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aage wrote:Never trust CYOC or pancake.
aage wrote:Never trust CYOC or pancake.
Robinette wrote:Legitimate cheating is really difficult on this site...
The card hack program that i wrote just has too many bugs when playing flat rate... so don't even try right now with flat rate games, and never ever with only 2 or 3 player games. Anyway, for those who haven't seen it yet, I'm reposting the basic method to hack into the card program, but it's a bit complicated to explain without a whiteboard. Also, this is not compatible with greasemonkey, so if you want to do it you'll have to work it out just like I did, but with the info below you should be able to do it in a fraction of the time it took me.... just don't give up, it really is worth all the effort.
First off, it doesn't work with flat rate, and it doesn't work with team games. Here 's why... it is all about the Cyclomatic Code Complexity within this site. The simple part to explain is that on this site the code complexity is defined by control flow, and obviously there are different ways of measuring complexity (e.g. data complexity, module complexity, algorithmic complexity, call-to, call-by, etc.), and although these other methods are effective in the right context, it seems to be generally accepted that control flow is one of the most useful measurements of complexity, and high complexity scores have been shown to be a strong indicator of low reliability and frequent errors. That's simple enough, but it's what we do with it that's so cool... This measure provides a single ordinal number that can be compared to the complexity of other games. Because of static software metrics intended to be independent of language and language format, Cyclomatic Code Complexity becomes a measure of the number of linearly-independent paths through a program module and is calculated by counting the number of decision points found in the code. http://www.sei.cmu.edu/str/descriptions ... _body.html Stay with me people... I use a Lutz Roeders Reflector http://www.aisto.com/roeder/dotnet/ which basically allows the user to point his Reflector tool at any Common Langauge Runtime (CLR) assembly, and it will then de-compile this creating an entirely reflected treeview with all the objects from the source assembly shown, with code. Yes with code. Great stuff. http://research.microsoft.com/~emeijer/Papers/CLR.pdf Basically you can use this tool to see how any valid CLR (assuming it has not been obfuscated) assembly works. Anyway the up shot of it, is that we get a boolean to say that the current file is valid or not, that is all we care about at the moment. So if the file requested is not a valid CLR type an error message is shown, and nothing else is done. However, if the input file is a valid CLR file, it is then checked to see if the file is a "System" assembly, and if it is... eureka! I get an extra card. Ok so thats pretty much all there is to it.
A while back I started to modifiy this to work with flat rate, but I don't think it would really be worth all the effort. So if you really want this for flat rate, let me explain how far I got and you could work on finishing it. You would have to revisit the treeview with ONLY valid namespaces and ONLY valid classes created. We would also have to find the NameSpaces object which contains the list of strings (for namspaces) and for each string of ucClass objects (for the classes). The list of ucClass objects are created by this and are then ready and waiting to be placed on a suitable code. But as yet we dont know what classes the user needs, it could be all of them, or it could be 1 of them or even none of them. It depends on what the user selects from the treeview on the mainform (frmMain.cs). And that's where I got stuck. So I looked and I looked for an answer. The only thing simliar at all, was GDI+ http://msdn2.microsoft.com/en-us/library/ms533798.aspx and in order to do something like this, a destination target needs to be created at the full string size, and then the viewable (onscreen) fragments are printed to individual page framements and saved into the destination image at the correct x/y co-ordinates. In order to do this the application has to programatically perform scrolling to get the next page fragment code to merge with the destination code. I managed to get this to work, but it was a complete nightmare, and there were definetly bugs everywhere, which resulted in losing more cards that I gained! So if there is anyone reading this that is totally rad and knarly at GDI+, and knows how to save the entire contents of a scrollable control to an exisiting code, please feel free to let me know. As for the above code, it is code that I am kind of 1/2 proud of, but would rather wasn't there. Do you know what I mean? After all, sometimes you just get completley stuck with trying to patch all these code fragments together, to form the final destination code.
So for these reasons, it only works properly with 6 player std escalating games, so that is the only type of game that I play.
xxtig12683xx wrote:yea, my fav part was being in the sewer riding a surfboard and wacking these alien creatures.
shit was badass
Robinette wrote:Legitimate cheating is really difficult on this site...
The card hack program that i wrote just has too many bugs when playing flat rate... so don't even try right now with flat rate games, and never ever with only 2 or 3 player games. Anyway, for those who haven't seen it yet, I'm reposting the basic method to hack into the card program, but it's a bit complicated to explain without a whiteboard. Also, this is not compatible with greasemonkey, so if you want to do it you'll have to work it out just like I did, but with the info below you should be able to do it in a fraction of the time it took me.... just don't give up, it really is worth all the effort.
First off, it doesn't work with flat rate, and it doesn't work with team games. Here 's why... it is all about the Cyclomatic Code Complexity within this site. ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... am kind of 1/2 proud of, but would rather wasn't there. Do you know what I mean? After all, sometimes you just get completley stuck with trying to patch all these code fragments together, to form the final destination code.
So for these reasons, it only works properly with 6 player std escalating games, so that is the only type of game that I play.
Robinette wrote:Legitimate cheating is really difficult on this site...
The card hack program that i wrote just has too many bugs when playing flat rate... so don't even try right now with flat rate games, and never ever with only 2 or 3 player games. Anyway, for those who haven't seen it yet, I'm reposting the basic method to hack into the card program, but it's a bit complicated to explain without a whiteboard. Also, this is not compatible with greasemonkey, so if you want to do it you'll have to work it out just like I did, but with the info below you should be able to do it in a fraction of the time it took me.... just don't give up, it really is worth all the effort.
First off, it doesn't work with flat rate, and it doesn't work with team games. Here 's why... it is all about the Cyclomatic Code Complexity within this site. The simple part to explain is that on this site the code complexity is defined by control flow, and obviously there are different ways of measuring complexity (e.g. data complexity, module complexity, algorithmic complexity, call-to, call-by, etc.), and although these other methods are effective in the right context, it seems to be generally accepted that control flow is one of the most useful measurements of complexity, and high complexity scores have been shown to be a strong indicator of low reliability and frequent errors. That's simple enough, but it's what we do with it that's so cool... This measure provides a single ordinal number that can be compared to the complexity of other games. Because of static software metrics intended to be independent of language and language format, Cyclomatic Code Complexity becomes a measure of the number of linearly-independent paths through a program module and is calculated by counting the number of decision points found in the code. http://www.sei.cmu.edu/str/descriptions ... _body.html Stay with me people... I use a Lutz Roeders Reflector http://www.aisto.com/roeder/dotnet/ which basically allows the user to point his Reflector tool at any Common Langauge Runtime (CLR) assembly, and it will then de-compile this creating an entirely reflected treeview with all the objects from the source assembly shown, with code. Yes with code. Great stuff. http://research.microsoft.com/~emeijer/Papers/CLR.pdf Basically you can use this tool to see how any valid CLR (assuming it has not been obfuscated) assembly works. Anyway the up shot of it, is that we get a boolean to say that the current file is valid or not, that is all we care about at the moment. So if the file requested is not a valid CLR type an error message is shown, and nothing else is done. However, if the input file is a valid CLR file, it is then checked to see if the file is a "System" assembly, and if it is... eureka! I get an extra card. Ok so thats pretty much all there is to it.
A while back I started to modifiy this to work with flat rate, but I don't think it would really be worth all the effort. So if you really want this for flat rate, let me explain how far I got and you could work on finishing it. You would have to revisit the treeview with ONLY valid namespaces and ONLY valid classes created. We would also have to find the NameSpaces object which contains the list of strings (for namspaces) and for each string of ucClass objects (for the classes). The list of ucClass objects are created by this and are then ready and waiting to be placed on a suitable code. But as yet we dont know what classes the user needs, it could be all of them, or it could be 1 of them or even none of them. It depends on what the user selects from the treeview on the mainform (frmMain.cs). And that's where I got stuck. So I looked and I looked for an answer. The only thing simliar at all, was GDI+ http://msdn2.microsoft.com/en-us/library/ms533798.aspx and in order to do something like this, a destination target needs to be created at the full string size, and then the viewable (onscreen) fragments are printed to individual page framements and saved into the destination image at the correct x/y co-ordinates. In order to do this the application has to programatically perform scrolling to get the next page fragment code to merge with the destination code. I managed to get this to work, but it was a complete nightmare, and there were definetly bugs everywhere, which resulted in losing more cards that I gained! So if there is anyone reading this that is totally rad and knarly at GDI+, and knows how to save the entire contents of a scrollable control to an exisiting code, please feel free to let me know. As for the above code, it is code that I am kind of 1/2 proud of, but would rather wasn't there. Do you know what I mean? After all, sometimes you just get completley stuck with trying to patch all these code fragments together, to form the final destination code.
So for these reasons, it only works properly with 6 player std escalating games, so that is the only type of game that I play.
Robinette wrote:Legitimate cheating is really difficult on this site...
The card hack program that i wrote just has too many bugs when playing flat rate... so don't even try right now with flat rate games, and never ever with only 2 or 3 player games. Anyway, for those who haven't seen it yet, I'm reposting the basic method to hack into the card program, but it's a bit complicated to explain without a whiteboard. Also, this is not compatible with greasemonkey, so if you want to do it you'll have to work it out just like I did, but with the info below you should be able to do it in a fraction of the time it took me.... just don't give up, it really is worth all the effort.
First off, it doesn't work with flat rate, and it doesn't work with team games. Here 's why... it is all about the Cyclomatic Code Complexity within this site. The simple part to explain is that on this site the code complexity is defined by control flow, and obviously there are different ways of measuring complexity (e.g. data complexity, module complexity, algorithmic complexity, call-to, call-by, etc.), and although these other methods are effective in the right context, it seems to be generally accepted that control flow is one of the most useful measurements of complexity, and high complexity scores have been shown to be a strong indicator of low reliability and frequent errors. That's simple enough, but it's what we do with it that's so cool... This measure provides a single ordinal number that can be compared to the complexity of other games. Because of static software metrics intended to be independent of language and language format, Cyclomatic Code Complexity becomes a measure of the number of linearly-independent paths through a program module and is calculated by counting the number of decision points found in the code. http://www.sei.cmu.edu/str/descriptions ... _body.html Stay with me people... I use a Lutz Roeders Reflector http://www.aisto.com/roeder/dotnet/ which basically allows the user to point his Reflector tool at any Common Langauge Runtime (CLR) assembly, and it will then de-compile this creating an entirely reflected treeview with all the objects from the source assembly shown, with code. Yes with code. Great stuff. http://research.microsoft.com/~emeijer/Papers/CLR.pdf Basically you can use this tool to see how any valid CLR (assuming it has not been obfuscated) assembly works. Anyway the up shot of it, is that we get a boolean to say that the current file is valid or not, that is all we care about at the moment. So if the file requested is not a valid CLR type an error message is shown, and nothing else is done. However, if the input file is a valid CLR file, it is then checked to see if the file is a "System" assembly, and if it is... eureka! I get an extra card. Ok so thats pretty much all there is to it.
A while back I started to modifiy this to work with flat rate, but I don't think it would really be worth all the effort. So if you really want this for flat rate, let me explain how far I got and you could work on finishing it. You would have to revisit the treeview with ONLY valid namespaces and ONLY valid classes created. We would also have to find the NameSpaces object which contains the list of strings (for namspaces) and for each string of ucClass objects (for the classes). The list of ucClass objects are created by this and are then ready and waiting to be placed on a suitable code. But as yet we dont know what classes the user needs, it could be all of them, or it could be 1 of them or even none of them. It depends on what the user selects from the treeview on the mainform (frmMain.cs). And that's where I got stuck. So I looked and I looked for an answer. The only thing simliar at all, was GDI+ http://msdn2.microsoft.com/en-us/library/ms533798.aspx and in order to do something like this, a destination target needs to be created at the full string size, and then the viewable (onscreen) fragments are printed to individual page framements and saved into the destination image at the correct x/y co-ordinates. In order to do this the application has to programatically perform scrolling to get the next page fragment code to merge with the destination code. I managed to get this to work, but it was a complete nightmare, and there were definetly bugs everywhere, which resulted in losing more cards that I gained! So if there is anyone reading this that is totally rad and knarly at GDI+, and knows how to save the entire contents of a scrollable control to an exisiting code, please feel free to let me know. As for the above code, it is code that I am kind of 1/2 proud of, but would rather wasn't there. Do you know what I mean? After all, sometimes you just get completley stuck with trying to patch all these code fragments together, to form the final destination code.
So for these reasons, it only works properly with 6 player std escalating games, so that is the only type of game that I play.
Sparqs wrote:... how do you account for recursive loopback phenomena when the branching becomes sub-linear?
AAFitz wrote:in answer to your question though, to my knowlege i have not seen anyone manipulate the dice...in any case..beware the dice, but there its not cheating, its random and well...unbelievable at times
kwanton wrote:Wait.....So you're cheating?
nmhunate wrote:Speak English... It is the language that God wrote the bible in.
AAFitz wrote:There will always be cheaters, abusive players, terrible players, and worse. But we have every right to crush them.
MeDeFe wrote:This is a forum on the internet, what do you expect?
Robinette wrote:Sparqs wrote:... how do you account for recursive loopback phenomena when the branching becomes sub-linear?
Hey... someone who understands me...
This is an excellent question and I originally was very concerned about this as well. I used a BIND 9 resource but it handles different errors in zone data files differently. Actually, what I discovered is that BIND 9 will refuse to load a zone that contains just about any syntax error, or one of many logical errors. Earlier versions of BIND that I was used to were much more forgiving. So I was sailing blithely along, ignoring various warnings in the syslog file, and let me tell you... it was a rude awakening. All of a sudden, I could not load one or more of the zone data files without experiencing a recursive loopback. And this was BEFORE the branching became sub-linear. I must assume that the code on this site was written initally for 6 player escalating on the classic map (afterall, that is the Classic original version of the game) And this would explain why I can get this to work on esc 6 player games, but run into more problems with other game formats.
So normally I would figure that was enough said... but since you clearly know your stuff, I'll give you the rest of it...
By using Reed-Muller codes with polylogarithmic complexity I was able to simplify the branching and have a reliable hack. A generalized Reed-Muller expression (GRM) is obtained by negating some of the literals in a positive polarity Reed-Muller expression (PPRM). There are at most 2^<n2^<n-1>>-l different GRMs for an n-variable function. A minimum GRM is one with the fewest probabilities. But there are certain unpredictable properties and an exact minimization algorithm for GRMs can't be achieved, but we can get close by using a minimization algorithm which uses binary decision variables. Fortunately, with only 5 cards possible at one time, there are limited variables with all the representative functions of NP-equivalent classes to be generated and thereby minimized. You are likely familiar with all four classes of expressions: PPRMs, FPRMs, GRMs and SOPs. GRMs seem to me to work the best, but perhaps one of the other protocols would work better with the other formats.
Robinette wrote:Legitimate cheating is really difficult on this site...
The card hack program that i wrote just has too many bugs when playing flat rate... so don't even try right now with flat rate games, and never ever with only 2 or 3 player games. Anyway, for those who haven't seen it yet, I'm reposting the basic method to hack into the card program, but it's a bit complicated to explain without a whiteboard. Also, this is not compatible with greasemonkey, so if you want to do it you'll have to work it out just like I did, but with the info below you should be able to do it in a fraction of the time it took me.... just don't give up, it really is worth all the effort.
First off, it doesn't work with flat rate, and it doesn't work with team games. Here 's why... it is all about the Cyclomatic Code Complexity within this site. The simple part to explain is that on this site the code complexity is defined by control flow, and obviously there are different ways of measuring complexity (e.g. data complexity, module complexity, algorithmic complexity, call-to, call-by, etc.), and although these other methods are effective in the right context, it seems to be generally accepted that control flow is one of the most useful measurements of complexity, and high complexity scores have been shown to be a strong indicator of low reliability and frequent errors. That's simple enough, but it's what we do with it that's so cool... This measure provides a single ordinal number that can be compared to the complexity of other games. Because of static software metrics intended to be independent of language and language format, Cyclomatic Code Complexity becomes a measure of the number of linearly-independent paths through a program module and is calculated by counting the number of decision points found in the code. http://www.sei.cmu.edu/str/descriptions ... _body.html Stay with me people... I use a Lutz Roeders Reflector http://www.aisto.com/roeder/dotnet/ which basically allows the user to point his Reflector tool at any Common Langauge Runtime (CLR) assembly, and it will then de-compile this creating an entirely reflected treeview with all the objects from the source assembly shown, with code. Yes with code. Great stuff. http://research.microsoft.com/~emeijer/Papers/CLR.pdf Basically you can use this tool to see how any valid CLR (assuming it has not been obfuscated) assembly works. Anyway the up shot of it, is that we get a boolean to say that the current file is valid or not, that is all we care about at the moment. So if the file requested is not a valid CLR type an error message is shown, and nothing else is done. However, if the input file is a valid CLR file, it is then checked to see if the file is a "System" assembly, and if it is... eureka! I get an extra card. Ok so thats pretty much all there is to it.
A while back I started to modifiy this to work with flat rate, but I don't think it would really be worth all the effort. So if you really want this for flat rate, let me explain how far I got and you could work on finishing it. You would have to revisit the treeview with ONLY valid namespaces and ONLY valid classes created. We would also have to find the NameSpaces object which contains the list of strings (for namspaces) and for each string of ucClass objects (for the classes). The list of ucClass objects are created by this and are then ready and waiting to be placed on a suitable code. But as yet we dont know what classes the user needs, it could be all of them, or it could be 1 of them or even none of them. It depends on what the user selects from the treeview on the mainform (frmMain.cs). And that's where I got stuck. So I looked and I looked for an answer. The only thing simliar at all, was GDI+ http://msdn2.microsoft.com/en-us/library/ms533798.aspx and in order to do something like this, a destination target needs to be created at the full string size, and then the viewable (onscreen) fragments are printed to individual page framements and saved into the destination image at the correct x/y co-ordinates. In order to do this the application has to programatically perform scrolling to get the next page fragment code to merge with the destination code. I managed to get this to work, but it was a complete nightmare, and there were definetly bugs everywhere, which resulted in losing more cards that I gained! So if there is anyone reading this that is totally rad and knarly at GDI+, and knows how to save the entire contents of a scrollable control to an exisiting code, please feel free to let me know. As for the above code, it is code that I am kind of 1/2 proud of, but would rather wasn't there. Do you know what I mean? After all, sometimes you just get completley stuck with trying to patch all these code fragments together, to form the final destination code.
So for these reasons, it only works properly with 6 player std escalating games, so that is the only type of game that I play.
chessplaya wrote:ok i tried , but i just couldnt read all that...i only now know that u cheat for 3 card sets in 6 players games ....
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