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Recipe: QuakeR 2.1
Created by Rav3n_pl 70 1873
Your rating: None Average: 4.8 (12 votes)
Used 3187 times with an average impact of -927 points.


Name: QuakeR 2.1
ID: 6285
Created on: Tue, 07/27/2010 - 15:57
Updated on: Mon, 10/18/2010 - 22:45

QuakeR - a randomized Quake. You may change number of iterations .

Best For


Joined: 06/17/2010

Who not know Quake from Grom? ;]

This is Random Quake :)

How QuakeR works:
- randomize bands
- lovering clash importance
- changing bands strength
- wiggle until score drops
- clash to 1
- 2 way of stabilize (shake first/wiggle first)
- if score drops reload
- repeat 10 times - each time different bands and score drop threshold

Best for midgame.

Happy Quaking :D

Joined: 06/17/2010

Change in algo - now better catching points when pulling (it can raise sometimes!).
Aso change in calling QuakeR - you may set how many times it have to run.
Looks like it works up to about 9k points.
Changed output a little and added more comments in code.

Joined: 06/17/2010

- added optional maximum loss
- minor changes in output
- options moved at end (editor opens it that way)

Joined: 06/17/2010

- faster band deleting using band_delete() w/o enumerating

Joined: 06/17/2010

- adjustable CI when pulling (1.0 by default)
- change min loss when pulling to percentage of current puzzle points (1% by default)
- changed stabilize function
- 50 iters by default
- start point of banding is random in 20% of puzzle len
- quicksave 3 always hold best score

Joined: 06/17/2010

Change random number generator to Tlaloc`s math library.

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Developed by: UW Center for Game Science, UW Institute for Protein Design, Northeastern University, Vanderbilt University Meiler Lab, UC Davis
Supported by: DARPA, NSF, NIH, HHMI, Amazon, Microsoft, Adobe, Boehringer Ingelheim, RosettaCommons