I need some statistical advice. Is analyzing tree paths a "solved problem"? Is there a better solution than brute-forcing all permutations and eyeballing the results?
Basically I have made a stupidly complicated upgrade system, with boring number increases and skills and specific conditions. I want to make sure different ability increases are (more or less) evenly distributed across different levels of this tree. The most pressing concern is "this skill literally can never be selected because there is no path that fulfills its conditions", but I also wanna query arbitrary shit like "given a player selected this upgrade, what are the chances he will select another specific upgrade down the line.
Finding a node that can never be visited is simple enough, but is there any heuristic method of sampling tree paths? Because finding all permutations is a heavy task by itself, but finding correlations between two arbitrary options naively is just combinatorial nightmare.
>>713171050
Anon, i dont think you are trying to look at the bigger picture and from a bad angle at that:
Its not that the threads that drown in tumblr shipfaggotry get deleted
Its that these are the threads that remain, while the actual game ones are fucking nuked on sight.
The janny (actually mod) deleting them is the biggest /co/mblerite here, anon, and you are praising him for it.
>>712981839
Skill = Talent x Effort
Talent can also be practiced and learned to some degree (basically learning how to learn better, what works best for you, etc)
Outside of being genetically predisposed to being better at sports or being born with 60 iq, I would argue that talent is really only how you were raised and your current life circumstances providing a better or worse environment for your mind to attach to different skills. Like if you had a parent who routinely taught you how to properly memorize stuff for homework and that has an impact on your coding skill later on.