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Found 2 results

  1. Before I even start this post I just want people know I am not the creator of this game or affiliated with it in anyway so I am not self advertising my website. Just a person who plays on it and would like more people to know it exists. With that said this seems to be a yugioh game that gets overlooked by almost everyone in favor of the more well known mainstream ones. Its a really unique one that plays like the older GBA style games where you had a map you walked on, characters you controlled and just a place to explore in general. All other yugioh games are just lobbies where you click "Duel" and one begins and it is convenient and straight forward but its nice to have some uniqueness and variety now and then. Some features of Duel Monsters Genesis include: Speed Duels, Turbo Duels, Tag Team Duels, Free For All Duels, A world map to explore and various dueling areas, Character customization and custom avatars, Custom attack names and summon chants for monsters, cards usable from the anime and video game series that did not have TCG/OCG prints and so much more! Don't get me wrong its great playing those ones and I don't want anyone to stop playing them but I at least want this game to have its fair shot to see if people would enjoy the aesthetic of it. I've played on this game for years now and it still hasent lost its charm, the only thing its lost is its high player base and so sometimes its hard to even find a duel anymore which is extremely saddening. In order to play the game you need BYOND and to have an account so ill leave that in here as well. http://www.byond.com/download/ https://secure.byond.com/Join and after that you can either find the game in the BYOND pager by name to join it, the pager has been opened already in your toolbar so you gotta go right click it and hit Open or it wont open automatically. You can also join it from the website link if you dont want to use the pager http://www.byond.com/games/EternalDuelistSoul/DuelMonstersGenesis When you join the game you may see a black screen and lag for a while but thats normal. The game is on an older program and takes time to load everything in for your first time or when a major update hits the game. The game can take some getting used to so ill leave this rather handy video guide someone made for the game. It may be missing a few things but if so don't be afraid to ask anyone in the game for help. https://www.youtube.com/watch?v=uuIVkF_eAOY
  2. Hey guys, I spent the last couple weeks building this R-script: http://pastebin.com/f0xF17rf I don't have much programming experience, so I apologize for this not being wrapped up in a neat executable or web app. Fleshed-out description and instructions are in the pastebin link, but here's the tl;dr. Use this script to: Generate all possible unique hands for a particular deck list (learn decks, find unplayable hands, etc.) Calculate percentages of hands that contain specific combos (test ratios, measure consistency, etc.) Basically a more technical, open-ended variation of Inexorably's consistency programs To use the script, you'll need R v3.3.1: https://www.r-project.org/ An editing environment helps. I use RStudio: https://www.rstudio.com/products/rstudio/ After you're set-up: Type up your deck list in the correct format Open the script or paste the code into a new script Set the working directory to where your deck list is Source the script Have fun The tool produces a list of five objects: [[1]] a data frame copy of the deck list [[2]] a matrix of all unique hands by row (readable if hgen = TRUE) [[3]] a vector of the number of times each unique hand repeats (readable if hgen = TRUE) [[4]] the vector of criteria passed to 'crit' for criteria testing [[5]] the percentage of all possible hands that pass criteria The results of [[2]] and [[3]] will not be readable (useful) if hgen != TRUE, because the tool will pre-filter the deck list and set any cards that don't meet criteria to <NA> before generating hands. (This saves considerable run time when the deck size is large and the deck contains a high proportion of unique cards--run at only 1 or 2 copies.) The idea behind the program as a whole is to save time and maximize accuracy by avoiding simulation. For example, given a 40-card deck, the number of maximum unique hands is given by choosing 5 from 40, which is only 658,008 hands (assuming all 40 cards in deck are unique). Mike Steinman simulated 1,000,000 hands for his Monarch deck, which doesn't make any sense, because his simulation only gives him an approximation of a true statistic, when he could've performed fewer operations and just learned that statistic instead. To be fair, just drawing 1 extra card increases the maximum number hands to 3,838,380 (e.g. for going second), but I have optimized the program to minimize run time. If you're not running anything else, and you have 4GB of RAM, it shouldn't take more than a few minutes at most. For stats guys, the percentages are p >= x, not p == x, which means the criteria-passing hands may contain more than one copy of a particular combo piece (e.g. if you're testing for hands that open high scale and low scale Pendulums, the passing hands may contain more than one high or low scale). These probabilities are, then, basically useless for calculating percentages of joint events that aren't mutually exclusive. There was a previous implementation that allowed the option to choose between >= and ==, but it was messy, cumbersome, and easy to break. Feel free to ask any questions. Let me know if anything breaks. Please use and enjoy.