Lowest KPT challenge

Started by belzebub, February 06, 2012, 06:15:36 AM

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myndzi

#30
caffeine, I got this for you:

[fumen]110@7eAAoU4BFLDmClcJSAVDEHBEooRBUoAVBpHkPCvyTx?CKXNFDsyKxCKujFDzPNFD0yaPCsHcgCU+rtC0vaFDpiPFDT?X9wCMtbMCUn/wC6P9VCTnbMCPt/wCMNmPCa+LgC6+CMCzin?tC6+aPCMO9VCqHUxCP+LgC[/fumen]

I got 22 lines, I'm sure you can improve on it...
[fumen]110@7e/1OW4BFLDmClcJSAVDEHBEooRBUoAVBpHkPCvyTx?CKXNFDsyKxCKujFDzPNFD0yaPCsHcgCU+rtC0vaFDpiPFDT?X9wCMtbMCUn/wC6P9VCTnbMCPt/wCMNmPCa+LgC6+CMCzin?tC6+aPCMO9VCqHUxCP+LgCxiB3gB2fB0aBTQBSoB1iBWhBT?eBXdBxbBybBUYBSZBTQB1TBWKBxRB3RB0QB2RBRNB3GBUKB?SKBzSB1LBSSB0HB2BBz9AXFBVEBSFBX7AR+AV6A28Az8A04?Ay3AW5Ax6A06A30AT3A1yAxoAS2AXsAxqA0uAToA10A2uAV?qA2jA0ZAxwASxAXnA0lAThA7edTdAxfA2OO9AFLDmClcJSA?VjrSAVG88AYP88AZOstC0fbMCMnjxCPuTWCKtjxCv/7LCpi?PFDz+CMCMnntC0ibMCvAAAAVgA3cAXcASbA2ZAVVAUYASYA?RGO7AFLDmClcJSAVDVSAVG88A4W88AZXegCJNUPCzXegCqS?1LCsfLuCUX9VCvvTxCsnFgCzXWWCJnfBATPA1VA0BO/AFLD?mClcJSAVT7SAVG88A4W88A5tTWCKtjxCv/7LCpiPFDz+CMC?MnntC0ibMCPtjxCMuaPCPtbMCqOkBAxCOFBFLDmClcJSAVj?iSAVG88A4N88A5MUPCzXegCqS1LCsfLuCUX9VCvvTxCsnFg?CzXWWCJnHgCznNPC0i3LCaH+tCsAAAATJASNAXHA2PA0KA3?LA1KATJASNAWJAxLAyFARHAUkb[/fumen]

The main problem is since it ends on Is you pretty much have to have a 2-wide stack of things to clear. I expect with some savvy rotations this could be made a lot more effective. Too bad we can't use ARS!

Kitaru

That's a lot of upstack!  I think you'd have a hard time staying within the 104 tetromino limit there if you managed to avoid death.
<a href=http://backloggery.com/kitaru><img src="http://backloggery.com/kitaru/sig.gif" border='0' alt="My Backloggery" /></a>

caffeine

That's really interesting. Even if you  just go to 50 tetrominoes without rotating, and then downstack, you should  save some KPT for sure.

belzebub

I will fix the hold bug, but first I should understand how it's supposed to work. It's true that i had some problems with getting how the hold works and also i just counted every drop instead of harddrop/soft drop.

Should I just count every hold press as a key press and take the average of all the keypresses until then (also key presses that go together/have no effect) divided by tetriminoes placed + the one in hold if there is one? Or without the one in hold? If you hold the first piece, is it infinite keypresses per tetrimino, or 1?

So cool you got so low on this challenge, really exceeds my expectations!

Paradox

wow cheaters! and to think i almost beat you legitimately >:P
[!--ImageUrlBegin--][a href=\\\"http://oi46.tinypic.com/2zqx63k.jpg\\\" target=\\\"_new\\\"][!--ImageUrlEBegin--][img width=\\\"400\\\" class=\\\"attach\\\" src=\\\"http://oi46.tinypic.com/2zqx63k.jpg\\\" border=\\\'0\\\' alt=\\\"IPB Image\\\" /][!--ImageUrlEnd--][/a][!--ImageUrlEEnd--]

myndzi

#35
Kitaru: another rule I forgot/didn't read! But I'm kinda doing my own thing anyway.
caffeine: Yeah, the point was more to demonstrate that I had a fumen with the sequence and that no-rotation SRS stacking was in the realm of possibility. I figure a route could be pre-planned that meets the criteria, and you could even format it back into a replay so that you can have it hint you to play it quickly.

Quote from: belzebub
I will fix the hold bug, but first I should understand how it's supposed to work. It's true that i had some problems with getting how the hold works and also i just counted every drop instead of harddrop/soft drop.

Should I just count every hold press as a key press and take the average of all the keypresses until then (also key presses that go together/have no effect) divided by tetriminoes placed + the one in hold if there is one? Or without the one in hold? If you hold the first piece, is it infinite keypresses per tetrimino, or 1?

So cool you got so low on this challenge, really exceeds my expectations!

Tetriminos used / keys pressed makes the most sense. Hold is a keypress, and using hold loses efficiency. If someone presses left left hold, that should count for three keypresses. If you also count each piece lock as a keypress (regardless of gravity, soft drop, or hard drop) you can avoid exploiting the counter that way, and it's a fair enough stipulation too - pretty much the only reason not to manlock is to try and exploit the counter.

caffeine

#36
Quote from: myndzi
Kitaru: another rule I forgot/didn't read! But I'm kinda doing my own thing anyway.
caffeine: Yeah, the point was more to demonstrate that I had a fumen with the sequence and that no-rotation SRS stacking was in the realm of possibility. I figure a route could be pre-planned that meets the criteria, and you could even format it back into a replay so that you can have it hint you to play it quickly.
Tetriminos used / keys pressed makes the most sense. Hold is a keypress, and using hold loses efficiency. If someone presses left left hold, that should count for three keypresses. If you also count each piece lock as a keypress (regardless of gravity, soft drop, or hard drop) you can avoid exploiting the counter that way, and it's a fair enough stipulation too - pretty much the only reason not to manlock is to try and exploit the counter.
I agree, mostly. Raw KPT should simply equal (Total keys pressed)/tetrominoes. I would say that KPT should not, in fact, count a harddrop towards pieces that were left to lock by themselves. Instead, if one wants to hold a competition for lowest KPT, one only needs to make an "infinite lock delay" stipulation. Except, I'm not sure that's currently possible with nullpo.

Paul676

that's fair, but it also penalises someone who uses soft drop then hard drop, as opposed to someone who uses soft drop to lock delay
               Tetris Belts!

caffeine

Quote from: Paul676
that's fair, but it also penalises someone who uses soft drop then hard drop, as opposed to someone who uses soft drop to lock delay
I'm sorry, but I don't follow. What penalizes that?

Paul676

soft drop --> hard drop = 2 keys, but the correct (faster) move.
soft drop --> lock delay lock = 1 key, but the wrong (slower move)
               Tetris Belts!

caffeine

#40
Maybe I should've been clearer. I'm asking you what the pronoun "it" refers to when you say "it also penalises someone who uses soft drop then hard drop." Are you saying that the fact that KPT measures keys per tetromino penalizes the soft/hard dropper, or are you that the "infinite lock delay" setting would penalize the soft/hard dropper?

Paul676

KPT's measurement of keys per tetromino loses its meaning when you count drop as anything more than "piece has locked".
               Tetris Belts!

caffeine

#42
Quote from: Paul676
KPT's measurement of keys per tetromino loses its meaning when you count drop as anything more than "piece has locked".
I really want to comment on what you're saying, because I think you may have a point. Only, I want to first make sure I understand what you're saying exactly. I'm kind of embarrassed to say it, but I'm still not following you.

What do you mean by "when you count drop as anything more than 'piece has locked'"? Specifically, what does "drop" mean here?

myndzi

Quote from: Paul676
soft drop --> hard drop = 2 keys, but the correct (faster) move.
soft drop --> lock delay lock = 1 key, but the wrong (slower move)

Soft -> hard drop is avoidable. If you use it to slide or twist, it's a justified penalty. The only "unfair" thing here is completely optional.

soft drop --> hard drop = 2 keys, but the wrong (slower move)
hard drop = 1 key, but the correct (faster) move

Paul676

Caffeine: I count "drop" as any set of moves (or lack thereof) which lock the piece in the stack.

myndzi: Say KPT appeared in a release in the future of a multiplayer game. Would you still say the same thing?
               Tetris Belts!