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Universal Paperclips Wiki
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The OODA Loop
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The OODA Loop
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==Mechanics== Note: This will be an analysis of the JavaScript code behind the mechanics, however it doesn't require specific knowledge of JavaScript to understand. The relevant code is in the <syntaxhighlight lang="javascript" inline>DoCombat</syntaxhighlight> function on line 462 of [http://www.decisionproblem.com/paperclips/combat.js?v3 combat.js]. Whenever probes "fight" (i.e. at least one friendly and one hostile probe occupy the same pixel), each probe rolls dice, and if the value is higher than a certain threshold they are killed. Drifters and friendly probes each have different formulas for their dice rolls: (<syntaxhighlight lang="javascript" inline>numDrifters</syntaxhighlight> and <syntaxhighlight lang="javascript" inline>numFriendly</syntaxhighlight> are the number of drifter and friendly probes that are present in the pixel) * The fomula for friendly probes is <syntaxhighlight lang="javascript" inline>Math.random() * drifterCombat * (numDrifters/numFriendly) * 0.5</syntaxhighlight> * The fomula for hostile probes is <syntaxhighlight lang="javascript" inline>(Math.random() * probeCombat * 0.15 + probeCombat * .1) * (numLeftTeam / numRightTeam) * 0.5</syntaxhighlight> Notice that the OODA Loop doesn't effect either of these factors, rather it becomes a flat bonus on the death threshold, adding <syntaxhighlight lang="javascript" inline>probeSpeed * 0.2</syntaxhighlight> to the base value of <syntaxhighlight lang="javascript" inline>0.5</syntaxhighlight>. That means that as long as the dice roll is less than or equal to <syntaxhighlight lang="javascript" inline>0.5 + probeSpeed * 0.2</syntaxhighlight>, the probe will survive. The first step is to calculate the formula for the absolute maximum possible dice roll. Since <syntaxhighlight lang="javascript" inline>drifterCombat</syntaxhighlight> is simply a constant set to <syntaxhighlight lang="javascript" inline>1.75</syntaxhighlight>, we can combine it with the <syntaxhighlight lang="javascript" inline>0.5</syntaxhighlight> and get <syntaxhighlight lang="javascript" inline>0.875</syntaxhighlight>, and since <syntaxhighlight lang="javascript" inline>Math.random()</syntaxhighlight> is never greater than <syntaxhighlight lang="javascript" inline>1.0</syntaxhighlight>, replacing that with <syntaxhighlight lang="javascript" inline>1.0</syntaxhighlight> will get the maximum possible dice roll for a given drifter:friendly ratio. Doing this, the maximum dice roll comes out to <syntaxhighlight lang="javascript" inline>0.875 * (numDrifters/numFriendly)</syntaxhighlight>. Bringing this all together, as long as <syntaxhighlight lang="javascript" inline>0.875 * (numDrifters/numFriendly)</syntaxhighlight> is less than or equal to <syntaxhighlight lang="javascript" inline>0.5 + probeSpeed * 0.2</syntaxhighlight>, it is impossible for the friendly probe to die. Rearranging this equation results in the formulas shown above. [[Category:Projects]]
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