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Currently when initiating a new session, the program branches into a unique session state for every possible combination of stone quantity (e.g., 3 red 1 blue 1 green 0 gray), of which there are precisely 56. However, many of these can be lumped together w/o loss of generality, based on the summoner's actions. (E.g., how many blue/green/gray stones there are doesn't affect the summoner's decision, if the summoner is only interested in summoning red; in this case, the (4 red 1 blue) state can be lumped together w/ the (4 red 1 green) and (4 red 1 gray) states.)
Reducing the number of branches should greatly increase computation speed, esp. for larger orb counts.
The text was updated successfully, but these errors were encountered:
Currently when initiating a new session, the program branches into a unique session state for every possible combination of stone quantity (e.g., 3 red 1 blue 1 green 0 gray), of which there are precisely 56. However, many of these can be lumped together w/o loss of generality, based on the summoner's actions. (E.g., how many blue/green/gray stones there are doesn't affect the summoner's decision, if the summoner is only interested in summoning red; in this case, the (4 red 1 blue) state can be lumped together w/ the (4 red 1 green) and (4 red 1 gray) states.)
Reducing the number of branches should greatly increase computation speed, esp. for larger orb counts.
The text was updated successfully, but these errors were encountered: