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[yb2-meta] Generator Talk
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<blockquote data-quote="reiella" data-source="post: 71650" data-attributes="member: 160"><p>Which don't you understand?</p><p></p><p>And I'm not saying they don't care about the game, I simply said they don't care either way about the changes to the generator or any possible bugs/quirks.</p><p></p><p>[]</p><p></p><p>1: Second location potential.</p><p>There is a somewhat rare potential for a 'turf' location (ie, signature location) to come up in a second field. Wicht at least did not realize this when creating it, and it also causes something of a problem when judging. Does it result in an extra point or no? Currently, they should gain the extra point in that situation, but I know more than a few judges who are adamant about unless it occurs in the expected (and single) field, it doesn't count. Easy enough to just remove this potential all together, and possibly replace with something else.</p><p></p><p>2: Named Locations are meaningless currently.</p><p>They were added to account for Sash, and then removed because the power they gave sash was pretty weak. It might be nice to just have them see some appearance in the generator (related to above, just do a straight replacement of the location potential with the named location potential).</p><p></p><p>3: Spelling Errors/Grammar Errors</p><p>These are just annoying to see, and I splot them out at sight, I do hope I don't have to explain them though <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p><p></p><p>4: Styles and Locations in other fields (notably the 'noun' table).</p><p>Specifically Thorn and River respectively. Technically by current rules, a move with thorn in the defensive portion (ie '; shields against the quickening of the thorn') or in the attack special (ie ' so fast that it obliterates the thorn') it would be considered for terms of immunity and an extra point for style... Although this is not how it is 'supposed' to be, and most judges don't consider it. This was also a problem with the first generator that the generator talks back then aimed to fix (it was confusing). These two were missed apparantly. As a result I changed them with meowthbot and the web-gen to be less confusing (thorn->plant, river->lightning).</p><p></p><p>5: Duplicated entry in the x table</p><p>There are multiple entries that are the same in a table from which moves are generated. Specifically the swarms of 'and's in the conjunction table, and 'spirit' in the noun table. Of these I really only fixed spirit (spirit->mind) with MeowthBot and my test-gen.</p><p></p><p>6: Stale changes from generator talks</p><p>Vacuum was supposed to be removed afaik and replaced with void because it just simply sounded better for the wuxia/MA feel we're going after. Vacuum just was a bit to 'sciencey'... Not too sure why it never made it through though, prolly just KD forgot about.</p><p></p><p>7: special oddities</p><p>"blood of the sun"."blood of the stars"."kick of the scythe"."kick of the armor", "rising of the teardrop",etc odd moves.</p><p>Just move traits that look odd. Not a real problem, but also easy enough to fix by changing some of the table entries to be less specific.</p><p></p><p>8: Modifiers making 'moves worse'</p><p>Not something I really have an opinion of either way myself, but something I've seen complained about on the chatroom at least. However seeing as this has 'real' results (changes something that affects character points etc) would perfer some talk before touching this. Again, I don't really see this as a problem, and would probably perfer to see modifiers and other specials adjusted so that they don't always make for a 'better' move.</p><p></p><p>[ Another add here so the explanations are in one place ]</p><p>9: Clustering</p><p></p><p>This is just a quirk of the psuedo-random number generator... It's more obvious to notice with the hand-generation functions. Mostly obvious with the 5hand functions are that most hands tend to be pretty normal (ie, no specials at all in any of the moves) or there to be two or three that are bundled together. It also results in a slightly greater probability of pulling moves with multiple specials than is represented in the code. It is easiest to fix with the specials as the determination for each of the specials is (if RandomNumber is 1 then AddThisSpecial), to at least shift the clustering out slightly, I changed it to (if RandomNumber is 2), (if RandomNumber is 3), etc so that each special checked against a different fixed random number. This at least seems to reduce the apparant clustering on meowthbot and the web-gen. Fixing it for styles, locations, nouns, etc is alot more difficult however. I have an idea of how to approach it, but won't be starting on it for a while (System Programming sucks... write an assembler... yay).</p></blockquote><p></p>
[QUOTE="reiella, post: 71650, member: 160"] Which don't you understand? And I'm not saying they don't care about the game, I simply said they don't care either way about the changes to the generator or any possible bugs/quirks. [] 1: Second location potential. There is a somewhat rare potential for a 'turf' location (ie, signature location) to come up in a second field. Wicht at least did not realize this when creating it, and it also causes something of a problem when judging. Does it result in an extra point or no? Currently, they should gain the extra point in that situation, but I know more than a few judges who are adamant about unless it occurs in the expected (and single) field, it doesn't count. Easy enough to just remove this potential all together, and possibly replace with something else. 2: Named Locations are meaningless currently. They were added to account for Sash, and then removed because the power they gave sash was pretty weak. It might be nice to just have them see some appearance in the generator (related to above, just do a straight replacement of the location potential with the named location potential). 3: Spelling Errors/Grammar Errors These are just annoying to see, and I splot them out at sight, I do hope I don't have to explain them though :). 4: Styles and Locations in other fields (notably the 'noun' table). Specifically Thorn and River respectively. Technically by current rules, a move with thorn in the defensive portion (ie '; shields against the quickening of the thorn') or in the attack special (ie ' so fast that it obliterates the thorn') it would be considered for terms of immunity and an extra point for style... Although this is not how it is 'supposed' to be, and most judges don't consider it. This was also a problem with the first generator that the generator talks back then aimed to fix (it was confusing). These two were missed apparantly. As a result I changed them with meowthbot and the web-gen to be less confusing (thorn->plant, river->lightning). 5: Duplicated entry in the x table There are multiple entries that are the same in a table from which moves are generated. Specifically the swarms of 'and's in the conjunction table, and 'spirit' in the noun table. Of these I really only fixed spirit (spirit->mind) with MeowthBot and my test-gen. 6: Stale changes from generator talks Vacuum was supposed to be removed afaik and replaced with void because it just simply sounded better for the wuxia/MA feel we're going after. Vacuum just was a bit to 'sciencey'... Not too sure why it never made it through though, prolly just KD forgot about. 7: special oddities "blood of the sun"."blood of the stars"."kick of the scythe"."kick of the armor", "rising of the teardrop",etc odd moves. Just move traits that look odd. Not a real problem, but also easy enough to fix by changing some of the table entries to be less specific. 8: Modifiers making 'moves worse' Not something I really have an opinion of either way myself, but something I've seen complained about on the chatroom at least. However seeing as this has 'real' results (changes something that affects character points etc) would perfer some talk before touching this. Again, I don't really see this as a problem, and would probably perfer to see modifiers and other specials adjusted so that they don't always make for a 'better' move. [ Another add here so the explanations are in one place ] 9: Clustering This is just a quirk of the psuedo-random number generator... It's more obvious to notice with the hand-generation functions. Mostly obvious with the 5hand functions are that most hands tend to be pretty normal (ie, no specials at all in any of the moves) or there to be two or three that are bundled together. It also results in a slightly greater probability of pulling moves with multiple specials than is represented in the code. It is easiest to fix with the specials as the determination for each of the specials is (if RandomNumber is 1 then AddThisSpecial), to at least shift the clustering out slightly, I changed it to (if RandomNumber is 2), (if RandomNumber is 3), etc so that each special checked against a different fixed random number. This at least seems to reduce the apparant clustering on meowthbot and the web-gen. Fixing it for styles, locations, nouns, etc is alot more difficult however. I have an idea of how to approach it, but won't be starting on it for a while (System Programming sucks... write an assembler... yay). [/QUOTE]
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