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Offline furballdn

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg466402#msg466402
« Reply #144 on: March 02, 2012, 06:16:55 am »
Is there a cap on bonewalls?

Offline Absol

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg466406#msg466406
« Reply #145 on: March 02, 2012, 06:46:31 am »
Is there a cap on bonewalls?
It has been addressed in the other thread, but no one seems to reach the cap.
I myself have reached 4500+, and that's not the cap. Speculatively, it could be 9999.
But i think to accurately answer that, we have to look into the Bone Wall coding.

Xeno, do you have access to the game code?
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Offline OldTrees

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg466409#msg466409
« Reply #146 on: March 02, 2012, 06:48:18 am »
Xeno, do you have access to the game code?
Yes. Yes he does.
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Offline furballdn

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg466410#msg466410
« Reply #147 on: March 02, 2012, 06:49:29 am »
Which is why I'm asking here.

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg466419#msg466419
« Reply #148 on: March 02, 2012, 07:30:37 am »
Is there a cap on bonewalls?
There is no hard cap. Technically, however, the stack couldn't exceed the maximum size of an integer in Actionscript (approximately 1.79769313486232 x 10308). That's a pretty damn big stack.
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Offline Sevs

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg470087#msg470087
« Reply #149 on: March 12, 2012, 03:22:03 pm »
What is the AI priority in discarding?
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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg470099#msg470099
« Reply #150 on: March 12, 2012, 03:56:36 pm »
From earlier in this thread (6th link in the original post)
What's the AI's priority for discarding cards?
Basically, it goes through all the cards in its hand and assigns them a score based on this formula:

Score = (cost of card)/10 + suspicious

In general, suspicious is 1 if that creature was Nightmared last turn.

However, if the card is Ghost of the Past:

Score = 0

For each card, if its score > (random number between 0 and 1), it will discard it.

If once it has run through all its cards it has not found one to discard, it discards a random card.


Offline Sevs

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg470103#msg470103
« Reply #151 on: March 12, 2012, 04:09:57 pm »
From earlier in this thread (6th link in the original post)
What's the AI's priority for discarding cards?
Basically, it goes through all the cards in its hand and assigns them a score based on this formula:

Score = (cost of card)/10 + suspicious

In general, suspicious is 1 if that creature was Nightmared last turn.

However, if the card is Ghost of the Past:

Score = 0

For each card, if its score > (random number between 0 and 1), it will discard it.

If once it has run through all its cards it has not found one to discard, it discards a random card.

thanks
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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg490369#msg490369
« Reply #152 on: May 01, 2012, 12:15:22 am »
Ok, another question I always wanted to know:

How high is the chance to get a rare card in the rare spin (Arena) ? If you don´t know it, could you perform a test ?
If an exact chance is too complicated - could you make a chance estimation (higher/lower than x%) ? I have an idea for a "higher than" estimation - but would need help.

Edit:
Is it right, that the spinner chooses 4 cards (not 5) ?
« Last Edit: May 01, 2012, 07:57:20 pm by teffy »
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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg490407#msg490407
« Reply #153 on: May 01, 2012, 12:56:31 am »
Ok, another question I always wanted to know:

How high is the chance to get a rare card in the rare spin (Arena) ? If you don´t know it, could you perform a test ?
Assuming the goal is to win a rare card regardless of the rare, follow these rules
1) Always try to match a fixed slot (0 spins remaining)
2) Avoid breaking pairs
3) If there are no pairs then spin the slot with the most spins remaining

See here for raw probabilities.
http://elementscommunity.org/forum/index.php/topic,28014.msg358556.html#msg358556

P(A3A3A3) = (1/r)^3
P(R|A3A3A3) = 1

From A3A3B3 [P = (1-r)(1/r)^3]
Chance of winning from A3A3B3
P(R|A3A3B3)=(1/r)^9 * (- r^9 + 5 r^8 - 11 r^7  + 19 r^6 - 20 r^5 + 13 r^4  - 5 r^3 + r^2)
P(A3A3A2|A3A3B3) = (1/r)
P(A3A3B2|A3A3B3) = (1-r)(1/r)
P(A3A3A1|A3A3B3) = (1-r)(1/r)^2
P(A3A3B1|A3A3B3) = (1-r)^2(1/r)^2
P(A3A3A0|A3A3B3) = (1-r)^2(1/r)^3
P(A3A3B0|A3A3B3) = (1-r)^3(1/r)^3

I will be back.

PS: If Xeno would confirm the number of rares in the arena spin that would be useful.

P(A3B2B0|A3A3B0) = (1/r)
P(A3A2B0|A3A3B0) = (1-r)(1/r)
P(A3B1B0|A3A3B0) = (1-r)(1/r)^2
P(A3A1B0|A3A3B0) = (1-r)^2(1/r)^2
P(A3B0B0|A3A3B0) = (1-r)^2(1/r)^3

P(B2B0B0|A3B0B0) = (1/r)
P(A2B0B0|A3B0B0) = (1-r)(1/r)
P(B1B0B0|A3B0B0) = (1-r)(1/r)^2
P(A1B0B0|A3B0B0) = (1-r)^2(1/r)^2
P(B1B0B0|A3B0B0) = (1-r)^2(1/r)^3

P(BBB|A3B3B0) = (  (1/r) + (1-r)(1/r)^2 + (1-r)^2(1/r)^3  ) * (  (1/r) + (1-r)(1/r)^2 + (1-r)^2(1/r)^3 )
= (  (1/r) + (1-r)(1/r)^2 + (1-r)^2(1/r)^3  ) ^ 2
= (1/r)^6 * (  r^3 + (1-r)r^2 + (1-r)^2*r  ) ^ 2
= (1/r)^6 * (  r^3 + r^2 - r^3 + r - 2r^2 + r^3  ) ^ 2
= (1/r)^6 * (  r^3 - r^2 +r  ) ^ 2
= (1/r)^6 * (r^6 - 2 r^5 + 2 r^4 +r^4 - 2 r^3 + r^2)
= (1/r)^6 * (r^6 - 2 r^5 + 3 r^4  - 2 r^3 + r^2)

P(BBB|A3A3B3) = (1-r)^3(1/r)^9 * (r^6 - 2 r^5 + 3 r^4  - 2 r^3 + r^2)
=(1/r)^9 * (1 - 3 r + 3 r^2 - r^3) * (r^6 - 2 r^5 + 3 r^4  - 2 r^3 + r^2)
=(1/r)^9 * (r^6 - 2 r^5 + 3 r^4  - 2 r^3 + r^2)
+(1/r)^9 * (- 3 r^7 + 6 r^6 - 9 r^5  + 6 r^4 - 3 r^3)
+(1/r)^9 * (3 r^8 - 6 r^7 + 9 r^6  - 6 r^5 + 3 r^4)
+(1/r)^9 * (- r^9 + 2 r^8 - 3 r^7  + 2 r^6 - r^5)
=(1/r)^9 * (- r^9 + 5 r^8 - 12 r^7  + 18 r^6 - 18 r^5 + 12 r^4  - 5 r^3 + r^2)
P(AAA|A3A3B3) = (1/r) + (1-r)(1/r)^2 + (1-r)^2(1/r)^3
P(R|A3A3B3) = (1/r)^9 * (  r^8 + r^7 - r^8 + r^6 - 2 r^5 + r^4 )    +   (1/r)^9 * (- r^9 + 5 r^8 - 12 r^7  + 18 r^6 - 18 r^5 + 12 r^4  - 5 r^3 + r^2)
=(1/r)^9 * (- r^9 + 5 r^8 - 11 r^7  + 19 r^6 - 20 r^5 + 13 r^4  - 5 r^3 + r^2)

Summary:
P(R|A3A3A3)= 1
P(R|A3A3B3)=(1/r)^9 * (- r^9 + 5 r^8 - 11 r^7  + 19 r^6 - 20 r^5 + 13 r^4  - 5 r^3 + r^2)
P(R|A3B3C3)=??
« Last Edit: May 01, 2012, 05:22:33 am by OldTrees »
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Offline Rutarete

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg498574#msg498574
« Reply #154 on: May 15, 2012, 04:05:33 am »
Can permanents have passives?
It is the greatest mystery of all...
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Offline eaglgenes101

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Re: Game Coding Q&A https://elementscommunity.org/forum/index.php?topic=32442.msg498575#msg498575
« Reply #155 on: May 15, 2012, 04:10:03 am »
Short/long bow and the eyes have the ranged passive.
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