re: randomizers and bias (6/N) 

@viridian Is this approach still going to work when I start randomizing land unlock requirements (which means I have to calculate reachability)?

randomizers and bias, bad end 

The naive algorithm is not as slow as I expected, in this case. I suspect that in other cases we'll have a problem.

So, I still have no good solution. I guess we go naive for now.

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randomizers and bias, bad end (15/N) 

Turns out I do not understand this as well as I thought. PlaceOrbsInLands in this example (even though that's not quite how I actually wrote it) has a probability of failure that's proportional to the ideal failure probability, for one step, but it's lower than that ideal. For it to be the same, we'd have to stop everything immediately after encountering any failure. But, if it is the same, we end up with an equivalent of trying every permutation.

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