• Re: starting monk vorpal blade

    From Janis Papanagnou@21:1/5 to Isidore Ducasse on Sat Jan 22 09:33:54 2022
    On 22.01.2022 09:15, Isidore Ducasse wrote:
    Just started with monk, got vorpal blade from sacrifice at orcish mines.
    Is it good ?

    It's okay. Long swords do good damage. And that artifact beheads
    monsters with 10% probability; if you survive that long in melee
    with monsters. If I'd have enough food to altar camp for divine
    gifts I'd continue sacrificing until I get something better. Mind
    that in all granted weapons' classes monks will only be able to
    get Basic proficiency.

    How far can I enhance swords ?

    Monks are restricted in most weapons, so they are in long swords,
    but since you had been gifted that artifact you can get to Basic.

    Shall I use it all the time from now on and forget about fighting
    without any weapon as I did so far ?

    I prefer to train monks' martial arts proficiency. While doing that occasionally switch to the sword to get your long sword proficiency
    enhanced to Basic.

    If you happen to get Mjollnir I'd certainly prefer that. The other
    good artifacts available to monks, like Firebrand or Frostbrand,
    should be enchanted to be most effective. The Magicbane might also
    be worth to use. Werebane is a good option for its silver bonus
    against were-creatures (or later for demons and vampires). So far
    for the neutral and unaligned artifacts.

    Janis

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  • From Isidore Ducasse@21:1/5 to All on Sat Jan 22 08:15:30 2022
    Just started with monk, got vorpal blade from sacrifice at orcish mines.
    Is it good ? How far can I enhance swords ?
    Shall I use it all the time from now on and forget about fighting
    without any weapon as I did so far ?

    Thanks for your hints !

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  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Sat Jan 22 09:36:48 2022
    On 22.01.2022 09:33, Janis Papanagnou wrote:
    On 22.01.2022 09:15, Isidore Ducasse wrote:
    Just started with monk, got vorpal blade from sacrifice at orcish mines.
    Is it good ?

    It's okay. Long swords do good damage. [...]

    This page may help you to compare artifacts once you've got more than
    one: http://nh.gridbug.de/artifacts.html

    Janis

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  • From Chris Bowers@21:1/5 to Janis on Tue Jan 25 20:37:29 2022
    Janis is correct on calling it "okay".

    It does have a +1d5 to hit bonus (against everything) which is an important property, kinda almost more important than damage. Remember, hitting more often deals more damage overall, after all!

    It only has +1 damage, which is real low for an artifact weapon. It has behading sometimes, which is obviously "more damage" in that you can rarely get mortal damage that just kills something outright.

    Janis is correct, it should be used as a bridge to get a better artifact weapon. Kill easy monsters with it to get it from unskilled to basic. Then keep sacrificing (and killing things with it, to sacrifice for a better weapon.

    The other option as janis says is to continue to do martial arts and advance that. This depends on what stage of the game you're at. In the early game bonus to hit is incredibly important, and becomes less important as time goes on, your luck increases,
    you throw gems at unicorns, you get a luckstone, etc.

    Monks can get and advance lots of spells. You might use your pet a lot. I don't know what you do.

    SInce I'm a fighter type, I would vorpal and sacrifice to get a better artifact weapon. May require you going to sokoban. Vorpal is enough to kill most anything in sokoban if you are level 6 or below. (If your level gets too high, the monsters get to be
    higher level).

    Killing everything in sight with vorpal is tempting, but you will get tougher and tougher monsters. Use spells, avoid, use pet, dodge, avoid, get to sokoban, get reflection or bag and food, come back sacrifice and try to get something better.

    -Chris

    On Saturday, January 22, 2022 at 3:37:53 AM UTC-5, Janis wrote:
    On 22.01.2022 09:33, Janis Papanagnou wrote:
    On 22.01.2022 09:15, Isidore Ducasse wrote:
    Just started with monk, got vorpal blade from sacrifice at orcish mines. >> Is it good ?

    It's okay. Long swords do good damage. [...]

    This page may help you to compare artifacts once you've got more than
    one: http://nh.gridbug.de/artifacts.html

    Janis

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  • From Klaus Kassner@21:1/5 to All on Wed Jan 26 07:43:52 2022
    Am 22.01.2022 um 09:15 schrieb Isidore Ducasse:
    Just started with monk, got vorpal blade from sacrifice at orcish mines.
    Is it good ? How far can I enhance swords ?
    Shall I use it all the time from now on and forget about fighting
    without any weapon as I did so far ?

    Thanks for your hints !


    A major advantage of getting Vorpal Blade is that if you make it to the
    Astral Plane none of the adventurer characters there can wield it
    against you to behead you instantly. (I usually don't wear an amulet of
    life saving there, if I need one for reflection.)

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Wed Jan 26 09:03:14 2022
    On 26.01.2022 07:43, Klaus Kassner wrote:

    A major advantage of getting Vorpal Blade is that if you make it to the Astral Plane none of the adventurer characters there can wield it
    against you to behead you instantly.

    Yeah, that can be a bad experience for the unaware.

    The player characters at Astral are quite tough, they engage you while
    all the angels and priests are also on you. That's why I just teleport
    them away; makes my life easier in that nasty area (and I need not care
    about the chance of the Vorpal Blade being weld in their hand).

    Janis

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  • From Janis Papanagnou@21:1/5 to Isidore Ducasse on Wed Jan 26 19:02:48 2022
    On 26.01.2022 18:23, Isidore Ducasse wrote:
    Thank you for the tips !
    I've tried and got dragonbane, which is worse I think. Then I stopped sacrifice
    because I'm afraid the odds of getting a third artefact become very low
    and I'll have to wait for a veeeery long time (don't have create monsters).

    The odds are not too bad. But then, what if you get another lousy one?
    ;-)

    Janis

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  • From Isidore Ducasse@21:1/5 to All on Wed Jan 26 17:23:44 2022
    Thank you for the tips !
    I've tried and got dragonbane, which is worse I think. Then I stopped sacrifice because I'm afraid the odds of getting a third artefact become very low
    and I'll have to wait for a veeeery long time (don't have create monsters).

    I'm XP11 and close to starting the quest, I think I'll continue with vorpal.

    Thanks

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  • From Chris Bowers@21:1/5 to Janis on Wed Jan 26 16:52:18 2022
    On Wednesday, January 26, 2022 at 1:02:51 PM UTC-5, Janis wrote:
    On 26.01.2022 18:23, Isidore Ducasse wrote:
    Thank you for the tips !
    I've tried and got dragonbane, which is worse I think. Then I stopped sacrifice
    because I'm afraid the odds of getting a third artefact become very low
    and I'll have to wait for a veeeery long time (don't have create monsters).
    The odds are not too bad. But then, what if you get another lousy one?
    ;-)

    Janis

    You can keep going. You can just keep going. Two is easy. Three is harder. However, it's real hard after four I've found. Three is easy. Four is okay. Getting a fifth artifact is tough. Your thoughts Janis?

    This is also heavily influenced by "create monster" spell. If you have THAt any amount of sacrifices can be fine...

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  • From Janis Papanagnou@21:1/5 to Chris Bowers on Thu Jan 27 08:21:09 2022
    On 27.01.2022 01:52, Chris Bowers wrote:
    On Wednesday, January 26, 2022 at 1:02:51 PM UTC-5, Janis wrote:
    On 26.01.2022 18:23, Isidore Ducasse wrote:
    Thank you for the tips ! I've tried and got dragonbane, which is
    worse I think. Then I stopped sacrifice because I'm afraid the
    odds of getting a third artefact become very low and I'll have to
    wait for a veeeery long time (don't have create monsters).
    The odds are not too bad. But then, what if you get another lousy
    one? ;-)

    You can keep going. You can just keep going. Two is easy. Three is
    harder. However, it's real hard after four I've found. Three is easy.
    Four is okay. Getting a fifth artifact is tough. Your thoughts
    Janis?

    I may be a pathological case and thus not a sensible sample for
    comparison. ;-)

    Once I've managed the food issue, I sacrifice at an altar until I
    get a decent artifact weapon; in case of a disappointing series
    of only lousy or inappropriate artifacts I continue even beyond
    five (or more) already got artifacts, if I think it's necessary
    (or convenient) for my character.

    But since altar camping at that stage isn't something to suggest unconditionally I abstain from suggesting it. Only my and others'
    experience that there's obviously too many lousy artifacts should
    be mentioned, so that (in an attempt to get a better artifact) a
    player is not too disappointed or brings himself in danger when
    trying to get a good artifact during altar campings while odds
    are bad.


    This is also heavily influenced by "create monster" spell. If you
    have THAt any amount of sacrifices can be fine...

    You need sufficient food for that (or eat some of the bigger
    monsters created). I also keep a couple cursed scrolls of create
    monster, or leave one charge in an (identified) wand of create
    monster to break it for more outcome; but that requires that you
    can handle hordes of tough monsters, or have something to burn
    the E-word (in NH-343, or Slash'em, not sure about NH-36x).

    Janis

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  • From Chris Bowers@21:1/5 to Janis on Fri Jan 28 07:43:24 2022
    On Thursday, January 27, 2022 at 2:21:12 AM UTC-5, Janis wrote:
    On 27.01.2022 01:52, Chris Bowers wrote:
    On Wednesday, January 26, 2022 at 1:02:51 PM UTC-5, Janis wrote:
    On 26.01.2022 18:23, Isidore Ducasse wrote:
    Thank you for the tips ! I've tried and got dragonbane, which is
    worse I think. Then I stopped sacrifice because I'm afraid the
    odds of getting a third artefact become very low and I'll have to
    wait for a veeeery long time (don't have create monsters).
    The odds are not too bad. But then, what if you get another lousy
    one? ;-)

    You can keep going. You can just keep going. Two is easy. Three is
    harder. However, it's real hard after four I've found. Three is easy.
    Four is okay. Getting a fifth artifact is tough. Your thoughts
    Janis?
    I may be a pathological case and thus not a sensible sample for
    comparison. ;-)

    Once I've managed the food issue, I sacrifice at an altar until I
    get a decent artifact weapon; in case of a disappointing series
    of only lousy or inappropriate artifacts I continue even beyond
    five (or more) already got artifacts, if I think it's necessary
    (or convenient) for my character.

    But since altar camping at that stage isn't something to suggest unconditionally I abstain from suggesting it. Only my and others'
    experience that there's obviously too many lousy artifacts should
    be mentioned, so that (in an attempt to get a better artifact) a
    player is not too disappointed or brings himself in danger when
    trying to get a good artifact during altar campings while odds
    are bad.

    This is also heavily influenced by "create monster" spell. If you
    have THAt any amount of sacrifices can be fine...
    You need sufficient food for that (or eat some of the bigger
    monsters created). I also keep a couple cursed scrolls of create
    monster, or leave one charge in an (identified) wand of create
    monster to break it for more outcome; but that requires that you
    can handle hordes of tough monsters, or have something to burn
    the E-word (in NH-343, or Slash'em, not sure about NH-36x).

    Janis

    Right. There were a few games I ascended (very rarely) with a normal weapon all the way enchanted. This was because I didn't have the patience for sacrificing for artifacts beyond four. So this is super super rare that you don't get something decent
    after four gifts. But it does happen.

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  • From Isidore Ducasse@21:1/5 to All on Sat Jan 29 10:50:59 2022
    *sigh* YASD: first time I see Master Kean, and he hits really hard !
    He froze me and I couldn't do anything... Reflection was not enough :-(
    I thought somehow that the starting robe was MR, or tbh, I don't
    understand that much the specifics of MR vs. reflection, well I should
    learn...

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  • From Pat Rankin@21:1/5 to Janis on Sat Jan 29 15:26:21 2022
    On Saturday, January 29, 2022 at 1:40:42 PM UTC-8, Janis wrote:
    There's more in Nethack than only MR and reflection; the paralysis you experienced was a clerical spell he casted at you. He has a couple more
    very effective spells.

    Both magic resistance and free action protect against the
    paralyze spell.

    Magic resistance does not protect against a thrown potion
    of paralysis though. Free action does.

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  • From Chris Bowers@21:1/5 to All on Sat Jan 29 22:58:57 2022
    Master Kaen is indeed a monster of a beast. He's just so hard.

    Only thing harder are the riders, demogorgon, and some of the demons.

    You have to really be on your game to fight Master Kaen. I NEVER fight him before I do the castle and wish up the very best stuff.

    If I were playing wishless I'd do the entire rest of the game first (including the quest but excluding him and his level) and scum for more items to fight him that way.

    You need ac above -20. You need 200hp minimum. You need reflection, magic resistance, and some hefty damage by weapon or spell. He doesn't respect elbereth because he's a human, can't be stoned with a cockatrice. He sometimes starts with a cloak of magic
    resistance, and has magic resistance himself if he has the quest artifact, which is likely. He heals himself continually and summons insects at will. He's a real bad monkey. He does 16d2+16d2 damage+1d4 for an average of 18 points per turn, plus, he's
    fast.

    Boulder forts, scroll of scare monster, and attack spells and wands of frost/fire/lightning work well on him. If you are a chaotic monk, stormbringer max enchanted is great. Other options are firebrand/frostbrand/mjollnir. For lawfuls excalibur and
    greyswandir. I wouldn't use martial arts on him unless you are grandmaster and double speeded.
    Look to damage increasing items such as rings of increase damage and gauntlets of power. Wand of death also works.

    Always have escape means of teleport, cursed potions of gain level (for a hasty exit). Scrolls of teleport while confused will levelport you out.

    Wiki says polymorphing him is also an option.

    You've faced one of the worst bosses in Nethack and lost. There's no shame in it. Master Kaen kicked my ass first time too.

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  • From Chris Bowers@21:1/5 to Janis on Sun Jan 30 02:50:23 2022
    On Sunday, January 30, 2022 at 5:37:47 AM UTC-5, Janis wrote:
    On 30.01.2022 07:58, Chris Bowers wrote:
    Master Kaen is indeed a monster of a beast. He's just so hard.

    Only thing harder are the riders, demogorgon, and some of the
    demons.
    In Slashem there's generally a Demogorgon level so I regularly
    meet that demon. The good thing is that it respects Elbereth
    (don't know about Elbereth in recent Nethack versions), where
    Kaen doesn't. That's why I consider Kaen even worse than big D.

    Boulder forts, scroll of scare monster, and attack spells and wands
    of frost/fire/lightning work well on him. If you are a chaotic monk, stormbringer max enchanted is great. Other options are firebrand/frostbrand/mjollnir. For lawfuls excalibur and greyswandir.
    I wouldn't use martial arts on him unless you are grandmaster and
    double speeded. Look to damage increasing items such as rings of
    increase damage and gauntlets of power. Wand of death also works.
    Once he's "awaken" he will immediately pick up the quest artifact
    and get MR (unless he already had it from a cloak), so he's immune
    to death. Even if you succeed in getting in a straight line without
    him noticing you, if your wand misses (I think) he will "wake up".

    True.

    Always have escape means of teleport, cursed potions of gain level
    (for a hasty exit). Scrolls of teleport while confused will levelport
    you out.
    I'm not a big fan, to say the least, of escaping him. If you come
    back you have to start the process again.

    I escape quest nemesis all the time. You fight them and you're not sure how tough they will be or how powerful you are. So you try it. If it starts to go real bad, you get out of there. Go do the castle or whatever else. Come back later, stronger.


    Moreover, typically he's
    adjacent to you and will accompany you on level-teleport "escapes".
    Getting confused usually needs an extra turn; that may be deadly
    and better spent in teleporting him away - a couple attempts may
    be necessary if he immediately comes back - to escape without him.
    The instant(!) level-escape is an option if you enter his lair by
    accident through a trapdoor; since you want to cover the stairs
    and not let Kaen get to that tactical position.

    Yes. Step 1 wand of teleport you away. Step 2. confuse self, step 3, read scroll of teleport to GET YOU OFF THE LEVEL. Or if he follows you upstairs or escapes upstairs.


    I think it's better to have a plan that reliably works, and the
    intention to kill him on the first date you have with him.

    Janis

    Of course. But we all make mistakes. If you plan for mistakes and have escape routes, often you don't need them. But if you do: they are there.


    -Chris

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  • From Janis Papanagnou@21:1/5 to Chris Bowers on Sun Jan 30 11:37:43 2022
    On 30.01.2022 07:58, Chris Bowers wrote:
    Master Kaen is indeed a monster of a beast. He's just so hard.

    Only thing harder are the riders, demogorgon, and some of the
    demons.

    In Slashem there's generally a Demogorgon level so I regularly
    meet that demon. The good thing is that it respects Elbereth
    (don't know about Elbereth in recent Nethack versions), where
    Kaen doesn't. That's why I consider Kaen even worse than big D.


    Boulder forts, scroll of scare monster, and attack spells and wands
    of frost/fire/lightning work well on him. If you are a chaotic monk, stormbringer max enchanted is great. Other options are firebrand/frostbrand/mjollnir. For lawfuls excalibur and greyswandir.
    I wouldn't use martial arts on him unless you are grandmaster and
    double speeded. Look to damage increasing items such as rings of
    increase damage and gauntlets of power. Wand of death also works.

    Once he's "awaken" he will immediately pick up the quest artifact
    and get MR (unless he already had it from a cloak), so he's immune
    to death. Even if you succeed in getting in a straight line without
    him noticing you, if your wand misses (I think) he will "wake up".


    Always have escape means of teleport, cursed potions of gain level
    (for a hasty exit). Scrolls of teleport while confused will levelport
    you out.

    I'm not a big fan, to say the least, of escaping him. If you come
    back you have to start the process again. Moreover, typically he's
    adjacent to you and will accompany you on level-teleport "escapes".
    Getting confused usually needs an extra turn; that may be deadly
    and better spent in teleporting him away - a couple attempts may
    be necessary if he immediately comes back - to escape without him.
    The instant(!) level-escape is an option if you enter his lair by
    accident through a trapdoor; since you want to cover the stairs
    and not let Kaen get to that tactical position.

    I think it's better to have a plan that reliably works, and the
    intention to kill him on the first date you have with him.

    Janis

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  • From Janis Papanagnou@21:1/5 to Chris Bowers on Sun Jan 30 15:47:54 2022
    On 30.01.2022 11:50, Chris Bowers wrote:
    On Sunday, January 30, 2022 at 5:37:47 AM UTC-5, Janis wrote:
    I'm not a big fan, to say the least, of escaping him. If you come
    back you have to start the process again.

    I escape quest nemesis all the time. You fight them and you're not
    sure how tough they will be or how powerful you are. So you try it.
    If it starts to go real bad, you get out of there. Go do the castle
    or whatever else. Come back later, stronger.

    That's certainly sensible as suggestions for the unexperienced or
    unspoiled players.

    In case of Kaen I feel the need for a plan in the first place,
    since his attacks require more than just a bit more AC or weapon
    enchantments or some additional tool. Either I don't have what I
    need, then I wait - and don't go in a "first round" with him -,
    or I am prepared then I just do all necessary procedures to kill
    him.


    Moreover, typically he's
    adjacent to you and will accompany you on level-teleport "escapes".
    Getting confused usually needs an extra turn; that may be deadly
    and better spent in teleporting him away - a couple attempts may be
    necessary if he immediately comes back - to escape without him. The
    instant(!) level-escape is an option if you enter his lair by
    accident through a trapdoor; since you want to cover the stairs and
    not let Kaen get to that tactical position.

    Yes. Step 1 wand of teleport you away.

    Usually I teleport the foe away (not me), which works also on
    no-teleport levels. In case of Kaen I also want to stay on the
    stairs, even if escape is the tactical plan - and then there's
    even no confusion or scrolls necessary, just go upstairs while
    he's dislocated and non-adjacent any more.

    Step 2. confuse self, step 3,
    read scroll of teleport to GET YOU OFF THE LEVEL. Or if he follows
    you upstairs or escapes upstairs.

    I think it's better to have a plan that reliably works, and the
    intention to kill him on the first date you have with him.

    Of course. But we all make mistakes. If you plan for mistakes and
    have escape routes, often you don't need them. But if you do: they
    are there.

    Sure.

    Janis

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  • From Klaus Kassner@21:1/5 to All on Sun Jan 30 21:57:27 2022
    Am 30.01.2022 um 15:47 schrieb Janis Papanagnou:
    On 30.01.2022 11:50, Chris Bowers wrote:
    On Sunday, January 30, 2022 at 5:37:47 AM UTC-5, Janis wrote:
    I'm not a big fan, to say the least, of escaping him. If you come
    back you have to start the process again.

    I second that. Don't meet him before sufficiently prepared. If you
    manage to paralyse him with a potion (preferably wearing a ring of free action), you don't even need a weapon to beat him, at least in slash'em.
    Apply a few of the particular techniques that a sufficiently high-level
    monk has available, attacking with a chained blitz action that allows
    you to concatenate several martial arts moves. You can kill him with two
    hits this way. Monks need artifact weapons only if dealing with several
    enemies in short succession or at once. (If the technique is available,
    a monk should be able to kill any of the riders with a single hit. The
    Wizard of Yendor with two. Unfortunately, it takes time to regenerate
    the technique, and it is easy to enter incorrect sequences of chained
    blitz. You simply have to know your martial arts well...)


    Yes. Step 1 wand of teleport you away.

    Usually I teleport the foe away (not me), which works also on
    no-teleport levels. In case of Kaen I also want to stay on the
    stairs, even if escape is the tactical plan - and then there's
    even no confusion or scrolls necessary, just go upstairs while
    he's dislocated and non-adjacent any more.

    Teleporting away may not be a good strategy when you are already low at hitpoints and your opponent is fast. My only death to a quest nemesis
    ever was to Maugneshaagar, who apparently cursed my blessed bag of
    holding, so I lost some speed. (Of course, I should have put the bag
    into a sack, but this was my first Necromancer making it to the quest,
    and I did not know that he is a curse-caster.) Instead of engraving
    Elbereth, which would have saved me, I teleported him away to move up
    the stairs. I managed to "teleport him away" twice, but he was next to
    me immediately after each teleport, and I was at two hit points after
    the second time, so he killed me. I never could get a move in to take
    the stairs up. My calculation had been that being fast myself, two
    teleports would give me at least one move to go upstairs. Anyway, later
    I realized that being a "&", he did respect Elbereth, and I had had a
    wand of fire...

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  • From Chris Bowers@21:1/5 to Janis on Sun Jan 30 12:16:54 2022
    On Sunday, January 30, 2022 at 9:47:57 AM UTC-5, Janis wrote:
    On 30.01.2022 11:50, Chris Bowers wrote:
    On Sunday, January 30, 2022 at 5:37:47 AM UTC-5, Janis wrote:
    I'm not a big fan, to say the least, of escaping him. If you come
    back you have to start the process again.

    I escape quest nemesis all the time. You fight them and you're not
    sure how tough they will be or how powerful you are. So you try it.
    If it starts to go real bad, you get out of there. Go do the castle
    or whatever else. Come back later, stronger.
    That's certainly sensible as suggestions for the unexperienced or
    unspoiled players.

    In case of Kaen I feel the need for a plan in the first place,
    since his attacks require more than just a bit more AC or weapon enchantments or some additional tool. Either I don't have what I
    need, then I wait - and don't go in a "first round" with him -,
    or I am prepared then I just do all necessary procedures to kill
    him.

    Moreover, typically he's
    adjacent to you and will accompany you on level-teleport "escapes".
    Getting confused usually needs an extra turn; that may be deadly
    and better spent in teleporting him away - a couple attempts may be
    necessary if he immediately comes back - to escape without him. The
    instant(!) level-escape is an option if you enter his lair by
    accident through a trapdoor; since you want to cover the stairs and
    not let Kaen get to that tactical position.

    Yes. Step 1 wand of teleport you away.
    Usually I teleport the foe away (not me), which works also on
    no-teleport levels. In case of Kaen I also want to stay on the
    stairs, even if escape is the tactical plan - and then there's
    even no confusion or scrolls necessary, just go upstairs while
    he's dislocated and non-adjacent any more.
    Step 2. confuse self, step 3,
    read scroll of teleport to GET YOU OFF THE LEVEL. Or if he follows
    you upstairs or escapes upstairs.

    I think it's better to have a plan that reliably works, and the
    intention to kill him on the first date you have with him.

    Of course. But we all make mistakes. If you plan for mistakes and
    have escape routes, often you don't need them. But if you do: they
    are there.
    Sure.

    Janis

    Now that I play a variety of roles. I often don't spoil myself about the quest nemesis, or I forget who they are and don't look it up. (More fun that way). Just now I fought the quest nemesis in the Arc quest (minion) two weaponing with Excalibur +6,
    Silver Sabre +2, and a ring of increase damage +4. I was able to sneak up on him and stand next to him and suprise him immediately. He was completley kicked off balance, and instantly teleported to the upstairs (as I did so much damage) leaving the orb
    behind. I walked back to the upstairs. I approached him, and He went down in three turns. Two weapon, silver damage, the enchantments, and of course the ring of increase damage (which applies to both attacks) was just too much for him.

    I remember that when I was doing the ranger quest, I knew the nemesis was scorpius but I couldn't remember what he was. I was kind of scared. He's.... a scorpion. Just a scorpion. His ac is 10. It's pathetic. He can poison you and give you sickness (
    which you can instantly cure with a unicorn horn). My ac was only -15 and he couldn't even hit me. I even felt sorry for him. His average damage (if he could even hit you) is 7.
    SEVEN. The average damage he does is seven damage. If he could hit you. Which he likely can't. Pathetic!

    -Chris

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  • From Janis Papanagnou@21:1/5 to Chris Bowers on Sun Jan 30 22:15:09 2022
    On 30.01.2022 21:16, Chris Bowers wrote:

    Now that I play a variety of roles. I often don't spoil myself about
    the quest nemesis, or I forget who they are and don't look it up.
    (More fun that way). Just now I fought the quest nemesis in the Arc
    quest (minion) two weaponing with Excalibur +6, Silver Sabre +2, and
    a ring of increase damage +4. I was able to sneak up on him and stand
    next to him and suprise him immediately. He was completley kicked off balance, and instantly teleported to the upstairs (as I did so much
    damage) leaving the orb behind. I walked back to the upstairs. I
    approached him, and He went down in three turns. Two weapon, silver
    damage, the enchantments, and of course the ring of increase damage
    (which applies to both attacks) was just too much for him.

    Something similar happened to me not too long ago (in Slashem) with
    a Samurai. I had an army of minions and didn't want them to get in
    my way of zapping the Samurai nemesis with death (or something else,
    maybe sleep, don't recall). But I failed to keep the minions at
    distance, and they woke him up even before I got adjacent. The nice
    part was that they obviously dealt so much damage that he left the
    Tsurugi behind when he instantly teleported to the stairs. I took
    it, stashed it away, and when the nemesis came back he died after
    a single hit.


    [Scorpious]

    The good thing with that scorpion is that is respects Elbereth, an
    instant defense measure applicable. (Not applicable with Kaen or
    other humans.)

    Janis

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Sun Jan 30 22:26:49 2022
    On 30.01.2022 21:57, Klaus Kassner wrote:

    I second that. Don't meet him before sufficiently prepared. If you
    manage to paralyse him with a potion (preferably wearing a ring of free action), you don't even need a weapon to beat him, at least in slash'em. Apply a few of the particular techniques that a sufficiently high-level
    monk has available, attacking with a chained blitz action that allows
    you to concatenate several martial arts moves. You can kill him with two
    hits this way. Monks need artifact weapons only if dealing with several enemies in short succession or at once. (If the technique is available,
    a monk should be able to kill any of the riders with a single hit. The
    Wizard of Yendor with two. Unfortunately, it takes time to regenerate
    the technique, and it is easy to enter incorrect sequences of chained
    blitz. You simply have to know your martial arts well...)

    Frankly, I haven't yet succeeded with the martial arts techniques
    _interface_. I tried it once or twice but it didn't work, yet not
    as I'd expected. So I abstained from using techniques at all (call
    it one hand behind ones back technique for not using techniques :-).
    I actually play monks just conventionally (simple martial arts and
    artifact weapons in Slashem, and only artifact weapons formerly in
    Nethack).


    Teleporting away may not be a good strategy when you are already low at hitpoints and your opponent is fast.

    Absolutely correct. It's more an issue if you accidentally have got
    Kaen adjacent (by accidentally losing a turn or opening the boulder
    fort in the heat of the fight), so that you can fix that mishap.

    Janis

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  • From Chris Bowers@21:1/5 to Janis on Sun Jan 30 17:55:53 2022
    On Sunday, January 30, 2022 at 4:26:53 PM UTC-5, Janis wrote:
    On 30.01.2022 21:57, Klaus Kassner wrote:

    I second that. Don't meet him before sufficiently prepared. If you
    manage to paralyse him with a potion (preferably wearing a ring of free action), you don't even need a weapon to beat him, at least in slash'em. Apply a few of the particular techniques that a sufficiently high-level monk has available, attacking with a chained blitz action that allows
    you to concatenate several martial arts moves. You can kill him with two hits this way. Monks need artifact weapons only if dealing with several enemies in short succession or at once. (If the technique is available,
    a monk should be able to kill any of the riders with a single hit. The Wizard of Yendor with two. Unfortunately, it takes time to regenerate
    the technique, and it is easy to enter incorrect sequences of chained blitz. You simply have to know your martial arts well...)
    Frankly, I haven't yet succeeded with the martial arts techniques _interface_. I tried it once or twice but it didn't work, yet not
    as I'd expected. So I abstained from using techniques at all (call
    it one hand behind ones back technique for not using techniques :-).
    I actually play monks just conventionally (simple martial arts and
    artifact weapons in Slashem, and only artifact weapons formerly in
    Nethack).

    Teleporting away may not be a good strategy when you are already low at hitpoints and your opponent is fast.
    Absolutely correct. It's more an issue if you accidentally have got
    Kaen adjacent (by accidentally losing a turn or opening the boulder
    fort in the heat of the fight), so that you can fix that mishap.

    Janis

    I like teleporting self. In 3.6x teleporting an opponent may not work. But teleporting yourself is 100% guaranteed
    .

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  • From Isidore Ducasse@21:1/5 to All on Tue Feb 1 06:47:41 2022
    So the potion of paralysis looks like a terrible thing, as many monsters
    can throw them, even in the early game ?

    Does it mean that as soon as I can get a ring of free action, I should
    keep it on all the time ?

    Glancing at the wiki, I didn't had the feeling that this ring was that
    much important...

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  • From Chris Bowers@21:1/5 to Isidore Ducasse on Mon Jan 31 23:16:25 2022
    On Tuesday, February 1, 2022 at 1:47:44 AM UTC-5, Isidore Ducasse wrote:
    So the potion of paralysis looks like a terrible thing, as many monsters
    can throw them, even in the early game ?

    Does it mean that as soon as I can get a ring of free action, I should
    keep it on all the time ?

    Glancing at the wiki, I didn't had the feeling that this ring was that
    much important...

    It really depends. The chance of a thrown potion is very rare. But there are other forms of paralysis. Some people do prize the ring and simply keep it on the whole game. It's also great early game as it protects against floating eyes if you don't have
    reflection.

    When I encounter it late game and I have 400 HP and -45 Armor Class and magic resistance and reflection, paralysis isn't such a big issue. But paralysis does happen and some people really like the item.

    As well you can WIELD a potion of paralysis, smashing things with it. If you're wearing a ring of free action it won't paralyze you, but will be guaranteed to hit the opponent, and a very good chance to paralyze the opponent. People use this on Orcus so
    he won't use up charges from his wand of death. Also applicable if you happen to encounter Demogorgon. The riders are immune but most of the other greater demons are not. Another situation to use this

    The wizard used to be susceptible to it in early versions of nethack. People would hit the wizard of yendor and leave him on a lower level, which would freeze him there and he couldn't harass you the rest of the game. (That exploit has been taken out of
    the current game). Still it's a great strategy to use for "double trouble" (when faced with TWO wizards).

    -Chris

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  • From Janis Papanagnou@21:1/5 to Isidore Ducasse on Tue Feb 1 11:43:54 2022
    On 01.02.2022 07:47, Isidore Ducasse wrote:
    So the potion of paralysis looks like a terrible thing, as many monsters
    can throw them, even in the early game ?

    Yes. Early or late, monsters can severely spoil your character or simply
    just kill you. Early and late game.


    Does it mean that as soon as I can get a ring of free action, I should
    keep it on all the time ?

    That's what I do. (The difficulty is to get one in the first place.)


    Glancing at the wiki, I didn't had the feeling that this ring was that
    much important...

    The Wiki is yet for information not for feelings. :-)

    Janis

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  • From Klaus Kassner@21:1/5 to All on Tue Feb 1 18:20:23 2022
    Am 31.01.2022 um 02:55 schrieb Chris Bowers:
    On Sunday, January 30, 2022 at 4:26:53 PM UTC-5, Janis wrote:
    On 30.01.2022 21:57, Klaus Kassner wrote:


    Teleporting away may not be a good strategy when you are already low at
    hitpoints and your opponent is fast.
    Absolutely correct. It's more an issue if you accidentally have got
    Kaen adjacent (by accidentally losing a turn or opening the boulder
    fort in the heat of the fight), so that you can fix that mishap.

    Janis

    I like teleporting self. In 3.6x teleporting an opponent may not work. But teleporting yourself is 100% guaranteed
    .

    On a no-teleport level it is 100% guaranteed to fail... (unless you are
    in wizard mode, of course). Well, on Kaen's level teleportation is
    allowed. But where do you teleport to, if you were already on the
    upstairs? He will follow you swiftly, if you teleport inside the level,
    so you will not save yourself, if you had already problems to begin
    with, and immediately, if you level teleport and he was next to you.

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  • From Chris Bowers@21:1/5 to All on Tue Feb 1 17:09:48 2022
    On a no-teleport level it is 100% guaranteed to fail... (unless you are
    in wizard mode, of course). Well, on Kaen's level teleportation is
    allowed. But where do you teleport to, if you were already on the
    upstairs? He will follow you swiftly, if you teleport inside the level,
    so you will not save yourself, if you had already problems to begin
    with, and immediately, if you level teleport and he was next to you.

    Right. So against Master Kaen, you zap teleport on yourself. That's 100% success.

    He will follow you swiftly, if you teleport inside the level,
    so you will not save yourself, if you had already problems to begin
    with,

    That is not true. It takes time for him to teleport to you. The teleports happen about once every 5 turns.

    Teleporting away from him gives you a few turns before he teleports next to you and hits you again. So you zap teleport at yourself. Then you confuse yourself with a forgotten spell (1 turn). Then you level teleport with a scroll of teleport (1 turn to
    read). And you're safe.

    And immediately, if you level teleport and he was next to you.

    I don't know what this means. Are you saying he levelports WITH you?

    I've never seen this.

    But I have used the above strategy on many teleporting bosses (including to escape demogorgon) and it works great.

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  • From Janis Papanagnou@21:1/5 to Chris Bowers on Wed Feb 2 04:15:01 2022
    On 02.02.2022 02:09, Chris Bowers wrote:

    On a no-teleport level it is 100% guaranteed to fail... (unless you
    are in wizard mode, of course). Well, on Kaen's level teleportation
    is allowed. But where do you teleport to, if you were already on
    the upstairs? He will follow you swiftly, if you teleport inside
    the level, so you will not save yourself, if you had already
    problems to begin with, and immediately, if you level teleport and
    he was next to you.

    Right. So against Master Kaen, you zap teleport on yourself. That's
    100% success.

    He will follow you swiftly, if you teleport inside the level,
    so you will not save yourself, if you had already problems to begin
    with,

    That is not true. It takes time for him to teleport to you. The
    teleports happen about once every 5 turns.

    Really? I recall nemeses that came back immediately and needed a few consecutive teleport zaps until my character got a single free turn.

    "Movement
    When a covetous monster wants to attack, they simply appear
    adjacent to you, [...]" [ Wiki ]

    I read that as if it's directly correlated with the monster's speed.

    Janis

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  • From Chris Bowers@21:1/5 to Janis on Tue Feb 1 21:06:00 2022
    On Tuesday, February 1, 2022 at 10:15:04 PM UTC-5, Janis wrote:
    On 02.02.2022 02:09, Chris Bowers wrote:

    On a no-teleport level it is 100% guaranteed to fail... (unless you
    are in wizard mode, of course). Well, on Kaen's level teleportation
    is allowed. But where do you teleport to, if you were already on
    the upstairs? He will follow you swiftly, if you teleport inside
    the level, so you will not save yourself, if you had already
    problems to begin with, and immediately, if you level teleport and
    he was next to you.

    Right. So against Master Kaen, you zap teleport on yourself. That's
    100% success.

    He will follow you swiftly, if you teleport inside the level,
    so you will not save yourself, if you had already problems to begin
    with,

    That is not true. It takes time for him to teleport to you. The
    teleports happen about once every 5 turns.
    Really? I recall nemeses that came back immediately and needed a few consecutive teleport zaps until my character got a single free turn.

    "Movement
    When a covetous monster wants to attack, they simply appear
    adjacent to you, [...]" [ Wiki ]

    I read that as if it's directly correlated with the monster's speed.

    Janis
    Wow. That's never happened to me.

    Hey. Maybe You're unlucky or I'm lucky. But I use self-teleport to escape from demons and demogorgon and quest nemesis on the regular.

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  • From Klaus Kassner@21:1/5 to All on Wed Feb 2 10:46:52 2022
    Am 02.02.2022 um 06:06 schrieb Chris Bowers:
    On Tuesday, February 1, 2022 at 10:15:04 PM UTC-5, Janis wrote:
    On 02.02.2022 02:09, Chris Bowers wrote:

    On a no-teleport level it is 100% guaranteed to fail... (unless you
    are in wizard mode, of course). Well, on Kaen's level teleportation
    is allowed. But where do you teleport to, if you were already on
    the upstairs? He will follow you swiftly, if you teleport inside
    the level, so you will not save yourself, if you had already
    problems to begin with, and immediately, if you level teleport and
    he was next to you.

    Right. So against Master Kaen, you zap teleport on yourself. That's
    100% success.

    He will follow you swiftly, if you teleport inside the level,
    so you will not save yourself, if you had already problems to begin
    with,

    That is not true. It takes time for him to teleport to you. The
    teleports happen about once every 5 turns.
    Really? I recall nemeses that came back immediately and needed a few
    consecutive teleport zaps until my character got a single free turn.

    "Movement
    When a covetous monster wants to attack, they simply appear
    adjacent to you, [...]" [ Wiki ]

    I read that as if it's directly correlated with the monster's speed.

    Janis
    Wow. That's never happened to me.

    Hey. Maybe You're unlucky or I'm lucky. But I use self-teleport to escape from demons and demogorgon and quest nemesis on the regular.


    I presume the immediate reappearance happens when you teleport *him*
    away. When you teleport yourself away, you may have more time (the logic
    behind this being that he has to find you again). But if the
    approximately 5 turns means between 1 and 5 turns, then the method is
    only probabilistically safe, because he can reappear after 1 turn or 2
    already. (A code reader should be able to verify this.)

    And yes, if he is next to you, he will levelport with you. (But only then.)

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Wed Feb 2 15:11:16 2022
    On 02.02.2022 10:46, Klaus Kassner wrote:

    I presume the immediate reappearance happens when you teleport *him*
    away. When you teleport yourself away, you may have more time (the logic behind this being that he has to find you again). But if the
    approximately 5 turns means between 1 and 5 turns, then the method is
    only probabilistically safe, because he can reappear after 1 turn or 2 already. (A code reader should be able to verify this.)

    In Slashem, on the guaranteed Demogorgon level, he comes adjacent soon; typically in one or two turns, but I've had (very) few games where his attention was a bit delayed, which could have been these mentioned 4-5
    turns. It would be interesting what distribution the values have, since
    it seems to me that maximum is close to around ~1.3 turns (in my games).
    (I haven't inspected the code, though, that's just from experience.)

    Janis

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  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Wed Feb 2 17:41:48 2022
    On 27.01.2022 08:21, Janis Papanagnou wrote:

    But since altar camping at that stage isn't something to suggest unconditionally I abstain from suggesting it. Only my and others'
    experience that there's obviously too many lousy artifacts should
    be mentioned, so that (in an attempt to get a better artifact) a
    player is not too disappointed or brings himself in danger when
    trying to get a good artifact during altar campings while odds
    are bad.

    I can add a report of my current [Slashem] game, playing a lawful
    hobbit Monk. Until Sokoban the only (luckily coaligned) altar was
    in mine town. Sacrifices didn't work well, it required quite some
    time before I got even my first gift, which is (in Slashem, for
    Monks) a pair of Gauntlets of Defense. So I have to continue with
    sacrifices. The imminent food issue I could address by a jewelry
    store at the Mall in the main branch; I've got five rings of 200$
    and by observing the time/turn counter while going from hungry to
    weak for each ring I finally found the last ring to be the desired
    one. My plan was to dip for Excalibur once I've received a decent
    artifact (to not make sacrificing effectively unusable before),
    but remember that Monks are restricted in all good weapons. Anyway
    I've entered the Rat level to get the Rat King's long sword. Then
    back to the mine town altar. At a point I decided to start praying
    until I get crowned, so that (with the longsword in my hand) this
    weapon class gets unrestricted. The crowning happened quickly. At
    some point I finally got my first gift; Ogresmasher - doh! Have to
    continue. Long time nothing else had been gifted, instead hordes
    of minions had been granted. A lot later, finally another artifact;
    Dragonbane - doh! Well, I could at least resort to Excalibur that
    I dipped for. Another problem with that monk was that he had no
    bag of holding. All fountains [within the effective range] had
    been used in hope for a wish and were drained. No smoky potions.
    The throne at the Gnome King level provided nothing. Back to the
    altar and continue sacrificing. Finally luck was with me and I
    got the Wallet of Perseus, which is a high end version of a BoH.
    Okay, I think I can live with Basic skilled Excalibur. I may come
    back later (meanwhile it's about T:40000 already) to continue for
    another sacrifice gift, but there are so many wimpy ones still
    existing that I'd certainly regret that. And Grand Master skill
    in martial arts is really great. (If only that would suffice for
    Vecna - I consider it a mis-design in Slashem that Grand Master
    isn't sufficient to place a hit on her.) I'm settled meanwhile,
    let's see how it continues.

    Janis

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  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Thu Feb 3 18:18:50 2022
    On 02.02.2022 17:41, Janis Papanagnou wrote:
    [ playing a lawful hobbit Monk, lacking good artifact gift,
    unrestricted long sword by crowning, dipped for Excalibur,
    continued sacrificing, got the Wallet of Perseus ]

    I'm settled meanwhile, let's see how it continues.

    A crazy game... - Me having an artifact problem? - Seems not.

    Long ago I had an ascendable character buried in a bones file
    on dlvl:17.

    In Slashem there's four quest branches between dlvl:15 and 19,
    so only in a game where dlvl:17 doesn't contain a quest branch
    it is possible to load that bones file (IIUC).

    My hobbit Monk got these bones. So he got GDSM (which are of
    not much use for the AC - monks get just one more point from
    these - but a source for MR), the Whisperfeed (speed boots),
    Holy Spear of light (good for Monks, spears are unrestricted),
    Disrupter (+30 damage to undead, +5 to hit), +5 Snickersnee,
    then in the Lawful quest he found Stormbringer (10% chance)
    but it gives a terrible deadly blast. Found also Deathsword,
    and maybe more artifacts that I forgot. Obviously the time
    for altar camping passed with that many existing artifacts
    (including all those from the four quests). And, of course,
    a lot other useful things he got from the bones; two magic
    lamps, a magic candle, a magic whistle (so I can dispose my
    blessed but fragile eucalyptus leafs), a spare bag of holding
    (to ease robbery of Sam's Market), the usual heaps of scrolls,
    potions, and wands, a healthstone, and whatnot else. Kaen is
    dead; a boulder fort, +5 GoP, a small heap of (restricted)
    +0 darts, each dart dealing 9-10 points of damage, and a few
    zaps from a wand of sleep to make targeting easier.

    Will this Monk become part of the next bones file deeper down?
    Bets are open.

    Next stages are the Wyrm Caves, Sam's Market, and the Tomb.
    (And I hope the Adventurer's Guild will not be generated.)

    Janis

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  • From Klaus Kassner@21:1/5 to All on Fri Feb 4 17:21:03 2022
    Am 02.02.2022 um 15:11 schrieb Janis Papanagnou:
    On 02.02.2022 10:46, Klaus Kassner wrote:

    I presume the immediate reappearance happens when you teleport *him*
    away. When you teleport yourself away, you may have more time (the logic
    behind this being that he has to find you again). But if the
    approximately 5 turns means between 1 and 5 turns, then the method is
    only probabilistically safe, because he can reappear after 1 turn or 2
    already. (A code reader should be able to verify this.)

    In Slashem, on the guaranteed Demogorgon level, he comes adjacent soon; typically in one or two turns, but I've had (very) few games where his attention was a bit delayed, which could have been these mentioned 4-5
    turns. It would be interesting what distribution the values have, since
    it seems to me that maximum is close to around ~1.3 turns (in my games).
    (I haven't inspected the code, though, that's just from experience.)


    Well, on the Demogorgon level, all my teleports away from him are one
    level up... So he does not follow, if he is not adjacent, which I have
    made sure before.

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  • From Chris Bowers@21:1/5 to All on Sun Feb 6 20:52:33 2022
    Covetous Monsters do not reappear after one turn when you teleport yourself away with wand of teleport. I've never, never seen that. Slash 'em might be different.

    My strategy works, and works well. You teleport yourself away, you confuse yourself (one turn of a forgotten spell) and read a scroll of teleport to get out of there. Even if you have to go into your bag of holding to get said scroll that's three. Once
    you (or they) teleport away, it's a minimum 5 turns. Not 1-5 turns.

    It is not going to teleport back to you in 1 or 2 turns. This will work everytime.

    -Chris

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  • From Janis Papanagnou@21:1/5 to Chris Bowers on Mon Feb 7 19:38:03 2022
    On 07.02.2022 05:52, Chris Bowers wrote:
    Covetous Monsters do not reappear after one turn when you teleport
    yourself away with wand of teleport. I've never, never seen that.

    Any evidence for that?

    Slash 'em might be different.

    I'd expect that Slashem behaves like NH-343. (Not sure about NH-36x;
    while teleport tactics of monsters, as far as I've heard, changed
    with respect to the choice of stairs, I haven't heard anything about
    any change in covetous monsters following the character.)

    In Slashem, as in Nethack, the demon lairs are non-teleport levels.
    So there you cannot teleport yourself away. And you have to use a
    different setup.

    In my regular hobbit monk game that I currently play, and where I
    had reached Demogorgon's lair yesterday, I could thus only try the teleport-monster-away tactics. Demogorgon came instantly once he saw
    me and he also quickly returnd.

    Is there any founded reason why you think that it makes a difference
    whether you teleport yourself away or teleport a covetous monster
    away? (The monster certainly "knows" where you are, in both cases.)

    In Nethack (NH-343) I've just tried in Explore mode, but that didn't
    work well; wishing for a figurine wasn't possible, and wishing for a
    statue and stone-to-fleshing that statue will create a "Demogorgon"
    (that quickly follows you if you teleport away; in my test it was on
    2nd turn), but that monster was just a shape-changer that quickly
    turned to another beast, so I could only test/try the escape once.
    (My assumption would be that properties of a shape-shifted creature
    would match the new shaped species, but that may also be wrong.)

    So tests (while imperfect), own experience, and wording of the Wiki
    seem to all support our point.

    What non-subjective evidence can you provide to support your opinion?

    Janis

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  • From Chris Bowers@21:1/5 to Janis on Fri Mar 4 21:58:49 2022
    On Monday, February 7, 2022 at 1:38:07 PM UTC-5, Janis wrote:
    On 07.02.2022 05:52, Chris Bowers wrote:
    Covetous Monsters do not reappear after one turn when you teleport yourself away with wand of teleport. I've never, never seen that.
    Any evidence for that?
    Slash 'em might be different.
    I'd expect that Slashem behaves like NH-343. (Not sure about NH-36x;
    while teleport tactics of monsters, as far as I've heard, changed
    with respect to the choice of stairs, I haven't heard anything about
    any change in covetous monsters following the character.)

    In Slashem, as in Nethack, the demon lairs are non-teleport levels.
    So there you cannot teleport yourself away. And you have to use a
    different setup.

    In my regular hobbit monk game that I currently play, and where I
    had reached Demogorgon's lair yesterday, I could thus only try the teleport-monster-away tactics. Demogorgon came instantly once he saw
    me and he also quickly returnd.

    Is there any founded reason why you think that it makes a difference
    whether you teleport yourself away or teleport a covetous monster
    away? (The monster certainly "knows" where you are, in both cases.)

    In Nethack (NH-343) I've just tried in Explore mode, but that didn't
    work well; wishing for a figurine wasn't possible, and wishing for a
    statue and stone-to-fleshing that statue will create a "Demogorgon"
    (that quickly follows you if you teleport away; in my test it was on
    2nd turn), but that monster was just a shape-changer that quickly
    turned to another beast, so I could only test/try the escape once.
    (My assumption would be that properties of a shape-shifted creature
    would match the new shaped species, but that may also be wrong.)

    So tests (while imperfect), own experience, and wording of the Wiki
    seem to all support our point.

    What non-subjective evidence can you provide to support your opinion?

    Janis

    I mean, it's not really SUBJECTIVE evidence. I mean, I've done it so, so many times. Unless you think I'm an unreliable witness or something. Teleport self away from quest nemesis or demon, confuse self with spell, read scroll of teleport. I've also used
    this to escape demogorgon too in 3.6.1.

    Even if the demon were to reappear instantly the first turn, I assume you have more zaps from your teleportation wand, so you just do it again. I've never had the nemesis or demon follow me on the first turn, or 2nd turn either.

    In 3.6.0 monsters can resist wand of teleport, so there it would be MORE effective to zap yourself, especially if the nemesis is behind other monsters. Monster can resist=not guaranteed. Teleport wand on self always succeeds (if you can teleport on the
    level).

    In addition, the nemesis can often summon monsters, so it often is effective to teleport yourself away instead, because by teleporting yourself away you're away from BOTH the quest nemesis and attendant monsters.

    Teleporting yourself on a teleport level works 100% of the time, so I would assume that you are talking about the number of turns it takes for the nemesis to follow you could be 1 turn? I've never seen that, but I GUESS it could happen.

    When talking about a teleporting-to-the-upstairs monster, you are aware of course what happens. You hit it several times, and it teleports to the upstairs to heal up for 3-8 turns or so, and teleports back to you. When you teleport yourself away, I
    always assumed the same mechanic was in effect, the monster takes 3-8 turns to teleport to you, just as it does when it teleports to the upstairs from combat.

    I guess I could film it on my computer or something.

    -Chris

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  • From Chris Bowers@21:1/5 to Janis on Fri Mar 4 21:46:52 2022
    On Monday, February 7, 2022 at 1:38:07 PM UTC-5, Janis wrote:
    On 07.02.2022 05:52, Chris Bowers wrote:
    Covetous Monsters do not reappear after one turn when you teleport yourself away with wand of teleport. I've never, never seen that.
    Any evidence for that?
    Slash 'em might be different.
    I'd expect that Slashem behaves like NH-343. (Not sure about NH-36x;
    while teleport tactics of monsters, as far as I've heard, changed
    with respect to the choice of stairs, I haven't heard anything about
    any change in covetous monsters following the character.)

    In Slashem, as in Nethack, the demon lairs are non-teleport levels.
    So there you cannot teleport yourself away. And you have to use a
    different setup.

    In my regular hobbit monk game that I currently play, and where I
    had reached Demogorgon's lair yesterday, I could thus only try the teleport-monster-away tactics. Demogorgon came instantly once he saw
    me and he also quickly returnd.

    Is there any founded reason why you think that it makes a difference
    whether you teleport yourself away or teleport a covetous monster
    away? (The monster certainly "knows" where you are, in both cases.)

    In Nethack (NH-343) I've just tried in Explore mode, but that didn't
    work well; wishing for a figurine wasn't possible, and wishing for a
    statue and stone-to-fleshing that statue will create a "Demogorgon"
    (that quickly follows you if you teleport away; in my test it was on
    2nd turn), but that monster was just a shape-changer that quickly
    turned to another beast, so I could only test/try the escape once.
    (My assumption would be that properties of a shape-shifted creature
    would match the new shaped species, but that may also be wrong.)

    So tests (while imperfect), own experience, and wording of the Wiki
    seem to all support our point.

    What non-subjective evidence can you provide to support your opinion?

    Janis

    I mean, it's not really SUBJECTIVE evidence. I mean, I've done it so, so many times. Unless you think I'm an unreliable witness or something. Teleport self away from quest nemesis or demon, confuse self with spell, read scroll of teleport. I've also used
    this to escape demogorgon too in 3.6.1.

    Even if the demon were to reappear instantly the first turn, I assume you have more zaps from your teleportation wand, so you just do it again. I've never had the nemesis or demon follow me on the first turn, or 2nd turn either.

    In 3.6.0 monsters can resist wand of teleport, so there it would be MORE effective to zap yourself, especially if the nemesis is behind other monsters. Monster can resist=not guaranteed. Teleport wand on self always succeeds.

    In addition, the nemesis can often summon monsters, so it often is effective to teleport yourself away instead, because by teleporting yourself away you're away from BOTH the quest nemesis and attendant monsters.

    Teleporting yourself on a non teleport level works 100% of the time, so I would assume that you are talking about the number of turns it takes for the nemesis to follow you could be 1 turn? I've never seen that, but I GUESS it could happen.

    When talking about a teleporting-to-the-upstairs monster, you are aware of course what happens. You hit it several times, and it teleports to the upstairs to heal up for 3-8 turns or so, and teleports back to you. When you teleport yourself away, I
    always assumed the same mechanic was in effect, the monster takes 3-8 turns to teleport to you, just as it does when it teleports to the upstairs.

    I guess I could film it on my computer or something.

    -Chris

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  • From Klaus Kassner@21:1/5 to All on Sat Mar 5 14:28:16 2022
    Am 05.03.2022 um 06:46 schrieb Chris Bowers:
    On Monday, February 7, 2022 at 1:38:07 PM UTC-5, Janis wrote:
    On 07.02.2022 05:52, Chris Bowers wrote:
    Covetous Monsters do not reappear after one turn when you teleport
    yourself away with wand of teleport. I've never, never seen that.
    Any evidence for that?

    Is there any founded reason why you think that it makes a difference
    whether you teleport yourself away or teleport a covetous monster
    away? (The monster certainly "knows" where you are, in both cases.)

    In Nethack (NH-343) I've just tried in Explore mode, but that didn't
    work well; wishing for a figurine wasn't possible, and wishing for a
    statue and stone-to-fleshing that statue will create a "Demogorgon"
    (that quickly follows you if you teleport away; in my test it was on
    2nd turn), but that monster was just a shape-changer that quickly
    turned to another beast, so I could only test/try the escape once.
    (My assumption would be that properties of a shape-shifted creature
    would match the new shaped species, but that may also be wrong.)

    So tests (while imperfect), own experience, and wording of the Wiki
    seem to all support our point.

    What non-subjective evidence can you provide to support your opinion?

    Janis

    I mean, it's not really SUBJECTIVE evidence. I mean, I've done it so, so many times. Unless you think I'm an unreliable witness or something. Teleport self away from quest nemesis or demon, confuse self with spell, read scroll of teleport. I've also
    used this to escape demogorgon too in 3.6.1.

    Even if the demon were to reappear instantly the first turn, I assume you have more zaps from your teleportation wand, so you just do it again. I've never had the nemesis or demon follow me on the first turn, or 2nd turn either.

    In 3.6.0 monsters can resist wand of teleport, so there it would be MORE effective to zap yourself, especially if the nemesis is behind other monsters. Monster can resist=not guaranteed. Teleport wand on self always succeeds.

    In addition, the nemesis can often summon monsters, so it often is effective to teleport yourself away instead, because by teleporting yourself away you're away from BOTH the quest nemesis and attendant monsters.

    Teleporting yourself on a non teleport level works 100% of the time, so I would assume that you are talking about the number of turns it takes for the nemesis to follow you could be 1 turn? I've never seen that, but I GUESS it could happen.

    When talking about a teleporting-to-the-upstairs monster, you are aware of course what happens. You hit it several times, and it teleports to the upstairs to heal up for 3-8 turns or so, and teleports back to you. When you teleport yourself away, I
    always assumed the same mechanic was in effect, the monster takes 3-8 turns to teleport to you, just as it does when it teleports to the upstairs.

    I guess I could film it on my computer or something.

    -Chris

    Would it be easy for a code-reader to find out by inspection of the sources?

    Obviously, this tactics will not work on no-teleport levels, so it does
    not normally help against Demogorgon in Slash'em. But that's a
    no-brainer. If you meet Demogorgon on his own level, you are usually
    well prepared. Meeting Demogorgon in NH is another issue and there self-teleporting away may be a good approach.

    The main question in this context is how likely it is that a covetous
    monster really takes several turns to get back to you once you teleport
    away. If you teleport *them* away, they seem to be back within one turn (meaning you may have two moves, if the timing is right).

    I personally think that an in-game rationale for them coming back to you
    faster when *they* are teleported away than when you teleport *yourself*
    might be that in the first case they definitely know your position
    whereas in the second they "have to look for you". Never mind the
    logical flaws inherent in the fact that if you level-teleport and they
    are next to you, they can (and will) follow you immediately, while
    losing you completely, if there is a space between them and yourself. On
    the other hand, when you teleport on the level, they do not seem to be
    able to follow you immediately (according to your observations), if next
    to you, but it does not make any difference if they are a square away or
    two, when you teleport away.

    --- SoupGate-Win32 v1.05
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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Sun Mar 6 02:30:48 2022
    On 05.03.2022 14:28, Klaus Kassner wrote:

    Would it be easy for a code-reader to find out by inspection of the
    sources?

    That would also be my preference.


    Obviously, this tactics will not work on no-teleport levels, so it does
    not normally help against Demogorgon in Slash'em. But that's a
    no-brainer. If you meet Demogorgon on his own level, you are usually
    well prepared. Meeting Demogorgon in NH is another issue and there self-teleporting away may be a good approach.

    But mind how Demogorgon appears; by being summoned by only a few major
    demons. That happens in my experience either on the also non-teleport
    levels of these demons, or in a two-step indirect way by lesser demons' summoning major demons, who then summon them. That can happen on levels
    with fountain, for example, as I seem to recall from own experience.
    (But if you summoned Yeenoghu, there's no need to wait for Demogorgon,
    since you can test it also with Yeenoghu then - that is, if you survive
    long enough that early to complete the test. :-)


    The main question in this context is how likely it is that a covetous
    monster really takes several turns to get back to you once you teleport
    away. If you teleport *them* away, they seem to be back within one turn (meaning you may have two moves, if the timing is right).

    I personally think that an in-game rationale for them coming back to you faster when *they* are teleported away than when you teleport *yourself* might be that in the first case they definitely know your position
    whereas in the second they "have to look for you".

    The test that I made does not seem to support that assumed behavior.
    Or can you confirm that from own observation?

    [...]

    Janis

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  • From Janis Papanagnou@21:1/5 to Chris Bowers on Sun Mar 6 02:18:16 2022
    On 05.03.2022 06:46, Chris Bowers wrote:

    I mean, it's not really SUBJECTIVE evidence. I mean, I've done it so,
    so many times. Unless you think I'm an unreliable witness or
    something.

    I had not the least made any personal assumption when I wrote that
    post, and there was certainly no offense intended.

    Teleport self away from quest nemesis or demon, confuse
    self with spell, read scroll of teleport. I've also used this to
    escape demogorgon too in 3.6.1.

    As far as I recall, in Nethack, there's no Demogorgon level, and
    Demogorgon could only appear in case that two specific demons (was
    it Orcus and Yeenoghu or Asmodeus?) would summon him. Encounters
    are thus rare. In addition, since these levels are non-teleport
    levels self-teleports are not possible, or only if you lure the
    demon to another level. So chances to meet him in the first place
    in places where we could test behavior are rare, even if (like both
    of us) we have spent hundreds of games in Gehennom. (My Demogorgon
    contacts in Nethack have certainly been less than five, from memory
    I'd say maybe three encounters all in all... - quick search in my
    NAO NH endgame logs shows exactly three encounters, so memory still
    serves fine :-) In any case the sample size is certainly small.

    Thinking about that fact - and assuming you don't liberally strive
    towards meeting him - I have to correct my sentence above WRT your
    question of being a reliable witness; I have my doubts here, since
    I also know how human memory (generally) may fail.


    Even if the demon were to reappear instantly the first turn, I assume
    you have more zaps from your teleportation wand, so you just do it
    again. I've never had the nemesis or demon follow me on the first
    turn, or 2nd turn either.

    Yes, you said that before.

    Indeed you usually have more charges in your wand, and the reason
    why I warned about the monster's return is exactly because covetous
    monsters happened to return in my games typically immediately (not
    Juiblex, who is slow but other more dangerous demons and quest
    nemeses) after having zapped them more than once or twice so that I
    feared I wouldn't get a free turn until the wand is empty.


    In 3.6.0 monsters can resist wand of teleport, so there it would be
    MORE effective to zap yourself, especially if the nemesis is behind
    other monsters. Monster can resist=not guaranteed. Teleport wand on
    self always succeeds.

    As said, I cannot speak for NH-36x.

    As explained above self-teleport may be no alternative if we are
    speaking about the demon lairs that are non-teleport levels.


    In addition, the nemesis can often summon monsters,

    Yes, the spell-casters (about half of the quest nemeses) can do that.

    so it often is
    effective to teleport yourself away instead, because by teleporting
    yourself away you're away from BOTH the quest nemesis and attendant
    monsters.

    You have to consider that if you succeed to teleport the nemesis away
    you can instantly leave the level using the stairs. If you teleport
    yourself away you typically need additional turns to escape, or need
    teleport control to return to the stairs (which, if you think about
    it, is typically impossible in the case of summoned monsters, that you
    describe as additional factor to consider).


    Teleporting yourself on a non teleport level works 100% of the time,

    That was certainly not true for NH-343, where the success rate was 0%
    exactly.

    In case that this changed in NH-36x (that I doubt) the term no-teleport
    level would certainly make no sense any more.

    so I would assume that you are talking about the number of turns it
    takes for the nemesis to follow you could be 1 turn? I've never seen
    that, but I GUESS it could happen.

    Yes, that's what I was reporting. I remember to have needed more than
    one zap in several cases before he stayed away so that I could escape.


    When talking about a teleporting-to-the-upstairs monster, you are
    aware of course what happens. You hit it several times, and it
    teleports to the upstairs to heal up for 3-8 turns or so, and
    teleports back to you. When you teleport yourself away, I always
    assumed the same mechanic was in effect, the monster takes 3-8 turns
    to teleport to you, just as it does when it teleports to the
    upstairs.

    I would assume that this happens exactly in the case where you managed
    to _severely_ wound him - in both teleport-scenarios. But that means
    you did so, and then aborted the attack? If I am equipped and buff
    enough to fight the nemesis so far then I usually have no reason to
    flee. I usually have problems with the nemesis if I get to his level
    unintended or if he wakes up too soon and he surprises me.

    I guess I could film it on my computer or something.

    Attentive observations would probably suffice, if backed up by more
    than one other player. Yet better, of course, a source code reference.
    Since observations from players represent too small sample sets here,
    but also depending on the speed of the actual monster to be considered.

    Janis

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  • From Klaus Kassner@21:1/5 to All on Sun Mar 6 18:34:35 2022
    Am 06.03.2022 um 02:18 schrieb Janis Papanagnou:
    On 05.03.2022 06:46, Chris Bowers wrote:

    I mean, it's not really SUBJECTIVE evidence. I mean, I've done it so,
    so many times. Unless you think I'm an unreliable witness or
    something.

    I had not the least made any personal assumption when I wrote that
    post, and there was certainly no offense intended.

    Teleport self away from quest nemesis or demon, confuse
    self with spell, read scroll of teleport. I've also used this to
    escape demogorgon too in 3.6.1.

    As far as I recall, in Nethack, there's no Demogorgon level, and
    Demogorgon could only appear in case that two specific demons (was
    it Orcus and Yeenoghu or Asmodeus?) would summon him.

    I seem to remember that I once encountered Demogorgon while fighting the
    Wizard of Yendor and I assumed that he had summoned him (Demo was
    peaceful, but not for long). Is that also possible or must the wizard
    have summoned, say, Orcus, and Orcus then Demogorgon? (In any case, I
    had to fight the wizard and two major demons, including Demogorgon,
    then, but I survived.)

    --- SoupGate-Win32 v1.05
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  • From Klaus Kassner@21:1/5 to All on Sun Mar 6 18:30:08 2022
    Am 06.03.2022 um 02:30 schrieb Janis Papanagnou:
    On 05.03.2022 14:28, Klaus Kassner wrote:

    aning you may have two moves, if the timing is right).

    I personally think that an in-game rationale for them coming back to you
    faster when *they* are teleported away than when you teleport *yourself*
    might be that in the first case they definitely know your position
    whereas in the second they "have to look for you".

    The test that I made does not seem to support that assumed behavior.
    Or can you confirm that from own observation?

    No, because I rarely use either strategy on covetous monsters. Teleport
    away does not give you much breathing time and it never occured to me
    that this might be different for self-teleportation.

    With teleport control, self-teleportation is preferable to escape melee situations with many foes -- but it does not work on non-teleport
    levels. Teleport away seemed to work always in pre-3.6.x versions, so it
    is good to get rid of the occasional disenchanter or mind flayer (if you
    have not genocided them) while in a melee with many monsters. You do not
    want to switch to an inferior weapon where you don't care about
    enchantment while surrounded by sevefral monsters. And of course, you
    want to be able to give a mind flayer your full attention, retreating to
    keep at least a square between you while blasting him with your wand of
    death or lightning or spell of magic missile (or throwing Mjollnir at
    him in a particular case).

    --- SoupGate-Win32 v1.05
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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Sun Mar 6 19:27:41 2022
    On 06.03.2022 18:34, Klaus Kassner wrote:

    I seem to remember that I once encountered Demogorgon while fighting the Wizard of Yendor and I assumed that he had summoned him (Demo was
    peaceful, but not for long). Is that also possible or must the wizard
    have summoned, say, Orcus, and Orcus then Demogorgon?

    I don't know. (But also wouldn't be too surprised.) Was that in NH-36x ?

    (In any case, I
    had to fight the wizard and two major demons, including Demogorgon,
    then, but I survived.)

    Congrats! :-)

    In NH-343 at least one could keep the demons away with Elbereth until
    the Wizard gets its wand of death zap. But I suppose NH-36x is harder concerning Elbereth?

    Janis

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Sun Mar 6 19:22:45 2022
    On 06.03.2022 18:30, Klaus Kassner wrote:

    With teleport control, self-teleportation is preferable to escape melee situations with many foes -- but it does not work on non-teleport
    levels.

    Thanks for the [NH-36x] confirmation. For NH-343 I knew it already.
    So we can now ignore the recently fostered myth, I suppose.

    Teleport away seemed to work always in pre-3.6.x versions, [...]

    What?! - For NH-343, the decades long running version before NH-36x,
    that had never worked using scrolls or wands at self.

    To what level do you want to teleport? 24 # Medusa non-teleport
    What do you want to read? [ijklm or ?*]
    As you read the scroll, it disappears. # scroll of teleport
    A mysterious force prevents you from teleporting! # <<<<< ineffective
    The Woodland-elf throws a runed dagger!
    You are almost hit by a runed dagger.
    What do you want to zap? [cn or ?*]
    You may wish for an object.
    For what do you wish? blessed wand of teleportation
    q - a zinc wand.
    What do you want to zap? [cnq or ?*] # wand of teleportation
    In what direction? # at elf - got teleported away
    What do you want to zap? [cnq or ?*] # wand of teleportation
    In what direction? # at self - no effect, but...
    A mysterious force prevents you from teleporting! # <<<<< ineffective
    You hear a distant squeak.

    ...and a scream of mine.

    Can we now, please, stop spreading that misinformation.

    Janis

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  • From Klaus Kassner@21:1/5 to All on Mon Mar 7 11:33:36 2022
    Am 06.03.2022 um 19:22 schrieb Janis Papanagnou:
    On 06.03.2022 18:30, Klaus Kassner wrote:

    With teleport control, self-teleportation is preferable to escape melee
    situations with many foes -- but it does not work on non-teleport
    levels.

    Thanks for the [NH-36x] confirmation. For NH-343 I knew it already.
    So we can now ignore the recently fostered myth, I suppose.

    Teleport away seemed to work always in pre-3.6.x versions, [...]

    What?! - For NH-343, the decades long running version before NH-36x,
    that had never worked using scrolls or wands at self.

    To what level do you want to teleport? 24 # Medusa non-teleport
    What do you want to read? [ijklm or ?*]
    As you read the scroll, it disappears. # scroll of teleport
    A mysterious force prevents you from teleporting! # <<<<< ineffective
    The Woodland-elf throws a runed dagger!
    You are almost hit by a runed dagger.
    What do you want to zap? [cn or ?*]
    You may wish for an object.
    For what do you wish? blessed wand of teleportation
    q - a zinc wand.
    What do you want to zap? [cnq or ?*] # wand of teleportation
    In what direction? # at elf - got teleported away
    What do you want to zap? [cnq or ?*] # wand of teleportation
    In what direction? # at self - no effect, but...
    A mysterious force prevents you from teleporting! # <<<<< ineffective
    You hear a distant squeak.

    ...and a scream of mine.

    Can we now, please, stop spreading that misinformation.

    Janis


    Where is the misinformation? What I was saying is that "teleport away"
    always worked, not "self-teleport". "Teleport away" always refers to
    "not self"... (the "away" is "away from the person causing the teleport").

    You are not saying anything different, but why then am I spreading misinformation?

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  • From Klaus Kassner@21:1/5 to All on Mon Mar 7 11:34:28 2022
    Am 06.03.2022 um 19:27 schrieb Janis Papanagnou:
    On 06.03.2022 18:34, Klaus Kassner wrote:

    I seem to remember that I once encountered Demogorgon while fighting the
    Wizard of Yendor and I assumed that he had summoned him (Demo was
    peaceful, but not for long). Is that also possible or must the wizard
    have summoned, say, Orcus, and Orcus then Demogorgon?

    I don't know. (But also wouldn't be too surprised.) Was that in NH-36x ?

    No. 3.4.x

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Mon Mar 7 17:14:54 2022
    On 07.03.2022 11:33, Klaus Kassner wrote:

    Where is the misinformation? What I was saying is that "teleport away"
    always worked, not "self-teleport". "Teleport away" always refers to
    "not self"... (the "away" is "away from the person causing the teleport").

    You are not saying anything different, but why then am I spreading misinformation?

    Given that "teleport away" doesn't seem to say anything about what is teleported away, and given that the existing spell called "teleport
    away" is refering to self-teleports I misunderstood your intention.

    After the many repetitions of the other poster's misinformation saying: "Teleporting yourself on a non teleport level works 100% of the time,"
    I assumed you joined that "alternative facts".

    Thanks for clarifying and sorry that my post sounded harsh!

    Janis

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  • From Klaus Kassner@21:1/5 to All on Mon Mar 7 18:00:39 2022
    Am 07.03.2022 um 17:14 schrieb Janis Papanagnou:
    On 07.03.2022 11:33, Klaus Kassner wrote:

    Where is the misinformation? What I was saying is that "teleport away"
    always worked, not "self-teleport". "Teleport away" always refers to
    "not self"... (the "away" is "away from the person causing the teleport"). >>
    You are not saying anything different, but why then am I spreading
    misinformation?

    Given that "teleport away" doesn't seem to say anything about what is teleported away, and given that the existing spell called "teleport
    away" is refering to self-teleports I misunderstood your intention.

    After the many repetitions of the other poster's misinformation saying: "Teleporting yourself on a non teleport level works 100% of the time,"
    I assumed you joined that "alternative facts".

    Thanks for clarifying and sorry that my post sounded harsh!

    By the way, in the Wiki on the spellbook of teleport away, I found the following statement: "however, note that although covetous monsters can
    be affected by the spell, there is typically no point in doing so as the monster will simply teleport back next to you as part of its next turn."

    This seems to clarify that after being teleported away, a covetous
    monster will be back *at* the next turn (so you can escape upstairs only
    if you have one more move in the current turn).

    If Chris's observation is right that after he teleports away from a
    covetous monster, it *never* is back to next to him before he could make
    two moves, then there is really a difference between the two cases in
    terms of turns it takes the covetous monster to "find" him again. Even
    if he has speed, the two moves will take at least one turn, so his
    strategy would not work, if the covetous monster does not take more than
    one turn to come back.

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  • From Klaus Kassner@21:1/5 to All on Mon Mar 7 17:50:27 2022
    Am 07.03.2022 um 17:14 schrieb Janis Papanagnou:
    On 07.03.2022 11:33, Klaus Kassner wrote:

    Where is the misinformation? What I was saying is that "teleport away"
    always worked, not "self-teleport". "Teleport away" always refers to
    "not self"... (the "away" is "away from the person causing the teleport"). >>
    You are not saying anything different, but why then am I spreading
    misinformation?

    Given that "teleport away" doesn't seem to say anything about what is teleported away, and given that the existing spell called "teleport
    away" is refering to self-teleports I misunderstood your intention.

    No. The spell is a beam-type spell. So it works similar to a wand of teleportation, i.e., it teleports objects/monsters away at which it is
    pointed, and it can be used for self-teleportation when pointed at oneself.

    One could of course argue that the "away" refers to the point from which
    the spell or wand was activated (but the term is not used for invoking a
    scroll of teleportation). Then *any* teleportation that works is a teleportation "away". In my personal language book, however, the "away"
    refers to the location of the spell caster, so if you cast it at
    yourself or zap a wand of teleportation at yourself, then it is not a
    teleport "away", because what is teleported (you and all your inventory)
    is still at your own position. In the sense of physical relativity, it
    then is the environment that is teleported away...

    So obviously I made the mistake of assuming that my meaning was clear
    from the context in which I used the notions of "teleport away" and of "self-teleport". (Or in assuming that everyone uses these notions the
    same way as myself.)

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  • From Isidore Ducasse@21:1/5 to All on Mon Mar 7 20:04:43 2022
    I'm sorry to interrupt, especially as, tbh, I don't understand most of
    what is said here, because I'm far too newbie about NH, but there's one
    thing I find surprising (probably because my guess about how NH works is
    plain wrong):

    terms of turns it takes the covetous monster to "find" him again. Even
    if he has speed, the two moves will take at least one turn, so his

    I had the feeling after reading the wiki that in NH36 the "moves per turn"
    are not any more deterministic ?
    I mean, the "speed" value is used as a prob threshold:
    for instance, the program samples a random number between 0 and 100, and
    if this number is smaller than the "speed value", then you get a move.
    Well, it's likely more complex than that, because the number of
    possible moves per turn also depend on the speed, although I didn't get
    exactly how, but there's always a part of "randomness"; so we can never
    be sure to get enough moves, can we ? We may only reason "on the
    average", or "in the worst case" ?

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Tue Mar 8 04:19:16 2022
    On 07.03.2022 18:00, Klaus Kassner wrote:

    By the way, in the Wiki on the spellbook of teleport away, I found the following statement: "however, note that although covetous monsters can
    be affected by the spell, there is typically no point in doing so as the monster will simply teleport back next to you as part of its next turn."

    This seems to clarify that after being teleported away, a covetous
    monster will be back *at* the next turn (so you can escape upstairs only
    if you have one more move in the current turn).

    I think there is a difference between "of _its_ next turn" and
    "at _the_ next turn"; the former sounds as if the monster's speed
    is a factor while the latter seems to imply an absolute time scale
    (or relative to the player's speed).

    Janis

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  • From Klaus Kassner@21:1/5 to All on Tue Mar 8 08:37:03 2022
    Am 07.03.2022 um 21:04 schrieb Isidore Ducasse:
    I'm sorry to interrupt, especially as, tbh, I don't understand most of
    what is said here, because I'm far too newbie about NH, but there's one
    thing I find surprising (probably because my guess about how NH works is plain wrong):

    terms of turns it takes the covetous monster to "find" him again. Even
    if he has speed, the two moves will take at least one turn, so his

    I had the feeling after reading the wiki that in NH36 the "moves per turn" are not any more deterministic ?
    They were not fully deterministic even before (when you were burdened or worse). In any case, all my experience refers to pre-NH3.6 games.

    In principle, if I recall this correctly, if you have speed and are not encumbered, then you get five moves per three turns, on average. And the
    point system works such that if you did get only one move in two
    consecutive turns each, you were certain to get two moves in the
    following turn (which would still be only four moves in three turns, but obviously that is precisely to make sure that the deviation from the
    average five cannot become too large). So if you follow the turn counter
    and find you have had only one move per turn for the last two turns, you
    know to have two moves in the next turn. That is how I lost my
    Necromancer in the quest to the nemesis Maugneshagaar (my only loss of a character to a quest nemesis ever, but that was slash'em): I wanted to
    teleport him away on a turn where I was sure to have two moves and go
    upstairs (I was on the stairs), in order to heal. But I had not noticed
    that he had cursed my bag of holding (so it became uncursed), hence I
    was burdened and did not get the second move, which means he teleported
    back to me immediately after I had telported him away and hit me while I
    had only 2 HP left... DYWYPI?

    I mean, the "speed" value is used as a prob threshold:
    for instance, the program samples a random number between 0 and 100, and
    if this number is smaller than the "speed value", then you get a move.

    I think it worked a bit differently, based on the accumulation of
    movement points, but I could not explain how precisely. Maybe Janis
    knows this.

    In any case, you are right that the speed formula has changed in NH 3.6.1.

    Well, it's likely more complex than that, because the number of
    possible moves per turn also depend on the speed, although I didn't get exactly how, but there's always a part of "randomness"; so we can never
    be sure to get enough moves, can we ?

    Well, in NH 3.4.3 and slash'em, you were sure to get two moves in
    certain turns (if you were very fast), but you had to observe the turn
    counter and that is prone to errors. In NH 3.6.1, a monster with speed
    24 *always* gets two moves in one turn, but being very fast did not give
    you speed 24 (rather 20) in earlier versions, and I suppose it will not
    give you 24 in NH 3.6.1. So you are right that you can never be sure to
    get two moves in a turn. But the probability to get two moves in a turn
    is higher than 50% in each turn if you are very fast. (Not that this
    would help in the situation considered. Teleporting away a covetous
    monster is useful only if you are certain to have two moves in the turn
    you are doing it and can protect yourself in the second move (e.g. by
    moving up a staircase or by reading a scroll of earth)).

    In slash'em, a hobbit can have speed 24 and higher while using the
    blinking technique. If the speed formula of NH 3.6.1 were introduced in slash'em, a hobbit might still use blinking to have a certain saving
    throw. For example, if he turns round the corner on Demogorgon's level
    and becomes visible to him, he might use his second move to teleport a
    level up even before Demogorgon could use his first sickness attack. But
    of course that is not a big deal as long as Demogorgon respects scrolls
    of scare monster, so the hobbit does not have a decisive advantage here.

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Tue Mar 8 16:33:25 2022
    On 08.03.2022 08:37, Klaus Kassner wrote:
    Am 07.03.2022 um 21:04 schrieb Isidore Ducasse:

    I had the feeling after reading the wiki that in NH36 the "moves per
    turn" are not any more deterministic ?

    They were not fully deterministic even before (when you were burdened or worse). In any case, all my experience refers to pre-NH3.6 games.

    As far as I see they are deterministic in NH-343. The point is that
    the various speeds have to be mapped onto a discretized scale, with
    the effect that, depending on the speed of the participants, you
    will occasionally get a "free turn" (sort of) if you are faster, or
    suffer from an additional attack if the foe is faster. But there is
    no (non-deterministic) random factor involved. Any burden will slow
    you down, affecting your speed but not the principle how your actual
    speed will be mapped onto the time scale.

    [...]

    I mean, the "speed" value is used as a prob threshold:
    for instance, the program samples a random number between 0 and 100, and
    if this number is smaller than the "speed value", then you get a move.

    I think it worked a bit differently, based on the accumulation of
    movement points, but I could not explain how precisely. Maybe Janis
    knows this.

    Above I wrote what I can tell for NH-343, I cannot say anything about
    NH-36x where there's a change in the speed system implemented, as far
    as I've heared, that reduces the predictability of free turns.

    Janis

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  • From Klaus Kassner@21:1/5 to All on Tue Mar 8 17:41:59 2022
    Am 08.03.2022 um 16:33 schrieb Janis Papanagnou:
    On 08.03.2022 08:37, Klaus Kassner wrote:
    Am 07.03.2022 um 21:04 schrieb Isidore Ducasse:

    I had the feeling after reading the wiki that in NH36 the "moves per
    turn" are not any more deterministic ?

    They were not fully deterministic even before (when you were burdened or
    worse). In any case, all my experience refers to pre-NH3.6 games.

    As far as I see they are deterministic in NH-343. The point is that
    the various speeds have to be mapped onto a discretized scale, with
    the effect that, depending on the speed of the participants, you
    will occasionally get a "free turn" (sort of) if you are faster, or
    suffer from an additional attack if the foe is faster.

    Yes, I think they are deterministic in a technical sense. (But that is
    true for pseudorandom numbers, too.)

    I thought that when you are burdened, you lose moves randomly, but I may
    be wrong in that, technically speaking.

    In practice, moves per turn are *not* deterministic in the *standard
    sense* of randomness: you do not have sufficiently detailed knowledge of
    the deterministic mechanism and this creates (apparent) randomness.
    (This is by far the most frequent way randomness appears outside of
    quantum mechanics, which is the only physical theory with "true"
    randomness.)

    This may not be true if you are unburdened, because then it would be
    easy, in principle (but not in practice), to follow the addition of
    motion points and to know when you get moves. On the other hand, since I
    do not know by which algorithm moves get lost when you are burdened or stressed, moves are lost randomly (for me) in that case.

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Tue Mar 8 18:24:45 2022
    On 08.03.2022 17:41, Klaus Kassner wrote:
    Am 08.03.2022 um 16:33 schrieb Janis Papanagnou:
    On 08.03.2022 08:37, Klaus Kassner wrote:
    Am 07.03.2022 um 21:04 schrieb Isidore Ducasse:

    I had the feeling after reading the wiki that in NH36 the "moves per
    turn" are not any more deterministic ?

    They were not fully deterministic even before (when you were burdened or >>> worse). In any case, all my experience refers to pre-NH3.6 games.

    As far as I see they are deterministic in NH-343. The point is that
    the various speeds have to be mapped onto a discretized scale, with
    the effect that, depending on the speed of the participants, you
    will occasionally get a "free turn" (sort of) if you are faster, or
    suffer from an additional attack if the foe is faster.

    Yes, I think they are deterministic in a technical sense. (But that is
    true for pseudorandom numbers, too.)

    But pseudo-random numbers are nothing but a hypothesis here. I was
    speaking about determinism without making any assumptions on the
    random number generator. Whether the RNG used by NH is a PRNG or a
    "real" RNG, there's just no RNG involved in this case.


    I thought that when you are burdened, you lose moves randomly, but I may
    be wrong in that, technically speaking.

    You can count your moves; for example: step, step, step, free turn,
    step, step, step, free turn, etc. - completely deterministic.

    Being burdened will in NH-343 reduce the speed by a constant factor
    that depends on the strictly quantified grade of your burden.


    In practice, moves per turn are *not* deterministic in the *standard
    sense* of randomness: you do not have sufficiently detailed knowledge of
    the deterministic mechanism and this creates (apparent) randomness.

    There is no randomness here. (And that's all what has to be said.)

    (This is by far the most frequent way randomness appears outside of
    quantum mechanics, which is the only physical theory with "true"
    randomness.)

    (Irrelevant here.)


    This may not be true if you are unburdened, because then it would be
    easy, in principle (but not in practice), to follow the addition of
    motion points and to know when you get moves. On the other hand, since I
    do not know by which algorithm moves get lost when you are burdened or stressed, moves are lost randomly (for me) in that case.

    In combat situations where I have to be cautious I generally count
    my moves to anticipate when I will not need to move away but where
    I may place a hit without the danger of a counter-attack. I can do
    that in any case (independent of my burden status), because it is deterministic.

    Janis

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  • From Klaus Kassner@21:1/5 to All on Wed Mar 9 11:46:55 2022
    Am 08.03.2022 um 18:24 schrieb Janis Papanagnou:
    On 08.03.2022 17:41, Klaus Kassner wrote:
    Am 08.03.2022 um 16:33 schrieb Janis Papanagnou:
    On 08.03.2022 08:37, Klaus Kassner wrote:
    Am 07.03.2022 um 21:04 schrieb Isidore Ducasse:

    I had the feeling after reading the wiki that in NH36 the "moves per >>>>> turn" are not any more deterministic ?

    They were not fully deterministic even before (when you were burdened or >>>> worse). In any case, all my experience refers to pre-NH3.6 games.

    As far as I see they are deterministic in NH-343. The point is that
    the various speeds have to be mapped onto a discretized scale, with
    the effect that, depending on the speed of the participants, you
    will occasionally get a "free turn" (sort of) if you are faster, or
    suffer from an additional attack if the foe is faster.

    Yes, I think they are deterministic in a technical sense. (But that is
    true for pseudorandom numbers, too.)

    But pseudo-random numbers are nothing but a hypothesis here. I was
    speaking about determinism without making any assumptions on the
    random number generator. Whether the RNG used by NH is a PRNG or a
    "real" RNG, there's just no RNG involved in this case.
    But there is randomness without random number generators. You have
    randomness whenever your knowledge is insufficient to determine the
    outcome uniquely. You can then assign probabilities to the different
    possible outcomes.


    I thought that when you are burdened, you lose moves randomly, but I may
    be wrong in that, technically speaking.

    You can count your moves; for example: step, step, step, free turn,
    step, step, step, free turn, etc. - completely deterministic..
    Yes. This is what I was not sure about.

    Being burdened will in NH-343 reduce the speed by a constant factor
    that depends on the strictly quantified grade of your burden.
    O.k. So it is deterministic within the program, but random in practice,
    as the player cannot really do the calculations in his head. But he can
    know probabilities.


    In practice, moves per turn are *not* deterministic in the *standard
    sense* of randomness: you do not have sufficiently detailed knowledge of
    the deterministic mechanism and this creates (apparent) randomness.

    There is no randomness here. (And that's all what has to be said.)
    There is. Have you ever thought about the meaning of randomness?


    (This is by far the most frequent way randomness appears outside of
    quantum mechanics, which is the only physical theory with "true"
    randomness.)

    (Irrelevant here.)
    No. Because there is no randomness in the sense that you seem to assign
    to it outside of quantum mechanics.

    But there is randomness in the standard sense: sufficiently chaotic
    dynamics, and lack of knowledge to determine a unique outcome.


    This may not be true if you are unburdened, because then it would be
    easy, in principle (but not in practice), to follow the addition of
    motion points and to know when you get moves. On the other hand, since I
    do not know by which algorithm moves get lost when you are burdened or
    stressed, moves are lost randomly (for me) in that case.

    In combat situations where I have to be cautious I generally count
    my moves to anticipate when I will not need to move away but where
    I may place a hit without the danger of a counter-attack. I can do
    that in any case (independent of my burden status), because it is deterministic.
    Only if you are good enough at the necessary calculations and know the algorithm well enough.

    Anyway, I am a theoretical physicist, and I know a bit about randomness, because statistical physics required me to learn about it. The only true randomness in a nethack game would be the input of the player, *if* his decisions are somehow dependent on quantum mechanics. If quantum
    mechanics does not play a role in the decisions of a -- after all
    macroscopic -- player, then there is no randomness in a game of nethack,
    since the non-quantum mechanical laws of nature are all deterministic.
    The responses of the game are deterministic by it simply being an
    algorithm that always gives the same results on the same input (which of
    course means that the game must start with the same initialization of
    its RNG, which probably includes that the game must be given the same
    clock time when starting) and the input if the player is deterministic
    unless somehow quantum effects influence him. A classical player may
    have the impression of free will but cannot have free will. A quantum
    player may have free will but cannot control it...

    Obviously, the decision of whether something is random or not depends on
    the precise notion of randomness. What I was saying and where we seem to disagree is that in all but one cases (i.e. quantum mechanics)
    randomness is an expression of lack of knowledge while the true dynamics
    is always deterministic. So if you accept only "true" randomness as
    random, then saying there is no randomness here is an empty statement,
    because there is *never* randomness (as we excluded quantum mechanics).
    But if you take the point of view of physics that randomness in practice
    comes from lack of knowledge, then of course there is randomness -- for
    the player -- in the way the number of moves per turn is determined,
    even in NH3.4x. No RNG is involved, but the algorithm is complex enough
    for the player not to be able to do the calculations (unless he is
    unburdened, then the calculations may be simple enough), so he must rely
    on probability statements. In the case of NH3.6x, an RNG is involved
    which increases the complexity and makes it more random in the sense
    that now even with step counting and a calculator at hand, the player
    cannot determine the number of moves uniquely that he will get on his
    next turn. But of course, with the right numerical equipment and
    knowledge of the internal initialization procedures of NH, you could
    determine this number uniquely (essentially you could write a program
    that, given the right input, predicts exactly what the game will do next).

    To state it succinctly, randomness is in the eye of the beholder. Except
    in quantum mechanics.

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Thu Mar 10 07:23:01 2022
    On 09.03.2022 11:46, Klaus Kassner wrote:
    Am 08.03.2022 um 18:24 schrieb Janis Papanagnou:
    On 08.03.2022 17:41, Klaus Kassner wrote:
    Am 08.03.2022 um 16:33 schrieb Janis Papanagnou:
    On 08.03.2022 08:37, Klaus Kassner wrote:
    Am 07.03.2022 um 21:04 schrieb Isidore Ducasse:

    I had the feeling after reading the wiki that in NH36 the "moves per >>>>>> turn" are not any more deterministic ?

    They were not fully deterministic even before (when you were
    burdened or
    worse). In any case, all my experience refers to pre-NH3.6 games.

    As far as I see they are deterministic in NH-343. The point is that
    the various speeds have to be mapped onto a discretized scale, with
    the effect that, depending on the speed of the participants, you
    will occasionally get a "free turn" (sort of) if you are faster, or
    suffer from an additional attack if the foe is faster.

    Yes, I think they are deterministic in a technical sense. (But that is
    true for pseudorandom numbers, too.)

    But pseudo-random numbers are nothing but a hypothesis here. I was
    speaking about determinism without making any assumptions on the
    random number generator. Whether the RNG used by NH is a PRNG or a
    "real" RNG, there's just no RNG involved in this case.

    But there is randomness without random number generators. [...]

    In Nethack? (Mind, only that is what we were talking about here!)

    You have
    randomness whenever your knowledge is insufficient to determine the
    outcome uniquely.

    For Nethack, you can obtain that knowledge, though.

    You can then assign probabilities to the different
    possible outcomes.

    Which is an unnecessary step if you just take the knowledge that is
    available.



    I thought that when you are burdened, you lose moves randomly, but I may >>> be wrong in that, technically speaking.

    You can count your moves; for example: step, step, step, free turn,
    step, step, step, free turn, etc. - completely deterministic..
    Yes. This is what I was not sure about.

    Being burdened will in NH-343 reduce the speed by a constant factor
    that depends on the strictly quantified grade of your burden.

    O.k. So it is deterministic within the program, but random in practice,
    as the player cannot really do the calculations in his head. But he can
    know probabilities.

    Why are you assuming that? If you know the underlying algorithms you
    can simply determine it. And if you don't know the algorithm (by Wiki,
    source code, or whatever) you can do the experiment on the fly; "step,
    step, step, one-quare-space-gained" - remember? It suffices that you
    know that there's no RNG involved and the experiment will provide you
    the actual deltas. That's also what I do; I'm not doing calculations,
    I am testing the delta once and apply it subsequently, and I do that
    _in practice_.



    In practice, moves per turn are *not* deterministic in the *standard
    sense* of randomness: you do not have sufficiently detailed knowledge of >>> the deterministic mechanism and this creates (apparent) randomness.

    There is no randomness here. (And that's all what has to be said.)
    There is. Have you ever thought about the meaning of randomness?

    As a computer scientist and big fan of physics; of course I did.
    Why do you doubt that? (Because I pointed out that the algorithm
    in this context is not RNG-controlled but deterministic?)



    (This is by far the most frequent way randomness appears outside of
    quantum mechanics, which is the only physical theory with "true"
    randomness.)

    (Irrelevant here.)
    No. Because there is no randomness in the sense that you seem to assign
    to it outside of quantum mechanics.

    But there is randomness in the standard sense: sufficiently chaotic
    dynamics, and lack of knowledge to determine a unique outcome.

    But that isn't the case here with the movement-scales. - Why do you
    think it is?

    For our given case, Nethack, we have algorithmic implementations for
    some functions that are highly triggered by a RNG, and others that are
    not, but are deterministic, like the one we are talking about here.

    Whether other functions - off-topic here! - are truly random or not I
    cannot tell. It could be that the various random functions in Nethack
    rely on a PRNG algorithm, or it could rely on an RNG provided by the
    operating system. In the latter case that could be retrieved from a
    device that either relies on an OS-library algorithm that actually is
    again a PRNG, or it can rely on some quantum effects of HW-circuits.

    Here, for example, is a quote from my OS'es description, obtained by
    the command 'man urandom':

    random, urandom - kernel random number source devices
    ...
    The random number generator gathers environmental noise from
    device drivers and other sources into an entropy pool. The
    generator also keeps an estimate of the number of bits of noise
    in the entropy pool. From this entropy pool random numbers are
    created.



    [...]

    (Most of the expanded elaborations are (IMO) not contributing to the
    concrete topic we had here, and they are known to me. So I skip most
    of it. Continuing here...)


    Obviously, the decision of whether something is random or not depends on
    the precise notion of randomness. What I was saying and where we seem to disagree is that in all but one cases (i.e. quantum mechanics)
    randomness is an expression of lack of knowledge while the true dynamics
    is always deterministic.

    Erm, no. That's not where we disagree. It appears to me that we disagree
    that we could not tell what the RNG in an actual Nethack implementation actually is. And we disagree in that it has any relevance in the given
    case, where there's no dispute necessary what randomness actually is,
    because there isn't any (neither a PRNG, nor an "unknown mechnics" RNG,
    nor a RNG based on quantum mechanics effects), in the given case.

    So if you accept only "true" randomness as
    random, then saying there is no randomness here is an empty statement, because there is *never* randomness (as we excluded quantum mechanics).

    I didn't exclude it. (Actually I assumed that the "noise" (that is above mentioned in the man-page) would be a quantum effect. - I admit I may be
    wrong with that assumption, since I haven't examined or read about what physical effects generates the noise in the HW-circuits of that device.
    I seem to recall to have heard, though, that this noise stems from a
    quantum effect. If you know differently I'm curious to hear from you.)

    But as said; whatever you consider random, the only relevant factor is
    the determinism, so disputes about true randomness or about grades of randomness is irrelevant. We have none here. (Not even the "randomness
    by lack of knowledge", because an individual _personal decision_ to not
    inform oneself can (IMO) not be a normative factor for the _term_.)

    But if you take the point of view of physics that randomness in practice comes from lack of knowledge, then of course there is randomness -- for
    the player -- in the way the number of moves per turn is determined,
    even in NH3.4x.

    So for someone who has inspected the source code or informed himself
    from the Wiki it's non-random and for others, uninformed folks, it's
    random? - If that's what you are saying then this definition makes no
    sense to me; it's certainly of no use here.

    We spoke about the profane topic whether we can determine the free turns
    or not - yes, we can! -, and whether the algorithm is deterministic or
    not - yes, it is!

    No RNG is involved, but the algorithm is complex enough
    for the player not to be able to do the calculations

    A calculation is unnecessary (as initially explained).

    (unless he is unburdened, then the calculations may be simple enough),

    Yet still unnecessary.

    so he must rely on probability statements.

    Nope, that is not necessary.

    In the case of NH3.6x, an RNG is involved
    which increases the complexity and makes it more random in the sense
    that now even with step counting and a calculator at hand, the player
    cannot determine the number of moves uniquely that he will get on his
    next turn.

    Correct.

    But of course, with the right numerical equipment and
    knowledge of the internal initialization procedures of NH, you could determine this number uniquely (essentially you could write a program
    that, given the right input, predicts exactly what the game will do next).

    You can work with probabilities. But whether you can deterministically
    predict the result would still depend on whether the implemented RNG
    function relies on a device that gets its entropy from quantum effects
    and emits truly random numbers or not.


    To state it succinctly, randomness is in the eye of the beholder. Except
    in quantum mechanics.

    Fine. Here, with this statement, we have finally reached agreement. :-)

    Janis

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  • From Klaus Kassner@21:1/5 to All on Fri Mar 11 13:22:31 2022
    Am 10.03.2022 um 07:23 schrieb Janis Papanagnou:
    On 09.03.2022 11:46, Klaus Kassner wrote:
    Am 08.03.2022 um 18:24 schrieb Janis Papanagnou:
    On 08.03.2022 17:41, Klaus Kassner wrote:
    Am 08.03.2022 um 16:33 schrieb Janis Papanagnou:
    On 08.03.2022 08:37, Klaus Kassner wrote:
    Am 07.03.2022 um 21:04 schrieb Isidore Ducasse:


    I thought that when you are burdened, you lose moves randomly, but I may >>>> be wrong in that, technically speaking.

    You can count your moves; for example: step, step, step, free turn,
    step, step, step, free turn, etc. - completely deterministic..
    Yes. This is what I was not sure about.

    Being burdened will in NH-343 reduce the speed by a constant factor
    that depends on the strictly quantified grade of your burden.

    O.k. So it is deterministic within the program, but random in practice,
    as the player cannot really do the calculations in his head. But he can
    know probabilities.

    Why are you assuming that? If you know the underlying algorithms you
    can simply determine it. And if you don't know the algorithm (by Wiki,
    source code, or whatever) you can do the experiment on the fly; "step,
    step, step, one-quare-space-gained" - remember? It suffices that you
    know that there's no RNG involved and the experiment will provide you
    the actual deltas. That's also what I do; I'm not doing calculations,
    I am testing the delta once and apply it subsequently, and I do that
    _in practice_.
    I already agreed that this works for unburdened, but I still do not´know
    that it is that simple for burdened. At one point, you seemed to say
    that it depends on the degree of burden (by which I thought an internal
    number depending on the actual overweight, not just on the three degrees burdened, stressed, strained). Since I do not know the algorithm, I
    cannot do the calculations, which makes it random for me, if the simple
    pattern that you suggest does not work. I suppose, you will not get an additional move after a fixed integer number of steps, but that number
    will be rational, which means its determination by observation may take
    a lot of time (if the denominator is not small). In practice, you simply
    may not have the time to determine this when needed. In all these cases,
    your lack of knowledge makes it random.



    In practice, moves per turn are *not* deterministic in the *standard
    sense* of randomness: you do not have sufficiently detailed knowledge of >>>> the deterministic mechanism and this creates (apparent) randomness.

    There is no randomness here. (And that's all what has to be said.)
    There is. Have you ever thought about the meaning of randomness?

    As a computer scientist and big fan of physics; of course I did.
    Why do you doubt that? (Because I pointed out that the algorithm
    in this context is not RNG-controlled but deterministic?)
    Yes. Because even if it is not RNG-controlled, it may be random,
    depending on your knowledge.


    (This is by far the most frequent way randomness appears outside of
    quantum mechanics, which is the only physical theory with "true"
    randomness.)

    (Irrelevant here.)
    No. Because there is no randomness in the sense that you seem to assign
    to it outside of quantum mechanics.

    But there is randomness in the standard sense: sufficiently chaotic
    dynamics, and lack of knowledge to determine a unique outcome.

    But that isn't the case here with the movement-scales. - Why do you
    think it is?
    Because I do not know of a simple algorithm for the case of burdened,
    stressed, etc. In the case of unburdened I agree that it is not random,
    once I take the care of observing the sequence of two and one moves --
    because that sequence is repetitive enough for a human brain to make the prediction. If the sequence has a period of, say, 20 steps, I may
    already need paper and pencil to ascertain the periodicity. And then the knowledge becomes essentially useless, so I won't care for it -- which
    makes the sequence random again. (The only difference with a PRNG is
    that its periodicity is not 20 but 10^30 or higher.)

    For our given case, Nethack, we have algorithmic implementations for
    some functions that are highly triggered by a RNG, and others that are
    not, but are deterministic, like the one we are talking about here.
    Well, if you *define* deterministic to be not triggered by the RNG, then
    you are of course right. But I define deterministic as being determined,
    given the knowledge of the player. Your notion of deterministic would be
    "truly deterministic" or "absolutely deterministic" in my book.

    Whether other functions - off-topic here! - are truly random or not I
    cannot tell. It could be that the various random functions in Nethack
    rely on a PRNG algorithm, or it could rely on an RNG provided by the operating system. In the latter case that could be retrieved from a
    device that either relies on an OS-library algorithm that actually is
    again a PRNG, or it can rely on some quantum effects of HW-circuits.

    Here, for example, is a quote from my OS'es description, obtained by
    the command 'man urandom':

    random, urandom - kernel random number source devices
    ...
    The random number generator gathers environmental noise from
    device drivers and other sources into an entropy pool. The
    generator also keeps an estimate of the number of bits of noise
    in the entropy pool. From this entropy pool random numbers are
    created.
    A PRNG would be deterministic, of course, having a finite period.

    Any RNG that does not use the random effects of quantum mechanics in
    some way would be deterministic, not necessarily by having a periodicity
    that could be determined, but by its random numbers being predictable by
    an appropriate computer program that gets all the input data of the RNG.
    (More simply, take a second RNG of the same kind, make sure it receives
    the precisely same input and starts with the same internal state, then
    it will give you the same sequence of random numbers. If you run the
    second RNG in a way that gives you the random nubers a minute earlier
    than those of the first, then you can predict the latter with certainty
    a minute ahead of time. So they are clearly deterministic.)


    Obviously, the decision of whether something is random or not depends on
    the precise notion of randomness. What I was saying and where we seem to
    disagree is that in all but one cases (i.e. quantum mechanics)
    randomness is an expression of lack of knowledge while the true dynamics
    is always deterministic.

    Erm, no. That's not where we disagree. It appears to me that we disagree
    that we could not tell what the RNG in an actual Nethack implementation actually is.
    No. I never claimed an RNG was involved in the move calculation of a
    player in NH3.4x. Still, whether I have two moves or one move in a given
    term is random for me, as long as my knowledge is insufficient for its determination. But I can indicate probabilities. (If I am very fast, the probability of getting two moves in a given turn is 2/3 and that of
    getting a single move 1/3.)

    And we disagree in that it has any relevance in the given
    case, where there's no dispute necessary what randomness actually is,
    because there isn't any (neither a PRNG, nor an "unknown mechnics" RNG,
    nor a RNG based on quantum mechanics effects), in the given case.
    Yes, there we disagree, because you can have randomness without an RNG.
    The algorithm acts as an RNG, if your knowledge is sufficiently restricted.

    So if you accept only "true" randomness as
    random, then saying there is no randomness here is an empty statement,
    because there is *never* randomness (as we excluded quantum mechanics).

    I didn't exclude it.
    Yes, in saying that it is irrelevant here. If it is irrelevant, it can
    be excluded from the discussion. Otherwise, the proviso has to be made
    that there may be true randomness, independent of knowledge.

    (Actually I assumed that the "noise" (that is above
    mentioned in the man-page) would be a quantum effect. - I admit I may be wrong with that assumption, since I haven't examined or read about what physical effects generates the noise in the HW-circuits of that device.
    I seem to recall to have heard, though, that this noise stems from a
    quantum effect. If you know differently I'm curious to hear from you.)
    I am less knowledgeable here than you. I simply assumed that NH uses a
    PRNG and additional random effects occured by it using the date and time
    in several occasions. Using true random effects may lead to
    uncontrollable probability distributions. When I am programming noise
    myself, I often use a PRNG, in order to make the program output
    reproducible in the testing phase.
    But as said; whatever you consider random, the only relevant factor is
    the determinism, so disputes about true randomness or about grades of randomness is irrelevant.
    Here I do not agree. If everything is deterministic, the determinism is
    not a relevant factor in discussing randomness. True randomness must be discussed to *exclude* that everything is determinstic. Nontrue
    randomness, the standard randomness, is of course possible also in deterministic systems. So NH can be random even if its internal
    mechanisms are completely deterministic (which would be the case, if its
    RNG does not use quantum mechanics to generate random numbers).

    So I was assuming true determinism all along. And this "true
    determinism" is irrelevant for the question of randomness, because that
    is determined by knowledge. Actual knowledge, not knowledge that you
    *could have* in principle. Because then there would be no randomness
    whatsoever in a game like NH.

    We have none here. (Not even the "randomness
    by lack of knowledge", because an individual _personal decision_ to not inform oneself can (IMO) not be a normative factor for the _term_.)
    That's what we disagree about.

    But if you take the point of view of physics that randomness in practice
    comes from lack of knowledge, then of course there is randomness -- for
    the player -- in the way the number of moves per turn is determined,
    even in NH3.4x.

    So for someone who has inspected the source code or informed himself
    from the Wiki it's non-random and for others, uninformed folks, it's
    random?
    Yes. Randomness is not absolute.

    - If that's what you are saying then this definition makes no
    sense to me; it's certainly of no use here.
    So you are saying it is useless that throwing dice gives you a sequence
    of random numbers, even though each single result could be predicted
    by a physicist with an appropriately sophisticated experimental
    apparatus, observing you while doing the throw, following the trajectory
    of the die and having a high-speed computer calculate the result a few milliseconds before the die comes to rest? The process is mechanical,
    not quantum mechanical, hence deterministic and I am sure, if it were of
    any interest, physicists could build such a machine. Two high-speed
    cameras, producing a 3D image of the die flying through the air during
    the first few milliseconds would allow determining the initial position, velocity and angular momentum of the die with sufficient precision, a
    good atmosphere model and a detailed measurement of the surface on which
    the die would come to rest would be needed, and there might be other limitations restricting how far you are allowed to throw and how high
    you have to throw at least, etc. But for a die this would certainly be
    possible nowadays, whereas for a more chaotic system (wheather), the limitations keep the predictability to less than a few days.

    We spoke about the profane topic whether we can determine the free turns
    or not - yes, we can! -, and whether the algorithm is deterministic or
    not - yes, it is!
    No. We were talking about whether there is randomness involved,
    requiring a probabilistic description, and that does not depend solely
    on whether the algorithm is deterministic. If it is not, we surely have randomness, but if it is, randomness depends on the knowledge state of
    the person/entity dealing with the problem. People were dealing with
    randomness mathematically well *before* quantum mechanics arose and
    scientists believed that the world was wholly deterministic (Laplace's
    demon). So clearly, the very definition of randomness relies on lack of knowledge of the observer. An outcome could *not* be undetermined, if
    there was perfect knowledge about the initial conditions and the
    equations of motion.

    In the case of NH3.6x, an RNG is involved
    which increases the complexity and makes it more random in the sense
    that now even with step counting and a calculator at hand, the player
    cannot determine the number of moves uniquely that he will get on his
    next turn.

    Correct.

    But of course, with the right numerical equipment and
    knowledge of the internal initialization procedures of NH, you could
    determine this number uniquely (essentially you could write a program
    that, given the right input, predicts exactly what the game will do next).

    You can work with probabilities. But whether you can deterministically predict the result would still depend on whether the implemented RNG
    function relies on a device that gets its entropy from quantum effects
    and emits truly random numbers or not.
    Yes.

    To state it succinctly, randomness is in the eye of the beholder. Except
    in quantum mechanics.

    Fine. Here, with this statement, we have finally reached agreement. :-)

    Strange. Because if randomness is in the eye of the beholder, then it
    may clearly be present also in deterministic systems.

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  • From Isidore Ducasse@21:1/5 to All on Fri Mar 11 19:31:38 2022
    (This is by far the most frequent way randomness appears outside of
    quantum mechanics, which is the only physical theory with "true"
    randomness.)

    ;-) I wasn't thinking that far about the definition of randomness :)
    But I get what you mean; may be I should have said "NH devs have used pseudo-random numbers generator in the method that determines the number
    of turns", more precise :)

    Anyway, thanks to both for all your informations (and opinions) about
    NH, interesting !

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  • From Janis Papanagnou@21:1/5 to Isidore Ducasse on Fri Mar 11 21:47:52 2022
    On 11.03.2022 20:31, Isidore Ducasse wrote:
    But I get what you mean; may be I should have said "NH devs have used pseudo-random numbers generator in the method that determines the number
    of turns", more precise :)

    That is true only for the movement in NH-36x, where you find the
    movement calculation affected by randomness, while movement in NH-343
    and Slashem isn't affected by randomness.[*]

    Generally note that the basic random function used in Nethack differs
    amongst platforms and system capabilities!

    But all platform specific code references in Nethack seem to actually
    lead only to PRNGs (pseudo-random numbers generators), even if more sophisticated random number sources exist (nowadays) on some platforms
    (like the Linux' urandom device that I mentioned elsethread).

    I suppose that is the case because of two reasons; the code base is
    extremely old and the better non-pseudo random number generators were
    not supported at that time, and also because "true" (non-pseudo, based
    on physical effects) randomness is not necessary for the given purpose,
    so there's also no need to change the code for support of the better
    random sources available on some contemporary system platforms.

    Janis

    [*] See: https://nethackwiki.com/wiki/Speed

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  • From Janis Papanagnou@21:1/5 to Klaus Kassner on Fri Mar 11 23:11:23 2022
    On 11.03.2022 13:22, Klaus Kassner wrote:
    Am 10.03.2022 um 07:23 schrieb Janis Papanagnou:

    Why are you assuming that? If you know the underlying algorithms you
    can simply determine it. And if you don't know the algorithm (by Wiki,
    source code, or whatever) you can do the experiment on the fly; "step,
    step, step, one-quare-space-gained" - remember? It suffices that you
    know that there's no RNG involved and the experiment will provide you
    the actual deltas. That's also what I do; I'm not doing calculations,
    I am testing the delta once and apply it subsequently, and I do that
    _in practice_.

    I already agreed that this works for unburdened, but I still do not´know that it is that simple for burdened. At one point, you seemed to say
    that it depends on the degree of burden (by which I thought an internal number depending on the actual overweight, not just on the three degrees burdened, stressed, strained).

    Have a look at the Wiki (https://nethackwiki.com/wiki/Speed) for that.

    Since I do not know the algorithm, I
    cannot do the calculations, which makes it random for me, [...]

    It's hard to get rid of the idea that a calculation would be necessary?

    In practice, you simply
    may not have the time to determine this when needed.

    This is indeed true for tight situations (getting surrounded, standing
    with your back at the wall, etc.).

    Where I apply it are the more common standard situations that you have
    a route to escape, so you can make a few steps to check that "delta"
    and then make use of the free turn.

    But there is randomness in the standard sense: sufficiently chaotic
    dynamics, and lack of knowledge to determine a unique outcome.

    But that isn't the case here with the movement-scales. - Why do you
    think it is?

    Because I do not know of a simple algorithm for the case of burdened, stressed, etc.

    The focus on the "algorithm" might make the simple solution appear to
    be more difficult than it actually is.

    In the case of unburdened I agree that it is not random, [...]

    There's no algorithmic difference between unburden and burden here;
    it's just another scaling factor. But the concrete factors are only
    necessary for the algorithmic computation, not for the tests on the
    fly that I had described, where it is irrelevant whether your speed
    has internally a value of 16 or 12; you just observe and count steps.

    once I take the care of observing the sequence of two and one moves -- because that sequence is repetitive enough for a human brain to make the prediction. If the sequence has a period of, say, 20 steps, I may
    already need paper and pencil to ascertain the periodicity. [...]

    It is not that bad; one typically needs to count only up to 4 or 5.


    Whether other functions - off-topic here! - are truly random or not I
    cannot tell. It could be that the various random functions in Nethack
    rely on a PRNG algorithm, or it could rely on an RNG provided by the
    operating system. In the latter case that could be retrieved from a
    device that either relies on an OS-library algorithm that actually is
    again a PRNG, or it can rely on some quantum effects of HW-circuits.

    Here, for example, is a quote from my OS'es description, obtained by
    the command 'man urandom':

    random, urandom - kernel random number source devices
    ...
    The random number generator gathers environmental noise from
    device drivers and other sources into an entropy pool. The
    generator also keeps an estimate of the number of bits of noise
    in the entropy pool. From this entropy pool random numbers are
    created.

    A PRNG would be deterministic, of course, having a finite period.

    Any RNG that does not use the random effects of quantum mechanics in
    some way would be deterministic, not necessarily by having a periodicity
    that could be determined, but by its random numbers being predictable by
    an appropriate computer program that gets all the input data of the RNG.

    The point is (IMO) that whenever you use external physical sources you
    often can't really tell. (Even if we make a philosophical difference
    between randomness of chaotic systems vs. quantum mechanic randomness.)

    Say, you use the urandom device mentioned above, the "noise" stems from
    a hardware device, the noise is affected by eg. temperature, radiation,
    etc., - while you may argue that temperature is just a chaotic but not
    a quantum effect, which I doubt since it's also influenced eg. by solar activity - the radiation is affected by solar wind particles, the
    particles are from nuclear fusion processes, these processes are based
    on QM-effects.

    (More simply, take a second RNG of the same kind, make sure it receives
    the precisely same input and starts with the same internal state, then
    it will give you the same sequence of random numbers. If you run the
    second RNG in a way that gives you the random nubers a minute earlier
    than those of the first, then you can predict the latter with certainty
    a minute ahead of time. So they are clearly deterministic.)

    For that definition we would (IMO) need no quantum effects to support non-deterministic behavior. The problem I see with this view is that
    it assumes an "internal state". While in the simple case of a PRNG we
    clearly have such a state (unless it is seeded non-deterministically),
    but using any external source it just depends, we cannot tell.


    And we disagree in that it has any relevance in the given
    case, where there's no dispute necessary what randomness actually is,
    because there isn't any (neither a PRNG, nor an "unknown mechnics" RNG,
    nor a RNG based on quantum mechanics effects), in the given case.

    Yes, there we disagree, because you can have randomness without an RNG.
    The algorithm acts as an RNG, if your knowledge is sufficiently restricted.

    I think the point to get confidence is not the knowledge of algorithm
    (which seems to imply again the mental model of players calculating
    the effects based on probabilities), but knowing that what we want to
    know can be simply observed by usually possible ad hoc tests together
    with the meta-knowledge about the algorithm that it's deterministic.


    So if you accept only "true" randomness as
    random, then saying there is no randomness here is an empty statement,
    because there is *never* randomness (as we excluded quantum mechanics).

    I didn't exclude it.

    Yes, in saying that it is irrelevant here. If it is irrelevant, it can
    be excluded from the discussion.

    Yes, for NH-343 (where the algorithm is deterministic) we can exclude
    it, but for NH-36x case (where the algorithm is influenced by a PRNG)
    we cannot exclude it. And with the reference to the external physical
    "noise" effect based mention of the urandom device I have explicitly
    not excluded it.

    I am less knowledgeable here than you. I simply assumed that NH uses a
    PRNG [...]

    This is true. (I have described details just recently in a reply to
    Isidore.)


    But if you take the point of view of physics that randomness in practice >>> comes from lack of knowledge, then of course there is randomness -- for
    the player -- in the way the number of moves per turn is determined,
    even in NH3.4x.

    So for someone who has inspected the source code or informed himself
    from the Wiki it's non-random and for others, uninformed folks, it's
    random?

    Yes. Randomness is not absolute.

    My question was whether you consider randomness is a subjective term
    based on the information grade of the subject.

    Whenever we can show a causal deterministic relation you can't say it
    is random just because any subject isn't aware of that. A subjective
    definition is of no [general] use, it makes no sense for a normative
    defined term.


    - If that's what you are saying then this definition makes no
    sense to me; it's certainly of no use here.

    So you are saying it is useless that throwing dice gives you a sequence

    No, I was saying what I repeated above.

    of random numbers, even though each single result could be predicted by
    a physicist with an appropriately sophisticated experimental apparatus,
    [...]

    As there's enough money to make with such an apparatus, and since no
    one did so far, I'm continuing to look James Bond films to see such
    devices and listen to physicists talking about the possibility. :-)


    We spoke about the profane topic whether we can determine the free turns
    or not - yes, we can! -, and whether the algorithm is deterministic or
    not - yes, it is!

    No. We were talking about whether there is randomness involved,
    requiring a probabilistic description, and that does not depend solely
    on whether the algorithm is deterministic. If it is not, we surely have randomness, but if it is, randomness depends on the knowledge state of
    the person/entity dealing with the problem. [...]

    The encyclopedias seems to disagree with you.


    To state it succinctly, randomness is in the eye of the beholder. Except >>> in quantum mechanics.

    Fine. Here, with this statement, we have finally reached agreement. :-)

    Strange. Because if randomness is in the eye of the beholder, then it
    may clearly be present also in deterministic systems.

    Wrong conclusion. If subjective randomness is in the eye of the beholder
    then the beholder doesn't know of any rational deterministic cause that
    would explain this presumed random behavior. The subjective thinking of
    any person has absolutely no effect on the deterministic system, which
    is certainly deterministic independent of any subjects.

    Okay, enough for this thread. Let's agree to disagree.

    Janis
    --
    Von Zufall spricht man, wenn für ein einzelnes Ereignis oder das Zusammentreffen mehrerer Ereignisse keine kausale Erklärung gefunden
    werden kann. Als kausale Erklärungen für Ereignisse kommen je nach
    Kontext [...] auch naturwissenschaftliche deterministische Abläufe in
    Frage.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Klaus Kassner@21:1/5 to All on Mon Mar 14 14:12:22 2022
    Am 11.03.2022 um 23:11 schrieb Janis Papanagnou:
    On 11.03.2022 13:22, Klaus Kassner wrote:
    Am 10.03.2022 um 07:23 schrieb Janis Papanagnou:

    Have a look at the Wiki (https://nethackwiki.com/wiki/Speed) for that.

    I have. With interesting results below.

    Since I do not know the algorithm, I
    cannot do the calculations, which makes it random for me, [...]

    It's hard to get rid of the idea that a calculation would be necessary?
    The point is not calculation, that just stands in for *any* way of
    *certain* prediction.


    In the case of unburdened I agree that it is not random, [...]

    There's no algorithmic difference between unburden and burden here;
    it's just another scaling factor. But the concrete factors are only
    necessary for the algorithmic computation, not for the tests on the
    fly that I had described, where it is irrelevant whether your speed
    has internally a value of 16 or 12; you just observe and count steps.
    Well, that would not work 100% as I deduce from the Wiki. But the Wiki
    may be incorrect.

    once I take the care of observing the sequence of two and one moves --
    because that sequence is repetitive enough for a human brain to make the
    prediction. If the sequence has a period of, say, 20 steps, I may
    already need paper and pencil to ascertain the periodicity. [...]

    It is not that bad; one typically needs to count only up to 4 or 5.

    O.k. Here is the issue about randomness vs determinism in a nutshell and
    then I will discuss the perplexing results from the Wiki.

    Mathematically, you can of course define a process to be deterministic
    or nondeterministic and would call only the latter random. But before
    the discovery of quantum mechanics, say, between 1850 and 1920, a
    classical world view prevailed that would claim *all* physical processes
    to be deterministic. From that it emerges that the *only* source of
    randomness is lack of knowledge. The question whether a physical process
    is deterministic is irrelevant for the question of its randomness, as
    all physical processes are deterministic anyway. If indeterminism were necessary for randomness, then the notion of randomness would be futile.
    There exists no "true" randomness... But of course, you still need probabilities and "apparent" random processes to describe systems where
    you either don't know the initial conditions completely or the dynamics (equations, algorithm, step counting, you name it).

    With the advent of quantum mechanics, things changed a bit, but not for everyone! Suddenly there seemed to be a completely new kind of
    probabilities, absolute ones, leading to true indeterminism. You could
    know the state of a quantum system completely (i.e. have maximum
    knowledge about it according to quantum mechanics) and still not be able
    to predict the outcome of a measurement on it with 100% certainty. This
    led some phycisists, even prominent ones (Einstein) to believe that
    quantum mechanics was an incomplete theory.

    And that is what many still believe today! Then a quantum state (aka
    wave function) would not be a complete description and probabilities
    could be "normal" again, i.e. only an expression of lack of knowledge.
    And indeed, there are interpretations of quantum mechanics, such as
    Bohmian mechanics, claiming that the world *is* deterministic, a
    complete state encompassing, besides the wave function, so-called hidden variables (in Bohmian mechanics simply the particle positions), the
    knowledge of which would allow to predict the outcome of each experiment
    with 100% certainty. Within such an interpretation, quantum mechanical randomness is not essentially different from classical randomness, it is entirely due to a lack of knowledge and not absolute in any way. The
    only difference between quantum and classical systems regarding
    randomness then is that for a classical system, you may be able, via a
    sequence of precise measurements to determine everything you do not know
    about the system, in order to be able to predict its behavior without
    any use of probability theory, i.e. to reveal the actual determinism. In quantum mechanics this is not possible due to the limitations on
    measurements produced, e.g., by Heisenberg's uncertainty relation, so
    some hidden variables must forever remain hidden and you cannot assign
    more than probabilities to certain outcomes. Randomness is necessary,
    because there are necessary limitations on the knowledge of a complete
    state (that completely determines the future evolution of the system, in
    a fully deterministic way).

    This is why I emphasized that to exclude randomness, it is insufficient
    to observe determinism. The determinism must also be "simple enough".
    Anyway, this discussion has become pretty off-topic. So let's get back
    to nethack.

    Here is a table from the article "Speed" in the nethack wiki.

    Encumbrance Normal speed Fast Very fast
    Unencumbered 12 16 20
    Burdened 9 12 15
    Stressed 6 8 10
    Strained 3 4 5
    Overtaxed 1.5 2 2.5

    That indeed suggests that the cases "Burdened", "Stressed", etc. are
    derivable in a simple way from the case "Unencumbered", applying factors
    of 3/4, 1/2, etc. But of course the table does not give a complete description. If, the situation were simply that you get 20 movement
    points each turn when very fast and unencumbered, because a move costs
    12 points, you would have 1,2,2 moves on three consecutive turns and
    then the sequence would repeat. That is so simple that even I could
    remember it and would certainly not consider it random. For burdened and
    very fast, you would, if you start with 0 movement points, get 1 move in
    the first turn, leaving you with 3 points, then 1 move again in the
    second turn (6 points), another move in the third (9 points) and finally
    2 moves in the fourth turn. That periodic sequence 1,1,1,2 would apply
    also with a different initial balance of movement points, only you might
    start elsewhere in the sequence (if you have initially 5 movement
    points, the sequence is 1,1,2,1, and repeats then).

    But things are not quite that simple, because you do not get the full 20
    or 15 points each turn, you get them only on average. And the simplicity
    of the result will depend on *how* this average comes about. If the
    "burdened" case arose from the "unencumbered" one by *randomly* losing a quarter of the movement points (which is what I believed before), then
    it might have a much longer period than 4, again making prediction
    impractical at in-game situations.

    I had to find out the precise algorithm. The following code piece is
    from Source:NetHack 3.4.3/src/allmain.c in the nethack wiki.

    {
    moveamt = youmonst.data->mmove;

    if (Very_fast) { /* speed boots or potion */
    /* average movement is 1.67 times normal */
    moveamt += NORMAL_SPEED / 2;
    if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
    } else if (Fast) {
    /* average movement is 1.33 times normal */
    if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
    }
    }

    switch (wtcap) {
    case UNENCUMBERED: break;
    case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
    case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
    case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
    case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
    default: break;
    }

    youmonst.movement += moveamt;
    if (youmonst.movement < 0) youmonst.movement = 0;



    So this is how it is done for "very fast": NORMAL_SPEED usually is 12,
    so you add -- deterministically -- half of this, i.e. 6 to your movement points, which gives 18. Next you add another 6 points with probability
    1/3, making a call to a random number generator! Of course, this gives
    20 points on average, but it gives them randomly! So the algorithm is
    *not* deterministic (according to the in-game notion of determinism).
    Note that the claim is that this is NH 3.4.3, not NH 3.6.x...

    Strange.

    In any case, it means that you can be certain that after a turn where
    you got only one move you will get two in the next turn, because you
    obtain 36 movement points at least in two turns. But you could also get
    a total of 48 movement points in two consecutive turns, then you would
    have two moves in both of them. And that does not mean that you will necessarily have only one move in the next turn, because whether you get
    the additional 6 points after having obtained 18 is random. No
    observation of your steps will help you guess the sequence of moves per
    turn exactly.

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  • From Klaus Kassner@21:1/5 to All on Mon Mar 14 14:19:12 2022
    Am 11.03.2022 um 20:31 schrieb Isidore Ducasse:
    (This is by far the most frequent way randomness appears outside of
    quantum mechanics, which is the only physical theory with "true"
    randomness.)

    ;-) I wasn't thinking that far about the definition of randomness :)
    But I get what you mean; may be I should have said "NH devs have used pseudo-random numbers generator in the method that determines the number
    of turns", more precise :)

    Anyway, thanks to both for all your informations (and opinions) about
    NH, interesting !


    According to the Wiki, even in NH 3.4.3 there is a random component in
    the determination of the number of moves per turn for a fast or very
    fast player. I have put the relevant code snippet in my answer to Janis.
    I was surprised, because I did not think that was the case.

    It is, however, a possibility that this is actually already NH 3.6.x
    code and that it is erroneously posted under the NH 3.4.3 heading. I
    don't know as I never looked up the code before. I believed, before,
    that the code for "unencumbered" was without the use of an RNG but that
    you were losing moves randomly, if you were "burdened" or worse.

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  • From Isidore Ducasse@21:1/5 to All on Tue Mar 15 19:26:07 2022
    This is why I emphasized that to exclude randomness, it is insufficient
    to observe determinism.

    May I add that, the more randomness you have, the more deterministic you
    are ? ;-)
    Thinking of central limit theorem for instance, where you can be pretty
    sure of what you obtain after all this randomness occurs;
    so determinism emerges from randomness, doesn't it ? ;-)

    Anyway, this discussion has become pretty off-topic. So let's get back
    to nethack.

    Well, you do have quantum mechanics in NH... You may even kill it
    if you don't like it, to please Bohm & De Witt...

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  • From Klaus Kassner@21:1/5 to All on Tue Mar 15 20:48:45 2022
    Am 15.03.2022 um 20:26 schrieb Isidore Ducasse:
    This is why I emphasized that to exclude randomness, it is insufficient
    to observe determinism.

    May I add that, the more randomness you have, the more deterministic you
    are ? ;-)
    Not quite. That is true only for systems with very many degrees of
    freedom. If you consider a system with randomly moving particles and
    the number of particles increases from 1 to 2, 3, 4,...100, ...10000,
    the overall randomness (measured in terms of predictability) will
    increase. That is, no matter how good your computer is at solving the
    equations of motion, it will be able to solve it (accurately) only for a
    time that decreases as the particle number increases.

    On the other hand, if you go up to 10^23 particles, then you can make
    pretty deterministic predictions. But not by letting the computer try to
    solve 6*10^23 (first-order) equations of motion. You have to introduce completely new variables, such as temperature, pressure, entropy, etc.

    Thinking of central limit theorem for instance, where you can be pretty
    sure of what you obtain after all this randomness occurs;
    so determinism emerges from randomness, doesn't it ? ;-)
    Yes.


    Anyway, this discussion has become pretty off-topic. So let's get back
    to nethack.

    Well, you do have quantum mechanics in NH... You may even kill it
    if you don't like it, to please Bohm & De Witt...

    Yes. And they can make your speed uncertain...

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