DIS: Re: BUS: Simulation Time

2014-02-05 Thread Geoff Schmidt
I would support this with:

s/a magnitude of 100/a magnitude equal to the magnitude of their previous
score plus 100/

Super curious about the simulator! Though I don't have much free time due
to work commitments, I'd be happy to help, if there's a way that I can help.

-- Shredder

On Thu, Jan 30, 2014 at 5:05 PM, Kerim Aydin ke...@u.washington.edu wrote:



 [I started writing the following last week.  I actually made a nice little
 html5 simulator that I can put up so that moves can be planned; choices for
 Mass and Gravity were picked after some experimentation for game balance
 between Course Changes and Gravity, to allow gravity assists that were
 beneficial but not overpowering)]


 I intend, with Agoran Consent, to amend the OPERATIONS MANUAL by appending
 the following, where [RR1..6] will be replaced with the sequence of six
 lowest integers not already in use as clause numbers.

 RR1.  In a timely fashion after this clause takes effect, the Herald CAN
   and SHALL set each player's Score is set to a random complex number
   with a magnitude of 100, by announcement.  In a timely fashion after
   any new player joins, the Herald CAN and SHALL set the new player's
   score in the same manner.

 RR2.  Each player has a Mass, which is a positive real number with a
 minimum
   of 1.0.   Each player's Mass starts at 100.

 RR3.  Each player has a Velocity, with is a complex number.  Each player's
   Velocity starts at 0.

 RR4.  Gravity (G) is a real positive number equal to 10.0.

 RR5.  Each player CAN, once each week, specify a Course Change, which must
   be a complex number with a magnitude of 5 or less;  this number is
   added to eir velocity.

 RR6.  At the beginning of each week, the following events occur in order;
   i.  Each player i's velocity is changed by the vector sum over all
   other players j, of vectors with magnitude:
 GG * Mass(j) /(10+distance(i,j)^2)
   and direction towards each player j.
   ii. Each player's score is changed by eir velocity.







Re: DIS: Re: BUS: Simulation Time

2014-02-05 Thread Kerim Aydin


On Wed, 5 Feb 2014, Geoff Schmidt wrote:
 I would support this with:
 s/a magnitude of 100/a magnitude equal to the magnitude of their previous 
 score plus 100/

Haha!  I wonder why.  No worries on that.

 Super curious about the simulator! Though I don't have much free time due to 
 work 
 commitments, I'd be happy to help, if there's a way that I
 can help.

Sorry, work just closed in on me this week too.  I'll see what I can get up by
this weekend (I'll re-propose the gravity change w/edits today or tomorrow,
so nothing will start for 4 days anyway).

-G.







Re: DIS: Re: BUS: Simulation Time

2014-02-05 Thread Kerim Aydin


On Thu, 6 Feb 2014, Ørjan Johansen wrote:
 On Wed, 5 Feb 2014, Geoff Schmidt wrote:
 
  I would support this with:
  s/a magnitude of 100/a magnitude equal to the magnitude of their previous
  score plus 100/
 
 I'll just point out that has ambiguous parsing.

Just noticing that.  I'll write it so it's clear that final location is:

1.  Distance from the origin of 100+(current distance from origin).
2.  Random angle from origin.

(As opposed to say, moving 100 further from current location).

-G.




DIS: Re: BUS: Simulation Time second intent

2014-02-05 Thread Ørjan Johansen

On Wed, 5 Feb 2014, Kerim Aydin wrote:


RR1.  In a timely fashion after this clause takes effect, the Herald CAN
  and SHALL set each player's Score to a random complex number
  with a magnitude of (100 plus eir immediately previous magnitude),
  by announcement.  In a timely fashion after any new player joins,
  the Herald CAN and SHALL set the new player's score in the same
  manner.


What's a new player's immediately previous magnitude?
Also, what is the precision of these random complex numbers, we probably 
don't want the Herald to compute infinitely many digits...


Greetings,
Ørjan.

Re: DIS: Re: BUS: Simulation Time second intent

2014-02-05 Thread Ørjan Johansen

On Thu, 6 Feb 2014, Ørjan Johansen wrote:


What's a new player's immediately previous magnitude?
Also, what is the precision of these random complex numbers, we probably 
don't want the Herald to compute infinitely many digits...


Oh never mind, Rule 2419 answers both questions.

Greetings,
Ørjan.

Re: DIS: Re: BUS: Simulation Time second intent

2014-02-05 Thread Kerim Aydin


On Thu, 6 Feb 2014, Ørjan Johansen wrote:
 On Wed, 5 Feb 2014, Kerim Aydin wrote:
 
  RR1.  In a timely fashion after this clause takes effect, the Herald CAN
and SHALL set each player's Score to a random complex number
with a magnitude of (100 plus eir immediately previous magnitude),
by announcement.  In a timely fashion after any new player joins,
the Herald CAN and SHALL set the new player's score in the same
manner.
 
 What's a new player's immediately previous magnitude?
 Also, what is the precision of these random complex numbers, we probably don't
 want the Herald to compute infinitely many digits...

Ah, yes.  Scores I'm allowed to round to 5 digits by R2419, which I was
planning to do at the end of (double precision) sets of calculations.
But didn't occur to me that Velocities, Mass, etc. don't round.  will
add.  -G.



DIS: Re: BUS: Simulation Time

2014-01-30 Thread Ørjan Johansen

On Thu, 30 Jan 2014, Kerim Aydin wrote:


I intend, with Agoran Consent, to amend the OPERATIONS MANUAL by appending
the following, where [RR1..6] will be replaced with the sequence of six
lowest integers not already in use as clause numbers.


s/integers/positive integers/


RR1.  In a timely fashion after this clause takes effect, the Herald CAN
 and SHALL set each player's Score is set to a random complex number
 with a magnitude of 100, by announcement.  In a timely fashion after
 any new player joins, the Herald CAN and SHALL set the new player's
 score in the same manner.


s/is set//


RR3.  Each player has a Velocity, with is a complex number.  Each player's
 Velocity starts at 0.


s/with/which/


RR6.  At the beginning of each week, the following events occur in order;
 i.  Each player i's velocity is changed by the vector sum over all
 other players j, of vectors with magnitude:
   GG * Mass(j) /(10+distance(i,j)^2)
 and direction towards each player j.


Might want to make it clear that the direction is measured from player i, 
which I assume is intended by the similarity to Newton's law.


Greetings,
Ørjan.