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 Finding Class 0s 
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Lieutenant

Joined: Fri Mar 02, 2001 3:00 am
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Um, okay, so a glitch, good job EP... (rolls eyes) cmon u leet master haxor, you can find better than that :P

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Sat Dec 31, 2005 7:10 am
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Joined: Tue Mar 26, 2002 3:00 am
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Good Guess.... Wahahahahahahah


Sat Dec 31, 2005 7:15 am
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Joined: Thu Mar 21, 2002 3:00 am
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EP gets a Cookie! [:D]

Stardock with 5 warps out, without sysop intervention.

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Sun Jan 01, 2006 4:49 am
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Joined: Wed Feb 28, 2001 3:00 am
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quote:Originally posted by Traitor

Heh, You guys take so much for granted.
bang a game with the following settings:
(j) enable gold features: yes
(r) random seed: 2230360383
(a) sectors: 7500
(f) two-way warps: 15% (1125)
(g) one-way warps: 10% (750)

The rest of the settings don't matter.

Then go to dock and tell me what's wrong with it. First one to get the answer gets a cookie.

Details to follow [:D]


Bang 5K sectors and give me the details, I'll venture answers.


Sun Jan 01, 2006 6:23 am
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Well, I've viewed way too few bangs to make any hard conclusions, but it seems that Rylos is usually selected first, often times being the lowest numbered 6 warp/backdoors sector. Doing traffic analysis from Terra or Stardock seems to reveal nothing, but doing sequential (11-12, 12-13) plots almost always favor the Class 0s. Not from 11 to 100 though. I had to plot from 11-12 all the way to 4999-5000 and back to really be sure. Those can probably be considered random plots. So anyway, traffic analysis of 10k plots almost always showed the Class 0s as major thoroughfares... usually in the top 5 among the 6 warp/backdoor sectors. And sorry Kav, but the number of warps (In+Out) seems to have little bearing. Right now, the best sort I've come up with is by traffic analysis first, then by warps (In+Out) second.

I was thinking that'd it'd be a good idea to perform the traffic analysis during ZTM, killing 2 birds with one stone.

+EP+

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Mon Jan 02, 2006 5:13 am
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Joined: Sat May 21, 2005 2:00 am
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I'm clueless on how to perform a traffic analysis. I thought it might have to do with checking port times but EP talks about doing it at ztm time. Anyone got any advice on that?


Mon Jan 02, 2006 2:53 pm
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Basically, I'm referring to the frequency that a given sector shows up during course plotting. You could run a couple thousand plots, tracking each sector's appearance in those plots, and have a pretty good idea of where the major thoroughfares are. These *might* be good places to drop limpets, for example. They'll also give you an idea of where *not* to build a base.

When I'm tracking, I don't count the From or To sectors, just those in between. Assuming I've got a good ZTM, I just use TWX's getCourse for all of these plots.

+EP+

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Mon Jan 02, 2006 5:53 pm
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So you just create an array of SECTORS, run thru getCourse and add 1 to the given array element for every time it shows up? Then sort in descending order? What kind of sort works well in twx I wonder...

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Mon Jan 02, 2006 6:21 pm
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It would be logical to assume that the sectors with a higher number of in-warps would have more traffic than ones with a lower number of them just because they would have more sectors leading to them...but in final analysis, after the getcourse plotting method, then, to "get the skinny" on the traffic sectors, it seems that a port check for times when last ported is the most reliable---though turn costly except for unlims. To be most reliable, you would have to make a port check on dif days. But yeah, you can include the port time check in with your world cashing scripts without having to make a special script for it. You would already be porting anyway. You would only need include a few lines to have it check for times and do a comparison of times for each port. The sector that has the port with shortest times between ports is the winning port sector. Linking that sector with the runner up port sector which should be close by would give you the highest traffic sector(s) that don't have ports.

Maybe it won't catch all of them with low % of exploreds but the ones that it does catch would be positively identified using the port check method. But this method isn't good for turn games but neither are world cashing scripts.


Tue Jan 03, 2006 4:29 am
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Akor, I think you need to play a bit more.


Tue Jan 03, 2006 4:50 pm
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Exactly that Singularity. To sort, I'm just tracking the max appearances. So when I update a sector's appearance count, I check to see if it is > $maxAppearances, and update if necessary. Then, when I'm done, I loop through all sectors, sorting from $maxAppearances down to 0. This is elementary to you, but for the benefit of others... the code would be similar to this:
setVar $a $maxAppearances
while ($a >= 0)
setVar $b 1
while ($b <= SECTORS)
if ($appearances[$b] = $a)
echo "*" $b " - " $a " Occurences"
end
add $b 1
end
subtract $a 1
endAkor, you're talking about monitoring movement. That's beyond the scope of what we're talking about as it pertains to finding Class 0s. If you want input on trending movement patterns, that's competely different, and you'd be better served starting a new thread. Generally, you'd want to monitor fig/mine hits for that.

+EP+

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Tue Jan 03, 2006 6:42 pm
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Akor - if you have the turns/ability to visit every sector in the game checking ports, what would be the point of monitoring movement/traffic anyway? Whatever you're checking for, you should have already found in the multiple times of visiting every sector in the game.


Tue Jan 03, 2006 7:34 pm
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Ensign

Joined: Sat May 21, 2005 2:00 am
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k. Right. I should play more.


Wed Jan 04, 2006 3:46 am
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