This INFINITE LOOP BLEW MY MIND! | Yu-Gi-Oh! Master Duel Ruling Twitch Highlight

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  • čas přidán 22. 02. 2022
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    #YuGiOh #Ruling #MasterDuel
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Komentáře • 243

  • @balistikscaarz1959
    @balistikscaarz1959 Před 2 lety +108

    "It doesn't make sense that the loop is broken"
    Master Duel: "What doesn't make sense is why you keep trying to break me-"

  • @jamessewake8285
    @jamessewake8285 Před 2 lety +34

    This man saw that he didn't have any copies of a normal card, and instead of crafting the normal card, he decided to craft an SR. What a mad lad

  • @GlubtasticYT
    @GlubtasticYT Před 2 lety +78

    It's been actual years since I recall doing anything with Prime Material Dragon, this brings back a ton of memories to my days in college playing with friends.

  • @NytoDork
    @NytoDork Před 2 lety +272

    Here's something to maybe test out: If a card gets destroyed as a result of anti-loop prevention, does it actually trigger effects that activate whenever another card on the field is destroyed, or is this purely visual?

    • @SuperNickid
      @SuperNickid Před 2 lety +25

      @Nyto Dork: I don't know how it would actually behave, but for sure if the card only trigger if destroy by card effect, then for sure it will not trigger in does condition because it would be destroy by game mechanic and not an effect. If it trigger by simply being destroyed and does not care from where, and how it is destroy, then I don't know if it would trigger?

    • @achehex
      @achehex Před 2 lety +53

      I feels like it's obvious but I also wanna see if the destroyed card is banished under macrocosmos

    • @fukou_da
      @fukou_da Před 2 lety +4

      I don't think you can respond to a card being sent to the graveyard that way, but I'm not 100% certain

    • @motionstahp
      @motionstahp Před 2 lety +4

      Wonder if continuous destruction protection even does anything

    • @acetraker1988
      @acetraker1988 Před 2 lety +4

      *Number 66: Master Key Beetle has entered the chat.*

  • @4x4cheesecake_19
    @4x4cheesecake_19 Před 2 lety +45

    I guess, there are probably at least 2 different kind of loop detection, for activated (chained) effects and a generic one. While the activated effects just cut off after chain link 16, the generic one may analyses for repeating patterns which occur in a row of effects (without player interaction). That would explain why "solemn wishes" increases the count of card effects to 17, since it doesn't fit into the recognized pattern.

  • @galekFE
    @galekFE Před 2 lety +58

    6:09 you can see that the logs count both prime material dragon as applying even though only one flashes. So i dont think the "17" number is the correct one, i think it must be something along the lines of 9 of the same effects applying.
    or maybe the game stores a string of cards and/or effects which are exctly the same, and whenever a sequence is detected, the game picks a point where to break it.

    • @alejandrom.
      @alejandrom. Před 2 lety +5

      You are right, I didn't see that.
      Maybe both of them count as one since it's the same action at the same time: changing damage by gain of life points.

    • @Throrma
      @Throrma Před 2 lety +2

      My theory: there is also something about trigger effects and continuous effects, and they determined that any non once per turn trigger effect is a problem, and after a certain number of repeat it destroys the next trigger effect or something, that's why it doesn't destroy the prime material dragon but the fire princess

    • @redblackdg
      @redblackdg Před 2 lety +4

      It goes to 16 activations. It doesnt count the trap. It went to 15 plus chiken game and upstart activations. It seems to do the same then with the morphing jar. They got a weird number of activations each time because they only counted morphing jar and not sword of deep seaded triggers

  • @kozarm9016
    @kozarm9016 Před 2 lety +21

    Programmer here:
    There is this thing called "recursiveness". Basically they:
    1)trigger affect
    2)TRIES TO RESOLVE IT
    3)effect triggers another effect
    4)step 1 for the new effect.
    In the case of 2 fire princesses (lets say, fire princess 1 and 2 on their side, fire princess 3 on coder's side):
    -fire princess 1 triggers
    -eff of fire princess 3 triggers
    -eff of fire princess 1 triggers
    -eff of fire princess 3 triggers
    etc.
    Note that eff of fire princess 2 never triggers, because it waits its turn (i.e., it waits for the previos eff on the same level, the first trigger of fire princess 1, to end before that eff is applied)

    • @leonfire99
      @leonfire99 Před 2 lety

      Oh that would explain multiple destructions if it destroys the cards that are left on the waiting list. I wonder if theres a loop to test this where you can time it so like 5 cards are on the waiting list for activations and get popped. We already saw 2 here.

    • @kozarm9016
      @kozarm9016 Před 2 lety +3

      Note:
      Coder gets to chain link 16, and the eff of fire princess 2 is not yet activated. So the queue at that point looks something like
      (recursive from fire princess 1 & 3: fire princess 3), (first life point gain: fire princess 2)
      By this logic, if you simultaneously trigger 2 effects, the first one reaching 16 triggers, the card with the second effect gets destroyed instantly
      Either that or it just checks and sees that the card is the same as the one causing the previous loop.

    • @leonfire99
      @leonfire99 Před 2 lety

      @@kozarm9016 are fire princess 1, 2 and 3 all currently on the queue? Just for clarity lets say 1 and 2 are the ones popped. Wouldn't 3s activation remove it from queue and put dragon in queue then dragon activation (thus getting removed from queue) put princess 1 in queue. So since dragon and princess 3 have both activated they've already been removed from queue which leaves just 1 and 2 in queue and those were the popped ones? Because dragon and other princess rely on the activation of princess to even be put in queue don't they? I guess that does beg the question of if dragon 2 is in queue or removed when the effect is already changed to gain LP.

    • @kozarm9016
      @kozarm9016 Před 2 lety +1

      @@leonfire99 so on the initial trigger, the queue looks:
      fire princess 1, fire princess 2
      then the.... game, lets say.... comes and picks fire princess 1 out of the queue
      the queue is
      fire princess 2
      then due to the recursiveness, fire princess 3 is added to the front of the queue instead of at the back because it needs to be triggered in order to resolve fire princess 1
      and now the queue is
      fire princess 3 fire princess 2
      but fire princess 3 triggers fire princess 1 and 2
      again, by recursiveness, the queue is
      fire princess 1, fire princess 2, fire princess 2
      and so on.
      on the 17th activasion, the actual queue would be
      fire princess 3, fire princess 2 (by fire princess 3 trigger 15), fire princess 2 (by fire princess 3 trigger 14), fire princess 2 (by fire princess 3 trigger 13, fire princess 2 (trigger 12), fire princess 2 (trigger 11)........ so on so forth

    • @leonfire99
      @leonfire99 Před 2 lety

      @@kozarm9016 cool. Thanks. Makes sense.

  • @Criternal
    @Criternal Před 2 lety +20

    The infinite loop test vids are really fun.

  • @firefang92
    @firefang92 Před 2 lety +12

    Theory: the system isn't checking the effects themselves, say in the way a judge would, there's instead a certain arbitrary limit on say the memory the game will devote to your effects, when you hit that limit it doesn't consider what the problem card is it looks for the fastest path to clear the buffer, with some logic inserted to create the extra chain if it's resolvable.
    So it's not counting 16 specifically, in terms of the number 16 effects simply take some amount of memory or processing power that is approximately 1/16th the limit the program will assign to you. Once it's hit that limit it performs a check, in this case it sees that prime material doesn't generate additional packets of data, it doesn't change gamestate or anything that would need to be processed at the point of the check, fire princess does but one of the fire princesses has just resolved and therefore won't generate more data so the check destroys every other fire princess to keep them from generating additional packets.
    Due to the 30 activation zeus resolving in separate chains we have to assume some amount of coding went into allowing resolutions above the cap if the system could determine an end point within tolerance.
    I would be interested to see if the system was able to resolve something that looked infinite around the point of 16 effects but would resolve in a victory for either player, something like burning incredibly slowly

  • @Eliott-K
    @Eliott-K Před 2 lety +28

    This is the true Infinity Saga, I'm enjoying these immensely

  • @zanderwoods5434
    @zanderwoods5434 Před 2 lety +31

    It might actually be more related to the 16 chain thing, as if you include the prime material trigger, then after 16 triggers the Fire Princess that would be the 17th gets destroyed.

    • @tmored
      @tmored Před 2 lety

      Yeah I noticed that as well that it only destroyed the monster after 16 triggers, so maybe the game counts the triggers as a chain and stops it at that 16 chain hard limit

    • @motxmod
      @motxmod Před 2 lety

      This fits with the Grass mandatory GY effect video where Coder had sent 30+ cards with Grass. It auto-chained to 16, resolved them, then auto-chained another 16.

    • @Master_Xi
      @Master_Xi Před 2 lety

      It's literally what explained in 7:15 onward right?

    • @zanderwoods5434
      @zanderwoods5434 Před 2 lety

      @@Master_Xi I commented that right before then.

  • @jimmygee9189
    @jimmygee9189 Před 2 lety +10

    I think maybe the Prime Material wasn't destroyed as the 17th applied effect because the game may recognise that if there were 2 Prime Material's on the field, the loop would continue and marks Fire Princess as the problem card. That's the only thing I can think of.

  • @aussj4link214
    @aussj4link214 Před 2 lety +5

    It appears they used some arithmetic in the programming to prevent infinite loops. Basically, the game likely looks ahead of the entire sequence, if the effects done cause a pattern that repeats x amount of times, it stops the loop and removes a card that whatever the programmers decided it's causing the loop in the first place. Which could be the card that begun the loop or maybe the one at the end of each loop. I think no matter how many loops you find, none are going to go forever. The prevention isn't tied to specific circumstances, rather, it's tied to the number of times a pattern repeats. In a nut shell, it's basically fool proof.

  • @thomasdelafilolie2779
    @thomasdelafilolie2779 Před 2 lety

    these videos are amongst the best master duel content out there, keep it up !

  • @carloci770
    @carloci770 Před 2 lety +2

    this serie is soooo coool, lots of fun bro!

  • @Cassapphic
    @Cassapphic Před 2 lety

    “I dont wanna craft an sr for science” “I dont have poly, a common, guess prime material it is”

  • @Dragonb911
    @Dragonb911 Před 2 lety +3

    It when set of effect active 5 times. It will exit the loop by destroying the start. so in your Solomon wish example, Solomon is the trigger then the loop starts the first card active with the loop gets destroyed.

  • @Princely_Crow
    @Princely_Crow Před 2 lety +3

    i think the reason only 1 fire princess was applying on the last test was after applying the opponents first one, it triggered the condition of coders FP so it passes priority to that FP to trigger before the opponents second FP has an opportunity to trigger, and by the time it gets back to the opponents priority, thier first FP is now able to trigger again so the second FP just never has a chance to apply

    • @Marcusjnmc
      @Marcusjnmc Před 2 lety

      until it tries to apply as a 18th/19th chain link and the game says no and destroys it

  • @Nobilinsaccato
    @Nobilinsaccato Před 2 lety +10

    Forza Napoli

  • @jamismiscreant7514
    @jamismiscreant7514 Před 2 lety +2

    12:42 it might be that the way the game was resolving it to be that when he gains life points it triggers a princess, attempts to fully resolve that princess trigger the other princess on coders board never letting his second princess trigger so when coders princess died the other princess was primed to activate as now the effect had fully been resolved but was still in the same string of activations so it got killed too

  • @markritter3903
    @markritter3903 Před 2 lety

    The devs at master duel sweating nervously every time coder uploads a video

  • @vanesslifeygo
    @vanesslifeygo Před 2 lety +1

    Master Loop's built-in failsafe is woww :3

  • @realzionygo
    @realzionygo Před 2 lety +1

    This is the new meta of Master Duel... finding/breaking loops...
    Who cares about ranked duels and events.
    Keep it up Distant!

  • @kodierkrieger6822
    @kodierkrieger6822 Před 2 lety +1

    Here's my theory: it's checking for repeatedly making a change, and stops it. After it sees X repeated instances of gaining 500 life, it asks "is this effect going to increase life again". That effect comes from Fire Princess, not Prime Material, and it's probably not even counting Prime being applied for whatever threshold it has since it's not the card responsible for the change to life points. That would explain why it stopped the Princess application each time despite it being a different number of total effect applications with Wishes, it doesn't care about the ones from Prime, just the ones that changed life. That would also explain blowing up both Princesses in the last one too. After the 1st Princesses is destroyed, the one that wasn't applying before goes to finally do its thing, but the game sees "gain 500" in the loop again and stops it too.

  • @anthonycannet1305
    @anthonycannet1305 Před rokem

    The case with two fire princesses is very similar to how things happen in Magic’s rules, which uses a stack instead of a chain (almost identical in nature) which also happens to be the name of the data structure I suspect handles resolving activations.
    To start, the stack is a first in/last out data structure, where the first thing to be put on the stack is the last thing to resolve, the way it’s different from the chain is that things can be put on the stack even while parts of the stack are resolving.
    So to go step by step, your FP is put on the stack and resolves, which then puts both of your opponent’s FP’s on the stack. The first FP resolves, which immediately puts your FP on the stack “above” the second FP. We have to resolve from top down, so your FP will resolve before the second FP gets the chance to, which puts both of the opponents FP’s on the stack again.
    At the final resolution of your FP when it gets destroyed, the stack would contain 16 leftover FP effect applications from the second FP that hadn’t activated yet, because the game checks for if 16 applications happened in a row, it destroys your FP and then begins to resolve the remaining second FP effects, but it still sees that 16+ effects were applied already and destroys the second FP instead.
    Using a stack data structure to handle these events makes sense for the game behind the scenes, and if the system really does check for the 16th “apply effect” it would be possible to do with only 4 counting bits. At 1111 there have been 15 applications, one more causes overflow back to 0000, which it sees and prepares to pop the next apply

  • @aaroncallahan119
    @aaroncallahan119 Před 2 lety

    Good to know Master Duel will just blow up whatever creates an infinite loop.

  • @leonfire99
    @leonfire99 Před 2 lety +13

    9:40
    "A little bit of math but we can figure this out"
    Proceeds to double count and gets the 17th activation wrong.

    • @cognitiveAfflatus
      @cognitiveAfflatus Před 2 lety +2

      where does he double count?

    • @leonfire99
      @leonfire99 Před 2 lety +3

      @@cognitiveAfflatus he counts dragon as 6 and 7, but this depends on if you count solemn wishes as 1 or fire princess as 1. Because if solemn wishes is 1 he ends at the right number but missed a dragon count at 2 and makes up for itt with a double count. Either way the irony of the statement is still there.

    • @yassinemounji8730
      @yassinemounji8730 Před 2 lety +2

      @@leonfire99 he counts solemn wishes as 1 cause he wants primaterial to be destroyed. there is no irony here he counted right.

  • @ChillVibesXP
    @ChillVibesXP Před 2 lety +17

    Can you test dark side of Dimension yugi muto vs kagami lock with the 3 marage traps to see if you LOWER your opponent life points 16 times will the game stop the auto lop because the entire thing for the movie was that yugi looped for life point burn

    • @seqka711
      @seqka711 Před 2 lety +3

      A loop isn't considered infinite if it would result in a win condition. Infinite loops that either burn yourself or your opponent or cause you or your opponent to deck out shouldn't cause any problems in Master Duel.

    • @ChillVibesXP
      @ChillVibesXP Před 2 lety

      @@seqka711 ahhh I see I thought because fire princess was lowering life points it would be the same issue like in the video where if the effect happen enough times master duel would just stop the chain as I know at least for the movie it was a monster attack chain that happend over and over

    • @MTT563
      @MTT563 Před 2 lety

      @@seqka711 In theory, yeah, but Coder did test a deck-out loop with Maxx C + Destiny Hero Departed, and the game still refused to summon Departed after the 11th (not 16th) time it was summoned and immediately destroyed. So I do wonder if it would work the same way if looping chip damage triggered more than 16 times. A good way to test it would be Beelze + Flare Metal

    • @Marcusjnmc
      @Marcusjnmc Před 2 lety

      @@seqka711 it's already been confirmed the game stops you doing an infinite draw loop which would result in self deck out or win by exodia, iirc

    • @seqka711
      @seqka711 Před 2 lety

      @@MTT563 Well, that's why I said "shouldn't" and not "doesn't" lol. I thought the infinite loop prevention was because infinite loops couldn't be programmed properly, now I'm thinking it must be to prevent shenanigans that would create unfun board states for players.
      Because honestly, a conditional statement to test for win conditions shouldn't be too difficult to program into the loop check. Something like "at 16th activation - if [repeated action] after [high number] of times would cause a win condition, then, continue loop; otherwise destroy [problem card]".
      The high number could be something like 100 times. If you're doing the calculations behind the scenes, you could repeat a loop many times without slowing things down. But I guess keeping the game fun to play trumps accuracy to the real life game. Which honestly, probably isn't a bad thing.

  • @creepevee752
    @creepevee752 Před 2 lety +1

    Itd be really interesting if you somehow could interview someone on the programming team to get their explanation for why these interactions are coded to resolve the way they do.

  • @Throrma
    @Throrma Před 2 lety

    If I have to guess, I would say that they determined any trigger effect what have no once per turn as the problematic card, so it pops the first trigger effect which is in the loop after the 16th effect resolved

  • @SlurmpLy
    @SlurmpLy Před 2 lety

    Finally now I can out my opponents fire princess thanks coder

  • @ASavageEye
    @ASavageEye Před 2 lety

    In that second last try the Fire Princess WAS the 17th card and not the 18th as he counted. He counted a Fire Princess as both 5 and 6. So 17 still appears to be the magic number for being destroyed.

  • @Cal-fr9mw
    @Cal-fr9mw Před 2 lety

    Why is this so damn entertaining

  • @cyber5787
    @cyber5787 Před 2 lety

    The coder of this game: Hmmm interesting... I would like to know why that happened too

  • @Rojo9149
    @Rojo9149 Před 2 lety

    I really love these videos, honestly
    I wonder if any Master Duel rulings will become precedent for the TCG/OCG
    also 6:20 hero loop video in description ModCheck (in case someone went looking for it)

  • @wren5413
    @wren5413 Před 2 lety

    I think it starts counting when the first card that would repeatedly applied applies, hence why it didnt count Wishes

  • @LeafhopperV
    @LeafhopperV Před 2 lety +8

    Konami really doesn't like the number 17.

    • @Entropic_Alloy
      @Entropic_Alloy Před 2 lety +5

      It is probably a coding thing. It 16 effects (2^4) went off. They probably have it where after 16 some set of bits loop back around and once the bits loop back they see that some sort of infinite is going off and they kill the loop.

    • @mystikx2205
      @mystikx2205 Před 2 lety +2

      Kinda like how Valve doesn't like the number 3.

    • @LeafhopperV
      @LeafhopperV Před 2 lety

      @@Entropic_Alloy Ah true. Just so happens the bits line up that way. I guess they could have gone to 24 but that was probably unnecessary

  • @jeffreytam7684
    @jeffreytam7684 Před 2 lety

    This seems to be capped at 16 effects in sequence, similar to mandatory effects milled off grass

  • @Tekashi117
    @Tekashi117 Před 2 lety +2

    Why would chicken game gain lp be an illegal activation? Isn't that not the case since the policy change? That would be like saying the pole position lock was still in the game

  • @thomasschafer5939
    @thomasschafer5939 Před 2 lety

    I think it pops the fire princess because thats what is starting the loop

  • @DaemonRayge
    @DaemonRayge Před 2 lety

    Distant trying to break the game is so entertaining.

  • @SuperNickid
    @SuperNickid Před 2 lety

    @DistantCoder: The reason why it was fire princess again, even thought it was the 18 continous effect, it was still the 17 looping continous effect in the group of looping, solemn wishes is not counted since it is not looping

  • @fagonfly
    @fagonfly Před 2 lety

    Craziest thing in this video was that he saw he had no poly (a normal) and decided to craft prime material (a SR)

  • @PlantmandotEXE
    @PlantmandotEXE Před 2 lety

    I'm gonna be completely honest...I be watching these testing videos in x2 speed because Coder talks so slow. Love seeing it all broken down tho so...worth it.

  • @jeridlead
    @jeridlead Před 2 lety

    I'd love to see a video on the controlled loop of using shien's spy to give your opponent a gearfried the iron night and equip a cursed armaments to it over and over while controlling a red eyes flare metal dragon for burn. Also using the archfiend of gilfer instead of armaments because I can't figure out the timing on that one. I'm new to the game and don't know how to hit it's timing correctly

  • @ManuelRiccobono
    @ManuelRiccobono Před 9 měsíci

    I think the game pops the one that makes the chain start

  • @midn8588
    @midn8588 Před rokem

    I think it destroys any cards with continuous effects queued once you hit 16. The second fire princess was queueing but not applying so it blew it up since it still had activations in the queue.

  • @MrThefoo42
    @MrThefoo42 Před 2 lety +1

    I assume the same thing would happen between Reficule and Oracle King D’arc

  • @MasterZeroX567
    @MasterZeroX567 Před 2 lety +1

    Coder should having chat bet channel points on the results of these experiments. Just to add a bit of spice to the streams and videos

  • @chaozu9209
    @chaozu9209 Před 2 lety

    i thinks its just simply, if a card effect is triggered a certain number of times in one chain without a posstible player interaction, the card will be destroyed (maybe combined with an iterative such as the effect gets triggered every 3rd time in the chain)

  • @austinh3848
    @austinh3848 Před 2 lety

    I swear on the tomb of the pharaoh, I found this loop 15+ years ago.
    Both have prime and princess. Opp.A has spell absorbing life set opp. b activates bait doll, forcing the activation of it starting to continuous loop. ( Unknowingly)

  • @junkyardbronze3531
    @junkyardbronze3531 Před 2 lety +1

    Can you test a pole position loop if that’s in the game. I would like to see how master duel handles that

  • @collynbertin3260
    @collynbertin3260 Před 2 lety

    I think its more when repeated cards are determined so solemn wishes doesn't count which means it is 17th one

  • @Lakosius
    @Lakosius Před 2 lety

    In every game , Objects data is stored somewhere , in the case of Master duel each Zone has its data asigned and well also a Zone ID so maybe the system checks what Zones had the most activations in it to determine what card gets destroyed and the internal Zone ID determines what card triggers. Perhaps that theoretical Zone ID also adds up with the activations in that Zone so Zone ID 5 might have less activations possble than Zone ID 1 and it caps at 16 so the 17th will be destroyed. So its maybe worth to also ckeck if the Zone placement matters or how many monsters are on the field and test it with full fields.

  • @iainmanapat6643
    @iainmanapat6643 Před rokem

    12:26 so after the 16th effect, the invisible DPE activates it's pop effect according to this scenario

  • @shadowgam3
    @shadowgam3 Před 2 lety

    IDK if they have the Trap Card Damage Vaccine Max Programed in Duel Master , but that card also allows you to gain LP after taken Damage through Battle or card effect as well.

  • @ameri5903
    @ameri5903 Před 2 lety

    Btw you can make the loop with solemn wishes in duel links

  • @An0nymus5943
    @An0nymus5943 Před 2 lety

    The way I see, solemn wishes or chicken game aren't considered part of the loop because they only apply once. The loop starts with fire princess, so that's the one that gets destroyed. Or, maybe the game looks at the effects being applied and destroys the one applying the most? with princess being the 17th, it would have been 9 princess effects to 8 for PMD, so the game destroys a fire princess

  • @hoangnguyen0721
    @hoangnguyen0721 Před 2 lety +1

    Pretty sure thr game just check mandatory effect and after a certain number occur and no one had win yet,the game just destroy the 1st thing in the loop

  • @koibitolp4702
    @koibitolp4702 Před 2 lety

    From a software dev perspective, if I wanted to implement an anti-loop mechanic I would store the game state (as a hash or whatever) and stop the loop after the game state repeats itself x times.
    That would at least explain the morphing jar scenario, since the first couple activations created different game states (you milled some cards other than the sword) before it got to looping between the same state

  • @nohnohbody
    @nohnohbody Před 2 lety

    You could have also seen if wishes was counted by having two wishes i would think. Would think that would make the next card be the opponents upon reaching 16

  • @soggyleftoverfrenchfries

    I imagine it has something to do with prime mat modifying the effect of the princess instead of causing a change in game state. Are there any other loops using "instead" effects? I think that word is determining the problem card is princess, because dragon wouldn't apply without it

  • @gumpyoz
    @gumpyoz Před 2 lety

    Try testing, the 5th time any specific card triggers/applies effect without a chance for priority to be passed.

  • @arberim5291
    @arberim5291 Před 2 lety

    Distant coder the last 10 videos on Yt: ,, you want some lööps ?"

  • @hzc5366
    @hzc5366 Před 2 lety

    So it tries to reach a gamestate where only 1 fire princess can be activated

  • @shiroishi1804
    @shiroishi1804 Před 2 lety

    There was an error on the count on the solemn wishes one, it was the 17th card which got destroyed

  • @jmbw4271
    @jmbw4271 Před 2 lety

    theory: theres a tiny guy looking at a server screen 24/7 who is tasked with stopping loops from going infinite by choosing cards to pop

  • @mythplatypuspwned
    @mythplatypuspwned Před 2 lety

    8:57 HOWEVER!

  • @alicetheaxolotl
    @alicetheaxolotl Před 2 lety

    I found an infinite loop that MD doesn't force end;
    -Cactus Fighter
    -All Out Attacks
    -Chicken Game
    Your opponent attacks Cactus Fighter, presumably with a card that has more ATK, but it also works if they attack with a card with less ATK. You use a card to decrease their ATK below 1900 (Shrink, Mirror Wall, Wall of Disruption, etc.), destroying the monster by battle. Cactus Fighter summons a 500/500 token in Defense Position since it destroyed a monster by battle. All Out Attacks forces the token into Attack Position and forces it to attack into Cactus Fighter, which destroys the token by battle and summons another token, which is then forced to attack again. Normally your opponent eventually kills themself, but because of Chicken Game, once their LP is lower than yours, they don't take damage, so they just keep attacking until they surrender or timeout.
    Since the loop doesn't loop on its own, the game doesn't blow up any of the cards

  • @esrohm6460
    @esrohm6460 Před 2 lety +3

    i wonder what happens if you do some more complex looping. what if you do the morphing jar 2 final attack orders loop but with like 5 more steps.
    i'm thinking of you have 2 morphing 2 and any monster that does burn damage on flip like poison mummy while your opponent has child's play. whats going to happen is that you always summon mummy and jar flip mummy to do damage and jar to reset your flips while your opponent gains 600 life every time.
    its definitely infinite with no end but i wonder if there is a loop where not the same thing is happening every time as you could either summon 2 morphing jar or poison mummy morphing jar, so your opponent gains either 100 life or 600 every loop in a random way if that breaks master duels infinite loop protection. of cause you probably could make this more complex if you can think of abetter way to make an infinite loop that never ends but also doesn't end on the same action occurring every loop.

  • @fickle3532
    @fickle3532 Před rokem

    Wishes isn't part of the infinite loop chain so it doesn't actually count for the loop, the first trigger on the loop is fire princess.

  • @joshyuwu7735
    @joshyuwu7735 Před 2 lety

    Imagine watching twitch and u miss what happeneds but luckily I have youtube and it doesnt skip :D

  • @firepuppies4086
    @firepuppies4086 Před 2 lety

    Was thinking chicken game was a payment, not damage

  • @jamismiscreant7514
    @jamismiscreant7514 Před 2 lety

    Prime material maybe wasn’t destroyed because it does both it’s effect and fire princess at the same time since it modifies the princesses effect

  • @MuteSpectre
    @MuteSpectre Před 2 lety +2

    you should check if when the cards are destroyed they count as being destroyed by a card effect

    • @MuteSpectre
      @MuteSpectre Před 2 lety

      or if like "sent to graveyard" things trigger

  • @randommaster06
    @randommaster06 Před 2 lety

    My guess is that after 16 activation, any effect that would apply beyond that is considered problematic and is destroyed. That would be the simplest way to implement stalemate resolution without manually programing things.

  • @mythplatypuspwned
    @mythplatypuspwned Před 2 lety

    5:27 HOWEVER

  • @DRAGON-rf1jp
    @DRAGON-rf1jp Před 10 měsíci +1

    Here's the question:
    What would happen, if both of you would have resolved an effect that prevents the cards from getting destroyed?

  • @SilentMember
    @SilentMember Před 2 lety

    The 16-effect limit is making me wonder what would happen if you could trigger an infinite loop with 17+ different cards.

  • @mageius
    @mageius Před 2 lety

    I actually have 2 crazy ideas for something to test:
    1. Appropriate. What would happen if both players have a copy that is activated and the resulting infinite loop acknowledged by Konami with a specific ruling regarding it and it would continue until 1 player does deck themselves be treated if the card is in Master duel and if both players decks were of a size large enough to have the loop go past 16 instances. Remember it actually has an official ruling regarding it.
    2. What do you think would happen if you had 2 chains in which the ending results of the first chain upon resolving would trigger a 2bd chain entirely different from the first but who's results would cause the first one to repeat again with this continuing indefinitely.
    Although I don't think anyone will read this but if anyone does pass along the idea as I think both are an interesting test.

  • @Explorer_Godd
    @Explorer_Godd Před 2 lety

    X-saber palomuro and rainbow life into a bigger monster... infinite loop that MD doesn't recognize

  • @Lughser
    @Lughser Před 2 lety +1

    How would Prime Material react with Bad Reaction to Simochi? Would they infinitely trigger off each other?

  • @shadowspector3611
    @shadowspector3611 Před 2 lety

    Now what if each player had 3 copies of Fire Princess on the field?

  • @selfdiagnosedhappiness5627

    You miscounted the solemn wishes loop, it was also only up to 16th effect

  • @skmanny2525
    @skmanny2525 Před 2 lety

    What if you have a card that prevent monsters from being destroyed

  • @khoo185
    @khoo185 Před 2 lety

    This is why for every online card game simulator, real players of the physical game should be used as QA and QC testers

  • @OldWinterKing
    @OldWinterKing Před 2 lety

    suppose it could be the individual card's 5th activation, instead of a chain count?

  • @forgottenplayer7286
    @forgottenplayer7286 Před 2 lety

    Few ideas here:
    1. it remembers cards in the loop and counts cards that are in the loop(not Chicken not solemn). This is possible but to confirm it, we would need a card like RAINBOW LIFE instead of prime material dragon...
    2. It loads effects simultaneously, one at a time. It applies the effect of one fire princess first whilst loading the second one simultaneously, this would explain why two cards were destroyed, but it doesn't make sense on why only one of your fire princesses were destroyed...
    3. It marks the first cards in the chain and then destroys any cards that point to other cards in the chain(the most likely answer imo, though not without flaws)
    [Fire princess 1>Prime Material Dragon>Fire princess 2>Prime Material Dragon(already targeted)>Fire Princess 3>Prime Material Dragon(already targeted)]
    I can only theorize that Prime Material isn't destroyed because it either didn't chain to a previously activated Fire Princess the first loop(of effects) or because it is a replacement effect?
    Fire princess: if life then dmg
    Prime material:it is life

  • @KumoriBlackPhoenix
    @KumoriBlackPhoenix Před 2 lety

    prime material applies to both players. not just the controller. it even says it on the card

  • @ScorpioneOrzion
    @ScorpioneOrzion Před 2 lety

    I want to see cactus fighter loops :P

  • @artkondratyev4307
    @artkondratyev4307 Před 2 lety

    On that last interaction, I wonder if your opponent 2nd Fire Princess was trying to apply, but it was applying the infinite loop with their 1st Fire Princess. After realizing that their 2nd Fire princess would have caused the loop, the game determined that was a problem card as well.
    Thats my theory.

  • @nycprince531
    @nycprince531 Před 2 lety

    Yep loop limits are a thing confirmed

  • @danielmezera
    @danielmezera Před 2 lety +1

    It always destroys the card that activates 5 times in this loop.

  • @brutalygo5872
    @brutalygo5872 Před 2 lety

    Does destruction by infinite loop trigger card effects that would activate if a card is destroyed?

  • @theroyalwizard4167
    @theroyalwizard4167 Před 2 lety

    What if you started the loop ny taking damage which would make prime material the problem card nit fire princess

  • @storm6193
    @storm6193 Před 2 lety

    My reason on why Prime Material wasnt destroy is because it doesnt effect the game state fire princess is the card that make you gain lp. Prime material is just a middle man. Therefore after #16 the game will destroy the next card that changes the game state( add/destory card, gain lose LP, etc)

  • @Zetact_
    @Zetact_ Před 2 lety

    If both players control Fire Princess, Prime Material Dragon and some third monster, and one of the players activates Soul Taker, can they target the third monster? If they do, does one of them need to activate Prime Material Dragon's effect to negate the destruction? If so, which player is required to discard? As a follow up, if the player who is not required to discard controls a level 7 F.A. Whip Crosser, thus making it impossible for their opponent to discard, are they forced to discard? What if they do not have a card in their hand?
    When you put all these weird situations on top of each other, it really puts into context why Konami says "just pop the thing that causes the loop"

  • @Verne00Jules
    @Verne00Jules Před 2 lety +1

    Solemn Wishes is the first in the chain but Fire Princess is the first in the loop, that's why it's the one that's destroyed. Here's a question: do cards that trigger when a monster is "destroyed by a card effect" activate when such a card is destroyed due to an infinite loop?

    • @Jay_R.
      @Jay_R. Před 2 lety

      No because it was destroyed by game mechanics, not a card effect.

  • @kingofcombos
    @kingofcombos Před 2 lety

    As a question, if there's two separate looping effects, will they destroy or loop forever? I.e. Iris, mother of the earth and Lightning Punisher trigger every time a 3 chain effect goes off, so if you had a third effect in there that would chain (like say off of the draw of Iris), then it wouldn't technically be an "infinite loop" so much as an infinite numbers of 3 chain links. Would the game allow that to continue, or would it forcibly destroy one of them?

    • @syrelian
      @syrelian Před 2 lety

      Assuming the same three effects kept resolving, the game would explode or resolution failure one of them

  • @skittezraine
    @skittezraine Před 2 lety +1

    Has anyone tested the Beelzeus and Red Eyes Flare Metal Dragon loop? I'm curious if that one also stops at 17th effect meaning that if you're opponent has over 8k life it wouldn't kill them like it should.

    • @VyaxUltima
      @VyaxUltima Před 2 lety +2

      Beelze and Flare Metal will loop to 0 regardless of how many iterations are required.

    • @bellumdorf3360
      @bellumdorf3360 Před 2 lety

      @@VyaxUltima Only reason I have doubt on that atm is the Maxx C draw stopped when they doing the King Tiger Wanghu and D-Hero Departed Loop, which would be a infinite loop with net change.(Which due to how it is ruled outside Master Duel shouldn't even have Departed apply in the first place but....coding is hard.)

    • @VyaxUltima
      @VyaxUltima Před 2 lety

      @@bellumdorf3360 the Beelze loop was tested on the same day that Coder and I ran the Fire Princess loop. It burns to 0.