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OcularGold
Daedalian Member
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Posted: Tue Sep 14, 2004 5:10 am Post subject: 1 |
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Discuss A Relatively Hard Game here.
link to puzzle
enjoy! |
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Mgm
Roar!
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Posted: Tue Sep 14, 2004 7:48 am Post subject: 2 |
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Invizzed answer below
Wouldn't that mean this game would be in real time, or at least very slow when it comes to vessel movement and things? If you take into account relativety wouldn't that mean it takes a few hours to get your spaceship into space in the first place and that an attack would literally take hours to complete?[/spoiler] |
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casinopete
Emergency Backup Antrax
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Posted: Tue Sep 14, 2004 2:03 pm Post subject: 3 |
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I think the greater problem lies in the fact that he intends to make the game multiplayer. You can't simulate relativistic effects for two viewpoints at the same time.
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Chuck
Daedalian Member
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Posted: Tue Sep 14, 2004 3:28 pm Post subject: 4 |
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| Players could communicate outside the game, such as by phone or instant messenger service, which would allow faster than light communications for game purposes. |
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Chuck
Daedalian Member
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Posted: Tue Sep 14, 2004 3:39 pm Post subject: 5 |
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| And if you can signal faster than light you can have time travel paradoxes. |
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Chuck
Daedalian Member
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Posted: Tue Sep 14, 2004 4:03 pm Post subject: 6 |
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| Basically, the program can't impose relativistic effects on the players. I suppose all of the players can be kept on earth and must signal their forces from there. |
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dnwq
Icarian Member
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Posted: Tue Sep 14, 2004 5:10 pm Post subject: 7 |
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If he can find a computer fast enough to play that, I want one too!  _________________ +--- |
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Celt_
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Posted: Tue Sep 14, 2004 10:05 pm Post subject: 8 |
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The relativistic components would still be possible in multiplayer-mode so long as it was on a client/server architecture. The server would know everything and each player's client would only show the universe as it would appear from that user's perspective. For example, PlayerA shoots a photon blast at close to the speed of light in the direction of PlayerB and informs the server. The server, sends this information to PlayerB's client. The client does not display this information however as it knows that the light from the blast is not yet visible.
I'd say the big drawback with realistic battles in space would be that explosions would be silent. |
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Chuck
Daedalian Member
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Posted: Tue Sep 14, 2004 11:20 pm Post subject: 9 |
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| The players would have to be trusted not to cheat by communicating outside the game. They could send messages to each other through the server which would deliver them on schedule but a phone call would beat the speed of light limitation. |
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ralphmerridew
Daedalian Member
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Posted: Wed Sep 15, 2004 1:24 am Post subject: 10 |
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The game can't appropriately handle time dilation for multiple players. Suppose two people start at the same place. A moves far away at .99c, then returns at the same speed, while B moves very slowly. With time dilation, this might appear as a minute to A, but could appear to take hours for B. As a result, to know where A will see B's ship, the program has to know what moves B will make, hours before B makes them.
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Speeder
Icarian Member
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Posted: Wed Sep 15, 2004 8:40 am Post subject: 11 |
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That's pretty much what I was thinking Ralph.
Speeder. |
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EGRESS
Icarian Member
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Posted: Wed Sep 15, 2004 11:37 pm Post subject: 12 |
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The description of the game is that of an observer. Someone that is not moving at the speed of light.
If you were a player, it would not matter how fast you were going if everything in the game is set at the same speed. RELATIVITY
The game would be no different than any other. _________________ Have a Wonderful Day! |
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fritfrat
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Posted: Thu Sep 16, 2004 7:59 pm Post subject: 13 |
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First off, there are many flaws in this idea, such as if you move at almost the speed of light you would not be able to see or hear anything that happens to you, but overall I believe that what Ralph said makes this game unmakable.
Since this is only a game, true relativity cannot be applied. If you were ACTUALLY moving almost the speed of light and the opponaunt was going slowly, "time would go by slower" for the person who was moving slower (I don't know how else to term that ). Controlling someone moving this fast would be completely different; since both people are simplying controlling it not moving at their computers, they cannot reach the relativity that one person has time moving quicker for them than the other.
Either that or I am not even close to the actual answer . I try, lol
[edit: Please use the spoiler tags to hide answers -Antrax] |
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fritfrat
Guest
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Posted: Thu Sep 16, 2004 8:03 pm Post subject: 14 |
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Also, I forgot to mention how I believe casino was right too. If it was single player, then the computer could just have the actions thought up for what the computer WOULD do over a certain period of time.
Also, could it theoretically work if in multiplayer relativity was applied but all ships could only move at exactly the same speeds the entire time, and you had a server with information of where all the ships and missles were (since this is just a game)? |
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Celt
still thinking
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Posted: Thu Sep 16, 2004 8:15 pm Post subject: 15 |
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I'd solve the problem by altering server response times dependant on your relative speed, so that the faster you go the slower your server response is. If you were not moving while others were moving close to c then you would observe planet rotation appear to speed up etc. Of course this would not be in real-time, but that was not one of the pre-requisites. Also, just because we are limited by the speed of light does not mean we have the ability to travel fast.
I'm currently limited by the speed of light and if I run really fast towards you I will appear blue only if it's cold.  |
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GH
Daedalian Member
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Posted: Thu Sep 16, 2004 8:19 pm Post subject: 16 |
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| Celt wrote: |
I'm currently limited by the speed of light and if I run really fast towards you I will appear blue only if it's cold.  |
Or if you are Braveheart. |
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mathgeek
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Posted: Fri Sep 17, 2004 10:04 am Post subject: 17 |
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| I support Celt's idea: the faster you command your ship to go, the slower will the "game time" clock run, just as in many computer games you can set the speed to "slow", "fast", and so on... Plus the character's age will be subject to the relativity aging fluke, there's no need for the player to feel it on himself/herself. It's just a game. |
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Chuck
Daedalian Member
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Posted: Fri Sep 17, 2004 2:43 pm Post subject: 18 |
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But two players traveling at high speed relative to each other would each have to see each other's game clock running more slowly than his own.
There's still the problem of players communicating faster than light by talking to each other outside the game. |
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mathgeek
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Posted: Fri Sep 17, 2004 3:20 pm Post subject: 19 |
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| i always hated advanced physics, so you've lost me there. How would they be flying relative to each other: going away, running parallel, or trying to crash into each other? And why would each get to see the other's clock slower than his own? |
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Chuck
Daedalian Member
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Posted: Fri Sep 17, 2004 3:28 pm Post subject: 20 |
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| If I moved past you at high speed you'd see my clock running slower than yours. But relative to me you're the one who's moving at high speed so I'd see your clock running slower than mine. It's because there's no universal frame of reference. It's all relative. |
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Celt
still thinking
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Posted: Mon Sep 20, 2004 10:00 am Post subject: 21 |
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| Chuck wrote: |
| But two players traveling at high speed relative to each other would each have to see each other's game clock running more slowly than his own. |
And how is this a problem?
| Chuck wrote: |
| There's still the problem of players communicating faster than light by talking to each other outside the game. |
Which would only be a problem if the virtual players were very far away from each other. There is nothing in the puzzle to lead us to believe that the ships could not all be in earth orbit where the time difference would be negligible. Anyway, the virtual players have to be pretty close to each other. If they weren't then it would make for a pretty boring game, since even at light speed it would take about 6 hours to reach Pluto and if we're talking intergalactic then even the nearest galaxy to us, Canis Major, would take about 25000 years to reach. |
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mathgeek
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Posted: Mon Sep 20, 2004 2:22 pm Post subject: 22 |
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| And if the players don't really know each other so they can't share contact data (multiplayer doesn't necessarily means for a group of people), then FTL comm isn't even possible, so it's not a problem. |
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ralphmerridew
Daedalian Member
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Posted: Wed Sep 22, 2004 7:45 pm Post subject: 23 |
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| At light speed it will take 6 hours from the point of view of a person fixed on earth, but, due to time dilation, no time at all from the POV of the passenger. |
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Speeder
Icarian Member
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Posted: Fri Sep 24, 2004 10:30 am Post subject: 24 |
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I think that Celt's solution to the time dilation problem is wrong (i.e. slowing down server response times for faster speeds.)
For example, if player 1 (travelling close to the speed of light) was to circle around player 2 (stationary) and fire 4 missiles when at 0,90,180,270 degrees to player 2 then this should appear to happen pretty quickly to player 2. But if the server response time was slowed down for player 1, then player 2 would not see this happening quickly - it would be impossible for the server to plot the course of player 1 and fire the missiles because the server would still not have recieved the instruction to fire any missiles.
Ralph Merridew already explained this earlier to tell you the truth.
Also, I think that communicating outside the game is irrelevant because the game can't work anyway.
Speeder. |
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lostdummy
Daedalian Member
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Posted: Fri Sep 24, 2004 7:53 pm Post subject: 25 |
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hm...I dont think real problem is in long time needed to simulate events. Nowhere in problem it was stated how high acceleration you can achieve. Imagine that we are talking about some super-spaceship that can have incredibly high acceleration without killing passengers...then you could speed up from 0 to near-c and back in short time. Maybe not very probable, but for game purposes it will work.
I think real problem here is in RELATIVITY of 'SAME TIME' concept. Meaning that when we apply relativity , we can not ensure that two observers will see two events happening at same time. Imagine player A fireing ship guns at player B ship .... and seeing on his screen that he hit other ship. At same time player B sees missile going well ahead or behind his ship - all possible situations in relativity scenario.
And you would hardly solve this problem for multiplayer game, where one player will claim he made hit while other player will claim he was missed..... |
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Somebody
Guest
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Posted: Wed Oct 06, 2004 7:36 pm Post subject: 26 |
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I don't think any of the postings above touched on the fundamental problem:
According to the theory of relativity, an observer might be able to observe the EFFECT of an event before they have observed the event itself. A computer can never simulate this, ever, because such a simulation requires knowledge of the future.
For example, in some situations, a player should see an opponent ship blow up BEFORE that player had fired at it. Good luck simulating this one! |
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Celt
still thinking
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Posted: Wed Oct 06, 2004 8:47 pm Post subject: 27 |
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| Somebody wrote: |
| For example, in some situations, a player should see an opponent ship blow up BEFORE that player had fired at it. Good luck simulating this one! |
I don't see how this is possible. I can see where an observer C might see Player B explode and later see the shot fired from player A. This would not be a problem to show but the scenario you paint would require speeds greater than the speed of light IMO.
BTW - Most computer games I know already take account of relativity since the speed and mass involved in these games make the effect negligible. There is no reason to assume that the same is not true for this game. |
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Celt
still thinking
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Posted: Wed Oct 06, 2004 9:00 pm Post subject: 28 |
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| lostdummy wrote: |
| Imagine player A fireing ship guns at player B ship .... and seeing on his screen that he hit other ship. At same time player B sees missile going well ahead or behind his ship |
If you've ever played games online (e.g. Armagetron, BZFlag) then you would know that this happens "relatively" frequently due to server lag. It's just a feature of online "real-time" gaming. Also, I don't see how you could see your missile and your opponents ship in the same position at the same time without it actually being a hit (assuming server lag is not a feature of this game). |
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Lintu89
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Posted: Thu Oct 07, 2004 4:22 pm Post subject: 29 |
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| There is no return address on the idea. you couldn't seend the chek to him. |
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guest(loiterer)
Guest
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Posted: Fri Oct 08, 2004 2:58 am Post subject: 30 |
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| How would you deal with the Car and Garage paradox? while the garage should think that nothing happened, The car would have to think that the door was slammed before he was thru... how would you show this? (well, I don't really know what this would look like in real life but...) |
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Burning
Icarian Member
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Posted: Fri Oct 08, 2004 1:40 pm Post subject: 31 |
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| Somebody wrote: |
| For example, in some situations, a player should see an opponent ship blow up BEFORE that player had fired at it. Good luck simulating this one! |
Actually, this isn't true. Relativity preserves causality as we know and love it. In fact, preserving causality more than anything else is why physicists are so insistant that nothing CAN travel faster than light. If there is supra-light travel you can create all sorts of wierd time paradoxes. _________________ "Space is blue, and birds fly through it."
Werner Heisenberg |
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Burning
Icarian Member
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Posted: Fri Oct 08, 2004 2:13 pm Post subject: 32 |
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| Celt wrote: |
| Also, I don't see how you could see your missile and your opponents ship in the same position at the same time without it actually being a hit (assuming server lag is not a feature of this game). |
And you would be right. Different observers will disagree about when events take place, but it is not as wide sweeping as some of the posts suggest. If two events happen at the same place and at the same time for one observer, they will happen at the same place and time for all observers. Meaning if you see a hit (missle arrives at point X at the same time as ship) everyone else will too.
When events are separated spatially and/or temporally different observers start disagreeing about details. Even then, cause will always precede effect. It is only when two events are causally disconnected (which means in Relativity that they are too far apart for light to travel from one position to the other in the time available between events) that it becomes possible for different observers to disagree about what event happens first.
I need to think a bit before I attempt to discuss how this would mess up a multi-player game. I'm pretty sure it would, but I think it ends up being more subtle than my first instincts. _________________ "Space is blue, and birds fly through it."
Werner Heisenberg |
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dave10000
Tinhorn
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Posted: Fri Oct 08, 2004 4:07 pm Post subject: 33 |
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| Quote: |
| How would you deal with the Car and Garage paradox? while the garage should think that nothing happened, The car would have to think that the door was slammed before he was thru... how would you show this? (well, I don't really know what this would look like in real life but...) |
If it is the following paradox you are talking about, the resolution is easy:
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Car and Garage paradox -- Garage has doors in front and back that can open and close (virtually) instantaneously. In the same rest frame, car and garage are each 3 meters long. Car heads toward garage at .9c. Person sitting in garage sees car's length as *less* than 3 meters due to relativistic effects, so can push a button that closes (and instantaneously reopens) both garage doors while car is completely inside the garage. Person sitting in car, on the other hand, sees *garage* as less than 3 meters due to relativistic effects, and thus from his perspective car cannot fit in garage with both doors closed. Given that garage-guy *does* push the button to close both doors simultaneously, how can this be?
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The "paradox" is resolved by noting that "simultaneity" is not preserved for the different rest frames. So, garage-guy will see the car smaller and see both doors close at the same time. BUT, car-guy will see the garage smaller, but that's OK because he will see the second door close BEFORE the first door does. Thus, car-guy sees the second door close (and reopen) when the front of his car is just about to hit it, and the back of his car is still sticking out of the garage a bit. Then, as soon as the back of his car gets into the garage (and the front is now sticking out) he will see the first door close and reopen.
I see no reason why this could not be modeled in a video game, as long as the players were using separate screens. Yes, if they were both looking at the same screen, and one was car-guy and one was garage-guy, relativity would be violated. But many video games have different players looking at different screens (or indeed they could look at the same screen but wear special glasses that allowed them to see certain things on the screen differently due to polarization), and each could be presented with a (different) world-view consistent with their movements. As said by others earlier, causality and "same-place-same-time" events are not destroyed by accounting for relativistic effects.
So, unless there is another problem at issue (which I do not yet see), I cannot see any reason why it would be *impossible* to *model* a multiplayer game using relativistic effects, as long as there were multiple screens. |
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ralphmerridew
Daedalian Member
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Posted: Sat Oct 09, 2004 12:02 pm Post subject: 34 |
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| The problem with modeling relativistic effects is that the players have control over their games, and that under some circumstances A can see the effect of B's actions (in A's reference frame), before B chooses those actions (in B's reference frame). |
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dave10000
Tinhorn
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Posted: Sat Oct 09, 2004 8:49 pm Post subject: 35 |
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ralphmerridew --
I don't see how that could ever be the case. Could you give a specific example of a situation in which that would occur? |
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Chuck
Daedalian Member
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Posted: Sun Oct 10, 2004 2:27 am Post subject: 36 |
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| I read somewhere that general relativity doesn't rule out time travel. It would be hard for the computer simulate time travel without being able to actually do it. If a player traveled back through time the computer could put everything back where it was at that time in the past but couldn't do anything about the other players' memories of what would become future events. |
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dave10000
Tinhorn
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Posted: Mon Oct 11, 2004 3:00 am Post subject: 37 |
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| Although, "not ruling out" backward time travel is not the same thing as "predicts that backward time travel is possible." Newtonian mechanics does not "rule out" backward time travel, bit no one would fault a game that modeled Newtonian mechanics for leaving out the possibility of backward time travel. |
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Chuck
Daedalian Member
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Posted: Mon Oct 11, 2004 3:27 am Post subject: 38 |
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| If this game ruled out backward time travel then it wouldn't be an accurate simulation since general relativity doesn't rule out backward time travel. This is supposed to be a realistic game. |
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Celt
still thinking
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Posted: Mon Oct 11, 2004 9:03 am Post subject: 39 |
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| We are talking about a game that is supposed to be realistic, so the edge cases that are being discussed here are not in the slightest bit relevant. The idea of propelling a heavy spaceship at close to the speed of light is simply preposterous. There are no "realistic" relativistic effects that would be significant enough to cause any difficulty to simulate in a multi-player game. Also, only virtual player's timelines need be effected. It is not necessary to affect any change in the real world. At this stage, the only difficulty I foresee is the incredible amount of computing power required to calculate the minor relativistic corrections that need to be applied during game-play. |
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Chuck
Daedalian Member
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Posted: Mon Oct 11, 2004 3:51 pm Post subject: 40 |
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| The computer should be able to simulate reality but the actual players aren't part of its program and can't be controlled by it. |
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