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Posted: Fri Aug 16, 2013 1:46 pm
by Malcolm
Posted: Fri Aug 16, 2013 1:49 pm
by Malcolm
Goddamnit. Someone move this to "Games != UO" forum.
Posted: Fri Aug 16, 2013 1:51 pm
by thibodeaux
Researchers at North Carolina State University
WOOO! Wolfpack!
Posted: Fri Aug 16, 2013 2:09 pm
by Leisher
Moved.
Posted: Fri Aug 16, 2013 4:14 pm
by TheCatt
Ive always wondered about approaching it this way.
Posted: Fri Aug 16, 2013 9:49 pm
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
Posted: Fri Aug 16, 2013 9:56 pm
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
Posted: Mon Aug 19, 2013 7:27 pm
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.