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author | Matt Strapp <matt@mattstrapp.net> | 2025-02-09 17:43:59 -0600 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2025-02-09 17:43:59 -0600 |
commit | ce09f639093f8fd37703cf1cffde6c8ff89842a9 (patch) | |
tree | 4b3dd41a6e03514d0fc40a7671e788a6f40237bc | |
parent | Correct turn count (diff) | |
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Readme tuning
Signed-off-by: Matt Strapp <matt@mattstrapp.net>
-rw-r--r-- | README.md | 4 |
1 files changed, 2 insertions, 2 deletions
@@ -6,7 +6,7 @@ A Rust simulation of the World's Worst Boardgame (W.W.B) by Rich Hutnik. I am not affiliated with Rich Hutnik or the World's Worst Boardgame in any way. This project is a fan-made simulation of the game and is not endorsed by the creator. I also do not verify the simulation is correct, as I have not played the game myself. I have read the rules and adapted the game to my understanding of the rules. -## What is W.W.B.? +## What is W.W.B? [W.W.B](https://boardgamegeek.com/boardgame/99918/wwb) is a "game" designed in 2011 by Rich Hutnik. It is a two-player game that is meant to be immensely frustrating and impossible to actually finish. The "board" is 102 cards, "Start", "Finish", and the numbers 1-100. @@ -30,7 +30,7 @@ A completed simulation of WWB has never been done either, the longest known one Using this program, a computer managed to go at least 100 trillion turns overnight with a high score of 17. The game runs about 150-200 million turns a second* on my AMD Ryzen 9 5900X running Arch Linux on WSL. Running it on Windows on the same machine was about the same. -\* *This program relies very heavily on single-threaded CPU performance, and performance will depend on your CPU. A 2011 Mac Mini only runs about 25 million turns a second, for example; a Raspberry Pi 4 runs about 19 million turns a second.* +\* *This program relies heavily on single-threaded CPU performance, and performance will depend on your CPU. A 2011 Mac Mini only runs about 25 million turns a second, for example; a Raspberry Pi 4 runs about 19 million turns a second.* This program is single-threaded as the collision detection mechanic requires the two threads to essentially take turns as well as the fact that the game state is shared between the two threads. Performance gains are likely minimal and might even be negative, though I have not tested this. |