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I am trying to see if my understanding of "othello" fame is correct or not. According to the rules, we flip the dark/light sides if we get some sequence like X000X => XXXXX. The question I have is if in the process of flipping 0->X or X-> 0, do we also need to consider the rows/columns/diagonals of newly flipped elements? e.g. consider board state as shown in above image(New element X is placed # 2,3)
When we update board, we mark elements from 2,3 to 6,3 as Xs but in this process elements like horizontal 4,3 to 4,5 and diagonal 2,3 to 4,5 are also eligible for update? so do we update those elements as well? or just the elements which have starting as 2,3 (i.e update rows/column/diagonal whose starting point is the element we are dealing with, in our case 2,3?)
Please help me understand it
No. Newly flipped pieces are not considered recursively.
No, this would unbalance the game significantly. Some friends and I actually tried playing like this a long time ago. The game turned out to be barely playable. It was less a matter of strategy and more a matter of luck and who happened to go first, reach a side first, etc.
In any given turn, tiles are flipped only outward from the piece which was placed during that turn.
(Note also in the example board in your question, O has seriously given up the game to X. He has no chance at this point :)
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I am going through this paper to have a better understanding of how deep learning for Vision-related task works. I am not able to completely understand what exactly is "semantically-driven reconstruction" in this paragraph. -
The model is trained sequentially, starting from the lowest layer.
This allows to achieve good semantically-driven reconstruction results
at smaller scales that are working with images of very low resolution
and thus performing mostly global image manipulations.
Can anyone paraphrase this paragraph for easy understanding?
Thank You.
This PDF presentation should help, but the basic idea is that rather than simply parsing the image on pixels (e.g. boundaries, contours, depth), a semantic reconstruction would allow for image features to be labeled and the scene to be "understood" in a more human sense. In the context of this paragraph, then, they claim that by training their each model layer separately (rather than training all layers at once), they can successfully label and manipulate image features, even if the image resolution is low.
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i'm making a den designing game of sorts
but i can't find anything that would help me create a ui that can allow the player to move the desired png/pngs up and down a layer. So say the player has a "flower pot" and they want to move the png of the flower pot behind the png of the "bed". How can i create this function?
http://www.agame.com/game/My-New-Room
like in this game at the bottom
they have arrows that move the png up and down,
thank you for your help in advance!
https:// jsfiddle.net/okcjt5vf/294/ this is all my code so far.
Just a high level example:
This would, on click of an element with class .adjustableElement, cause the z-index to increase by one on the element.
$(".adjustableElement").click(function() {
let newIndex = parseInt(this.css('z-index')) + 1;
this.css('z-index', newIndex);
});
In your case, you will need to define a variable selectedElement to the png/image in question (However you decide this, by clicking on it etc.). Then, you will have two functions, one to raise one to lower depending on the arrow they action.
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I am creating a chess variant. The rules and pieces are the same with classic chess. The only different is the size of the board (12x12 instead of 8x8).
My goal is to validate and apply moves only. What options I have aside from writing everything from scratch?
Most popular formats seem to be limited to 8x8 boards only.
I am fine with any popular programming language.
There are three general approaches chess engines take in move generation. In chess programming jargon these are commonly known as:
1)Bitboards
2)Mailbox (chess jargon for arrays with padding)
3)Piece lists
The most common method used today is Bitboards, which unfortunately is not easily modifiable to larger boards. This shouldn't be too bad for you, however. The reason bitboards are the de-facto standard is not because the are the easiest to implement (they are in fact the most complex), but because they are much faster for move generation (and by extension validation). However, this is only pertinent for use in a search function that needs to validate moves tens of millions of times per second. If you just want good old simple move validation, the method two should be more than adequate, and easily adaptable to larger boards. If you want to see chess engines that utilize this method, look up engiines that use a mailbox or oX88 board representation. I think the didactic CPW engine uses mailbox.
https://chessprogramming.wikispaces.com/CPW-Engine
and here is an article about move generation:
https://chessprogramming.wikispaces.com/Move+Generation
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I am working on a website that uses CSS3 colums to break up the text of the article to three columns. In it's current state, there is a few paragraphs, an unordered list and a few more paragraphs.
I want the article to essentally read like a newspaper, but CSS is breaking this up in a really perculiar way, and I cannot figure out how to fix it. The current website is the Hospital Safety Store. Thanks for your help!
Quite frankly, with purely css and nothing else you can't split the contents of a single div across multiple columns like that.
Each column should be it's own DIV, which means you'll have to pre-split the article into three. You could do this manually but it'd probably less of a headache to write some php on the back-end to break up the article programmatically.
I'd typically have one container-div that is the full width, and then have child div's for the different columns.
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I am working on a requirement where I need to draw nodes on screen when i double click on the screen. When i select a particular node. Node should showup extra set of options. One of the option is +. When i click on +. It will create a child node this way. I can create nodes and subnodes with each time a select a node it shows me set of options. I am not sure which way to start.
I thought html5 canvas will be the right way to go.
But the nodes I create are not objects so I could not have events on them. What else do you guys think should be the right way.
SVG fits your requirements perfectly. Consider using Raphaël