This discussion was continued from
here
Syntax wrote:
Well... I'm disappointed from the point of view that there are high scores at stake. As previous posts have pointed out, I'd like to think the playing field was even. To think that some of the #1 battles I've had could be against someone with an unfair advantage makes me very unhappy.
With UU implemented in TCB, everyone will be on the same level playing field
In fact, the day it gets introduced to DROD is the day I stop playing.
The main problem with UU is that it eliminates the need for instinct, and unusual solutions would become common-place simply because everything becomes *triable* without the backfire of having to start again.
What you argue here is that guesswork and experimentation should be penalised by having to replay masses of moves repeatedly, i.e. only people who can consider and calculate the entire move sequence they want to make in advance should have an advantage.
The problem is, as has been said many times before, this is very unfair towards people who do not have the capability to do this, mentally. The total number of possible pathways increases exponentially as the number of moves in the sequence increases (for small sequences), and unless you have a computer-like mind able to
process and
remember that many different outcomes all at once, I highly doubt you'll be able to find an optimal solution without an element of guesswork involved.
My optimisation method is a kind of complicated Markov algorithm/process thingy (minus the randomness). At each point where I no-longer know if I am optimal or not, I attempt to use "
instinct"
to choose the best of the 11 next moves by considering the effects of the next or next 2 moves. The best option prevails, it is likely to be chosen, and then the decision process is repeated for the next move, and so on. If the move I pick for a given turn seems to work, and allows me to continue moving, I give it a higher priority, and if I have to restart from the original point, I am more likely to make that move a second time when I reach that turn. Similarly, if a move leads to disaster, or a whole chain of unoptimal sequences, I will give it a lower priority, and not pick that move the next time I get to that turn. So, the way I look at moves changes as I play. The more a move seems to work, the more I use it, and the more it fails, or becomes unoptimal, the less I use it. That way, I don't have to remember the actual move sequences I have played as such, I only need to remember what the general overall effect of each move was (i.e. is it more likely to lead to partial success or failure?).
Basically, it's a kind of an intelligent search function - I can't read 50 moves in advance, so I'll split it into 2-move chunks.
When I play chess, I'll let my opponent move their piece back if they made a stupid move. I wouldn't, however, go further back than that in the game. Making mistakes is part of learning, and understanding movement order and why roaches gap for example would become obsolete. DROD is a hard game to play, but even harder to master... UU would make the latter meaningless.
Would you want to play a 50-move sequence fifty times over (i.e. 2500 moves) just to see which of your possible move sequences were not mistakes? How would you know, without experimentation, if a move sequence was correct?
I agree that making mistakes helps you to learn, but the current system penalises mistakes. How am I supposed to learn anything if I can't actually make a mistake, because I'll have to play out 200 moves all over again? In fact, I assume that chess players and players of similar games, like Go, are in fact performing an intelligent search like the one I just described when playing in situations they do not recognise. The major difference is that while I may only be able to compute 2 moves in advance, a chess player could probably do about 20.
Unlimited undo will put people like me on a more level ground with people who
can compute 20 moves in advance. I don't see why this makes DROD harder to master - is the goal of optimising in DROD to train you to see long-range (e.g. 20 move) sequences in advance, or to train you to perform a short-range intelligent search more efficiently? I think your concern is that the latter requires less effort and time, but I disagree - the further you can read, the less you'll undo, and the less time you'll use experimenting, while the more you rely on it, the more time you'll spend optimising and guessing. The differences stem from the type of mind you have, and how good you are at performing your random searches, given the tools you have.
Long-range reading will probably give more consistent results, but trial rates will be lower, while short-term experimentation may allow for faster trial rates, but will drastically increase the probability of finding really unoptimal results. Either way, they should end up the same; I think the reason why there is such a disparity between good players on the #1 table at present is the fact that people using the former require fewer trials, and so do not restart as much.
Having UU as an option doesn't even work in theory. High scores would be affected since once a room had been completed with it on, it becomes easy enough to mimic it with it off (that's assuming high scores would be disabled if it was on in the first place). Besides, demos could be hacked to spoof it being off.
That doesn't really make much sense. You can mimic the #1 leader at any time you like by downloading a demo, whether UU is on or not, and you could probably "
hack"
demos in JtRH anyway. The main idea of highscores and optimisation is not to copy someone else's solution, but to be the first to find a new one.
Finally, KevG's post can summarise mine for me.
KevG wrote:
Solving and optimizing are different modes of play. The focus of optimizing should be in concentrating on whether or not you can shave off moves, not on simply surviving. You already know you can survive the room, now it's how can you do it better. Having to repeat hundreds of moves to compare approaches doesn't add tension, it simply adds tedium. To me, that's when DROD becomes an exercise.
____________________________
Resident Medic/Mycologist