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Reverse Engeneering HoMM 3

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Perhaps the first post didn't intend to suggest a specific and clear algorithm? In my opinion, the idea was to obtain, in a convenient and understandable format for the player, the probabilities of obtaining a skill at a given level (not even specific values, but intervals, and perhaps not absolute, but relative values (coefficients) - for example, for the Knight Valesk). It's clear that the probabilities (their intervals) should be conditional, depending on the values of previous skills. It's not a simple task, but it doesn't seem to require absolute truths yet - let the probabilities also be generated with certain weights (reliability), or something like that...
Please correct me if I'm wrong....
P.S. And in general, let's create an expert system, even if it's based on a production model - what's wrong with that? We have plenty of experts...
disassemble the necessary part of the executable file.
- what does this give, please explain?
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