Recent content by riley

  1. riley

    Decimal Representation in YOLOL

    On the wiki it states YOLOL numbers are represented as 64 bit fixed point decimals and can store up to 3 decimal places. Looking at the maximum and minimum values it's obvious to see that the underlying representation is a signed 64 bit integer. With that representation how can decimal...
  2. riley

    Yolol chip neural network possibility

    I agree with the majority of this although i think it may be possible. Train the network outside the game and hardcode the weights into the chips itself, don't bother with image recognition (too many calculations compared to simpler networks) and don't rely on high speed at all and it should...
  3. riley

    Starbase Progress Notes: Week 14 (2020)

    Looking great!
  4. riley

    YOLOL chip limitations

    If chips don't use the same fields or don't run at the same time then there wouldn't be an issue. I assume these chips would just handle different tasks?
  5. riley

    YOLOL chip limitations

    I'm not entirely familiar with E2 but maybe someone has tried what I mentioned above in it?
  6. riley

    YOLOL chip limitations

    I misunderstood the situation you were talking about. I take it you meant that one chip executes code until it reaches the end and then flips the state of a field, to activate another chip with is constantly checking that field. That shouldn't have a race condition since the chips aren't running...
  7. riley

    YOLOL chip limitations

    Abuse?
  8. riley

    YOLOL chip limitations

    Wouldn't two chips running simultaneously cause a lot of concurrency issues? Do you know how they are solved? What is the ADS you were talking about?
  9. riley

    Dev & Player Created: Enclosed Gamified locations/bases?

    Haha do you think we could we see wipeout-like racing with what is in the game?
  10. riley

    If YOLOL chips are runned client side. Wont everyone see something different in big faction factory cause multiple people will work on it?

    It is when they are simulating execution of YOLOL. You literally can't check validity without simulating it. Add that with everything else required for simulation and I am still skeptical of its efficacy.
  11. riley

    If YOLOL chips are runned client side. Wont everyone see something different in big faction factory cause multiple people will work on it?

    I wasn't aware they used P2P but imo it would make it so much harder to avoid hacking. You can't design a heuristic for determining the result of a program without simulating it yourself so at some point corners will have to be cut in how much work Starbases servers will do. Control at some...
  12. riley

    Has a recommended internet speed been mentioned?

    In Australia here also. I've heard Starbase uses a P2P model for a lot of simulation so hopefully that means us Australians won't be as disadvantaged.
  13. riley

    Has a recommended internet speed been mentioned?

    Ping's going to be more important. Internet speed shouldn't matter too much unless yours is in the kbps range
  14. riley

    Large ships

    I love the idea of inefficiencies rather than hard coded limitations, but without a safe zone it may not be worth it at all haha.
  15. riley

    If YOLOL chips are runned client side. Wont everyone see something different in big faction factory cause multiple people will work on it?

    The world anchor was an in game item someone before proposed that would act link a chunk loader in minecraft. I wasn't criticising the idea of leaving a computer on but I don't think it's flawless. Managing things client side means that it's very hard to make sure players don't alter what they...
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