public static void getItem (String itemName) {
for (int i=0; i<100; i++) {
if (item
.equals("none")) {item
=itemName; return;}}
System.out.println("ERROR! Overloaded inventory data allowance (100 variable array). This should never happen.");}
public static boolean checkItem (String itemName) {
for (int i=0; i<100; i++) {
if (item
.equals(itemName)) {return true;}}
return false;}
THIS POST IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -
THIS POST IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
else if (thing.equals("leather armor")) {
System.out.println("-------------------------------------");
System.out.println("Boiled leather armor offering fair protection");
System.out.println("-------------------------------------");
System.out.println("Slot: body");
System.out.println("Weight: medium");
System.out.println("Material: leather");
System.out.println("Base stats: +2 armor");
System.out.println("Traits: none");
System.out.print("Training: * "); boolean t = checkTrait("leather armor proficiency"); if (t) {System.out.print("* ");} t = checkTrait("medium armor proficiency"); if (t) {System.out.print("*");}
System.out.println("\n-------------------------------------");
if (hasS.equals("body") || duplicate) {System.out.println("1) unequip");} else System.out.println("1) equip");
if (hasS.equals("unequipped") || duplicate) {System.out.println("2) discard");}
System.out.println("else) back");
String re = s.nextLine();
if ((re.equals("1") && hasS.equals("body")) || re.equals("1") && duplicate) {unequip("leather armor"); return;}
else if (re.equals("1") && hasS.equals("unequipped")) {equip("leather armor"); return;}
else if ((re.equals("2") && hasS.equals("unequipped")) || re.equals("2") && duplicate) {loseItem("leather armor"); return;}
else {return;}
}
THIS POST IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
So I've been (spending more time than I hoped) working on the sequence generator idea. I had trouble making it work, so I tried to see if there was anything about the specified sequence generator that diverged from how I thought it should work. I'm sending you this email ahead of our meeting so that you can already have the pertinent information.
When we were first designed the experiment, I thought that we wanted our transition matrix to look like this:
This specific tmatrix has 4 letters, where
A (the first row) transitions to B with P = .5 and other letters with P = .5/3
B transitions to all letters with equal probability (P = .25)
C transitions to D with P = 1.0
and D transitions to all letters with equal probability
If I understand correctly (and I hope you'll correct me if I'm wrong), the corresponding transition matrix (where P(A->B) is still .5 and P(C->D) = 1) dictated by the new design we discussed earlier is produced from these units:
This matrix was found both analytically and empirically by simulating a length 10000 sequence as specified. The differences arise because it's impossible to get to D without already being at C, and because it's half as easy to get to B from B and D as it is to get to A and C from those letters. Here's a similar transition matrix when the relationship between C and D is .25:
More broadly, the difference arises because the new transition matrices enforce a new rule. The old series of transition matrices seemed to enforce only forward transition relationships: whenever A happened, B happened 50% of the time. However, B could also be chosen randomly after a letter like D at the same rate as any other, making its relative frequency in any sequence of letters greater on average than, for example, A or C. This new method seems to enforce backward transition relationships, too: if B happens at index i, then A has happened at index i-1 50% of the time. This was not quite true with the old transition matrices (this was also confirmed empirically).
Using these new transition matrices would fix the issue we were troubled with before: they promise equal frequencies of all letters for large sequences, even if we produce them without considering "units". The new transition matrices also strengthen the pairing between our two letters of interest. However, it also seems to bring up a new issue: the probability distribution of transition from a given letter is now quite a bit more complicated, and in particular ways. Though I definitely see some issues, I think a matrix like this one could work and may be as or maybe even more faithful to our experimental design than the old matrix. With a larger pool of letters, the difference in probability along a row like that of D falls proportionally.
I wonder what you think and how I should proceed. If we agree that this matrix works, then I'm nearly totally done preparing this experiment until the pilot is finished. We'll probably discuss this in our upcoming meeting.
THIS POST IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
Name: Unoriginal
AKA: Gin, Ginnifer, Mark
Age: 22
Gender: Male
Location: Chicago, IL (CST)
Profession: Student
Character: Kat Summerset, Namash Attapose AKA Alexis Summerset
Joined: August 2013
Exited: June 2015
Reason for Exit: Left after he got campaign fatigue from playing the game for so long, especially since Pathfinder a system he didn't care for.
Added by: Ark, from /tg/ Gamefinder
Interesting Fact: Went from Dan's compatriot in the game to his worst enemy after he quit the campaign weeks before the last session.
Official Gimmick List:
INVENTOR OF UPICK!
LORD OF THE 11TH HOUR!
ASEXUAL!
KING SCAR APOLOGIST!
DREAMER OF THE NE0N DREAM (SUPP 2021 LAST PLACE WINNER)!