they'll be hidden and failure on them will just make the solution rooted.

Since players can't select those extra inputs, I can use only a few and make them exceedingly large without slowing down rendering or testing. Note that loop unrolling, as long as it supports arbitary input sizes, will not make a solution rooted.

Regarding your suggestions: uniqueness information can't be overlaid on the existing charts as is, because the client and the server may have different thresholds. And as you implied, best-known rooted solutions don't affect scoring so they don't contribute thresholds. Technically everything can be presented (maybe in a new screen), but it's going to be tricky to explain the meaning of this information to players.