I've always had a dream of creating an infinite braid maze algorithm:
The requirements I've come up with are:
1. Distribution of path length for any two points of a fixed taxicab distance should be some kind of long-tail distribution.
2. In general, the path between any two nearby points should often stray far outside the smallest box that contains both of those two points. Of course, this won't apply to nearby points in the same corridor. I'm not sure how best to state this formally.
3. It should be possible to calculate the exits for any cell in O(log(N)) time where N = abs(sum of the coordinates).
And the most hazy requirement of all: the maze should look decent.
It's not really what you asked but the article does mention infinite recursive mazes in the fractal section and you might be able to do interesting transformations on those to make them more interesting for your purpose (such as block off obvious paths to force the player to venture further)
OpenTTD has the `cargodist` option which simulates reality more closely. Passengers enter stations with a destination in mind and will transfer at other stations.
Note that a big difference between cargodist and simutrans is in simutrans the customers have a destination before they come to your station, so opening up new routes will increase your customer base. In cargodist, you get the same amount of passengers, regardless of connected destinations, and they just choose from among connected destinations in your network.
I really want somebody to mod this into OpenTTD because cargodist was a good step and a nice approximation for a time, it's no match to the "destination in mind" pax. I'm reduced to play commercial offerings like Transport Fever 2. But as far as I know, it would be a considerable undertaking.
Elsewhere in the thread chain:
>[OpenTTD has bad UI]
Hmm, really? It's cluttered with windows and options but I think the mechanics of windows popping and quick dismissing works out for this kind of a game really well. It scales across #n of monitors so well. I run mine on a 43" 4K television panel, no scaling, and I get all my screen estate I need. Works out so swimmingly.
so ... ideally you would see how many people would be waiting at the station if there were this or that route through the network?
so the game would simulate economic preferences (which then translate to met and unmet demand)
so for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go? (and ideally there should be consistency, so if it's possible to go from A to B directly but also through C then preferences should be direct then indirect flows)
> ideally you would see how many people would be waiting at the station if there were this or that route through the network?
Simutrans has this.
> for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go?
JJ works on top of git, so you can still use magit for hunk selection. I tried this approach and once I grokked JJ, I stopped needing to fuss over hunks and parts of hunks. Magit is good because git is clunky. As someone who said exactly the same thing as you for a year, I encourage you to try JJ with jj-mode.el.
> No, it's broken because we've allowed millions of foreigners to come in and raise said healthcare and housing costs.
The idea that deporting every undocumented person will reduce the bloat and profit extraction in our health care system is making me giggle.
And do you really think checking every person is a strategy that scales? Why not just indiscriminately jail the people who hire them and thereby create a strong incentive to come?
Maybe those workers actually belong here more than you'd like to admit, but the powers that be enjoy keeping their status uncertain to use as a piñata they can beat whenever they need political candy.
For Phoenix[0] it shows $44 for 1 adult 1 child, but $42 for 2 adults 1 child with 1 adult working. Is this because of a child tax credit or something?
No, it's because their model puts dollar values on the labor contributed by non-working adults w/r/t raising children. So in that case, it could be that 1adult1child is slightly higher because of the need to pay for childcare, while the food/insurance/clothing etc of the additional adult in 2adult1child is offset by the fact that the non-working adult will conduct childcare and thus that expense goes away.
But then why is the number higher for 2adult1child (1 working) when compared to 2adult1child(both working). wouldn't child raising costs get added back in once both are working?
> In households with two working adults, all hourly values reflect what one working adult requires to earn to meet their families’ basic needs, assuming the other adult also earns the same.
From the page itself, first paragraph. Double the value under 2 adult (both working) to get the estimated household income.
The requirements I've come up with are:
1. Distribution of path length for any two points of a fixed taxicab distance should be some kind of long-tail distribution.
2. In general, the path between any two nearby points should often stray far outside the smallest box that contains both of those two points. Of course, this won't apply to nearby points in the same corridor. I'm not sure how best to state this formally.
3. It should be possible to calculate the exits for any cell in O(log(N)) time where N = abs(sum of the coordinates).
And the most hazy requirement of all: the maze should look decent.
AFAICT, no such algorithm exists.
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