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fairness | LumpN's Blog
http://blog.lumpn.de/tag/fairness
Skip to primary content. Skip to secondary content. May 16, 2016. This is an addendum to my last post about randomness and fairness. As I was implementing a randomizer in the spirit of the random threshold model discussed before, a nice simplification occurred to me. I knew the probabilities. In my use case would be small, between 5% and 30%, and long streaks of bad luck can feel like a bug to the user. Therefore I wanted a tight upper bound for a streak of bad luck, so I chose c. July 27, 2015. And it c...
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Apparent probability | LumpN's Blog
http://blog.lumpn.de/apparent-probability
Skip to primary content. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. I have opened 40 chests and not a single one of them had a rare item in it. This is not 10%! All bets are o...
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variance | LumpN's Blog
http://blog.lumpn.de/tag/variance
Skip to primary content. Skip to secondary content. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. My game is broken. Wrong Always look at the variance. All bets are off. In f...
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Open development | LumpN's Blog
http://blog.lumpn.de/open-development
Skip to primary content. October 13, 2014. I am very lucky to be working for Unknown Worlds Entertainment. On their upcoming underwater exploration game Subnautica. Lucky because of many reasons. For starters Subnautica is an exceptional game. Like traditional high quality games it features gorgeous graphics and a masterfully crafted world. Unlike traditional games it does not involve shooting things and killing stuff though. It is very peaceful. I am excited about that! Coined the term naked development.
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distribution | LumpN's Blog
http://blog.lumpn.de/tag/distribution
Skip to primary content. Skip to secondary content. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. My game is broken. Wrong Always look at the variance. All bets are off. In f...
blog.lumpn.de
dithering | LumpN's Blog
http://blog.lumpn.de/tag/dithering
Skip to primary content. Skip to secondary content. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. My game is broken. Wrong Always look at the variance. All bets are off. In f...
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Diplomarbeit | LumpN's Blog
http://blog.lumpn.de/diplomarbeit
Skip to primary content. July 1, 2011. Auswertung von XPath-Ausdrücken auf der Basis von CUDA. Die generische Auszeichnungssprache XML. Ist mittlerweile als ein Standardformat für strukturierte Daten etabliert. Zahlreiche Anwendungen verwenden XML-basierte Sprachen zum Speichern und Austauschen von Informationen. XML-Kommunikation bildet die Grundlage für Webdienste. Und -anwendungen. XML-Datenbanken ermöglichen es, große Mengen strukturierter Daten vorzuhalten und bereitzustellen. Diese Kernkomponenten ...
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expected value | LumpN's Blog
http://blog.lumpn.de/tag/expected-value
Skip to primary content. Skip to secondary content. Tag Archives: expected value. July 27, 2015. Let’s say you are creating a computer game where the player explores a dungeon and every time he finds a new treasure chest there is a 10% chance it contains a rare item. A naïve implementation goes like this:. Fairly straight forward, right? And it certainly fulfills the desired property of spawning 10% rare items. But soon the complaints of players roll in. My game is broken. All bets are off. In fact I...
blog.lumpn.de
probability | LumpN's Blog
http://blog.lumpn.de/tag/probability
Skip to primary content. Skip to secondary content. May 16, 2016. This is an addendum to my last post about randomness and fairness. As I was implementing a randomizer in the spirit of the random threshold model discussed before, a nice simplification occurred to me. I knew the probabilities. In my use case would be small, between 5% and 30%, and long streaks of bad luck can feel like a bug to the user. Therefore I wanted a tight upper bound for a streak of bad luck, so I chose c. July 27, 2015. And it c...