Update README.md
This commit is contained in:
parent
b2ec6d7614
commit
4bddc7048f
34
README.md
34
README.md
|
@ -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.
|
||||
|
|
Loading…
Reference in a new issue