Update README.md

This commit is contained in:
Ta180m 2019-05-08 08:33:09 -05:00 committed by GitHub
parent b2ec6d7614
commit 4bddc7048f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -12,16 +12,28 @@ int D = 0, R = 0, B1 = 0, B2 = 0; // Initial power-up status
```
Change these values to alter the initial state:
* **start** - Starting amount of money
* **goal** - Ending amount of money
* **max_it** - The maximum number of iterations to solve
* **MPQ** - The initial level of the money per question upgrade (Starts from 0)
* **SB** - The initial level of the streak bonus upgrade (Starts from 0)
* **M** - The initial level of the multiplier upgrade (Starts from 0)
* **D** - The status of the discounter power-up (0 is unpurchased, 1 is purchased and used)
* **R** - The status of the rebooter power-up (0 is unpurchased, 1 is purchased and used)
* **B1** - The status of the mini bonus power-up (0 is unpurchased, 1 is purchased and unused, 2 is used)
* **B2** - The status of the mega bonus power-up (0 is unpurchased, 1 is purchased and unused, 2 is used)
- **start** - Starting amount of money
- **goal** - Ending amount of money
- **max_it** - The maximum number of iterations to solve
- **MPQ** - The initial level of the money per question upgrade (Starts from 0)
- **SB** - The initial level of the streak bonus upgrade (Starts from 0)
- **M** - The initial level of the multiplier upgrade (Starts from 0)
- **D** - The status of the discounter power-up (0 is unpurchased, 1 is purchased and used)
- **R** - The status of the rebooter power-up (0 is unpurchased, 1 is purchased and used)
- **B1** - The status of the mini bonus power-up (0 is unpurchased, 1 is purchased and unused, 2 is used)
- **B2** - The status of the mega bonus power-up (0 is unpurchased, 1 is purchased and unused, 2 is used)
## How it works
*Coming soon*
Without considering player interactions, the *state* of a Gimkit game can actually be represented with only eight parameters: money, the levels of the money per question, streak bonus, and multiplier updates, and the status of four power-ups. For any such state, we want to minimize the number of questions ("iterations") needed to reach that state. However, money can range over a large range of values, so instead, we will swap money and the number of questions answered. Realistically, a player will only answer at most 200 questions, so this will reduce the total number of states. Note that a state only contains information about the current status in the game, not the particular path used to reach that state.
State parameters
- **it** - The number of questions answered
- **MPQ** - The level of the money per question upgrade (Starts from 0)
- **SB** - The level of the streak bonus upgrade (Starts from 0)
- **M** - The level of the multiplier upgrade (Starts from 0)
- **D** - The status of the discounter power-up (0 is unpurchased, 1 is purchased and used)
- **R** - The status of the rebooter power-up (0 is unpurchased, 1 is purchased and used)
- **B1** - The status of the mini bonus power-up (0 is unpurchased, 1 is purchased and unused, 2 is used)
- **B2** - The status of the mega bonus power-up (0 is unpurchased, 1 is purchased and unused, 2 is used)
Now that we have our state, we must determine the state *transitions*. Some transitions include answering a question, using a power-up, or buying an upgrade. These transitions allow us to go from one state to another. For example, consider the transition of answering a question. The new state's iteration will be one larger, while everything else stays the same. Starting from the initial state, the algorithm traverses transitions in an attempt to reach a state with money greater than the goal.