16 ms·
A ride that takes 10^20k years to complete in Roller Coaster Tycoon 2 [video]
- t0mas88 6y agoIt's aMAZEing... Ok I'll see myself out ;-)
- cuddlybacon 6y agoThat's what I named my first maze ride in every park!
- ThePadawan 6y agoI hope you consistently named the second one bMAZEing and so forth.
- bthrn 6y agoHopefully the probability of you finding the exit is high!
- cuddlybacon 6y agoI've seen this guy's videos before, and I'd imagine they'd have a fair bit of appeal to HN users who are familiar with Roller Coaster Tycoon. He manages to really get into the details are determine why things work they way they do. If you are nostalgic for RCT2, I'd suggest trying Parkitect on Steam. It feels like an updated version of RCT2. It sorta lets you play the game with rose tinted glasses on. There are a few things I think it does better: * A lot of modernization stuff: better OS support, keyboard layout support, clamping of input for multi-monitor users, steam workshop support, fewer obvious pathfinding issues, removing a few abusable strategies, etc. * The hauler system. Shops no longer conjure product from the ether. A new worker type, haulers, have to deliver it to the back of the store. * Janitors need to drop off garbage in trash chutes. * Guests don't like seeing park infrastructure (eg haulers, employee paths, break rooms). It's not hard to hide this, if you don't feel like putting effort in. * An option to copy a decoration item under the cursor. It is nice if you want to design a new building to match an existing on. * Live previews of how your ride will work as you are building it.
- crooked-v 6y agoAlso, there's a basic line-of-sight system for scenery ratings, with lower ratings for haulers, employee-only paths, and employee-only buildings, so you actually have a reason to build walls and fake scenery to block views of the 'backstage' areas that haulers pass through.
- MarcelVos 6y agoOpenRCT2, the open-source project that improves RCT2, has some of these features as well. It has a scenery picker and it also has a ghost train feature for rides under construction. It also makes it run much smoother on modern systems and introduces a keyboard shortcut for almost everything, although vanilla RCT2 also had quite a few already.
- p1necone 6y agoPlanet Coaster is also great. It's more of a modern take on the theme park sim idea than a faithful recreation of the original. Kind of the Cities Skylines to RCTs Sim City.
- Animats 6y agoShort version: Roller Coaster Tycoon has a random walk type maze solver, and you can create a maze which takes O(2^N) time to solve.
- sillysaurusx 6y agoIs it really O(2^N)? If so, how'd you determine that so quickly? I'd like that intuition. I do ok at big-O reasoning, but in this case turning probabilities into big-O eludes me. In the video, there's an opposite maze which biases the guests to walk towards the exit, making it much easier to solve. What's the big-O of that version?
- jchw 6y agoI think the key insights are: - only the most significant (in terms of exponentially) factor(s) matters for big O (i.e. if you have a linear factor, the constant time factor is ignored) - You have to determine whether you are talking worst case or average case or best case. Assuming average case I’d guess the opposite maze is O(n) because the time expands linearly with number of segments. (Disclaimer: I am not formally educated in computer science, so admittedly I am not up to snuff on the mathematical side of things. Hopefully I am close enough here.) edit: Oops, I failed to actually cover any time complexity calculation at all. I do not know if my approach is correct, but here's how I view the original: def walk_path(n): // probability of _not_ recursing is (1/n^2) // probability of _recursing_ is (1 - 1/n^2) // likelihood of recursing doubles with n // therefore, the average case of this loop is O(2^n) for (i : 0 -> n) if (random() < 0.5) walk(); // = O(1) else // Ignoring the actual walking on the branch, we just pretend we turn around directly. for (j : i -> 0) // = O(n/2) walk(); return walk_path(n); and the opposite is straight forward, since the branches are 'constant time' - so it's more like a straight loop.
- nwallin 6y agoIn this instance, you're only concerned with the average case. Worst case is infinite: you just always take the path back in the direction of the entrance, and never even get past the first inlet. Best case is O(n): you always take the path forward.
- mxwsn 6y agoLess than 48 hours after that video was published, OpenRCT2 patched their pathfinding algorithm to not prefer some directions more than others: https://www.youtube.com/watch?v=b-5aX2oLOgU https://www.youtube.com/watch?v=b-5aX2oLOgU. The GitHub commit message says it was just to mess up MarcelVos, the videomaker
- SwiftyBug 6y agoI found it very funny: https://github.com/OpenRCT2/OpenRCT2/pull/12546 https://github.com/OpenRCT2/OpenRCT2/pull/12546
- jansan 6y agoIt actually is funny.
- SwiftyBug 6y agoIndeed!
- infogulch 6y agoIt's always so wholesome when devs interact positively with 'exploit hunter' types. I wonder why it feels like that.
- spanhandler 6y agoProbably something to do with the "status games" definition of friendship from Impro. Friendly ribbing in a faux-antagonistic relationship may also come off as really healthy-looking, comfortable, and pleasant, for similar reasons, namely that you can't do that safely with people you aren't on good and (at least in some confined sense) equal terms with. So from the outside it's like vicariously being part of the everyday intimacy of a friendship.
- infogulch 6y agoI like this perspective. It acknowledges that they are equal at least in that they both care about the game and express that by paying attention to all of its detail, even small defects.
- deleted 6y ago[deleted]
- sixstringtheory 6y agoWhy does he take the fourth root to find the multiplier per indent? That was the only part where he lost me math-wise. I wanted to ask if RCT2 was Turing complete, but looks like the same person made a video demonstrating this: https://www.youtube.com/watch?v=RQGa0DPwes0 https://www.youtube.com/watch?v=RQGa0DPwes0 Would love to see the Game of Life implemented in it! As a fan of RCT2 in my youth, absolutely loved this. This is some of my favorite type of content to find on HN.
- deleted 6y ago[deleted]
- MarcelVos 6y agoThe multiplier of 4.11 was for a tile of length for the test mazes, which is actually 2 more tiles of maze. Every tile has 2 indents so one tile of length has 2*2=4 indents. Therefore we need to take the fourth root to go from the multiplier per tile of length to the multiplier per indent.
- sixstringtheory 6y agoThanks! Great work here :)
- evanb 6y agoMaking the maze longer by just one rule increases the number of indents by four. But, for his calculation the number of indents in the hindrance (it is valid to do it as a function of the number of tiles, instead, of you want) but the conversion rate (4:1) is in the power because it’s an exponential process.
- tomphoolery 6y agoI love this guy. He's got a lot of great strategies for working with the tougher scenarios, like Fungus Woods, and his general tips for park management have ensured that I don't run out of money so damn quick.
- deleted 6y ago[deleted]
- DangerousPie 6y agoI wonder what simple improvements one could make to the pathfinding algorithm to make it perform better. I appreciate that a "proper" pathfinding algorithm like A* would not be feasible given the number of guests but maybe taking into account what the guest sees ahead of them would already make it quite a bit more realistic? You could weight the probabilities for each direction by the square root of the length of the path or something like that. And if you can see the exit set p=0, if you can see the exit set p=1. I'm sure it would still be easy to fool though - just build very long indents and make sure the entry/exit are not visible until the last moment.
- remcob 6y agoWith a one-off precomputation you can do a lot. If you store the distance to exit in each cell you can introduce a slight bias towards the exit. Easy to implement but not very realistic since it assumes things the guests can not know. More realistic would be observing that the entry and exit are on the outer edge and the maze is simply connected, so a trivial left-hand rule [1] will solve the maze in linear time. On its own pretty boring. You could ad some randomness to make it interesting. But would it still have linear expected solving time if you do that? [1]: https://en.wikipedia.org/wiki/Maze_solving_algorithm#Wall_follower https://en.wikipedia.org/wiki/Maze_solving_algorithm#Wall_fo...
- qznc 6y agoMight also give the guests a slight tendency to get away from each other so they tend to spread all over the maze. That might look nicer to the player. Not too strong though otherwise every guest stays in their own dead end.
- DuskStar 6y agoTracking what tiles the guest has been to and disallowing travel in a direction that does not lead to any unvisited tiles while keeping behavior otherwise random would be my preference.
- default-kramer 6y agoThe most efficient way is probably to "cheat" by having all the guests share the path data. Perhaps when a guest enters the maze, she only chooses a winning path 10% of the time, but as she spends more time in the maze she chooses winning paths more frequently, until she is nearly guaranteed to walk right to the exit.
- jedberg 6y ago"If you want a new way to torture your guests, this is an excellent method".
- xyst 6y agoHell is on Earth, and it's disguised as children's park building game.
- egypturnash 6y agoI WANT TO GET OFF MR BONES WILD RIDE
- Taek 6y agoIn the video, Marcel Vos essentially runs a monte-carlo simulation to try and figure out the growth rate of adding more elements to the maze. Though it is true-to-life, it's also very computationally inefficient. Based on the logic presented in the video, I wrote a program that does a more efficient simulation, so that we could get a better estimate of the growth rate. Note that my simulation estimates a guest always takes the exact same amount of time to make 1 step, and there may be incorrect edge cases in my simulation. In my simulation, I attempt each size of make 50,000 times and record the average number of steps it took to complete a maze of each size 1-25. https://play.golang.org/p/FglwpqbsPPr https://play.golang.org/p/FglwpqbsPPr Results: <output truncated for ease of viewing> 20 size: 9966 steps (1.397 growth) 21 size: 14057 steps (1.410 growth) 22 size: 19738 steps (1.404 growth) 23 size: 27372 steps (1.387 growth) 24 size: 38660 steps (1.412 growth) 25 size: 54266 steps (1.404 growth) Marcel estimated a growth rate of 1.424 per added indent, and my larger sample simulation estimates a growth rate of about 1.4, slightly smaller but very much in a similar ballpark.
- koverda 6y agoThis is probably a solvable number, and these 1.4 numbers are suspiciously close to the square root of two 1.41421...
- MarcelVos 6y agoThat was my thought as well, but I couldn't justify it being root 2 so I went with the number I got.
- crdrost 6y agoFor the simplest case you have a system of transitions Start → Mid(1, ↑) prob: 1, time: 1? Mid(1,↑) → Start prob: ⅜, time: 3 Mid(1,↑) → End prob: ¼, time: 1 prob: ⅜, time: 3 (not 100% sure about those times, here they are in units of the timesteps that a person spends to go from one square to another, so the 3 is “go to the left square, go to the middle square but coming from the left, go from here up/down having the normal orientation again”). There seem to be two ways to do this. First you could determine the average time to leave the park by pumping 1 person into the park every timestep until it reached a steady-state where one person was leaving the park, then just count how many people there are in the park. Assuming steady state, you do not need to use travel times to calculate that exactly 1.6 people occupy Start and 1.6 occupy Mid, with 0.6 making the journey back and 0.4 making the fast journey out and 0.6 making the slow journey out. These two slow journeys taking time 3 can be viewed as having (3–1)•0.6 occupation, or 1.2 people in each, so the total is 1.2 + 1.2 + 1.6 + 1.6 = 5.6 people in the park, so this should be the number of timesteps. Or if you prefer a straight calculation it is S where S = 1 + T T = ⅜(3+S) + ¼(1) + ⅜(3) S being the average time from Start → End and T bring the average time from Mid → End. This can be solved to similarly find S = 28/5 = 5.6 timesteps. I think the former approach is going to be theoretically easier to understand when you are asking, “I want to convert End to Mid(n+1, ↑) and introduce a new End and also a node Mid(n, ↓), how does adding these three nodes change the system?” In fact I think to solve it you will want to always calculate three different flows. I have only given you one of them, a steady state where one person arrives in Start and then they leave out of End. The other one is that they arrive in Mid(n–1, ↑) at a steady rate and then leave out of End at that same rate. And finally there is the flow where they arrive in Mid(n–1, ↓) at a steady rate and then leave at the same rate. [I think Mid(0, _) is just Start here.] If I have those three populations/average travel times then I have a way to add those 3 nodes to the system at each stage and this gives me a recurrence which can calculate the thing exactly. I would need to think a bit about how to program all of that.
- jl6 6y agoFans will recognize that RCT is a descendant of Transport Tycoon, which was created by Chris Sawyer, who ported Frontier Elite 2 from m68k assembly to x86 assembly (and inserted an advert, visible in some spaceports, for “Chris Sawyer’s Transport Game”). Frontier used a “Scaled Word” datatype to represent the vast interstellar scale of the game, and according to [0] this had a range of 2^65536 ≈ 10^20k. So there’s something relevant to compare the size of the maze solving time to! [0] http://jongware.com/galaxy4.html http://jongware.com/galaxy4.html
- gberger 6y agoThis comment reveals the insight that 10^20k is equivalent to the number of different possible 64kB files
- dragontamer 6y ago8kB files actually. 2^65536 is 64kiloBITS. Not bytes.
- mensetmanusman 6y agoImagine walking around the visible universe, taking a step every age of the universe, then every time you completed a circle around the universe, picking up one atom... until you pick up the universe. Then you have begun your journey.
- nwallin 6y agoThe fact that this is done on a computer with a PRNG is significant here. (unless the game sources entropy from the environment, which is unlikely) The PRNG has finite state. This means that it must be cyclical. This cycle of of states will manifest in a guest which will either loop infinitely without progressing into the maze. Or it will manifest in a guest which will progress a fixed, finite number of steps into the maze before the state of the PRNG cycles. Therefore the guest either never completes the maze, or the guest completes the maze in time O(n * 2^k) where k is the number of bits of state in the PRNG and n is the number of inlets.
- DuskStar 6y agoOr the game could just use the OS equivalent of urandom, which adds environmental randomness to the pool when available. I'm pretty sure there's something similar on Windows...
- db48x 6y agoI've not looked at the source, but I doubt that each guest has a unique PRNG. It's more likely that there's one PRNG for the whole game, and so the behavior will depend as much on the number of guests in the park as anything else.
- jerf 6y agoThis is true, and it'll extend the size of the loop past the naive "once around the PRNG". However, 10^20k years is so much larger that it's safe to guess that even if you do your best to extend the size of the loop based on the behavior I saw there (the park puts in a certain number of people which stays fairly constant), you still end up with too few states reachable to ever prevent looping. Assuming a roughly 4Hz update rate, 10^20k years is around 10^2.5trillion iterations. The PRNG has fewer than 2048 bits (being very conservative), and with (let's round way up) 100 patrons exploring the same let's say 256 slots or so [1], you can encode an additional byte per patron, but you're still a long, long ways away from coming even close to the size where it's even close. That gets you a very generous 2^4608 (approx 10^1387) states you can reach, which isn't anywhere near close to the number of random iterations we can guess this will take. So it's safe to say the simulation as a whole will still loop, even with the state beyond the PRNG itself. Note you have room to add a looooooooot more state in to my estimates before it's even remotely close. There's nowhere near enough bits available to encode things and avoid loops. [1]: The number they can explore is not relevant, it's the number they will explore. I'm also naively assuming each of the 256 is equally likely, which is false, but is also a best case for this analysis. In reality the patrons tend to encode much less than that as they are much more likely to be towards the front of the maze.
- jboggan 6y agoA maze to surpass Mr. Bones' Wild Ride
- nightcracker 6y agoA precise analysis of how many steps it takes to solve this maze. I am assuming that each step takes exactly as long as any other, and that the character instantaneously turns at the start of its step. Analyzing the video this seems about right. For each 'dead end unit' there are four states the character can be in after having just taken a step, s = {forward, backward, inside, facewall}. Let us look at the Markov chain transition probabilities if we are in state (n,s). - (n,forward) has a 3/4 chance of going to (n,inside) and 1/4 chance of going to (n+1,forward). - (n,backward) has a 1/4 chance of going to (n,inside) and a 3/4 chance of going to (n-1,backward). - (n,inside) has a 100% chance to go to (n,facewall). - (n,facewall) has a 50/50 chance of going to (n+1,forward) and (n-1,backward). Assuming that big N indicates how many 'dead end units' we have, there are two exceptions: - (0,s) always goes to (1,forward) for any s. - (N+1,forward) always goes to itself, it is an absorbing state. Without going into details too much, we can now apply some results from Markov chain theory (see here for more: https://www.dartmouth.edu/~chance/teaching_aids/books_articles/probability_book/Chapter11.pdf https://www.dartmouth.edu/~chance/teaching_aids/books_articl...). If we build up the transition matrix of the above, ensuring that any absorbing state is at the end (we only have one absorbing state), we can take matrix Q as the rows/columns that don't interact with the absorbing state. Then the sum of the first row of (I - Q)^(-1) gives us our mean absorption times. The code: https://gist.github.com/orlp/0c5fc7264f02e3d211d42da643163bb7 https://gist.github.com/orlp/0c5fc7264f02e3d211d42da643163bb... The results (in format N, expected time to solve, ratio with last): 1 5.6 5.6 2 13.439999999999998 2.4 3 25.816000000000003 1.9208333333333338 4 44.542400000000015 1.725379609544469 5 72.15936000000002 1.6200150867488055 6 112.22310400000002 1.555212019618799 7 169.71234560000005 1.5122763455197248 8 251.59728384000005 1.4824925255172479 9 367.63619737600015 1.4612089278745692 10 531.4906763264004 1.445697350043086 11 762.2869468569604 1.4342433100158898 12 1086.8017255997447 1.4257121023530763 13 1542.5224158396427 1.4193227518003906 14 2181.9313821754995 1.4145216690337734 15 3078.503935045701 1.4109077674002157 16 4335.105509063981 1.408185794311686 17 6095.747712689574 1.406135952157193 18 8562.046797765406 1.404593365952747 19 12016.265516871565 1.4034337583867995 20 16853.571723620193 1.4025631923626152 21 23627.200413068273 1.4019105742407632 22 33111.68057829557 1.4014220897699503 23 46391.35280961381 1.401057028800373 24 64984.29393345935 1.400784628983539 25 91015.8115068431 1.4005816790136818 26 127461.33610958033 1.400430694396402 27 178486.4705534125 1.4003185279649442 28 249923.05877477748 1.4002353119531679 29 349935.6822846886 1.4001736534444356 30 489954.75519856386 1.4001280235262301 31 685982.8572779896 1.4000942944210868 32 960423.6001891854 1.400069389489103 33 1344642.0402648596 1.4000510191544548 34 1882549.2563708038 1.400037482094484 35 2635620.7589191245 1.400027515880301 36 3689922.2624867745 1.4000201849980958 37 5165945.767481486 1.4000147970596988 38 7232380.0744740805 1.4000108402222013 39 10125389.504263714 1.4000079365298022 40 14175604.1059692 1.4000058071840076 41 19845905.94835688 1.4000042467325944 42 27784329.92769964 1.4000031039147403 43 38898124.898779504 1.4000022674651564 44 54457439.25829131 1.4000016556067978 45 76240480.76160783 1.400001208283035 46 106736740.266251 1.4000008814215148 47 149431504.9727514 1.400000642702783 48 209204176.96185198 1.4000004684420466 49 292885919.1465928 1.4000003412933768 50 410040359.6052299 1.4000002485609422 This makes me conjecture that modulo small effects at the start/end (and I've completely ignored the long middle piece), we have that the number of steps taken to solve a N 'dead end unit' maze is Ө(1.4^N). I've asked a question on the math stackexchange to see if someone can prove it formally: https://math.stackexchange.com/questions/3779234/mean-first-hitting-time-of-infinite-markov-chain-in-the-limit https://math.stackexchange.com/questions/3779234/mean-first-....
- maqp 6y agoWhen I was a kid I remember creating mazes with straight line from entrance to exit and calling the attractions "Scam 1", "Scam 2" etc. I'd then set the price low enough for quests to enter and I'd snicker when there were alerts like "Scam 1 has broken down".
- anderskaseorg 6y agoIf I’ve calculated correctly, the expected number of steps to pass n indents is 75((7/5)^n − 1)/4 − 7n/2 for left indents, 7n/2 − 29(1 − (5/7)^n)/4 for right indents, 2n²/3 + 2n for unbiased indents. The constants vary depending on exactly how exactly you count steps and account for edge effects. (I’ve assumed that each indent starts at the middle of a 1 unit section of the main path, and goes 1 unit to the side and 1 unit back.) But the asymptotics are definitely Θ((7/5)^n), Θ(n), and Θ(n²), respectively.
- cbarrick 6y agoFor comparison, there are only 10^80 atoms in the universe.
- umvi 6y agoHow can that be when California alone has 10^100?
- nayuki 6y agoThe original RollerCoaster Tycoon (1) also had mazes. I wonder if the same algorithm problem applies to it as well? / Edit: The answer turns out to be yes. https://youtu.be/b-5aX2oLOgU?t=61 https://youtu.be/b-5aX2oLOgU?t=61
- michaelmior 6y agoMaybe I'm missing something here, but there doesn't seem to be anything that guarantees the same number of guests enter each maze and the longer mazes seem to be placed farther from the entrance. Wouldn't this bias the results? (Of course the conclusion that the maze gives the pathfinding algorithm a hard time is the same.)
- wtallis 6y agoThe guest capacity of each maze is capped, and it looks like the park is being artificially stuffed with enough guests to fill each maze. The time it takes guests to percolate from the entrance to the back of the park is probably insignificant and for almost all of the experiment's run time, all mazes will be full with a standing queue.
- michaelmior 6y agoThanks for clarifying. That makes sense :)
- mgraczyk 6y agoThe way to get a closed form solution for the expected time is to note that there are 2N + 1 states. N states for each notch and each direction, and one "final" absorbing state for the end of the maze. You can write a matrix A where the transition probability between states i and j is given by Aij. Then A^n gives the distribution over states after n steps. It's been a while since I've done this, but I think the solution is something like the last index in the vector E[steps] = (I - A)^-1 * (1, 1, 1, 1 ...) I-A is called the "fundamental matrix" of the markov chain described by Aij. EDIT I wrote some numpy to verify that this solution matches the empirical growth rate of 1.4 found in the video: https://gist.github.com/mgraczyk/7917a3322f65fe60fa333da7936f4cee https://gist.github.com/mgraczyk/7917a3322f65fe60fa333da7936...
- dragontamer 6y ago> Then A^n gives the distribution over states after n steps. Because its an A^n kind of problem, is this a good time to use Eigenvectors? I'm kinda bad with my Linear Algebra. Just kinda checking myself if I'm following the concept.
- mgraczyk 6y agoA^n can be computed many ways, and it is not necessary to actually do any matrix multiplications. I think what you're referring to is diagonalizing the matrix A=PDP^1, then computing the matrix power of the diagonal matrix A^n = (PDP^-1)^n = P D^n P^-1. I just let numpy figure it out for me, but if you want an analytical solution something like that may be necessary.
- Commodore_64 6y agoI want to get off of Mr.Bones wild ride
- hervature 6y agoI came here to see someone actually solve this rather than say "it's a Markov process, it has a solution". Here is my progress towards something: First, using Taek's notation for the maze with the correction that entering and leaving an indent results in 2 steps rather than 1. The resulting set of equations are: X_{0,f} = X_{1,f} + 2.5 X_{0,b} = X_{1,f} + 3 X_{k,f} = 0.625 X_{k+1,f} + 0.375 X_{k-1,b} + 2.5 X_{k,b} = 0.875X_{k-1,b} + 0.125 X_{k+1,f} + 1.5 X_{n,f} = 0.375 X_{n-1,b} + 2.5 Where the first index is the index of the current indent. Thus, n must be at least 1 but the first indent occurs at entry 0. The second index is the direction the maze goer is traveling in. From here, we can easily get the growth rate of 1.4 which is 0.875/0.625 or more intuitively the ratio of momentum pushing you backwards vs. pushing you forwards. This is the root of the exponential growth. Finally, I believe there is no "closed form" solution but this will be the solution of the linear system X = AX+b for the A and b shown above. I am able to convince myself that there is no nice solution because having the two dimensions (position and direction of travel) makes it impossible to rearrange the above equations and make a clever change of variable to make the telescoping sum look nice. To see this, realize that each term relies on 2 things and one those things doesn't rely on the first term. Finally, here is some Python code that implements this: """ import numpy as np n = 25 A = np.zeros((2n+1, 2n+1)) b = np.zeros((2n+1, 1)) # Setup A: the first n+1 entries will be the forward index and the last n entries will be the backwards movement b_shift = n+1 ## X_0 A[0,1] = 1 A[b_shift,1] = 1 ## X_k for k in range(1,n): # foward movement A[k,k+1] = 0.625 A[k,k-1+b_shift] = 0.375 # backward movement A[k+b_shift,k+1] = 0.125 A[k+b_shift,k-1+b_shift] = 0.875 ## X_n A[n,n-1+b_shift] = 0.375 # Setup b ## X_0 b[0,0] = 2.5 b[b_shift,0] = 3 ## X_k for k in range(1,n): b[k,0] = 2.5 b[k+b_shift,0] = 1.5 ## X_n b[n,0] = 2.5 X = np.linalg.inv(np.identity(2n+1)-A) @ b print(f"The number of steps from the beginning is for {n} cutouts: {X[0,0]}") """
- nullc 6y agoThere are microfludic rectifiers that work kind of like this. (e.g. https://pubmed.ncbi.nlm.nih.gov/15089471/ https://pubmed.ncbi.nlm.nih.gov/15089471/ ) It would be neat to have a ride that somehow makes use of these diodes to do something interesting beyond delaying people.
- Milank 6y agoI'm always amazed by what people can think of, given the tools and a field to play with.
- martini333 6y agoThis title spoils the video... :(