RTS stats and theory

Mostly PC, but console and mobile too
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Malcolm
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Post by Malcolm »

Diogenes of Sinope: "It is not that I am mad, it is only that my head is different from yours."
Arnold Judas Rimmer, BSC, SSC: "Better dead than smeg."
Malcolm
Posts: 32040
Joined: Fri May 21, 2004 1:04 pm
Location: Minneapolis

Post by Malcolm »

Goddamnit. Someone move this to "Games != UO" forum.
Diogenes of Sinope: "It is not that I am mad, it is only that my head is different from yours."
Arnold Judas Rimmer, BSC, SSC: "Better dead than smeg."
thibodeaux
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Post by thibodeaux »

Researchers at North Carolina State University


WOOO! Wolfpack!
Leisher
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Post by Leisher »

Moved.
“Activism is a way for useless people to feel important, even if the consequences of their activism are counterproductive for those they claim to be helping and damaging to the fabric of society as a whole.” - Dr Thomas Sowell
TheCatt
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Post by TheCatt »

Ive always wondered about approaching it this way.
It's not me, it's someone else.
Malcolm
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Post by Malcolm »

TheCatt wrote:Ive always wondered about approaching it this way.

I've been thinking about this since the days of Civilization I and Warcraft II. Although, Civ is more turn-based.




Edited By Malcolm on 1376704225
Diogenes of Sinope: "It is not that I am mad, it is only that my head is different from yours."
Arnold Judas Rimmer, BSC, SSC: "Better dead than smeg."
GORDON
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Post by GORDON »

Yeah, most coders think like that, I bet.

In UO we used to think that way, more or less, adopting tactics that were much ridiculed but very successful.

The problem with LOL is that there are too many variables. Champ selection is just the first stage. How you build them during the game makes too much difference. I'd love to be able to code a program that scrapes data from a particular match and tells your team the most likely successful way to thwart their team, but again, too many variables as the game goes on. And, the good players adapt their tactics to account for your build and tactics. Too much data.




Edited By GORDON on 1376704616
"Be bold, and mighty forces will come to your aid."
Malcolm
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Post by Malcolm »

The problem with LOL is that there are too many variables.

Pshaw.

Too much data.

Bull to the shit. No one knows everything. No one is James Bond. Everyone has a weak point. It's merely a matter of finding and hitting it repeatedly. Questions are ...

1. What does this data look like?

2. Data for who? You, your opponents, your team?

3. Do you have a way to pipe in data from the current game into a program somewhere machine?

4. How much data do you have access to from a historical perspective? With enough time and targeted history, the real time analysis doesn't have to be god-like.
Diogenes of Sinope: "It is not that I am mad, it is only that my head is different from yours."
Arnold Judas Rimmer, BSC, SSC: "Better dead than smeg."
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