The Duldrums

Posted in OOC on April 27, 2010 by yakshamash

Im in a bit of a dry spell with eve.  I’m having trouble focusing, and school is not helping.  Although I still log in every day, its mainly just to say hi and ship spin for a few.  During these times I like to train long skills.  That Is why in one go Im getting BattleCruisers And Battleships to Level 5.  This helps me still have a goal.  I want to be able to fly all Amarr sub-capital ships (and eventually the capitals to)  My question to you, what do you do when things get dull? What do you do when you need to train a skill that takes half your life to complete?

Some Tools You May Need For P.I.

Posted in How To, OOC with tags , , , , on April 26, 2010 by yakshamash

Planetary interaction is coming, and needless to say I’m frigging pumped to planet spin!  Some of you may not feel the same way, but I know for a fact most of you will at-least Try P.I.  Its another thing to do, to profit from, and to master.  In eve online, mastering something is all about optimization.  Weather your an Industrialist working to make the most profit from the least amount of “stuff” or a Combat pilot finagling your fit to push out the most tank and dps your ship will allow, you are optimizing.  I have a feeling that this will stay constant in PI.  If you want to know how to optimize ANYTHING you talk to a computer scientist, lucky for you, I am one.  From what I have seen of PI, it will consist of points, connected by routes.  You show that to a computer scientist, chances are they will say “HEY thats a directed Graph!!!” and what do you know, we study graph theory.

Although I don’t know for sure if they will be of use, I’m pretty certain that these four algorithms will help you optimize your planetary networks, and they are something that you should at least familiarize your self with.

Some Terms To Know

  • Tree – An acyclic graph contained within a graph.
  • Acyclic – The only way back to a point you are coming from is to backtrack the same path you took to get there.

The first two algorithms are for finding the “minimum spanning tree.”  In simple terms, they find the tree within a graph that will hit all points, with the least amount of distance overall.

PRIMS ALGORITHM

Complements of the fabled Wikipedia….

Image Description
Prim Algorithm 0.svg This is our original weighted graph. The numbers near the edges indicate their weight.
Prim Algorithm 1.svg Vertex D has been arbitrarily chosen as a starting point. Vertices A, B, E and F are connected to D through a single edge. A is the vertex nearest to D and will be chosen as the second vertex along with the edge AD.
Prim Algorithm 2.svg The next vertex chosen is the vertex nearest to either D or A. B is 9 away from D and 7 away from A, E is 15, and F is 6. F is the smallest distance away, so we highlight the vertex F and the arc DF.
Prim Algorithm 3.svg The algorithm carries on as above. Vertex B, which is 7 away from A, is highlighted.
Prim Algorithm 4.svg In this case, we can choose between C, E, and G. C is 8 away from B, E is 7 away from B, and G is 11 away from F. E is nearest, so we highlight the vertex E and the arc BE.
Prim Algorithm 5.svg Here, the only vertices available are C and G. C is 5 away from E, and G is 9 away from E. C is chosen, so it is highlighted along with the arc EC.
Prim Algorithm 6.svg Vertex G is the only remaining vertex. It is 11 away from F, and 9 away from E. E is nearer, so we highlight it and the arc EG.
Prim Algorithm 7.svg Now all the vertices have been selected and the minimum spanning tree is shown in green. In this case, it has weight 39.

Kruskals Algorithm

Another minimum spanning tree algorithm, and once again this table is complements of wikipedia.

Image Description
Prim Algorithm 0.svg This is our original graph. The numbers near the arcs indicate their weight. None of the arcs are highlighted.
Kruskal Algorithm 1.svg AD and CE are the shortest arcs, with length 5, and AD has been arbitrarily chosen, so it is highlighted.
Kruskal Algorithm 2.svg CE is now the shortest arc that does not form a cycle, with length 5, so it is highlighted as the second arc.
Kruskal Algorithm 3.svg The next arc, DF with length 6, is highlighted using much the same method.
Kruskal Algorithm 4.svg The next-shortest arcs are AB and BE, both with length 7. AB is chosen arbitrarily, and is highlighted. The arc BD has been highlighted in red, because there already exists a path (in green) between B and D, so it would form a cycle (ABD) if it were chosen.
Kruskal Algorithm 5.svg The process continues to highlight the next-smallest arc, BE with length 7. Many more arcs are highlighted in red at this stage: BC because it would form the loop BCE, DE because it would form the loop DEBA, and FE because it would form FEBAD.
Kruskal Algorithm 6.svg Finally, the process finishes with the arc EG of length 9, and the minimum spanning tree is found.

Next we have an algorithm to solve the Shortest Path Tree – This is a tree that is created from a single point, and it connects all other points to it in the shortest way possible.

Dijkstra’s Algorithm –

Let the node at which we are starting be called the initial node. Let the distance of node Y be the distance from the initial node to Y. Dijkstra’s algorithm will assign some initial distance values and will try to improve them step-by-step.

  1. Assign to every node a distance value. Set it to zero for our initial node and to infinity for all other nodes.
  2. Mark all nodes as unvisited. Set initial node as current.
  3. For current node, consider all its unvisited neighbors and calculate their distance (from the initial node). For example, if current node (A) has distance of 6, and an edge connecting it with another node (B) is 2, the distance to B through A will be 6+2=8. If this distance is less than the previously recorded distance (infinity in the beginning, zero for the initial node), overwrite the distance.
  4. When we are done considering all neighbors of the current node, mark it as visited. A visited node will not be checked ever again; its distance recorded now is final and minimal.
  5. If all nodes have been visited, finish. Otherwise, set the unvisited node with the smallest distance (from the initial node) as the next “current node” and continue from step 3.

Here is a image demonstrating Dijkstras

Now for my last and final algorithm we have one to solve the problem of Maximum Flow.  Its called several different things, but for low lets just call it the augmenting path algorithm.  This solves how to get the maximum amount of Stuff from one point to another, while visiting all points, with constraints on the amount of “Stuff that can flow through the tubes.”  This diagram is somewhat self explanatory, although a few things are worth noting.  the #,#+ or #,#- may seem a bit odd. The first number represents the amount of additional flow that can be brought from the source to that vertex.  The second number is the name of the vertex that flows into the one being labeled.  If this seems a bit unclear, spend a bit looking at the process worked out and see if you can get a feeling for it.

Well I hope this helps in some way, or at the very least introduced you to the wild and exciting world of graph theory.  Although some of these concepts may be a bit fuzzy to you, with a bit of practice and some critical thinking, you may be able to use them to set up your P.I. colonies for maximum efficiency.  If you need anything explained in more detail, or just cleared up in general feel free to leave a comment and I will get back to you as quickly as I can,

(p.s Watch this space, there may be a colony lay-0ut optimizer program in the works once Tyrannis is released)

MOFA Again

Posted in Uncategorized on April 1, 2010 by yakshamash

I find myself eating my words.  I am now back in MOFA, and we are rallying a move to the constellation.  Our efforts to move to 0.0 have been fruitless, and the alliance was more and more starting to feel like a fancy chartroom.  We have decided to push the entire alliance to move to MOFA and we have made it mandatory for RAG.  The idea is to consolidate, train the noobs, and move upward and onward.  In roughly six months we will be cap-fleet ready, and hopefully moving to null-sec will be in reach.  For now though, MOFA it is…

The Tale of MOFA and my Credibility

Posted in OOC on March 24, 2010 by yakshamash

The MOFA Defense Group, you may have heard of it, you may have not.  Basically Its a group of people living in low-sec with an lintel channel that provides a bit more than lintel.  The MOFA region was my first experience low-sec living, way back a couple years ago.  Things were wonderful, always having credible lintel, getting in on some pew here and there, not to mention, people to talk to when ship spinning.  I was actually sitting at the faswabia merz gate when I was promoted to executive status in my corp.

Not to be one to throw a cliche around, but all good things must come to an end, and what an end it came to.  You may be thinking it came to an end for my corporation, or my alliance, that was not the case.  It came to an end for me, and only me.  (Side Note: I need to make it clear that this is not whining, I am simply telling a story of my past.)

About three to four months ago, I hit a wall, and went inactive for roughly 3 weeks.  After my head was clear, my hands got itchy for some ship spinning, so I logged in.  Five minutes after I logged in my email client flashed in the right hand side of my screen.  This was a mail from one of my professors reminding the class that our project was do tomorrow, a project I completely forgot about.  Instinctively, I keep my eve client minimized and bust it out.  When I finally maximize it the chat window for MOFA Defense was gone!  Apparently during the two hours I was AFK one of MOFAs operations were compromised by a security breach.   While I was toiling over a hot compiler,  little did I know the same processor was handling a minimized witch hunt.  From what I got out of it a three week old character said he has never seen me, and was accusing me of being a spy.  When they tried to talk to me, I didn’t respond, apparently they have no concept of AFK.  So they automatically assumed I was a spy.  They took the advice of a month old noob, and kicked me.  Heres the part that gets to me, I was in MOFA defense for over a year, I was In RAG for over a year and a half, and I have never been in any other corporation.

When I finally got a chance to talk to them, apparently the noob “saw me camping a gate with a red.”  Obviously they dont understand the concept of a Mexican standoff.  To this date I am not in MOFA defense. Is my corp, Hell Yeah. Is my Alliance, Hell Yeah. Do I still traipse about MOFA, Hell Yeah. Do I follow their NRDS policy, I’m NBSI so HELL NO!  If they want to get their heads out of their asses I would be glad to come back to MOFA defense, but If I’m not welcome in their group, there is no way in hell I will follow their rules.

Where I Have Been, Where I am Going

Posted in OOC on March 23, 2010 by yakshamash

Hello all, and by all I mean the two or three people who stumble across this blog every month or so, but thats besides the point.  I have not been posting regularly, and I have nobody to blame but myself.  Hopefully I can stick to it this time around.

OK now that the tears and such are out of the way, on to what I have been doing.

Imperial Crimson Legion has been growing quite steadily and we are slowly but surly amassing a noob army.  I don’t mind the newer players, as one of our services is to provide training, and it beats the hell out of ship-spinning.

The Alliance is finally starting to buckle down and get some organization, which is awesome.  We have revamped alliance roles system and started looking for a place to consolidate to and call home.  The later of those two is proving to be quite difficult.  We need .3 and below but would really prefer null-sec.  We are hoping once we get to our new home and start bragging to all the alliances care-bears about how easy the isk flows, they will eventually shed their fluff and fur and come to the land where rainbows don’t form.

Fast forward a couple weeks and we start formulating a plan for the move.  Although we are growing, we can not stand on our own two feet in 0.0, the obvious solution was renting.  We got in-touch with Mostly Harmless and struck a deal to rent a system.  600 mil a month for the entire alliance seemed decent.  We rallied our corps and raised the appropriate cash, got in touch with MH and set the move in date.  The move in date comes, no coms.  We wait a week, no coms.  We wait two weeks, no coms.  At this point we gave up.  Quad distributed the donated isk back to the corporations and the dream was dead.  MH is dead to us, and all of pure blind is now considered hostile territory.

Luckily, we don’t give up that easy.  Turns out an alliance from our MOFA defence group (I will make a post later about my relationship with MOFA defense) recently moved to null-sec and we are hoping to work out an arrangement to get a system next to them.  Hopefully that will work out, but only time will tell.

Well, thats all the news I have for now, I will keep you updated(with any luck).

What I love about eve…

Posted in Fiction, OOC, Uncategorized on January 31, 2010 by yakshamash

This is my entry for the special edition of EVE Blog Banter. The original post is located at: http://www.crazykinux.com/2010/01/eve-blog-banter-special-edition-why-we.html

Reality, a concept we think we grasp, we think we know, we have never experienced. This life we live, these activity’s, our social interactions, they are simply functions of our brain, and our “RL” experience, is as real as any other. Our life, a series of emotions, we consider them real because they invoke the most emotion. What if a world, created solely by our imagination, and our conceptualizations of pixels could invoke the same emotions? This is what I love about eve, the emotion. EVE is a beautiful game, everything about it screams “LOOK AT ME!!” from the get go, and that brings in players. What keeps there interest is when two moths later, “LOOK AT ME!!” changes to “FEEL ME!!”. You feel everything, real risk, real reward, real community. There are days where you hate the game, but thats hate surrounded by love, because you love the fact tat pixels and logic can move you to a primal feeling of hate. This is what I love about eve, I hate it, I love it, I am frustrated with it, It relaxes me. Our reality is a series of emotions, EVE is a series of emotions, which is real, who is right, why am I telling you this, this is a game, this is my life, they are equally real……………..

WAR

Posted in Uncategorized with tags , , , , , , , , on December 24, 2009 by yakshamash

War is upon us… Cant reveal much… Its time to fuck up some can flippers!