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PostPosted: Fri May 04, 2012 8:44 am 
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Robert Rothman wrote:
More generally, this leads to the principle that, under certain circumstances, the mere fact of conducting the experiment -- in this case, eating the pastry -- can affect the result. I designated this principle the Rothman Strudel Theorem.


As a republican with a small 'r' I cannot abide royalty. I also find most cakes absolutely delicious. Unfortunately, all the best desserts are made in celebration of some royal figure or wedding (Victoria Sponge, for one). Thus, for any given cake I may both absolutely detest it and absolutely love it, at the same time. This is the Battenburg Indeterminacy Principle.


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PostPosted: Fri May 04, 2012 8:48 am 
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Robert Rothman wrote:
The discussion of physicists and baked goods calls to mind an egregious act of plagiarism of which I was the victim some years ago.

Back when I was but a lad, I once visited Austria for purely scientific purposes, to wit: I wanted to test the hypothesis that "there is pastry in Vienna." I designed an appropriate experiment and, having arrived in the subject city, proceeded to conduct said experiment and replicate it a sufficient number of times to obtain an adequate sample of data. Eventually, I reached the conclusion that the hypothesis was confirmed.

However, as I was preparing to leave town, it occurred to me that, if a hypothetical second experimenter were to attempt to replicate my experiment shortly thereafter, he would reach a contrary conclusion. This flows from the axiom that one cannot have one's cake and eat it too; hence, after I consumed all of the pastry in Vienna, there would be none left for the second experimenter to enjoy (at least until the bakers were able to replenish the supply). More generally, this leads to the principle that, under certain circumstances, the mere fact of conducting the experiment -- in this case, eating the pastry -- can affect the result. I designated this principle the Rothman Strudel Theorem.

I have since learned that physics students are taught this very same principle, without giving me proper credit. Instead, the principle is attributed to some German guy who evidently didn't like cats.

I have considered bringing legal action against those who have misappropriated my intellectual property. Were I to do so, the theory of the case would undoubtedly become known as the Sacher Tort.


Robert Rothman


Well, there's definitely been a lot of plagiarism throughout the history of physics. In fact, Galileo Galilei, Alexander Fleming, Alexander Graham Bell, Albert Einstein, Thomas Edison and Sam Loyd have all taken credit for something that they did not invent or create.

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PostPosted: Fri May 04, 2012 8:55 am 
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Robert Rothman wrote:
The discussion of physicists and baked goods calls to mind an egregious act of plagiarism of which I was the victim some years ago.

Back when I was but a lad, I once visited Austria for purely scientific purposes, to wit: I wanted to test the hypothesis that "there is pastry in Vienna." I designed an appropriate experiment and, having arrived in the subject city, proceeded to conduct said experiment and replicate it a sufficient number of times to obtain an adequate sample of data. Eventually, I reached the conclusion that the hypothesis was confirmed.

However, as I was preparing to leave town, it occurred to me that, if a hypothetical second experimenter were to attempt to replicate my experiment shortly thereafter, he would reach a contrary conclusion. This flows from the axiom that one cannot have one's cake and eat it too; hence, after I consumed all of the pastry in Vienna, there would be none left for the second experimenter to enjoy (at least until the bakers were able to replenish the supply). More generally, this leads to the principle that, under certain circumstances, the mere fact of conducting the experiment -- in this case, eating the pastry -- can affect the result. I designated this principle the Rothman Strudel Theorem.

I have since learned that physics students are taught this very same principle, without giving me proper credit. Instead, the principle is attributed to some German guy who evidently didn't like cats.

I have considered bringing legal action against those who have misappropriated my intellectual property. Were I to do so, the theory of the case would undoubtedly become known as the Sacher Tort.


Robert Rothman


:lol: *breaks into wild applause*

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PostPosted: Fri May 04, 2012 9:26 am 
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JoeyJones wrote:
Excellent stuff. Reminded me a lot of the old asteroids arcade game, and I really liked the visual display of the thrusters on the status bar. The display of the velocity and acceleration was really flash as well.


Is that space invaders by any chance?

JoeyJones wrote:
I've got to ask: did you write out all those rooms yourself, or did you make a program to do it?


Yeah, you caught me out there. I made a room generating code for that. You didn't expect me to do it all manually did you? :)

JoeyJones wrote:
Also, would there be a way of creating infinite identical rooms with just one room? It could be all directions from itself, and you could track your co-ordinates with two number variables, such that when you arrive at the right co-ordinate, you find yourself at the docking bay. The benefit of this method would be that you could have infinite space without having to describe so many rooms.


Like this? I guess I could. I did put some thought into that, but having the actual rooms meant I could use the built in code to say how far you are from the docking station and which direction it is in.

JoeyJones wrote:
The next logical step would be to extend it in three dimensions, and have the parser understand up-southeast or down-north as USE or DN and so on.


That would make it more complex to code, although I guess it could be done.

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PostPosted: Fri May 04, 2012 9:35 am 
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As for Tanga's broomstick game:

The creating of the broom handle needs to be bi-directional:
Quote:
>tie string to straw
You weave the string through and around one end, forming a rough broom head.

>undo
The Tower
[Previous turn undone.]

>tie straw to string
You loop the piece of string around the straw and knot firmly.

Combining objects with string is mechanically very fiddly, and your interpretation goes a long way to ameliorating much of that fiddliness (but I do note many of the dreaded excess-line breaks!). The similar string dynamics in Mammal were definitely the weak point of that game. Another way to combine things is to use a table of combinable objects, but then you don't have the joy of yanking things on leads and so on.

Some of the code didn't work exactly how you want it to. This:

Code:
Instead of attacking the witch finder:
   if the witch finder is normal:
      say "You swoop towards him but he ducks.  As he stands he begins to shake, but not with fear.  With anger.  Oh, oh.  Maybe that wasn't such a good idea.";
      now the witch finder is angry;
   if the witch finder is angry:
      say "He seems on his guard.  Perhaps you'd better leave.";
      stop the action.

Gives the result:
Quote:
>hit witch
(the Witch Finder.)
You swoop towards him but he ducks. As he stands he begins to shake, but not with fear. With anger. Oh, oh. Maybe that wasn't such a good idea.
He seems on his guard. Perhaps you'd better leave.

Giving the secondary message after the first. This is because your instead rule runs through both section, with both firing. What you want is to throw an 'otherwise' in there, like so:
Code:
Instead of attacking the witch finder:
   if the witch finder is normal:
      say "You swoop towards him but he ducks.  As he stands he begins to shake, but not with fear.  With anger.  Oh, oh.  Maybe that wasn't such a good idea.";
      now the witch finder is angry;
   otherwise if the witch finder is angry:
      say "He seems on his guard.  Perhaps you'd better leave.";
      stop the action.


Of course, I'd use check/carry/report rules nowadays rather than instead rules, but in general if something works in all ways that you want it to work, it doesn't really matter how you do it!


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PostPosted: Fri May 04, 2012 9:48 am 
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climbingstars wrote:
Is that space invaders by any chance?

No, it was an arcade game called Asteroids which (implausibly) had natural deceleration in space.

climbingstars wrote:
Like this? I guess I could. I did put some thought into that, but having the actual rooms meant I could use the built in code to say how far you are from the docking station and which direction it is in.

I refuse to play another Charlie the Spiffy game, so I'll just assume that that's what I had in mind. I guess in many ways, having the physical rooms makes things easier, and as you used a program to create them, it's not really so much of a bother. Depending on your model of space, if you're using the finite-but-unbounded paradigm, you could conceivable have a finite number of rooms that loop back round. I don't know if that's the current vogue in science, but it was at the time of Arthur Eddington, who I take as the last word on all things astrophysical.


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PostPosted: Fri May 04, 2012 10:35 am 
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Tanga, I haven't had a chance to look at the code, but I played around with the game for a short while.
Spoiler: show
After a few (unsuccessful) attempts to do something with the pallet, I just tried walking through the window -- and it let me do so. Evidently, I was flying on the brromstick, but when I tried to examine the broomstick I was told that I saw no such thing. I then moved again (I think it was to the east) and was told that I escaped and the game ended.


All of this makes me wonder whether the game somehow allowed me to do things that I shouldn't have been able to do that easily.


Robert Rothman


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PostPosted: Fri May 04, 2012 2:47 pm 
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So I made a free-falling jetpack game that simulates real physics!

You can play it and read the source code here. There are a number of issues with the game, which I've commented on in the source. If anyone could give me advice on these matters, I'm sure we'd all come away a little smarter.

Suggestion for next exercise: Mischievous Gibbon.


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PostPosted: Fri May 04, 2012 2:54 pm 
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Quote:
Suggestion for next exercise: Mischievous Gibbon.


How much can one do with a simulation of a historian of ancient Rome? :)


Robert Rothman


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PostPosted: Fri May 04, 2012 3:03 pm 
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Lots, it turns out:

http://orbis.stanford.edu/

(Okay, this is really just a tangential excuse for me to post that link, because it is AWESOME.)


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