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| ZTM Performance / Time https://mail.black-squirrel.com/viewtopic.php?f=15&t=13172 |
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| Author: | Promethius [ Fri Aug 26, 2005 2:47 am ] |
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I have almost finished a ZTM script I have been playing with for a while and was wanting to get some feedback on acceptable accuracy and times to achieve that accuracy. I have not really done time tests on my script yet (testing on my home server would not reflect an accurate amount of time), but the accuracy is as follows: 500 sector game found 1601 out of 1614 warps (99.2%) 20k sector Sub Zero edit found 52,537 our of 52,595 (99.9%) 5k sector Greek Gods edit found 13,501 out of 13525 (99.9%) What amount of time is acceptable to add for the other .1%? |
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| Author: | Singularity [ Fri Aug 26, 2005 5:34 am ] |
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In general? Don't know. I might spend an extra 15 minutes to a half-hour, but 99.9% is good enough for my needs. Am curious tho, what did that other .1% end up being? 1-ways? |
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| Author: | GodZilla [ Fri Aug 26, 2005 3:11 pm ] |
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Hay Prome, if you nede a BETA tester to test your ZTM script ill test it. |
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| Author: | Zarkahn [ Fri Aug 26, 2005 3:12 pm ] |
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heh heh, and who wouldn't volenteer...lol |
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| Author: | Zarkahn [ Fri Aug 26, 2005 3:15 pm ] |
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do the edits really affect the time or amount of warps, or does it have to do with the max warp path? Should a 20k universe have close to same # of warps no matter the edit? |
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| Author: | Psion [ Fri Aug 26, 2005 3:47 pm ] |
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EP and Traitor are the people to really talk to about ZTMs, but I've picked up enough from them that I feel comfortable commenting. Unless the sysop has edited the warp breakdown or course length, all universes of a given size will have roughly the same number of warps. The last .1-.2% (assuming your ZTM strategy is sound) will basically always be bubble weirdness. Its difficult to describe using straight text, but I'll do my best. Look at this diagram GATE - sector1 |......./ sector2 Now say you're trying to plot out from sector1. GATE will be the first sector, so you avoid it and try again to plot out. This time you get a no paths found error. So the ZTM moves on. But what it didn't realize is that sector1 is NOT a de, it's in fact linked to sector2. But a standard ZTM will show sector1 and sector2 as being dead ends when they're actually 2ways in a small bubble. There is no realistic way to get a 100% ZTM without having 100% explored. It would take at least as long as the rest of the ZTM (and maybe longer) to map that remaining .2%. The calcs and tests involved to do the plotting are tortuous. Thats just one example, theres others, but if you're really that interested, take it up with Traitor or EP, heh. The really weird problems they deal with and the really weird ways they deal with them give me a headache, heh. Have some aspirin and plenty of free time before you start asking these kinds of questions Promethius, I'm curious. What method are you using for your ZTM? Rev's method? |
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| Author: | Zarkahn [ Fri Aug 26, 2005 3:52 pm ] |
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heh another WOW brainwashed and still checks in. lol Nice to see u again Psi. |
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| Author: | Promethius [ Sat Aug 27, 2005 2:25 am ] |
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Psion, you are correct that there are issues that make a 100% plot about as attainable as hitting 5 exp for each trade. The issue you described is one of the major problems in gaining that 100%. I am using a method similar to what SupG uses, but with a couple of different twists. If this ZTM works out, I will post the method - really don't want to lead someone on a bad path if it doesn't work out. When I get closer to completing the script - hopefully very soon, I will post here that is is on Grimy for anyone wanting to try it. |
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| Author: | Promethius [ Sat Aug 27, 2005 8:05 am ] |
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I have uploaded my ZTM to http://www.grimytrader.com. The script was initially tested using 500, 5000, and 20k sector games and ran w/o any problems. I have finished the menu and windowing systems and ran a test on that. If you decide to test the script, please let me know the results and hopefully the time required to finish the ZTM (times are recorded after each pass in a window and the finish time will also display). When the ZTM is complete, the script will continue to run sending a "#" whenever inactivity is detected and the window will remain visible. Sorry if this post is rambling but it is 6 AM and the lack of sleep is showing. I will try and correct any found issues, however if the general consensus of users is that it is not a viable script, I will pull it. |
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| Author: | Zarkahn [ Sat Aug 27, 2005 3:16 pm ] |
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cool Prom, I got a test game for my new script, will check urs too, and compare warps found to what Rev's found and let u know. |
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| Author: | ElderProphet [ Sat Aug 27, 2005 7:34 pm ] |
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quote:...there are issues that make a 100% plot about as attainable as hitting 5 exp for each trade. Is that a challenge? [;)] You know I've had a 100% accurate ZTM ~90% complete for months. I may have to revisit it now. +EP+ |
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| Author: | Promethius [ Sat Aug 27, 2005 10:12 pm ] |
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quote:Originally posted by ElderProphet quote:...there are issues that make a 100% plot about as attainable as hitting 5 exp for each trade. Is that a challenge? [;)] You know I've had a 100% accurate ZTM ~90% complete for months. I may have to revisit it now. +EP+ EP, if I can get you to post a 100% accurate ZTM script, then you know it is, and I would be more than happy to use it if you put it out for public use. Challenges are always good - to me it was just getting a relatively accurate ZTM written. I know I have not addressed one major issue - Vader had a game about a year ago that had warps longer than what the game indicated. |
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| Author: | Harley Nuss [ Sat Aug 27, 2005 10:38 pm ] |
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EP - I have no doubt that I could design a universe that would be nearly impossible for you to ztm. |
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| Author: | ElderProphet [ Sun Aug 28, 2005 2:02 am ] |
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Now you're just pushing buttons. [:D] You're probably talking about edits where the max course length has been changed after BigBang... and I have never tried to write a ZTM for that. Otherwise... I might take that bet. A one-way universe might prove challenging though. Then again, I've never known K3 to not know what he's talking about. +EP+ |
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| Author: | Harley Nuss [ Sun Aug 28, 2005 2:52 am ] |
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I was thinking about manually editting warps. Mad Hatter did a game like that once that ran on eleq's server. Was really a pain to get anywhere. Lots of one ways and corridors that led only one place. |
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