Okay, I gonna reiterate the idea once again *before* sleeping because I am just not in the mood for waiting right now.
What would be the point?
You have trouble finding balance in the game. You want balance in tictactoe style. You try to find this balance in the ships. I try to find this balance in the stats.
You say Tank beats DD beats strategic beats Tank (or something like that). I say speed beats strength beats range beats speed (or something like that). Combine both and they will adopt to each other. I expect faster convergence on a fitting solution or even the faster occurence of the possibility of a fitting solution.
I cannot simply let the program decide that 10 hitpoints is worth the same as 5 damage or 30 hit points is 3 damage or (god forbid!) that 5 hitpoints is worth 15 damage! It doesn't work that way.
When the program should decide to try that it will most likely find that this does not lead to tictactoe. Those parameters will *die*
There is no "expected value." :|
Oh yes, there is. Any non-infinite random value has an expected value and you are using non-infinite random values.
TOO far out of scope. I'm not dealing with populations in the dozens, I'm dealing with 10-12 individuals whos "lives" make up more than 90% of the operational cycles of the program. I need fewer cycles not more.
You would run my version of the algorithm once, to find parameters that most likely generate a triangle. Don't change the rest of the mechanics and you won't have to change those parameters. You run it exactly once per update of game-mechanics. You actually run it *before* you "ship" the game.
've been fixing the ratios/min/max etc. of the algorithm, because it is trivially easy to let some value exceed a threshold where upon the unit is unbeatable. This is why a random RNG is not a good idea. I am not even going to explain why two levels of random is a god-awful idea (mainly because it makes it Fcking Impossible with a capital F and I to debug).
Sorry, I don't know much about Flash, I just keep on thinking generic programming here, functional programming there, code-writing code over there... My god, you don't have a randomly written function, you just evolve parameters to a random number generator, it's not like you are changing actual code beyond writing a generalized rng and running an evolution on parameters. When a unit is unbeatable, the game should detect this and change the rules in a way, that an unbeatable unit gets less likely, or to put it in another way: Out with discriminating parameters! Kill em off, they're not even human, replace them with fairer ones!