make clean

December 29, 2007

Yummier yumex

Filed under: Uncategorized — harshadrj @ 9:56 am
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After many days of struggling with yumex code I finally managed to add a nifty feature to it. With this fix, yumex shows the version difference for an update in bold font.Yumex snap small

I find this very useful to quickly determine if an update is a major upgrade or not. In the above example, rosegarden is a major upgrade, while qt4-x11 is a minor one.

I am posting the patch here, since the yumex website seems to be rather sparse and ill-maintained. This patch is against the 2.0.3 release. (more…)

December 1, 2007

Game programming

Filed under: Uncategorized — pharaoh @ 5:24 pm
Tags: , , , , ,

The field of Game programming (writing computer games) has been breeding ground for many innovative ideas, and is always pushing computer science into newer frontiers. And, I don’t mean just the graphics FX, but also the algorithms/data structures used inside the game.

Here is a random collection of links:

Pathfinding algorithms

Interesting description of path-finding algorithms. I wish they had taught algorithms like this back in college.

RealTimeBattle

The objective of this game is to program robots, which are then run inside a simulated environment, and they can compete and attack each other. The robots can be programmed in any language and only communicate via stdin/stdout. I have played with this game many years back, and has helped me understand many concepts in computer science, AI and fishing. Ok, the last one might be wrong.. but who knows 🙂

One thing that this game taught me is the concept of Actors, which seem to be getting a lot of attention these days (Erlang Actors/Scala Actors or this or this or this)

Playing chess with a bayesian spam filter

The author of dbacl, a spam filter based on bayesian models, writes an interesting story of getting dbacl to play chess!

In fact, this is the approach used in most chess playing programs, in the opening section of the game. The opening section is more challenging to deal with because the number of legal moves is very high, and the scores of both players are very likely to be equal (by most heuristic algorithms).

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