Copypasta on why it might interest non-gamedev programmers
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(also related to computer science)
Nope.
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Let me give some examples of how they relate.
For the general game balancing problem, the most talked about of the document, an automatic game balancing system is proposed. Now, what does automatically balancing a game consist of? When you have many kind of objects, and want to get them into an even playing field, well, you can't just make them all basically the same object, or have basically the same UTILITY (if you want me to explain this term just say so). That'd make the game too boring. What you can do though is regulate each object's presence in the game, with either a mapping of utility into [drop rate, spawn rate, simply object quantity], but even that doesn't seem to be enough. But still, let's talk about it. You'd need to make up a utility-finding function for all objects, and then you'd need to find out the minimum utility among all objects and the maximum one. Then you'd need to scale it: obj_quantity = J* obj_utility * (max_obj_utility- min_obj_utility) + K. Okay, that seems simple enough, nothing much to do with compsci, just a cool little algorithm, right? Like I said, it is not enough. The problem really starts when we get into a concept called utility sharing, which, as far as I know, is practically impossible to correctly calculate for a large amount of items. I aim to explain it better in the document, but wouldn't that problem count as an interesting compsci problem?
There's also the problem of anti-cheating and cryptography used for that, which I think is very interesting to computer science, and being innovative in that (as the document aims to be) would also interest it a lot (although I don't aim to specify any new cryptographing algorithms).