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Hi guys. Author here (one of them). I'm so happy that the paper got here on HN without us doing anything. This is a big thing for researchers. Normally our papers end up in a dark corner of internet.

This paper is a pre-print. We submit it to a workshop (GAS2022) and it is still in process of peer-review. So it will have many more changes until get accepted. Including some suggestions from here :D


Super cool to see the paper! Given that some of the authors are in Montreal (a large video game development hub), do you think you'd ever continue this path with primary research?


Yes absolutely. Some of the authors are in the field since mid 2000s. As for me, I'm about to finish my PhD and try my luck researching game development. The dream is to build a video game research lab. But that might take some time.


Hi. Do you mind sharing more of your work with Godot? I'm working in a similar project for software testing.


Hey, where can I check this blog? Im interested in collision detection in games.


Well that's the thing... I haven't published anything yet. I don't even know which blogging platform I'll use. It's on my TODO list though so.. One day.


According to this study [0] you are correct. The problems related are mostly management while the technical ones rarely cite language issues.

[0] https://arxiv.org/abs/2009.02440


Very cool idea. I'm having problems to access the website. Maybe the high traffic put it down.


Just bumped the amount of asgi workers and upped the DO droplet size, should be good now, sorry about that!


just of out of curiosity, what size was your droplet and how was your asgi config?


had it on a $5 vps with a single worker, bumped it up to a 3 cpu vps and 8 workers. This is using starlette + uvicorn + redis


> But regardless of these details, software has two main qualities that give it this advantage in terms of preservation: It's interactive It's deterministic

No sure if we are talking of the same thing here but a Software is deterministic, but the randomness in a Game makes it non-deterministic, even if the emulation is deterministic. See, for exampe, a loot in a dungeon crawler. It will be different everytime.


The randomness in games currently available boils down to picking from a set of very large numbers and executing a limited number of code paths. That is to say, there are no non-deterministic video games, because all outcomes must be programmed.

A problem that can crop up with emulators is a lack of random seed values between runs, leading to, for example, a dungeon crawler with the same loot every time.


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