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I want a Cray T3E

  1. #1
    TheBob
    Guest

    I want a Cray T3E

    Drool

    Then I'd need a UNICOS port of HW. Imagine, HW, 2048x2048 in full 32-bit color, in full detail, at like a million FPS.

    Who else wants one?

  2. #2
    Kite-Eating Tree oneredpanther's Avatar
    Join Date
    Jun 2000
    Location
    Copenhagen
    Eh?
    I read the specs on that link and it doesn't seem particularly good to me. 675MHz and 500/1200Mb/Sec bandwidth? Ye what? Pentium 3's use about 2Gb/sec to process with.

    I have a feeling the point is that you're supposed to link about 30 of these machines together, but maybe I'm missing something here????

  3. #3
    Walker
    Guest
    Originally posted by Mac_Bug
    qualifying it as a super computer and banned from export
    Eh? This is a "need info" eh as opposed to a "sneering-you've got that all wrong" eh.

  4. #4
    zenogias
    Guest
    Oh yeah, I can just imagine it now . . .

    Coming soon to a game server near you, Zeno and his Cray. :devil:

    You have mastered strategy-upon-strategy, learned to micro-manage your fleet at speeds that approach the limits of human capability, learned how best to employ every ship, formation, and tactics option the game, and become the undisputed master of Homeworld.

    Each of my ships is guided by a specialized adaptive AI sub-routine, allowing them to operate indepently, intelligently, and as one. My fleet of dozens of ships streak down upon yours, operatingly as smoothly as a well-oiled machine with reactions speeds faster than you can think. All with no slowdown.

    Think you can beat me?

    :evil: Heh, heh, heh :evil:

    Bring it on, bitch.

    *sigh*
    If only . . .

  5. #5
    SquidDNA
    Guest
    So that would amount to "your computer beat me at Homeworld." How does this make you cool?

  6. #6
    TheBob
    Guest
    Yes it does becuase, it makes him a very good coder. Becuase he would have managed to:

    1)Port HW to a proprietary OS
    2)Write a program that interfaces directly with HW and control 100s of units independently
    3) Write an AI algorithm capable of beating the best player at a game more advanced than Go.

    Supercomputers can hardy beat an intermediate player at Go.

    I want a copy.

  7. #7
    zenogias
    Guest
    I want a copy.
    No problem. When I finish my basic Java course I'll be an uber-god-hacker ( ) and I'll e-mail you a copy, plus instructions to hack the Cray corporate mainframe and get them to mail you a super computer to run it on.

  8. #8
    Walker
    Guest
    I'd just like one of those new iMacs. Spanky, aint they?

  9. #9
    TheBob
    Guest
    Thanks Zeno. And while were at it, why don't we order 1000 of them and link them together? :devil:

    Anyone up for a 100 vs 1? (Zeno will get rid of the 8 player unit cap in the port.)

  10. #10
    Bedford
    Guest
    1)Port HW to a proprietary OS
    2)Write a program that interfaces directly with HW and control 100s of units independently
    3) Write an AI algorithm capable of beating the best player at a game more advanced than Go.
    Coding and programming has always fascinated me form the moment I knew such things were capable, and this intrigues.

    Maybe I'm being a bit niave here, but is the above quote possible, and if so: how?

  11. #11
    zenogias
    Guest
    why don't we order 1000 of them and link them together?
    I dunno . . .

    If we did that it'd probably develop self-awareness and decide that humans were inferior then name itself Skynet and then proceed to destroy with world with an army of Arnold clones and then John Connor would lead a rebellion and they'd send terminators back into the past and lots of stuff would blow up and they'd kill Skynet but no wait he came back and more stuff would blow and then AAAAAAARRRRRRGGGGGHHHHHH!!!!!!!!!!!!

    THIS POST TERMINATED BECAUSE OF PARANOIA OVERLOAD

  12. #12
    TheBob
    Guest
    How did we get to talking about Crays to killer robots.

    Bedford, to port HW over to unicos, you would need the HW sorce code, programming ability, and knowlage of how to port things over to UNICOS But since Relic hasn't released the HW source code yet to the public, it would be kinda hard.

    To control HW ships with another proggie, you would have to write a trainer proggie that messes with the memory adresses were HW stores the XYZ coordinates of the ships.

    The third one would be kinda hard, since HW can't be played by evaluting every possible move and picking the best one (like chess programs do). And the AI in HW follows the same basic battle plan every time, so the same strategy works against it everytime. Zeno and his 1000 Crays will be easy to beat if they do the same thing everytime.

    So until Relic releases HW source code, it is not possible.

  13. #13
    Gen.Riken
    Guest
    I protest!!!

    It is theoretically possible to do large scale alpha prunning in a 3 dimensional spance with no inherit boundries. even with 360 * 360 degress of possibilites for turns and such, you can still do it. Proablaby the best way to do a stratigc anhd tactical AI would be to reinterpit the map in terms of projections of power, and evaluate firing arcs and fleet movements in a multidiemnsional matrix and sort of calculate your way into how the fleet should deploy and fight.

    I mean when you think about it, the game is setup by a series of relatively quantifiable variables, ranging from firing power to fleet agression to resource availibilty. If you adapt an AI to work along those lines, it will start precivieing the map as any Human would -- a meduim of multiple objectives where you have to accomplish them better than your opponents to achaieve "victory".

  14. #14
    TheBob
    Guest
    Originally posted by Gen.Riken
    I protest!!!

    It is theoretically possible to do large scale alpha prunning in a 3 dimensional spance with no inherit boundries. even with 360 * 360 degress of possibilites for turns and such, you can still do it. Proablaby the best way to do a stratigc anhd tactical AI would be to reinterpit the map in terms of projections of power, and evaluate firing arcs and fleet movements in a multidiemnsional matrix and sort of calculate your way into how the fleet should deploy and fight.

    I mean when you think about it, the game is setup by a series of relatively quantifiable variables, ranging from firing power to fleet agression to resource availibilty. If you adapt an AI to work along those lines, it will start precivieing the map as any Human would -- a meduim of multiple objectives where you have to accomplish them better than your opponents to achaieve "victory".
    *Hands Gen a copy of VC++ 6* Have at it!

  15. #15
    matt_tone9
    Guest
    gnaaaaa techie talk, I think my brain's going to melt

  16. #16
    Gen.Riken
    Guest
    well the alpha pruning is probably the easiest to implement, but the idea I had regarding Community AI is something I worked onand gave to my firend for his AI term paper.

    And what coder worth his compilier would use vc++??? hehe I am in the GCC command line type. aint so bad when you now enough ascripting and have your files set up exactly the way you like it.

    I just get tunred off by M$ bastardized C++, with excessive code generation. Me just leave me with an eilte text editor, and GNU compilier, and its all good.

    I don't know, maybe when I actaully develope a game some day.

    hmm...

    setPassiveLore()
    evaluateOpponent()
    makeShipsDanceForCoin()
    createAwardShowToRemindEveryoneHowGreatIam()

    Now thats AI

  17. #17
    The red stripes are nice when there are lots of them in a room, used to gaze longingly at the t3d on the way to the student machine halls when I was at university. Of course they don;t have anything on the older cray models that came with leather seating.

  18. #18
    leather seats

    do you see?

    leather seats with tasteful red lighting

    do you see?

  19. #19
    TheBob
    Guest
    I think one with 1000s of those little ultra-violet blue LEDs that you see in the movies all the time would be neat.

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