--- Log opened Sun Mar 04 00:00:51 2007 |
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05:29 | < Jan[draw]> | Strange... |
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05:31 | < Jan[draw]> | A drawing can look perfectly fine, then when it's fliped horizontally, it's like looking into East Burlen. |
05:35 | <@Raif> | Berlin? |
05:36 | | * Jan[draw] doesn't speak German. |
05:37 | < Jan[draw]> | Try speaking in American, it's the only language I understand. |
05:37 | < Doctor_Nick> | hurf durf blurf slurf |
05:38 | | * Jan[draw] gives Dr. Nick another beer. |
05:38 | | * Doctor_Nick spills it on himself and slumps on the credenza |
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10:08 | <@jerith> | Afternoon all. |
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10:31 | < Reivtop> | Dear Murphy: |
10:32 | < Reivtop> | While I understand you and I have not seen eye to eye in the past, and that you have delighted in destroying my livelihoods in the process, I feel that destroying my main boxen's PSU was a bit much. |
10:32 | < Reivtop> | But did you have to kill my LCD screen too? |
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15:09 | | * Serah PatPats ReivZzz. |
15:09 | < MyCatSleeps> | That was gracious. |
15:09 | | MyCatSleeps is now known as MyCatVerbs |
15:11 | | * Vornicus rewrites his longest-path finder to not prune locations you can get to in a longer time, because it turns out that that's bad. |
15:12 | <@jerith> | Generating infinite loops? |
15:12 | <@jerith> | Or something? |
15:12 | <@Vornicus> | No |
15:12 | <@Vornicus> | It is possible for a shorter path to a particular point to be better because it doesn't block entrance to certain segments of the graph. |
15:13 | <@jerith> | Umm... Are you only allowed to traverse each node once or something? |
15:13 | <@Vornicus> | Yep. |
15:15 | <@Vornicus> | Also, recursion and results caching are your tiny gods. |
15:15 | <@jerith> | Indeed. |
15:16 | <@jerith> | Very tiny, or more just sort of smallish? |
15:16 | <@Vornicus> | Just sort of smallish. |
15:16 | <@jerith> | :-) |
15:17 | <@Vornicus> | A depth first search with caching of failed lines has reduced what would be exponential time to almost-linear time. |
15:17 | <@Vornicus> | (for a given target node, I have to check all the paths that the node would be on for a duplicate of that node) |
15:17 | <@jerith> | :-D |
15:19 | | * MyCatVerbs blinks. |
15:19 | < MyCatVerbs> | I thought the optimal running times for longest-path finding algorithms were exponential. oO |
15:21 | <@Vornicus> | If you don't store anything, I imagine so. Right now I'm looking at something around quartic time; if I were willing to more aggressively cache, it would be more along the lines of cubic time. |
15:22 | < MyCatVerbs> | Vornicus: "optimal," is defined to mean, "no algorithm can ever have a worst-case better than this." >_> |
15:22 | <@Vornicus> | Heh |
15:23 | < ErikMesoy> | Of course, no matter how many times the programmers and mathematicians say that you have to use the worst case as your baseline, PHBs will still give orders to code a moderately good system that does something nasty when given the worst case, such as taking indefinite time. |
15:24 | < MyCatVerbs> | ErikMesoy: that calls for excruciating hacks. |
15:24 | <@Vornicus> | I'm looking at entirely batshit storage, though - nodes * edges storage for paths, and good caching would be nodes^2 plus another nodes^2 intermittent. |
15:24 | < MyCatVerbs> | ErikMesoy: such as (if it's possible to do so cheaply) detecting that you're looking at something resembling your algorithm's worst case and switching algorithm to cope with it. =) |
15:25 | < ErikMesoy> | Oh, that's smart. |
15:25 | <@Vornicus> | But if you do that, you end up with, uh, 2 * nodes * nodes * edges time. |
15:25 | < ErikMesoy> | :D |
15:26 | < MyCatVerbs> | Vornicus: you're trading off storage for time? |
15:26 | <@Vornicus> | MCV: very much so. |
15:27 | < MyCatVerbs> | Fun. ^^ |
15:29 | <@Vornicus> | But, yeah, my previous method was 1. crap, and 2. slower than this. |
15:30 | <@Vornicus> | By about an order of magnitude. |
15:30 | < MyCatVerbs> | Eh, just so long as you don't hit your swap file. |
15:30 | <@Vornicus> | I'm about at 50MB for an 1100-ish node graph, halfway through. |
15:31 | <@Vornicus> | This is in Python, though, so it's got overhead. |
15:31 | < Doctor_Nick> | N^N |
15:31 | < MyCatVerbs> | Vornicus: niiiice. |
15:32 | < Doctor_Nick> | im not even sure how to do an N^N function |
15:33 | < MyCatVerbs> | Doctor_Nick: some variations on bogosort exceed N^N. |
15:33 | <@Vornicus> | ...though it has occurred to me that I haven't figured out how to get an actual path from the final data... |
15:34 | <@Vornicus> | ...oh, duh, real simple. Adapt my valid-path-checking function to return a list or None, and if it returns a list, append current to it. |
15:36 | < MyCatVerbs> | This is the handy thing about languages like Python, especially when they have good C integration. |
15:37 | <@Vornicus> | ...this is some wacky data, though - it dropped from 1067 to 993 live nodes after 8 moves, and has stayed there ever since. I suspect it might have a loop of 993 or thereabouts in it. |
15:37 | < MyCatVerbs> | If you need to make the whole program really really fast, it's entirely feasible to rewrite the path finding algorithm in C and link it in - *after* having prototyped and tuned it for complexity while working in Python. |
15:40 | <@Vornicus> | Indeed. |
15:41 | <@Vornicus> | I will eventually adapt this for my Settlers project; right now, however, I am content to watch it grind away on 1100 nodes of evil graph goodness. |
15:42 | < Doctor_Nick> | im not even sure how to do an N^N function |
15:42 | < Doctor_Nick> | oops |
15:42 | <@Vornicus> | You said that. |
15:42 | < Doctor_Nick> | i said that already |
15:43 | <@Vornicus> | Well, visiting n-tuples of n possible objects would do it. |
15:52 | <@Vornicus> | (so counting from 0 to 9,999,999,999, given 10...) |
15:52 | < MyCatVerbs> | Vornicus: Settlers? |
15:53 | <@Vornicus> | I'm making a Settlers of Catan webgame. |
15:53 | <@Vornicus> | Because the ones that are out there suck. |
15:53 | < MyCatVerbs> | Aaaand I have no idea what that is. *googles!* |
15:54 | < GeekSoldier> | only one of the greatest board games of all time. |
15:54 | < GeekSoldier> | :) |
15:54 | < gnolam> | Vornicus: what do you need fancy path finding for in SoC? |
15:54 | <@Vornicus> | gnolam: to find the longest road. |
15:54 | < GeekSoldier> | longroad? |
15:55 | < ErikMesoy> | Hmm. If you have memory, it seems like it might be better to count the increasing length of roads as they go, checking whenever a road is played. |
15:55 | < gnolam> | Since the number of roads is so limited, you shouldn't need anything special... |
15:55 | < gnolam> | IMO. |
15:55 | < GeekSoldier> | but roads may branch, so you'd need to check that too. |
15:56 | <@Vornicus> | Branch, and loop. |
15:56 | | * GeekSoldier nods. |
15:56 | <@Vornicus> | My brother once won a game by creating a loop where once there was none. |
15:56 | <@Vornicus> | too bad, too, because had he not done so, I would have won by playing my third soldier. |
16:00 | <@Vornicus> | And with other considerations - Ships can move (and C&K's Diplomat card can remove or move roads), players can break your roads by playing settlements - it quickly becomes difficult to determine how these things affect road length directly. So much so that just performing an exhaustive search is simpler. |
16:03 | < gnolam> | But still, isn't it still just a DFS with a directed graph? |
16:03 | < gnolam> | -still, or something. |
16:03 | < gnolam> | Need. More. Caffeine. |
16:04 | < gnolam> | NEED. |
16:04 | <@Vornicus> | Yes. And that's what I'm doing. |
16:04 | <@Vornicus> | Well, except that I'm doing breadth-first, because it's cheaper to do all possible starting points at once. |
16:08 | <@Vornicus> | depth 650, 23000 cache items, 200,000 cache hits. |
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19:30 | < GeekSoldier> | http://c2.com/cgi/wiki?LanguagesByKeyboard |
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20:57 | < introc> | offering safe and simple way to earn money! see the second half of the presentation: www.website.ws/whiteride/show |
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20:57 | < GeekSoldier> | damn estonian pyramid schemes. |
21:16 | <@Vornicus> | On further analysis, the aggressive caching scheme I mentioned earlier doesn't really work - the last part of the algorithm is to actually generate a working path, and for that you need to traverse the entire graph - and for /that/ you'd better be caching the dead sections. |
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21:35 | < Doctor_Nick> | would any of you guys happen to have a copy of the 16-bit version of Turbo Debugger? |
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