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Re: A Game
- Subject: Re: A Game
- From: tilford@ralph.caltech.edu (Mark J. Tilford)
- Date: 08 May 1998 00:00:00 GMT
- Newsgroups: rec.arts.int-fiction
- Organization: California Institute of Technology, Pasadena
- References: <1998050318322100.OAA11314@ladder01.news.aol.com> <354C9F6E.5090@hotmail.com> <3551225F.3F28@see.below>
- Reply-To: tilford@cco.caltech.edu
On Thu, 07 May 1998 14:54:23 +1200, Greg Ewing <not.telling@see.below> wrote:
>GLYPH wrote:
>>
>> You've come accross a common problem of
>> "how do I get the player to choose one of many things without letting
>> him try every one and without killing him instantly if he botches it?"
>
>One solution is to make the number of combinations
>so vast that the chance of solving it by random
>guessing is vanishingly small.
>
>E.g. instead of only one thing to plug or unplug
>with maybe 6 different coloured sockets, you
>have 20 plugs and 20 sets of 6 coloured sockets.
>Unless you're very lucky, trying all the possibilities
>would take quite a long time...
>
That reminds me... when I was playing John's Fire Witch, I couldn't find
the combination, so eventually I wrote a program that generated a file
which listed commands that would try all combos, and then did
tadsr firwitch.gam < fw.scr and afterwards looked through the script file
generated to get the combo.
>--
>Greg Ewing, Computer Science Dept, | The address below is
>spam-protected.
>University of Canterbury, | To decode it, replace "splodge" with "."
>Christchurch, New Zealand | and "curly" with "@".
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--
-----------------------
Mark Jeffrey Tilford
tilford@cco.caltech.edu