jan_Inkepa
Joined 6 years ago
Joined 6 years ago
I'm not sure how 'in' you are, you might know this already, but for sokoban IIRC the recommended way is to treat things is topologically - you always do a flood-fill empty space from the player so that the decision isn't whether to go up/down/left/right on this turn but which accessible side of which crate to push. It decomposes quite well, and maybe makes the complexity a bit more obvious? Hmm...
I haven't looked into mazebench, but yes this is very related stuff.
While I have a feeling that subject 'difficulty' is necessarily a slippery concept, they focus on 'context switching' as a key element of difficulty. In sokoban terms - how often you have to alternate between pushing one box and pushing another. This too can be gamed/trivialized, but, when I used it as a heuristic is was very good at generating the most horrifically difficult levels, much moreso than just going for 'solution length'.
On more general notions of complexity. In sokoban terms, the number of crates trumps everything else - for solvers I've written you quickly get exponential explosions with the number of crates. Nothing else really is significant.
I've also been working on solvers for more general classes of these games (puzzlescript games) and it's surprising how powerful generic solvers still are. PuzzleScript+MIS https://dekeyser.ch/puzzlescriptmis/ (not by me) is one powerful tool that uses PuzzleScript as a basis. I've worked on speeding up the solver a bunch (not currently integrated), figuring out good general heuristics for different kinds of games ( https://github.com/increpare/puzzlescript-labs has various experiments in this direction, including a modded version of PS+MIS). It's a nice optimizaiton problem for focusing on making numbers go down - there are lots of games to test on.
( When he starts his own threads, they're now of the form "I asked gemini question X and this several-page-long attached markdown file is how it answered" )
Here's my suggestion for an amendement:
"Roblox devs will need plus membership to publish to young users"
The step is a significant one, and Roblox has taken one other measure recently, restricting chat a lot for minors (https://x.com/Roblox_RTC/status/2043723470899437623) . I think this is a move to satisfy people concerned with child safety, not a cash grab. I think RB hq probably know they're making tradeoffs of keeping parents happy, while devs will be annoyed/fewer. But everyone can still make games and play them with trusted friends. Likely damages the network effect (Roblox's multiplayer aspect being one of its best parts), but oh well.
You're saying you get nothing, but you perhaps underestimate how time-consuming and expensive even the easiest company shut down in the Germany is. (I had a very smooth process winding down my company in the UK - you have my very sincere sympathies that things are a bit rockier for you).
>if your main shareholders and directors are physically in Germany and you reseat the company to where-ever, Germany is going to see and act like this is a de-facto German company. Hence you gain nothing, you get more paper work.
Looking online, here's a german tax-advisor who talks about the strategy of liquidating your company by first merging it with a uk company, saying you can close a company in 4-6 weeks by this process (though they recommend against it after brexit for liability reasons, but mention Ireland and malta as options). In germany you have a year of waiting, and lots of additional notary/accounts work. (OTOH, I don't know how you get it down to 4-6 weeks and avoid the uk's company house gazette notification period - they must pick a different kind of company - if your fees for closing down a company in germany are going into the thousands (or tens of thousands) for notaries, liquidators fees, and the like).
https://www.stmatthew.de/brexit-gmbh-sitzverlegung
Once again, not my specialty area, I just...wanted you to know that it does happen, is a specialty area of work for some companies, and it's presumably not irrational behaviour.
http://number-none.com/blow/prototypes/index.html
It's very different from his more recent stuff, but charming.
If you're trying to display pixel art (or make games with pixel art), being able to have integral upsizing is very useful. Antialiasing doesn't cut it, and the eye notices when you do non-integral nearest-neighbour upscaling and some pixels are the wrong size.