IRC logs for #openttd on OFTC at 2018-09-26
        
        
        
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00:02:49  <m3henry> And It'll definitely be wanting c++11 support
 
00:02:54  <m3henry> So I'm happy about this :3
 
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00:36:49  <DorpsGek> Samu: 0.944881889764
 
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01:16:22  <DorpsGek> Samu: 0.925042589438
 
01:17:54  <Samu> @calc (956+819+804+779+761)/(1031+870+853+825+799)
 
01:17:54  <DorpsGek> Samu: 0.940840566469
 
01:18:35  <DorpsGek> Samu: 0.926114649682
 
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01:20:28  <Samu> real gains not even 10%, sad
 
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02:08:20  <Eddi|zuHause> c++11 is only 7 years old, how can you demand support for that?
 
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03:58:44  <Samu> what's the fastest priority queue for graph aystar?
 
04:00:36  <Samu> and when i mean fastest, it's the one with less op codes needed
 
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04:19:42  <Samu> fibonacci heap vs binary heap
 
04:20:18  <Samu> fibonacci was faster than binary, but the routes are different
 
04:20:47  <Samu> all costs are the same on both
 
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11:14:29  <crem4> Did TTD take a sawmill sound from beginning of Billy Joel's "Allentown" song?
 
11:18:03  <peter1138> Stock audio, probably.
 
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11:35:30  <LordAro> i hear AoE2's horse sound so often
 
11:53:50  <Samu> why does fibonacci heap and binary heap produce different results?
 
11:53:59  <Samu> is that supposed to happen?
 
11:55:30  <Samu> take a look at the 2 images and the roads built on both, they're different
 
12:07:10  <Samu> just tried priority queue, it's utterly slow
 
12:07:37  <Samu> produced the same result as fibonacci
 
12:07:44  <Samu> does that mean it's binary heap that's bugged?
 
12:07:54  <Samu> or it's not a bug at all?
 
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16:23:47  <Samu> are heaps supposed to give different results?
 
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16:53:47  <Samu> andythenorth: do u understand fibonacci heap and binary heap used in aystar?
 
16:57:40  <LordAro> Samu: asking anyone who says anything is bordering on harrassment
 
16:58:29  <Samu> google doesn't help here
 
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16:59:28  <Samu> it's very specific to my observed results
 
17:00:09  <Samu> aren't priority queues supposed to deliver the same results?
 
17:02:52  <andythenorth> I am quitting the channel for a bit
 
17:02:59  <andythenorth> getting asked random questions about stuff
 
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17:03:43  <Eddi|zuHause> that's why i have an ignore list
 
17:04:13  <Eddi|zuHause> with about 2 entries on it
 
17:04:25  <Samu> don't have where else to ask abouth this kind of things
 
17:04:51  <nielsm> find a professor of computer science, or research things yourself
 
17:07:31  <LordAro> Samu: first step would be working out what a heap is
 
17:07:39  <LordAro> wikipedia's pretty good at this sort of stuff
 
17:07:40  <nielsm> asking why two variants of a complex algorithm produce different results is a really difficult question and will likely require hours of research
 
17:08:06  <nielsm> that is, for someone already well acquianted with the concepts involved
 
17:08:47  <nielsm> for someone who hasn't learned about the algorithms and data structures it's built upon it'll take days or weeks to get up to speed
 
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17:31:22  <Samu> i think im gonna investigate this on my own
 
17:31:50  <Samu> in reading valgrinds and stack and heaps, nothing to do with what I'm looking for
 
17:34:12  <Samu> i used Queue.PriorityQueue-2 and produced the same result as Queue.FibonacciHeap-3
 
17:34:39  <Samu> only Queue.BinaryHeap-1 is different
 
17:35:09  <Samu> but that's what Graph.AyStar-6 is using, I must understand why
 
17:35:31  <FLHerne> Samu: The problem is that most of what you write here is just meaningless to anyone else without telepathy
 
17:36:29  <FLHerne> The sort of implementation-detail questions you're asking only really make sense in the context of how you're thinking about a specific bit of code
 
17:36:46  <FLHerne> But no-one else can know what you're looking at, nor what you're thinking about it
 
17:37:16  <FLHerne> I mean, yes I know about different kinds of heap, and yes I know about A*
 
17:37:18  <crem4> If it's a heap with standard opeartions, and there are no equal elements, any heap implementation will have the same results.
 
17:37:39  <crem4> If there are equal elements, they can be returned from heap in arbitrary order.
 
17:37:56  <FLHerne> But understanding why /you/ care about using different kinds of heap, in A*, right now, and what your problems with that are would take a whole conversation that I don't have time for
 
17:38:54  <FLHerne> ^ditto for the images
 
17:39:05  <FLHerne> I can see you have images with slightly-different debug output
 
17:39:16  <Samu> the routes are different in themselves
 
17:39:26  <Samu> and the only thing I changed was the queue
 
17:39:31  <FLHerne> I don't know what produces that output, nor what it means, nor why it (presumably) concerns you
 
17:40:29  <FLHerne> Then if they have different costs, your code is wrong somehow :P
 
17:41:03  <Samu> nop, the costs are the same, only difference was queue class
 
17:41:35  <Samu> towns didn't grow, didn't build roads, i have that disabled
 
17:41:50  <FLHerne> Either the heap sorting itself, or you have some error in how you take items from the queue
 
17:42:04  <FLHerne> It /says right in your images/ that the route costs were different
 
17:42:24  <Samu> that's not the pathfinder cost
 
17:42:52  <FLHerne> Ok, so back to "you don't provide enough context for anyone to provide meaningful input"
 
17:43:08  <FLHerne> I said that, and tried to ignore it anyway, and it didn't work :P
 
17:43:34  <Samu> ok, gonna try get the pathfinder costs displayed
 
17:44:19  <FLHerne> Trying to get input on that sort of debugging over a text channel /is just a waste of people's time/
 
17:44:38  <FLHerne> You need to share more state with the other person than anyone can reasonably type
 
17:44:57  <FLHerne> (and end up spamming the channel, like you have been for weeks)
 
17:45:30  <FLHerne> General design decisions, choice of algorithm, maybe
 
17:46:12  <FLHerne> But "my code doesn't work, why?!" isn't something it's worth discussing except with someone else looking at the same code and ideally in the same room
 
17:51:41  <Eddi|zuHause> weeks? my ignore list entry is from years ago... nothing improved...
 
17:53:33  <Samu> [16:37] <crem4> If there are equal elements, they can be returned from heap in arbitrary order.
 
17:53:45  <Samu> should be something like this that's happening, have to investigate
 
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17:56:40  <FLHerne> Samu: If the final pathfinder costs /are/ identical, there's no problem
 
17:57:17  <FLHerne> A* is guaranteed to return /an/ optimal path; if there's more than one of those it can return any of them based on anything
 
17:58:07  <FLHerne> (which is why the ship pathfinder is so slow, the big equal-cost areas of water give it far too many options)
 
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18:03:11  <Samu> Queue.PriorityQueue-2: ticks: 28016, pathfinder cost: 9120
 
18:04:17  <Samu> Queue.FibonacciHeap-3: ticks: 524, pathfinder cost: 9120
 
18:04:48  <Alberth> if equal, prefer smallest estimate (ie generally closer to the end-point)
 
18:05:30  <Samu> Queue.BinaryHeap-1-1: ticks: 544, pathfinder cost: 9120
 
18:12:36  <FLHerne> Ok, so there's no problem
 
18:12:48  <FLHerne> All the routes are equally valid
 
18:13:07  <Samu> min_cost = min(_AIMap.DistanceManhattan(cur_tile, tile) * self._cost_tile, min_cost);
 
18:13:56  <Samu> 	foreach (tile in goal_tiles) {
 
18:14:12  <Samu> there's only 1 goal tile
 
18:14:44  <Alberth> ah, fair enough, that's the 'min' about
 
18:17:32  <Samu> gonna plant signs, i wanna see how different they behave
 
18:20:39  <nielsm> I'm quite sure you're into entirely acememic exercise territory now. if your goal is to understand the algorithms, go ahead, but if your goal is optimization you're better off just picking one based on measurements and try to find other ways to fast-eliminate potential route segments
 
18:20:50  <nielsm> (i.e. experiment with heuristics)
 
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18:53:53  <Samu> those are the open neighbours
 
18:56:06  <Samu> seems that fibonacci is better for my purposes :p
 
18:57:34  <Samu> out of curiosity, will check Queue.PriorityQueue-2
 
18:57:49  <Samu> how this one builds them signs
 
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19:01:23  <Alberth> you tried it in the other direction as well?
 
19:12:14  <Samu> heh, it took so long that industries closed, it affected outcome
 
19:12:44  <Samu> but it seems to match fibonacci
 
19:12:58  <Samu> except that part closer to the industry that went missing
 
19:14:26  <Samu> steel mill gave place to a forest
 
19:14:35  <Wolf01> Does somebody remember a game like SEGA Golden Axe but with a warrior, a ranger and a wizard? I played it on a coin-op like 25 years ago and I forgot the name, every time I see Golden Axe on my library I remember that one
 
19:15:15  <peter1138> I remember Golden Axe.
 
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19:21:51  <Samu> in sum, what I learned, binary heap ordering of equal elements is different than the other two, and while it's not wrong, it's still as mismatch :(
 
19:23:09  <Samu> is it *ahem* easy to fix?
 
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19:27:22  <Alberth> give less room, consider tiles closer to the target (lower estimate) better if the total cost is the same
 
19:30:15  <nielsm> for building roads, I think giving penalty to turns, slopes, and directions away from the final destination, would be a start
 
19:30:22  <nielsm> but I don't know what you have now
 
19:30:43  <Samu> i could copy paste my code
 
19:31:06  <nielsm> also perhaps outright rejecting tiles outside a rectangle bounded by the source and destination plus some border space
 
19:31:46  <nielsm> and if finding a valid route with that bounding box fails, increase the allowed border space and try again
 
19:32:24  <nielsm> source and destination being the full route endpoints, not any partial route
 
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19:43:00  <Samu> it's something to do with the estimator, right
 
19:43:17  <nielsm> the neighbors function I think
 
19:43:36  <Samu> make the estimator return some incredibly high cost if going outside that rectangle
 
19:43:49  <nielsm> that's also a possibility
 
19:44:11  <nielsm> adding to the cost the further away from the ideal bounding box you go
 
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19:56:03  <Samu> oops, forget distancesquare
 
20:00:47  <andythenorth> hello planetmaker :D
 
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20:24:14  <Wolf01> <Wolf01> Does somebody remember a game like SEGA Golden Axe but with a warrior, a ranger and a wizard? I played it on a coin-op like 25 years ago and I forgot the name, every time I see Golden Axe on my library I remember that one <- ha! should be "the king of dragons"
 
20:24:37  <Eddi|zuHause> andythenorth: it's a valid feature request, but it's probably more involved than you think
 
20:25:10  <andythenorth> my friend had a game with a warrior a ranger and a wizard
 
20:25:17  <andythenorth> or maybe that was goldenaxe
 
20:25:57  <Wolf01> Is the one with the green and orange dragon
 
20:27:38  <andythenorth> Eddi|zuHause: the version I want is probably invalid
 
20:27:46  <andythenorth> all handled in newgrf, I abuse it for livery tricks
 
20:28:02  <andythenorth> won't work due to recursion failure?
 
20:28:41  <Wolf01> And now, for the nostalgia time, I should find out the sega game I played with my cousin, of which I recreated the gun with lego :P
 
20:28:43  <Eddi|zuHause> it'll work, but only on otherwise symmetric vehicles.
 
20:28:59  <andythenorth> I think that's close enough to "won't work"
 
20:32:39  <Eddi|zuHause> ok, well, it's a "bad" feature request in the sense that you're not requesting what you want, but a have a too specific implementation of what you want in mind which doesn't fit with the reality of the game
 
20:33:33  <andythenorth> I wonder what shift-click does in depot
 
20:34:32  <Eddi|zuHause> likely the same thing as everywhere else, estimate the cost of whatever a normal click would do (usually 0 won't show up)
 
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20:43:37  <andythenorth> do we support alt-click? :P
 
20:43:51  <andythenorth> all the ideas I've seen for liveries involve pissing around with dropdown menus
 
20:43:55  <andythenorth> which is terribly indirect
 
20:44:50  <Eddi|zuHause> alt+click is usually special on linuxoid windowing systems, and doesn't arrive at the program level
 
20:44:55  <andythenorth> ctrl-click is really direct
 
20:46:19  <Eddi|zuHause> you could add more options for the "can this vehicle flip" callback to determine what action is actually done on ctrl+click
 
20:46:39  <Eddi|zuHause> (nothing, flip, cycle livery group, ...?)
 
20:47:06  <andythenorth> that is an appealing proposal
 
20:47:25  <andythenorth> I would just modify it to delete 'flip'
 
20:47:34  <andythenorth> newgrf author has to handle flipping explicitly anyway
 
20:47:50  <andythenorth> the alleged support doesn't work for non 8/8 vehicles
 
20:52:00  <andythenorth> nielsm: fancy patching flip? :)
 
20:53:08  <Eddi|zuHause> andythenorth: that is exactly the point of the callback. the builtin flipping doesn't work for non-8/8 so the callback is there to tell the game "hey, it's safe to flip this non-8/8 because i implemented it myself"
 
21:04:37  <andythenorth> it has been removed in JGR PP
 
21:04:40  <andythenorth> so why is it needed?
 
21:07:53  <andythenorth> hmm the newgrf wiki does say that flipping isn't magic for shorter vehicles
 
21:08:35  * andythenorth checks the nml docs
 
21:09:07  <andythenorth> nml docs aren't as explicit
 
21:34:10  <Samu> the further is goes away from the distancemanhattan(source, goal), the higher the estimate cost
 
21:34:59  <Samu> that comment is false, don't read it
 
21:48:27  <Eddi|zuHause> it's not "magic", you just need different sprite offsets, because the offsets are relative to the start of the bounding box, not the center
 
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21:59:29  <andythenorth> well it could be made magic
 
22:00:04  <andythenorth> I implemented my own last year so potato / potato
 
22:00:58  <Alberth> why do you have both multiple sources and multiple goals, samu? seems a bit too much, doesn't it?
 
22:05:47  <andythenorth> Eddi|zuHause: so what does the spec look like for ctrl-click has multiple interpretations?
 
22:06:29  <Samu> because it's what graph.Aystar reads
 
22:06:58  <Samu> i haven't really touched graph.aystar code, except for the priority queue class
 
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22:18:37  <Eddi|zuHause> andythenorth: needs more looking up what the actual spec is currently before i can answer that
 
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22:51:31  <sushibear> Hello guys! Is OpenTTD being developed in C or C++?
 
22:53:13  <LordAro> though it was originally C, so there's still quite a lot of C-isms in the codebase
 
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23:03:11  <andythenorth> Eddi|zuHause: it might be just another flag :P
 
23:03:23  <andythenorth> but that seems slightly wrong
 
23:04:11  <andythenorth> I suspect there's no clean way to change the semantics of bit 3
 
23:04:15  <andythenorth> and bit 3 can't be removed
 
23:04:35  <andythenorth> and adding 'just another bit' for livery counting conflicts with bit 3
 
23:16:30  <andythenorth> can't have 2 separate bits for the behaviour
 
23:16:43  <andythenorth> needs a bitmask eh? :P
 
23:17:11  <andythenorth> how about changing semantics of bit 3 to 'ctrl-click can be used in depot'
 
23:17:40  <andythenorth> and adding a new bit for what var ctrl-click changes: 0 = flip, 1 = counter
 
23:17:51  <andythenorth> backwards compatible :P
 
23:24:58  <planetmaker> sushibear, and there's places in the codebase where C probably will loom long (or forever). And there's some objective-C in the OSX support.
 
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23:56:59  <sushibear> Mah dudes, what is FHC?
 
23:59:35  <LordAro> "failheap-challenge.com"
 
continue to next day ⏵