Quote: "The endless fight for #genuary23 #genuary #genuary2024
It's not an original idea, I've seen this before but couldn't put a hand on it."
It says the battle is endless. I wonder if there's any way to mathematically prove that.
Quote: "The endless fight for #genuary23 #genuary #genuary2024
It's not an original idea, I've seen this before but couldn't put a hand on it."
It says the battle is endless. I wonder if there's any way to mathematically prove that.
https://hachyderm.io/deck/@bazzargh/111829275276749971
Originally I saw https://twitter.com/CasualEffects/status/1390290306206216196 which the author says was based on a pico8 original (which I remember seeing, but can't find now). Those earlier ones had the pong bats as well, but when I did the demake in basic, I couldn't fit the code into a tweet to get the bbcmicrobot to run it. So, I removed the bats.
Mine is a bit slow and janky, @rheolism (I think?) posted back a much faster, smoother version using custom characters instead of plotting, and then I saw a remake of the demake in processing? These things take a life of their own.
Anyway, long ago deleted my twitter account, but dug it out of the archive.
x1 = y1 = y3 = squareSize, x2 = canvas.width - squareSize
squares = Array.from({ length: numSquaresX }, (_, i) =>
Array.from({ length: numSquaresY }, (_, j) =>
i === 0 && j === 0 ? TEAM1 : TEAM2))It is like an attacker-defender equilibrium situation where the vertical guy runs up and down a trench and the attacker tries different paths for orthogonal attacks.
I'll give it a rough swing. I probably overcomplicated the endgame I describe below, and maybe make some assumptions that aren't actually how the mechanics work, but hopefully it's understandable.
The balls are about the same size as the blocks. Lets say they are infinitesimally smaller, so they can still fit down a 1 block wide tunnel.
Imagine the gameplay somehow gets into the condition that both balls are in tunnels, but white in the worst way (perfectly aligned, so it just bounces off the far ends) and black in the best way (barely zigzagging in a nearly straight line, killing all wall blocks, leaving a 3 block wide tunnel in it's wake).
This would result in whites tunnel rapidly shrinking. Even if white exists in a 2x1 tunnel and is getting kills, black is still killing at almost 2x the rate.
White will be in their 2x1 tunnel, make it into a 3x1 tunnel, but it will become a 2x1 tunnel again by the time it's bounced a little over a block. Now suppose black then reaches the (white) end of their tunnel, scoring 3 kills in almost the same instant. There's nowhere to spawn those three that doesn't clash. The app will either crash with a null value error, or some other result that qualifies as an end condition since it would break the fundamental rules of the game.
An interesting question might be around how many distinct loops there are and whether there's some pattern to the loop lengths.
No it wouldn't. The fact that it will pass through every state infinite times doesn't mean it will do it in the same order each time. Each digit of pi has only 10 possible states, but it never loops.
(a) is deterministic
(b) depends only on the current state, and
(c) can only occupy a finite number of states
then it will loop.
Pi digits do not satisfy this because while the digit space is finite (10), the next digit depends on more than just the prior digit.
Related (but not the same): https://en.wikipedia.org/wiki/Poincaré_recurrence_theorem
Would make a nice game if there was a way for players to have some control over the ball. Could be as easy as standard pong paddles, with some time delay whenever your ball passes your own goal line.
This means that even if there was anything resembling a "win" condition it would be hard to achieve.
EDIT: 120/904 now.
But they asked for proof for or against a possibility at all, not whats probable.
They're asking if one can prove that you never reach any situation where an end condition (intended or not) could ever exist.
Imagine black has a long horizontal 1 pixel tunnel, but it's zigzagging down hitting every side pixel rapidly, while white has a long white tunnel and it's bouncing perfectly horizontally, taking a long time to hit each end. As the ends close in on white, is there some perfectly aligned timespan where black can hit a pixel while white doesn't have a full pixel of open space on either side? It would be interesting if someone can articulate logically why or why not that would ever happen.