Author Topic: [ENDED] Code Golf - The Reboot #3  (Read 33813 times)

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Offline Juju

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Re: Code Golf - The Reboot #3
« Reply #15 on: June 16, 2015, 02:53:32 pm »
I think I have a nice sub-300 in PICO-8, 293 to be exact. And if you remove a line, you can even draw your own starting pattern in the sprite editor!

Speaking of which, the pseudo-random rule, in layman's terms, you should loop through each and every pixel and randomly set it on or off, right? That's what I did anyway.

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Offline lirtosiast

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Re: Code Golf - The Reboot #3
« Reply #16 on: June 16, 2015, 03:20:12 pm »
159... I can probably go smaller than that in TI-BASIC, but if ben_g can golf it any more I don't have much more room.

I think I have about 160, but I have yet to test it.

Offline c4ooo

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Re: Code Golf - The Reboot #3
« Reply #17 on: June 16, 2015, 03:45:27 pm »
Nice seeming the replies come in! Friday will be the day when I make the next scoreboard update, mostly for you to keep trying harder and to not stop when you know your position is secure  ;)
I also made a solution in axe to this, which I will probably describe in the postmortem section. It is similar to @ben_g 's solution, but only takes up 110 bytes.
And also a small hint to axe golfers: randomizing the screen only takes 3 bytes :P
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Re: Code Golf - The Reboot #3
« Reply #18 on: June 16, 2015, 03:53:30 pm »
I'm kind of screwed with long function and define names in the library I'm using. I could get mine well below 200 if I went in and renamed a few things, but I don't know if that's considered cheating or not.

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Offline lirtosiast

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Re: Code Golf - The Reboot #3
« Reply #19 on: June 17, 2015, 08:22:58 am »
It's actually funny how slow my solution is. I'm testing it out now, and it's taken 30 minutes for two-thirds of a frame. It also runs in O(n2) time where n is the number of pixels on the screen, so if you try it on a CSE while changing the numbers around so it takes up the whole graph screen, it'll take about two days per frame-- if it even works, which I suspect it won't for a different reason.

EDIT: Two things.

First, the spec should add that every possible combination of cells should be supported (to disallow TI-BASIC answers that store all live points in a list and thus won't work with more than 999).

Second, my solution seems to work. I've been testing it for about six hours, and I'm starting to get blocks and blinkers, and even one LWSS!

I saved one byte by halving the speed of the program, so now it's an hour and a half per frame (at 15 MHz), or about one pixel per second. This is ridiculous.
« Last Edit: June 17, 2015, 04:45:48 pm by lirtosiast »

Offline pbfy0

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Re: Code Golf - The Reboot #3
« Reply #20 on: June 17, 2015, 01:38:05 pm »
And here I am with my program that runs 10 generations per second
On the other hand, it's 308 296 bytes
« Last Edit: June 18, 2015, 09:58:54 am by pbfy0 »

Offline lirtosiast

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Re: Code Golf - The Reboot #3
« Reply #21 on: June 18, 2015, 12:24:33 am »
@pbfy0 what language are you using? That sounds fast for Axe, especially golfed Axe.

I managed to shave one more byte, but now my code takes two hours per frame. I hope you have the patience to test it, c4ooo...

Offline pbfy0

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Re: Code Golf - The Reboot #3
« Reply #22 on: June 18, 2015, 09:58:02 am »
I'm using nspire assembly. It's mostly so fast just because the calculator is fast. On the other hand, it's hard to golf past a certain point because all arm instructions are 4 bytes.

Offline lirtosiast

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Re: Code Golf - The Reboot #3
« Reply #23 on: June 18, 2015, 12:10:01 pm »
A well-golfed solution is entertaining to create and read even if it's in a verbose language.

The shortest version of my code is fast* again! I'll probably never get close to 110 bytes though.




*one frame every 40 minutes

Offline JWinslow23

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Re: Code Golf - The Reboot #3
« Reply #24 on: June 18, 2015, 12:49:15 pm »
@pbfy0 what language are you using? That sounds fast for Axe, especially golfed Axe.

I managed to shave one more byte, but now my code takes two hours per frame. I hope you have the patience to test it, c4ooo...
Well, doesn't the emulator Wabbitemu have an option to run TI-83/84/+/SE code at 1600% speed or something? That would mean about 7.5 minutes per frame :P
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Offline lirtosiast

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Re: Code Golf - The Reboot #3
« Reply #25 on: June 18, 2015, 12:59:24 pm »
It would only be 3 minutes with my updated code! That's an amazing .005 FPS.

Is anyone else entering the constest in TI-BASIC?

Offline Haobo

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Re: Code Golf - The Reboot #3
« Reply #26 on: June 18, 2015, 11:43:14 pm »
And also a small hint to axe golfers: randomizing the screen only takes 3 bytes :P

O_O wanna give a little hint on how you did this?


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Offline lirtosiast

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Re: Code Golf - The Reboot #3
« Reply #27 on: June 19, 2015, 08:05:21 pm »
I have 93 bytes in TI-BASIC, but I think Runer112 has already beaten me in Axe with 88.

This challenge has been very entertaining; in fact, it's even better than I thought.

Offline TIfanx1999

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Re: Code Golf - The Reboot #3
« Reply #28 on: June 21, 2015, 04:07:46 am »
So, I don't think my entry will be finished today, but I'm still going to post it here when I have it finished.

Offline c4ooo

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Re: Code Golf - The Reboot #3
« Reply #29 on: June 21, 2015, 06:20:56 pm »
I have extended the deadline from @pimathbrainiac's "11:59:59 PM ET Saturday" to 11:59:59 PM ET Sunday. From the beginning i believed that  11:59:59 PM ET Sunday was the deadline, and thought pimathbrainiac made a typo when he said Saturday. Although the deadline for this challenge is 11:59:59 PM ET Sunday, following challenges will most likely have the deadline of 11:59:59 PM ET Saturday.
« Last Edit: June 21, 2015, 06:35:32 pm by c4ooo »
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