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Vanubis1
Posts: 152
Joined: February 21st, 2011, 7:41 am

2048 game

March 18th, 2014, 12:33 pm

Not in the middle of the game but middle of the first row (A2 or A3).With this technic, you have the choice of the side you will increase it.
 
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Traden4Alpha
Posts: 23951
Joined: September 20th, 2002, 8:30 pm

2048 game

March 18th, 2014, 1:35 pm

QuoteOriginally posted by: Vanubis1Not in the middle of the game but middle of the first row (A2 or A3).With this technic, you have the choice of the side you will increase it.Interesting. I often got in trouble with that. For example, I might have a high tile in A2, I'd hit the down arrow (to down-align tiles to bring some pair together), the high tile might drop to B2, and the evil tile-creator would pop a "2" tile into the A2 slot.(I really need to study the "tile creation" logic in terms of where it places the next tile and why it usually creates a "2" tile but sometimes creates a higher-value tile)
 
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tagoma
Posts: 18351
Joined: February 21st, 2010, 12:58 pm

2048 game

March 18th, 2014, 6:47 pm

QuoteOriginally posted by: Traden4AlphaQuoteOriginally posted by: Vanubis116380Looks better to put the highest number in the middle of the first row rather than in a cornerInteresting! It seemed to me that "high tile in the middle" tended to create stranded tile configurations (e.g., 64 512 64). Maneuvering the Nth-highest tiles around a highest tile seemed prone to reaching a game-over condition because each shift of the tiles lead to the addition of another low tile until all the squares were filled.But I bow to your high score! Congrats V1!6448 x +1.5 bonus as I play with the right-hand while i'm left-handed that is 9672 here, for now.
 
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Traden4Alpha
Posts: 23951
Joined: September 20th, 2002, 8:30 pm

2048 game

March 18th, 2014, 9:41 pm

QuoteOriginally posted by: outrunQuoteOriginally posted by: Vanubis116380Looks better to put the highest number in the middle of the first row rather than in a cornerWow! That's very good.I've tried your off-corner tacktics, but no luck so far.. Vanubis1 may be right. I just tried playing where I only used the left, right, down arrows to maneuver all the highest pair combinations to the bottom row and got to a respectable 9008.
Last edited by Traden4Alpha on March 18th, 2014, 11:00 pm, edited 1 time in total.
 
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Traden4Alpha
Posts: 23951
Joined: September 20th, 2002, 8:30 pm

2048 game

March 19th, 2014, 12:40 pm

QuoteOriginally posted by: outrunQuoteOriginally posted by: Traden4AlphaQuoteOriginally posted by: outrunQuoteOriginally posted by: Vanubis116380Looks better to put the highest number in the middle of the first row rather than in a cornerWow! That's very good.I've tried your off-corner tacktics, but no luck so far.. Vanubis1 may be right. I just tried playing where I only used the left, right, down arrows to manuerver all the highest pair combinations to the bottom row and got to a respectable 9008.Ok, sounds plausibele, ill try it! I was using left up right but let's see what the down variant does!It should not matter whether one excludes "up" or "down" (of "left" or "right"). The key is to bias the accumulation of high tiles to one wall. I only picked left-down-right because my keyboard has inverted-T formation of arrow keys so those three keys form a row.
 
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Traden4Alpha
Posts: 23951
Joined: September 20th, 2002, 8:30 pm

2048 game

March 19th, 2014, 3:47 pm

QuoteOriginally posted by: outrunOk T4A, ... I was pulling your leg! It has of course 8 symmetries, and it's going to be very hard to declare a difference in score significant LOL!What if the next tile placement algorithm uses a random integer cast as a float which biases the placement of the tile to one side of the playing field!
 
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Traden4Alpha
Posts: 23951
Joined: September 20th, 2002, 8:30 pm

2048 game

March 19th, 2014, 7:29 pm

QuoteOriginally posted by: outrunQuoteOriginally posted by: Traden4AlphaQuoteOriginally posted by: outrunOk T4A, ... I was pulling your leg! It has of course 8 symmetries, and it's going to be very hard to declare a difference in score significant LOL!What if the next tile placement algorithm uses a random integer cast as a float which biases the placement of the tile to one side of the playing field! That gave a good idea! Quite often you can perfectly predict the next set of moves because the random element doesn't matter. Eg if you only hane a single empty row you'll know that you're goin to get a "2" in that row somewhere. The only thing you can do is move it either right or left.Indeed! But then a "4" appears and screws up the plan to merge it with a "2"! GRRRR!
 
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MHill
Posts: 488
Joined: February 26th, 2010, 11:32 pm

2048 game

March 20th, 2014, 8:02 am

I got a 16000 ish score and my first 1024 tile using Vanubis1's method. I then hit the issue that 1024 is in the centre of my bottom row rather than the side. So I have something like 512, 1024, 128, 64 on the bottom row, when I really want the 1024 in the left corner. With 1024 in the middle, 128 & 64 just become clutter that blocks me from progressing.I think that having the large number centre bottom is good until this last stage. Will have to try to 'corner' the large number again at this point.But my wife and kids miss me, and want me to come back from my holiday in Tile-land...
Last edited by MHill on March 19th, 2014, 11:00 pm, edited 1 time in total.
 
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Vanubis1
Posts: 152
Joined: February 21st, 2011, 7:41 am

2048 game

March 20th, 2014, 9:34 am

It's better to have 128,1024,512,64.I tried (without sucess) to put the second highest number in the middle too and used the higher of the 2 others (128 & 64) to go to the middle of first row when I merged the 2 highest.Hope to have the 2048 soon.
Last edited by Vanubis1 on March 19th, 2014, 11:00 pm, edited 1 time in total.
 
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Traden4Alpha
Posts: 23951
Joined: September 20th, 2002, 8:30 pm

2048 game

March 20th, 2014, 11:00 am

To get to 2048, one must essentially create a configuration that has a pattern of tiles that are adjacent in space (or time) with 1024, 512, 256, 128, 64, 32, 16, 8, 4, 2. Other tiles of useless values (e.g., a 4 adjacent to a 16 tile) just clog the sequence. The narrower the row with 1024, 512, 256, 128, ..., the taller that sequence will be and the greater the likelihood of getting pinned into a "game over" condition.
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