Herr Otto Partz says you're all nothing but pipsqueaks!
Quote from: CTG on November 10, 2014, 09:54:45 AM
...BUT! What if you take only short, tricky sections to create magic carpets, extreme jumps or simply a perfect 90 degree corner? Usually it's only a 0.5-2 seconds long section and gear switches are quite limited in a certain part of the track (---> less combinations). The buffer parts, such as straight roads do not really require this kind of method - only a few critical sections need that kind of maxout. It would not create a perfect replay, only a perfect trick or corner. ...
Quote from: Friker on December 06, 2012, 02:25:28 AMQuote from: BonzaiJoe on December 06, 2012, 02:12:44 AM
How about just simulating all possible keypress sequences and detecting the fastest finished one?
A track of ~1 minute has about 1200 'moments', and about 64 possible keypress combinations for each moment, so that leaves only about 64^1200 possible replays, . So if you pre-set a max-time that you know the perfect replay should be within, you can just run all the simulations, and the perfect replay should be ready an infinite length of time after the end of the universe.Quote from: CTG on February 03, 2005, 03:01:25 AM
Once I asked Zak about the possibilty of a program counting the best available replay. He said no - but what if we have the source code? Is there a program being able to produce the perfect replay? Just think it over:
Average length: 80 seconds (1600 units)
3 different buttons can be used in the same time unit (42 combinations)
Possible keyboard combinations in one unit with real meaning: about 20
The program must count 20^1600 possibilities...
When we are already ensured that a perfect replay is impossible we could start about near-perfect replays. That is what I've done.
Btw player could strike at most 3 keys at a moment but I think all 6 keys could be simulated at once.
Quote from: Duplode on December 06, 2012, 04:46:50 AMQuote from: Friker on December 06, 2012, 01:34:32 AM
the same but with heuristics? hmm.. these should be really good heuristics to complete a run within a month.
some machine learning? i can imagine to train some situations and then apply it. still it would discard some of the best tricks. but really usable with OWOOT rules! the note: that training has to be huge because of many entrance speeds and many track's pieces combinations to learn.
ok so with the whole engine we could have a machine that makes nearly perfect replays with owoot rules. as long as it does not making money it's good only for ruin a game and probably master thesis.
It boils down to designing a smarter Skid, then. In fact, there is actually some prior art related to that specific issue, though it isn't down the computer science alley...
Quote from: Friker on December 06, 2012, 01:34:32 AM
the same but with heuristics? hmm.. these should be really good heuristics to complete a run within a month.
some machine learning? i can imagine to train some situations and then apply it. still it would discard some of the best tricks. but really usable with OWOOT rules! the note: that training has to be huge because of many entrance speeds and many track's pieces combinations to learn.
ok so with the whole engine we could have a machine that makes nearly perfect replays with owoot rules. as long as it does not making money it's good only for ruin a game and probably master thesis.
Quote from: BonzaiJoe on December 06, 2012, 02:12:44 AM
How about just simulating all possible keypress sequences and detecting the fastest finished one?
A track of ~1 minute has about 1200 'moments', and about 64 possible keypress combinations for each moment, so that leaves only about 64^1200 possible replays, . So if you pre-set a max-time that you know the perfect replay should be within, you can just run all the simulations, and the perfect replay should be ready an infinite length of time after the end of the universe.
Quote from: CTG on February 03, 2005, 03:01:25 AM
Once I asked Zak about the possibilty of a program counting the best available replay. He said no - but what if we have the source code? Is there a program being able to produce the perfect replay? Just think it over:
Average length: 80 seconds (1600 units)
3 different buttons can be used in the same time unit (42 combinations)
Possible keyboard combinations in one unit with real meaning: about 20
The program must count 20^1600 possibilities...
Quote from: BonzaiJoe on December 06, 2012, 02:12:44 AM
How about just simulating all possible keypress sequences and detecting the fastest finished one?
A track of ~1 minute has about 1200 'moments', and about 64 possible keypress combinations for each moment, so that leaves only about 64^1200 possible replays, . So if you pre-set a max-time that you know the perfect replay should be within, you can just run all the simulations, and the perfect replay should be ready an infinite length of time after the end of the universe.
Quote from: HappyWorm on May 08, 2005, 11:40:50 AMQuote from: zaqracksince when you are watching a replay, Stunts regenerates the whole physic happenings, collisions, acceleration, jumps, etc, everything, it's impossible to do a separate RPL viewer/editor without the sources of the original stunts physic engine.
if we'd have the sources it'd be not that hard to code an optimized replay searcher/writer, so let's celebrate we dont have the sources.
well you have at least the possibility to write a wrapper that hooks into the replay-engine when stunts is loaded to memory and directly passes commands at the engine and fetches the result. of course this would be not very nice but I think it'll work.
second thing would be to reverse-engineer the whole program, first use a decompiler (if I remember correctly stunts was written in Microsoft C 5) and then translate the remaining asm-code per hand - time-consuming but a chance to get the code
Quote from: Chulk on November 27, 2007, 08:45:30 PM
One thing we know for sure... You created the perfect spamm editor!