2014/09/09 - Tapped Out

Talk about today's strip, or anything about the comic in general. You can also talk about any of the characters... but don't expect a response. They're FICTIONAL, you guys... sheesh. :)
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AccidentReport
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2014/09/09 - Tapped Out

Post by AccidentReport » Tue Sep 09, 2014 12:00 pm

Is it wrong that I want those spreadsheets?
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Kaqon
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Re: 2014/09/09 - Tapped Out

Post by Kaqon » Tue Sep 09, 2014 12:46 pm

It's funny, I play Magic with some of the Developers on Tapped Out. My Sister is addicted to the game and was shocked when I told her.

TomXP411
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Re: 2014/09/09 - Tapped Out

Post by TomXP411 » Tue Sep 09, 2014 3:49 pm

I did something similar, once. This was for a space adventure combat game that had a casino.

I was trying to calculate the odds of success when gambling, so I created a program to simulate the games of chance and test various strategies.

I finally proved to myself why the Gambler's Fallacy is called that.

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zaitcev
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Re: 2014/09/09 - Tapped Out

Post by zaitcev » Wed Sep 10, 2014 4:24 pm

One game where I did the spreadsheet thing was The iDOLM@STER Cinderella Girls. The twist in it is, you can buy performance with DLC (through e.g. "Platinum Gacha", even if you're unverified). Or, you can play for free and find a way to compensate your handicap against Area 11 cellphone players, with a spreadsheet.

The number of variation axii in Cinderella Girls is rather large, with all the bonuses one can aim for. But one interesting task at the beginning in particular is a version of "soldiers pack": you have 5 slots for front idols that output 100% of their rated fighting power, all the while consuming the rated cost. The rest of the line-up fall ouside and only produce 80%, up until the total available cost of the team. Who do you put into the forward slots?

Most players simply go and put the highest cost, highest output idols in front. The idea is, let's use 100% of larger power and 80% of smaller power. However, it's easy to see that it's not necessarily optimal, because the limit is the total cost. So, you want those who have highest power/cost in the team.

At this point I should admit that it only occured to me when I started to rotate underperformers into front in order to gain them the "heart" bonus (it's kinda like XP) and noticed inexplicable changes in the overall team's performace. Only then I reached for the spreadsheet.

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AccidentReport
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Re: 2014/09/09 - Tapped Out

Post by AccidentReport » Thu Sep 11, 2014 10:21 am

I have to say that for the last couple of days I switched from my ususal "throw them all at a building" strategy to Gregs "one for one". It works! I have gotten so much more back just throwing one nerd at a house. Basically means I can hit 60 different houses over at least 12 different town...and whilst some do get stopped the vast majority seem to get through and I'm getting a lot more back now. Thanks Greg! :D
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