As a kid I was always very fascinated by astronomical objects. I vividly remember the first time I observed the Andromeda Galaxy in a pair of binoculars. I think I was around 14, and I had tried to find it several times before. I did not really know what it would look like in binoculars, and I remember freezing my hands off to keep it in view once I found it. Even if it was just a blurry blob it was amazing.
Fast forward 20 years, and I now have the knowledge, time and money to buy and use a telescope. I recently bought a 10 inch Dobsonian. I am still learning to to use it well, but it has so far been worth every NOK spent.
Last night was my first observing session with the telescope under not extremely badly light polluted skies. These are the objects I have observed so far.
M35 is huge, and looks great on low magnification. It was also not very hard to find by following the stars in Gemini. It would be useful with an even lower magnification eyepiece to observe this next time.
This is so far the only nebula I have been able to observe from the city. Sadly Orion was not visible when I observed in the less light polluted location. I have not yet tried filters for contrast, but M42 is still very visible, and it looks great. Looking forward to observe this with filters and less light pollution.
M13 gave M42 a run for its money. M13 was easy to find (shows up clearly in the finder scope), and at low magnification it looked great. Increasing the magnification made it awesome. Suddenly thousands of starts exploded into view.
With the light pollution at the time, M65 and M66 were visible but with little detail. They were not visible in the finder scope, and I just randomly found them scanning from the stars in Leo. They pretty much both looked like Andromeda in binoculars. I am hoping to see some more structure next time.
I also observed some galaxy in Virgo, but I have no clue which. It seems the area is filled with galaxies, and I found one just scanning around. Pretty neat.
TLDR; I’m writing a coop multiplayer game with my daughter, this is the current result! Works in Firefox and Chrome. Use arrows to move and space to fire. Share a URL to play with a friend.
Some years ago, my daughter figured out I made some computer games, and she even played one of them quite a bit. After a while she wanted something new, and we figured we’ll make a game together. She would draw concepts and come up with ideas, and I would try to make them happen in game.
The initial concepts she drew were these:
We then together made them into vector with some modifications.
Tips on kid friendly vector drawing programs would be very much appreciated, throw me an email or post a comment. We used Sketch, but Sketch is a bit overwhelming and distracting with all its features. I want a program which only have bezier patches and transformations on them, as well as fill, stroke and possibly opacity settings.
Going from concepts to a prototype
I had been wanting to try compile to JS with Kotlin for a while, so I started a project in IntelliJ and quickly threw something together using a plain HTLM5 Canvas.
We drew some more concepts, and after some evenings implementing we had an infinite randomly generated castle, an arrow firing princess, a hyperactive bow carrying giraffe, and a bunch of collision detection bugs (yay for rolling your own).
Wriggling out of hard requirements
After a lot of fun triggering bugs, my daughter came up with some new requirements.
I want to play with my friends, and we should all be princesses!
These are sort of hard to implement, disregarding networking, it would mean a total rewrite of how the world generation and camera worked. It would also need a solution for how to avoid someone getting stuck due to the camera movement of others and so on.
After some bargaining we made some new concepts, and we agreed to add a player controlled cloud, and a bunch of new giraffes.
For me this meant that I would need to add some kind of networking to the game. For browser games, the choices are:
Communicate with a server using WebSocketand have that relay state, or run the game on the server.
Have players install a browser extension like netcode.io,and use it instead of WebSocket.
Since the game is cooperative, there is little reason to run the game on a server. Actually I really, really do not want to run the game on server, for a bunch of reasons, mostly for abuse and scaling troubles.
Using a server as a relay of state or input is also a bit funky, since it will introduce a lot of unnecessary latency. Since I am also willing to sacrifice some poor kids behind a symmetric NAT, I decided for option 2 and I have not regretted that.
I was cautious about doing this initially, since I had read this Gaffer on Games post which deemed WebRTC too complex, though that was in the context of server based architectures.
Having some more experience with WebRTC now, I agree a bit about the complexity, though I think it has gotten way better, especially with a more stable standard and more complete alternative implementations like rawrtc. I also ♥ how WebRTC abstracts away most of the P2P complications behind a very nice API.
Autorativepeer or GGPO?
To share state in the game, I needed to come up with an architecture for networking. Initially I evaluated using something like GGPO, but in the end I chose to go with using the princess peer as an autorative peer, and sync the state to the cloud playing peer continuously, while the cloud peer only sends input. I chose this mostly for simplicity and time constraints. Since the game is cooperative, a lack of fairness is also not really a problem.
For the amount of work i put in, I am very pleased with how the networking worked out. Right now it is not tuned at all, just JSON over the datachannel, but even without tuning and no extra speculative integration, it has worked fairly well.
Where to go from here.
While the game is in a state of continuous updates, I think it is mostly just going to be small changes from now on. Maybe some sound effects and new graphics when we feel like it.
Rendering is currently also quite slow, and takes a lot of the frame budget. I would like to migrate to a framework with a WebGL based renderer. But sadly that seems like quite a bit of work, mostly due to using SVGs for graphics.
For future projects game projects, I will for sure start with a WebGL based framework, or possibly Unity tiny, and raster based images.
That is all for now, go and see how far you can get in our game!
Following this post, this contains a review of the sci-fi books I have read lately in no particular order. Book explanations are very light on purpose, since I do not want to spoil the books.
The TLDR: The books I enjoyed the most of this batch, were Cixin Liu’s Three Body Problem books. The last two books in the series are not an easy read, but they are worth it, and I enjoyed them despite inconsistent pacing, and huge differences in style and scope.
The last humans leaving a dying Earth reach a terraformed planet with a spider civilisation which has been helped along by a human scientist. We follow the spiders as their society advances, and the humans as they struggle to survive.
The book was a quick read. I enjoyed the chapters following the Spiders quite a bit, and the humans as as much. The book reminded me quite a bit of Vernor Vinge’s A Deepness in the Sky.
A security bot (an android overseeing a science expedition) has broken out of the system that constrains its behaviour. As a rogue bot it tries to keep to itself, but that becomes more and more difficult as the expedition makes some unexpected discoveries.
Very quick read. Mostly fine, but I feel like it resorts to breaking into systems as a quick fix for most problems encountered. This gets very predictable and feels too easy a lot of the time.
A sci-fi mystery, set in the same universe as Ancillary Justice. It explores inheritance, culture collisions, and planetary and interplanetary power struggle from the perspective of a very small player Ingray who has taken a huge gamble to become heir to her adoptive mother.
I enjoyed this. A turn to local small scale politics compared to Ancillary Justice/Sword/Mercy and not as memorable as those books.
Interesting exploration of a society where teleportation (jaunting) to anywhere you can visualise within a certain distance is possible. It follows a man who was marooned on a spaceship, and who when saved goes after the crew of the ships that left him behind.
Well pulled off. In general I think abilities like jaunting are a bit too powerful, and typically lead to silly logical problems very easily. The Stars my Destination, probably has those, but they are not very apparent.
Revelation space is a galactic scale space-opera where we follow the Lighthugger ship Nostalgia for Infinity, which Ultranaut crew is looking for someone to treat their captain from an illness. That someone is an archeologist studying the death of a long dead race called the Amarantin on the planet Resurgam.
Solid space-opera on a galactic scale. Contains an interesting explanation for the Fermi Paradox.
Explores a universe where technology is based on populations following specific patterns. In the society we follow, their technology is based on the populations belief in the imperial calendar and the associated culture. Calendrical rot (heresy) must be avoided at all costs.
Very hard to follow initially, and sometimes very confusing, but I sort of enjoyed it. It was very hard to tell if it is consistent with itself, since the concepts are so foreign. I think I have to read it again to form a better opinion.
Humanity has sent an expedition (generation ship) to a possibly habitable planet around Tau Ceti. The mission is to colonise this planet after traveling for more then a hundred years. We follow the humans and the ships AI as they struggle to survive on the way.
Robinson writes in his very (maybe overly) detailed style, with lots of details on environmental systems and specific challenges faced by the biomes on the ship. In some cases it works well, in others it feels a bit like the author researched this, and so it has been put in regardless if it fits or not.
It is hard to write anything about this book without spoiling too much. In the first book, we initially follow a Chinese police officer as he investigates the deaths of several scientists. These are connected to interstellar messages sent by a astrophysicist several years earlier.
The next two books follow up on the events of the first, but they are very different. The scope increases a lot as the books go on. The trilogy (especially book 2 and 3) is quite critical of human society, and explores how we fail to make good collective decisions as a species. It is mostly ok reasoned and well integrated in the story, so it never feels out of place.
The series is great, and I recommend it to everyone. Some parts are a bit slow and feel very obscure at first, but they are well worth the payoff.J
For quite some time I have been trying to completely solve the Get 1000 game. More specifically I am trying to find the strategy in a 1 on 1 game of Get 1000 that maximises the chance to win.
Solving for expected value rather then winning
My initial attempt at solving the game failed spectacularity, since I attempted to solve the game by minimising the average distance of the expected value to a 1000. This is an easy to compute strategy (using a sort of bottom up dynamic programming, where I start with the easy sub-games above, and calculate backwards to the top), but it is the wrong goal. This leads to a strategy minimising the distance to 1000 on average. This interestingly enough differs quite a lot from the goal I wanted to solve, which was to maximise the chance to win any 1 on 1 game.
Since Get 1000 is quite small I can calculate how much the two strategies differ by running all possible games. Above is the result of such a calculation. The two strategies draw 41.2% of the time, while the win based wins 30.8% and the distance based wins 28% of the time.
Trouble with situations where choices are equally good
After figuring out I had the wrong goal, I found a way to create a strategy based on wins rather than expected value (this is much harder to compute, even using the same bottom up approach, since it is not possible to collapse results to an average, and ever growing lists of results must be compared). These strategies I suspect are very close to optimal, but there was something funky going on.
There are situations in my calculations where two placement choices have equal amounts of winning sub-games. Initially I thought I could just set an order of preference of my choice for these, but the resulting strategies beat each other when applied to all possible games. If the order of preference did not matter this should not happen.
For the longest time I could not figure out why this happened. I started questioning whether the markov property held in the game (I am still not 100% sure it does).
At this point I took a few steps back and looked at what would be the correct framework to model this game in. Turns out it can be modelled as a Markov Decision Process. That in itself was not very helpful, but it eventually got me reading about the expectiminimax algorithm. Expectiminimax is a version of minimax for games with chance involved. While I had to modify it a bit for a simultaneous turn game, I implemented it for some subproblems of get 1000, which I could calculate to the bottom.
While implementing it I realised that I again would have to code resolution for when two choices are equally good. While googling a bit about that, I randomly read about Nash Equilibrium, and mixed strategies. I was already aware of most of this, but it suddenly it dawned on me that my game might contain mixed strategies which could effect the outcome my expectiminimax calculation, and which I needed to take into account.
Wrong payoffs propagated in expectiminimax
Indeed, after searching for a bit, I found several cases where a mixed strategy is needed. The example below shows a expectiminimax situation where a mixed strategy is needed to get the best outcome.
While this exact situation will probably not arise assuming perfect play, the result still might matter since expectiminimax depends on all subgames propagating correct payoffs.
The road ahead
I need to include the support enumeration or theLemke-Howson algorithm for finding nash equlibrium in the placement situations that require it, and then I need to somehow make expectiminimax run for the full game. Currently I can only run expectiminimax (without Lemke-Howson) in reasonable time, for a game which has 6 placements left.
From AI: A modern approach, it seems A/B pruning can be used, but it seems to be less effective on games with chance. I guess it is worth a shot.
A few days ago I installed Marathon Infinity for some multiplayer games. I wanted to practice a bit first, but sadly it is not possible to start a multiplayer game alone, so the only way to get some fast action is to play singleplayer in vidmaster mode.
This resulted in another problem. I could not figure out the button combination to trigger vidmaster mode on linux. After some minutes searching I was quite frustrated, but thankfully the Aleph One source is available, and the source revealed:
With the discovery of a possibly habitable planet around one of our closest stellar neighbours, it has become clear that sooner rather then later, there will be aliens and UFOs around.
A new hope
This summer, UFO Hunter, a simulator for waging war against UFOs was revived and released to the public.
Since the future of humanity rests on the shoulders of this simulator and spacex, we have called back one of our most important assets (a veteran from future wars carefully regrown from DNA retrieved in the Artifact) to perform a thorough test of the simulator.