code logs -> 2020 -> Tue, 02 Jun 2020< code.20200601.log - code.20200603.log >
--- Log opened Tue Jun 02 00:00:38 2020
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02:04
<@sshine>
I was making a small dice-rolling simulator, and I had to decide on a syntax, and I accidentally made it a little too generic; d(d6) is rolling a 1-6-sided die, which is fine, I guess, so (d6)d6 is rolling 1-6 6-sided dice.
02:05
<@sshine>
but where it gets funky is (2d6)d6 which is, uh, a 1-6-sided die, and another 1-6-sided die.
02:06
<&[R]>
wat
02:06
<@sshine>
yeah I'm not sure, I'm just trying to make sense of it. :)
02:06
<~Vornicus>
no that's 2-12 6-sided dice
02:06
<&[R]>
Yeah, that's why I was confus
02:06
<@sshine>
2d6 is not the same as 1d6 + 1d6
02:06
<~Vornicus>
...yes it is?
02:06
<@sshine>
no, dice rolls don't always imply sums.
02:07
<~Vornicus>
??!?
02:07
<~Vornicus>
Under what interpretation does it not do what I described
02:07
<@sshine>
so for example New World of Darkness dice rules say roll N d10, and 8, 9 and 10 count as successes.
02:07
<@sshine>
ohhh
02:07
<~Vornicus>
Okay fine but that's not shown as 2d6
02:08
<&[R]>
^
02:08
<@sshine>
right, I get it.
02:12
<@sshine>
okay, so when the left-hand side of 'd' results in multiple dice, a sensible thing would be to sum them or report a type error.
02:13
<~Vornicus>
basically any time you use d you want to roll multiple dice
02:13
<~Vornicus>
er, add them
02:13
<~Vornicus>
I have literally never seen d notation used for rolling dice and *not* summing them
02:14
<@sshine>
oh, I can give an example of that
02:14
<@sshine>
https://topps.diku.dk/torbenm/troll.msp -- remove the 'sum' part :)
02:15
<~Vornicus>
ok so you've found a thing that calculates dice that makes the same lack-of-assumption you do
02:15
<@sshine>
yes, this is what I base my notation on. I'd like for this to work for multiple dice-rolling systems.
02:15
<~Vornicus>
but the problem is
02:15
<@sshine>
if I imply sums, this drastically reduces expressibility.
02:17
<@sshine>
so this Troll languages says (2d6)d6 is a type error.
02:17
<@sshine>
because the type of 2d6 isn't a number but an array of two numbers.
02:18
<@sshine>
whereas (sum 2d6)d6 would be equivalent to your preferred semantics.
02:18
<~Vornicus>
You need to find an *actual system* - not Troll because I'm asking the same question of Troll - where the summation is not implied
02:19
<@sshine>
WoD?
02:19
<~Vornicus>
Don't use the d notation
02:20
<~Vornicus>
That's the challenge. If you wish to assume the d notation does not mean a sum you need to show that there is an actual system that uses the d notation but doesn't mean sum
02:20
<@sshine>
let's say you're roleplaying on discord and your dice bot lets you do this. what notation would you like for rolling five ten-sided dice (disregard the language having enough expressivity to also count the successes).
02:20
<@sshine>
no, all I need to assume is a useful scenario in which the 'd' does not need to imply the sum.
02:20
<&Reiver>
FWIW, always show the dice
02:21
<&Reiver>
That way someone can 'incorrectly' use your system and still have the useful numbers on hand.
02:21!Deepthought.Nightstar.Net *** Reiver invited PainBot into the channel
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02:21
<&Reiver>
!d10,10
02:21
<@PainBot>
[Reiver] rolled "d10,10": (1), (9), (5), (10), (3), (7), (6), (6), (5), (1). Total: 1 9 5 10 3 7 6 6 5 1.
02:21
<&Reiver>
!10d10
02:21
<@PainBot>
[Reiver] rolled "10d10": (5+8+10+7+8+4+10+9+6+5). Total: 72.
02:21
<&Reiver>
!10d10,10
02:21
<@PainBot>
[Reiver] rolled "10d10,10": (6+4+7+7+9+5+4+7+3+9), (9+1+9+8+8+9+2+8+3+10), (7+6+4+1+10+6+1+5+5+9), (6+6+9+9+3+9+7+1+2+2), (2+6+1+7+4+2+10+5+7+4), (7+9+5+6+6+9+3+6+6+4), (6+10+3+8+9+7+8+6+9+3), (9+5+9+10+8+5+8+2+3+2), (8+2+3+5+5+8+9+8+8+2), (5+5+2+8+3+1+8+2+1+5). Total: 61 67 54 54 48 61 69 61 58 40.
02:22
<&Reiver>
questions?
02:22
<@sshine>
what does the ,10 signify?
02:22
<~Vornicus>
ten times
02:22
<&Reiver>
I had hope that would be revealing from the examples, but yes, "Ten times"
02:23
<&Reiver>
!3d6,6
02:23
<@PainBot>
[Reiver] rolled "3d6,6": (2+2+4), (5+3+6), (2+4+1), (2+3+4), (1+4+6), (1+4+1). Total: 8 14 7 9 11 6.
02:23
<@sshine>
I guess the 'd' notation is from D&D
02:23
<&Reiver>
Enjoy your crappy wizard
02:23
<&Reiver>
correct
02:23
<&Reiver>
Which always sums
02:23
<&Reiver>
And explicitly denotes multiples
02:23
<&Reiver>
eg, "Damage 2x 1d4+2"
02:23
<&Reiver>
or whatever
02:23
<&Reiver>
comma works
02:23
<@sshine>
mhmm, okay.
02:24
<&Reiver>
In the case of WoD, notice even the 10d10 is usable because the dice totals are available
02:24
<~Vornicus>
And it has been adapted into other systems, but I have literally never once seen adb used as "sum of a b-sided dice"
02:24
<&Reiver>
So you can just read them directly if you muss up
02:24
<@sshine>
I would have liked to use comma to signify "and also roll" as in a tuple or list separator.
02:24
<~Vornicus>
Schlockian used # for that
02:24
<~Vornicus>
but Schlockian was a shitshow
02:25
<&Reiver>
Ah yes, it was '3d6#6' for the above
02:25
<~Vornicus>
well, 6#3d6
02:25
<&Reiver>
oh
02:25
<&Reiver>
Right, I forget my notation these days
02:25
<&Reiver>
Been a while.
02:25 * Reiver salutes the Old Guard valiantly.
02:25
<~Vornicus>
Oh noes you don't know how to use a terrible language used by one bot and have to defer to the creator~
02:25
<@sshine>
Reiver, right, so if you always print individual dice and their sums, 10d10 means both the individual dice and the sum.
02:26
<&Reiver>
Well, it means the sum
02:26
<&Reiver>
But by showing your working, it lets the player use the entropy for their own purposes.
02:26
<&Reiver>
Also useful in cases where they have special abilities
02:26
<&Reiver>
eg, "Any 1 you roll for damage becomes a 2" etc
02:26
<@sshine>
so if I were using your bot in a WoD campaign, I could get away with 10d10 rather than 10d10,10 and both save space typing and reading the result.
02:26
<&Reiver>
(Literally a feature in D&D 5e, rubbish as it is)
02:27
<&Reiver>
In theory, yes, but it's still good to use the d10,10
02:27
<&Reiver>
!d10,10
02:27
<@PainBot>
[Reiver] rolled "d10,10": (5), (1), (7), (10), (3), (1), (6), (5), (6), (9). Total: 5 1 7 10 3 1 6 5 6 9.
02:27
<&Reiver>
It is much clearer, for one
02:27
<~Vornicus>
(that ability is worth +1/x where x is the size of the die in question)
02:27
<&Reiver>
But if you messed up you don't 'ruin the roll'
02:28
<&Reiver>
(To be fair, the /real/ point of that ability is it comes bundled with 'you may ignore resistance against this element')
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02:30
<~Vornicus>
(Schlockian had far, far too many operators, a branching system based on the ?: conditional operator, a super terse syntax, and ...stopped working in python 2.2 because True became a quasi-keyword)
02:30
<@sshine>
hehe
02:31
< catalyst_>
gosh
02:31
<@sshine>
I didn't know about Schlockian, but I also think Torben Mogensen's Troll has a bit too complex syntax. I wouldn't say that his choice of 3d6 meaning "three six-sided dice" (and not their sum) is a 'complex choice' as much as it's simply a break of tradition.
02:31
<~Vornicus>
and it's a break in tradition that explicitly makes things harder
02:31
<~Vornicus>
can't just say 2d6+4
02:32
<@sshine>
unless '+' coerces its sides to be sums, like the left-hand side of 'd' could. and this may be the first fallacy of doing something very complex.
02:33
<@sshine>
I think this is one of Perl's worse design choices, contexts.
02:33
< catalyst_>
wait, since when does anyone say xdy and not mean a sum?
02:33
<@sshine>
haha
02:33
<@sshine>
since about five minutes before you joined, in the context of this channel. :-D
02:34
<@sshine>
but in a larger context, since Torben Mogensen made https://topps.diku.dk/torbenm/troll.msp some decades ago.
02:36
<@sshine>
I'm convinced that 2d6+4 should refer to the sum to make even the most basic rolls sane. and I think my idea of doing it bears complexity with it.
02:36
<@sshine>
so what I was aiming for wasn't perhaps "the most useful dice rolling bot", since there are so many already. I was thinking "maybe if I generalise the syntax a bit, I'll get a nice algebra."
02:36
<~Vornicus>
but schlockian -- v2, really, because it was just an expression evaluator, and then held over for v3 -- was that d counted as multiplication as far as priority and signature goes
02:37
<~Vornicus>
(though unlike multiplication, it is not constexpr)
02:37
<~Vornicus>
(and also it had a prefix mode)
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02:42
<@sshine>
I can't seem to find Schlockian anywhere, is that a former dice-rolling bot for an IRC channel?
02:45
<&Reiver>
It was. Vorn's.
02:45
<&Reiver>
Seriously though the inability to use XdY+Z sensibly on troll has left it unuseful to me for a very long time
02:46
<&Reiver>
I understand it has 'sum' as an operator
02:46
<&Reiver>
But the point you get to doing that you're not a dicebot any more you're doing your own thing
02:46
<&Reiver>
I would reccomend not following that syntax for your dicebot
02:46
<&Reiver>
Because a Greatswords weapno damage in D&D is 2d6
02:46
<&Reiver>
That *is* summed.
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02:51
<@sshine>
well, I'm not making a dice bot.
02:51
<@sshine>
I'm making a DSL.
02:51
<@sshine>
I'm doing this so I get an excuse to play with a statistics library.
02:52
<@sshine>
I agree that prepending 'sum' to all your D&D rolls makes the language particularly less useful for a lot of situations.
02:53
<@sshine>
and I agree with the point of not having a dice-rolling syntax for any other game than D&D is also less useful for a lot of situations.
02:54
<@sshine>
I don't find Troll's + being an array operator as particularly intuitive or useful.
02:54
<@sshine>
useful in the sense that you don't need an explicit 'map' operator.
02:57
<&Reiver>
Accept that there is no statistical standard.
02:57
<&Reiver>
And the ones that already exist are already terrible.
02:57
<&Reiver>
If you must have a divider for tuples, perhaps ; ? It does suggest a pause in syntax between differing rolls.
02:58
<&Reiver>
After all, it entirely depends what you want the syntaxt to let you do.
02:58
<&Reiver>
!4d6l,6
02:58
<@PainBot>
[Reiver] rolled "4d6l,6": (5+1+4+2-1), (2+3+1+3-1), (6+3+3+5-3), (1+2+1+6-1), (2+6+3+1-1), (3+2+2+2-2). Total: 11 8 14 9 11 7.
02:59
<@sshine>
what does the l do?
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03:00
<@sshine>
!4d6,6
03:00
<@PainBot>
[sshine] rolled "4d6,6": (6+5+3+5), (6+4+1+2), (5+5+2+4), (5+6+1+1), (6+5+5+3), (4+3+3+2). Total: 19 13 16 13 19 12.
03:00
<&ToxicFrog>
4d6 drop lowest
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03:02
<@sshine>
ah, so 4d6l,6 would be 'sum largest 3 4d6' in Troll, which is hardly as convenient, but more flexible wrt. expressing variations.
03:03
<&Reiver>
Sure.
03:04
<&Reiver>
If you want only a statistical engine, then troll's functionality is probably the more flexible - you're not after readability or standards, but flexibility in intent.
03:04
<&Reiver>
This is not, however, something useful to you in a Discord chat.
03:04
<&Reiver>
And breaks with the most common and standard nomenclature in dice theory everywhere.
03:07
<@sshine>
so what I'm thinking is that I'd prefer expressivity in the underlying language, but brevity in the actual syntax used for particular roleplaying campaigns. I think the 'ten again, ones are botches' oWoD rolls are notoriously difficult to express in Troll.
03:07
<@sshine>
I might actually like to employ some syntax like '5d10t6' to mean an oWoD roll at target 6, and to have some house-ruling of how 1s and 10s work implied.
03:18
<&Reiver>
The historical approach has often ended up being having one command per system
03:18
<&Reiver>
!exalted 10
03:18
<@PainBot>
[Reiver] rolled (10 10 9 7 4 8 3 3 9 8). Successes (TN 7) = 9.
03:18
<&Reiver>
etc
03:18
<&Reiver>
That's great for a dice bot but not great for a stats engine
03:19
<&Reiver>
Also your syntax, just to check
03:19
<&Reiver>
Manages 2d6+4 sanely, correct
03:20
<&Reiver>
In "Roll 2d6, sum them and add 4"?
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05:38
<&McMartin>
EA has officially released the source code for C&C1 and Red Alert. https://github.com/electronicarts/CnC_Remastered_Collection
05:40
<&McMartin>
And God help me, I opened one of the asm files and could actually read it
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06:32
<@macdjord>
McMartin: May Knuth have mercy on your soul.
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12:34
<~Vornicus>
https://cdn.discordapp.com/attachments/474705430434807819/717328104347140176/unknown.png cursor now lands where I tell it. Now I just need to figure out what to tell it...
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13:38
<@sshine>
I have a method .ChangePriceQty(decimal price, decimal qty) and have decided to change this to .AddQtyAtPrice(decimal qty, decimal price) which reveals to me how vulnerable this method really is. what's a good approach to making this more type-safe without sacrificing too much performance? I'd prefer to avoid too much boxing and unboxing, since this happens *a lot*.
13:39
<@sshine>
in Haskell I'd use 'newtype' which lets me wrap numbers in a way that has no cost at runtime. I'm wondering what a good approximation of that is in C#.
14:12
<@sshine>
the best way I can come up with is creating a named 'struct' early on and pass it around.
14:12
<@sshine>
that will cost, but hopefully memory management can be gentle with me with it being immutable.
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14:50
<@TheWatcher>
Ugh
14:50
<@TheWatcher>
Horay, old legacy C code.
14:51
<@TheWatcher>
Better yet, 4573 lines of it, in one big file.
15:29
<@abudhabi>
Reminds me of that video code reviewing the reverse-engineered code of Yandere Simulator.
16:21
<@sshine>
TheWatcher, at least that's probably a full program?
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16:23
<@TheWatcher>
moooostly, there's a couple of hundred lines in another .c and 5 .h files it uses. Altogether comes to 4895 lines.
16:25
<@TheWatcher>
If nothing else, I'm planning to rip it apart into separate source files for something approaching sanity
16:36
< Yossarian>
<@abudhabi> Reminds me of that video code reviewing the reverse-engineered code of Yandere Simulator. --> It was reverse engineered (to some degree?)
16:37
< Yossarian>
Apparently, the original XBOX OS source code was leaked sometime recently.
16:37
<&[R]>
It wasn't recent
16:37
<&[R]>
That's just a repeat
17:08
<@abudhabi>
Yossarian: I know nothing about it, really. It just popped up in my recommendations one day. I have learned many things, but I doubt there is much utility in knowing why breast sizes are updated every frame.
17:14
< Yossarian>
Heh.
17:15
<~Vornicus>
https://cdn.discordapp.com/attachments/474705430434807819/717407973055397918/Pick.gif it seems to miss sometimes, but pickers gonna pick
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17:18
<@abudhabi>
Vornicus: Seems about as good as it works in modern games.
17:21
<~Vornicus>
it's worse in other places. I haven't figured out what's going on but oh boy it's bad sometimes.
17:22
<~Vornicus>
This particular spot is pretty cherry picked.
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18:33
< Emmy>
0.o
19:45
< Yossarian>
I think I like this channel a lot, even though I get the feeling I'm not well liked or a relatively unknown quantity.
19:45
<@ErikMesoy>
You are certainly an unknown quantity to some.
19:45
< Yossarian>
I think I like it so much, I'm going to depart from my old one.
19:54
<~Vornicus>
your FACE is an unknown quantity
19:55
<&McMartin>
If we seem distant, we do try to keep this Not A Social Channel.
20:05
<&McMartin>
Nightstar kind of defaults to more social channels and technical/topic ones are the secondary outgrowths, so a lot of the informal attitudes are kind of the opposite of, say, Freenode.
20:05
<&McMartin>
IME, anyway
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20:46
< Yossarian>
McMartin: That's not a bad thing. Nothing wrong with being a little social, either... the channel which I'm departing has "code" in the name yet the subject never seems to come up.
20:47
< Yossarian>
Nor anything technical, unless one of several members who are really intelligent and skilled are on and talking about one of their projects, which is always a treat. But it's rare.
22:17 Kimo|autojoin is now known as Kindamoody
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--- Log closed Wed Jun 03 00:00:39 2020
code logs -> 2020 -> Tue, 02 Jun 2020< code.20200601.log - code.20200603.log >

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