~/talk

Batman and the algorithms

Talkat HackConf 2021 Online edition · 2021-10-22..10-23· [game-development]
links:none on file
slides:none on file

Shows Monte Carlo integration for the Batman logo using 2,000,000 samples with the Mersenne Twister PRNG and reports ~0.01% error, and demonstrates the tradeoff: dropping to 20,000 samples cuts runtime from ~4,000 ms to ~30 ms while increasing error. Implements real‑time pathfinding for a minigame, compares Dijkstra and A, finds a bad heuristic makes A slower, then fixes heuristics (Manhattan=10, diagonal=14, squared Euclidean to avoid sqrt) adds a tie‑breaker and considers navmesh alternatives.

AI-written summary · about

  1. 0:00Introduction and speaker intro
  2. 1:10About the speaker and motivation
  3. 2:15Real-life pool tiling problem
  4. 3:42Monte Carlo integration explained
  5. 6:33Random number generators and bias
  6. 8:19Measuring algorithm performance
  7. 9:02Integrating the Batman symbol
  8. 10:50Balancing samples and speed
  9. 11:11Pathfinding in a Batman minigame
  10. 12:36Dijkstra's algorithm basics
  11. 15:29Google Maps and Dijkstra's limits
  12. 16:57A* algorithm introduction
  13. 17:43Manager's demand vs research
  14. 18:05A* in action on a grid
  15. 19:30Handling blocked paths
  16. 20:16Benchmarking A* vs Dijkstra
  17. 20:58Heuristic function in A*
  18. 22:48A* algorithm step-by-step
  19. 25:18Optimal vs shortest path
  20. 25:40Choosing the right heuristic
  21. 26:41Manhattan distance explained
  22. 27:24Diagonal distance heuristic
  23. 28:07Euclidean distance and square roots
  24. 29:55Tie breaker in heuristics
  25. 31:22Fast square root approximation
  26. 33:09Obstacles and algorithm efficiency
  27. 33:52Alternative map representations
  28. 34:15Why learn algorithms
  29. 34:57Q&A session begins
  30. 35:19Where to learn algorithms
  31. 36:23Choosing algorithms for scenarios
  32. 37:06Scaling heuristics and admissibility
  33. 37:46Games implemented by the speaker
  34. 38:27Learning path for graphics
  35. 39:31Building a 2D game engine
  36. 40:13Remembering algorithm principles
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