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		<title>Yendor: Created page with &quot;I follow Marvl's [http://www.atitd.org/wiki/tale3/Guides/Quarrying/Spiral_Search Spiral Search] method for marble quarrying. It is a very efficient search strategy. Unfortunately...&quot;</title>
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		<updated>2015-04-07T09:25:23Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;I follow Marvl&amp;#039;s [http://www.atitd.org/wiki/tale3/Guides/Quarrying/Spiral_Search Spiral Search] method for marble quarrying. It is a very efficient search strategy. Unfortunately...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;I follow Marvl's [http://www.atitd.org/wiki/tale3/Guides/Quarrying/Spiral_Search Spiral Search] method for marble quarrying. It is a very efficient search strategy. Unfortunately, Marvl's guide combines the search method, an explanation of its efficiency, and a probabilistic analysis of the slate cost into one massive document.&lt;br /&gt;
&lt;br /&gt;
This page gives a much simpler explanation of spiral search, and a few specific example searches from Tale 6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spiral Search (The basics) ==&lt;br /&gt;
&lt;br /&gt;
We start with the two people (30, 30) units away from each other. For maximum efficiency, both can look for different types of marble, but the explanation here assumes that player 1 is the only one prospecting. Initially, players alternate moving 60 coordinates at a time (so each time player 1 and player 2 are (30, 30) coordinates away). Once there is an initial spot with a two-slate break, then the spiral search comes into play. The key idea is that player 2 moves only when there is a two-slate break; player 2 will move 1/2 way to player 1. Player 1 will move at a right angle to whichever direction player 2 moved and try again -- so if Player 2 moves SE, Player 1 should move NE. In this way, players alternate between being diagonally away from each other and being in a straight line from each other. The search ends when players are standing directly next to each other on a (1,1) coordinate boundary. &lt;br /&gt;
&lt;br /&gt;
There is one small quirk: 32 coordinates is too far away to prospect. Players are initially 30 units away, and the first move is 14 coordinates instead of 15. This gives a nice power-of-2 distance.&lt;br /&gt;
&lt;br /&gt;
The table below shows the correct distances between players at each step:&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|Start&lt;br /&gt;
|Step 1&lt;br /&gt;
|Step 2&lt;br /&gt;
|Step 3&lt;br /&gt;
|Step 4&lt;br /&gt;
|Step 5&lt;br /&gt;
|Step 6&lt;br /&gt;
|Step 7&lt;br /&gt;
|Step 8&lt;br /&gt;
|Step 9&lt;br /&gt;
|Step 10&lt;br /&gt;
|-&lt;br /&gt;
|(30, 30)&lt;br /&gt;
|(0, 30)&lt;br /&gt;
|(16, 16)&lt;br /&gt;
| (0, 16)&lt;br /&gt;
| (8, 8)&lt;br /&gt;
| (0, 8)&lt;br /&gt;
|(4, 4)&lt;br /&gt;
| (0, 4)&lt;br /&gt;
| (2, 2)&lt;br /&gt;
| (0, 2)&lt;br /&gt;
| (1, 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The explanation can be hard to see in abstract, so here are a few example prospecting runs. Note that if there is only one slate break, player 1 is the only person to move; if there is a two-slate break, player 2 moves 1/2 way to player 1, and player 1 then moves at right-angles to the next step size. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example Quarry 1 ==&lt;br /&gt;
 &lt;br /&gt;
 Initial break happens with P1 at 1800, 3300, and P2 at 1770, 3330&lt;br /&gt;
 P2 moves 1/2 way, to 1784, 3316 (SE). Player 1 moves NE to 1814, 3316&lt;br /&gt;
 No break, so try 1784, 3346&lt;br /&gt;
 P2 moves 1/2 way to 1784, 3330 (N). Player 1 moves E to 1800, 3346&lt;br /&gt;
 No break, so try 1800, 3314. Then 1768, 3314&lt;br /&gt;
 P2 moves 1/2 way to 1776, 3322 (SW). Player 1 moves NW to 1768, 3322&lt;br /&gt;
 P2 moves 1/2 way to 1772, 3322 (W). Player 1 moves S to 1768, 3318&lt;br /&gt;
 No break, so try 1768, 3326, then 1776, 3326.&lt;br /&gt;
 P2 moves 1/2 way to 1774,2224 (NE). Player 1 moves SE to 1778, 3324 &lt;br /&gt;
 P2 moves 1/2 way to 1776, 2224 (E). Player 1 moves S to 1778, 3322&lt;br /&gt;
 P2 moves 1/2 way to 1777, 3323 (SE). Player 1 moves SW to 1777, 3321&lt;br /&gt;
 P2 moves 1/2 way to 1777, 3322  (S). Player 1 moves W to 1776, 3321&lt;br /&gt;
 No break so try 1776, 3323&lt;br /&gt;
 Plant quarry! (24 slate used)&lt;br /&gt;
&lt;br /&gt;
== Example Quarry 2 ==&lt;br /&gt;
&lt;br /&gt;
  Initial two-break at 2030, 3340 &amp;amp; 2000, 3370&lt;br /&gt;
  P2 moves NW to 2016, 3354. P1 moves NE to 2016, 3384&lt;br /&gt;
  No break so try 2046, 3354, then 2016, 3324 and  1986, 3354&lt;br /&gt;
  P2 moves W to 2002, 3354. P1 moves N to 1986, 3370&lt;br /&gt;
  P2 moves NW to 1994, 3362. P1 moves NE to 1994, 3374&lt;br /&gt;
  P2 moves N to 1994, 3370. P1 moves E to 2002, 3378&lt;br /&gt;
  No break, so try 1986, 3378 then 1986, 3362 and 2002, 3362&lt;br /&gt;
  P2 moves SE to 1998, 3366. P1 moves SW to 1998, 3358&lt;br /&gt;
  No break so try 1990, 3366 then 1998, 3374&lt;br /&gt;
  P2 moves N to 1998, 3370. P1 moves E to 2002, 3374&lt;br /&gt;
  No break so try 2002, 3366&lt;br /&gt;
  P2 moves SE to 2000, 3368. P1 moves SW to 2000, 3364&lt;br /&gt;
  P2 moves S to 2000, 3366. P1 moves E to 2002, 3364&lt;br /&gt;
  No break so try 2002, 3368&lt;br /&gt;
  P2 moves to 2001, 3367 (NE). P1 moves SE to 2003, 3367&lt;br /&gt;
  No break so try 2001, 3365 then 1999, 3367&lt;br /&gt;
  P2 moves to 2000, 3367 (W). P1 moves N to 1999, 3368&lt;br /&gt;
  Plant Quarry!  (34 slate used)&lt;/div&gt;</summary>
		<author><name>Yendor</name></author>
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