D2cookie

u/D2cookie


r/Minesweeper•

If you guess you lose, the game doesn't guarantee no guess boards, it generates regular boards and then punishes guessing in the post-game review phase.

The game expands the previous board by using the reveal order as a seed to produce the next expansion.

If you get stuck use the tree on the side to try a different reveal order, you can go from any branch to any branch.

If you want you can contribute a map generator, or if you have any other suggestions/requests feel free to say.

You can play it here

105


So, picture this, you have a non deterministic algorithm that can find an assignment to the variables that so that the circuit evaluates to true, or an assignment that yields to false.

2 runs of the machine: Let's take a satisfactory assignment, If a satisfactory assignment exists then the NP machine must find it in nondeterministic poly time. Possibilities:

Option 1: it finds an assignment in <= poly(n)

  • The assignment gets verified and the circuit yields true (correct)
  • The assignment gets verified and the circuit yields false, this is incorrect but might be acceptable if the circuit didn't have any satisfactory assignments

Option 2: it tries running any more than poly(n)

  • I
213

r/DotA2•

Obvious problems:

  • You can't press left and transfer press state to another cell (press on 1 cell -> move mouse to another -> release there)
  • Flagging should happen on right mouse button down, not up.
  • Revealing / flood fill should remove flags rather than superimpose a flag above a number.

Let us disable the cutscene between Kez and Techies.

20

r/Collatz•

https://www.youtube.com/watch?v=oXR7v_zUM_g

Don't mind my inability to explain my thoughts, if I'm wrong I'd be wasting more time, or this could be trivial and everyone knows it or this is pretty much it.

tl;dw put the tree in base 4, and just look at it, the solution will be obvious as daylight.

If you can solve the number 2 and 10(4), then you solved 2, 10, 20, 100, 200, 1000, ...

If you solved 11 (5 base 10), and you double it to get 22 then you solved 110, 1100, 11000, and 220, 2200, 22000, 220000, ...

But, since you can get from the base of 1 path to the next one with just slapping a 1 to the end that means you also solved:

  • 111

  • 1111

  • 11111

  • 111111

And, that should inc

115




r/DotA2•

This hero is literally miserable to play against, you can't harass him because that gives him insane damage with which he'll just 100-0 you under tower, and you can't outlasthit him because he has ridiculous str gain.

what kind of a hero doesn't allow you to last hit or harass him ?

8579


r/DotA2•

Both of these are minimap bugs.

First, if you select vision for a specific team; you can see the other team's TP's in live games/replays which are out of vision.

https://i.imgur.com/fcxQUjX.png

And the second one being invis heroes showing on the minimap even if you don't have sentries on them:

https://i.imgur.com/botYwcC.png

I feel like these 2 ruin the viewing experience as it telegraphs information that the specific team shouldn't have.

144

r/DotA2•

So, what sk's agh's does is a applies caustic to all enemy heroes hit by burrowstrike, and increases burrow's cast range.

Problem with this is ever since the change of caustic activating for half damage after a 6 second delay to only activating when you kill something, this effect will almost never proc on enemy heroes.

It doesn't affect creeps, it doesn't affect illusions, it only affects heroes and by caustic rules will only pop off if you kill the hero, but if you can already kill a hero then a single right click is as useful as this.

Since it makes your Burrow go from 700 range at max level to 1300, considering the caustic part will practically never proc, It's effectively 4200gold

011