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by notgood
3187 days ago
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This link[0] has an example; so basically almost anything in a game where it has to lookup massive amounts of data (e.g. logs), the example in the article is to quickly check if the user has already seen an item (in a game with thousands of items [e.g because those were pseudo-randomly generated, think RPGs]). But it's easy to think further applications: quickly check if the player already played this chess game before (all pieces where in the same position) to make sure the enemy does something smarter this time (because that time the enemy lost), and such. [0] https://blog.demofox.org/2015/02/08/estimating-set-membershi... |
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With that in mind, bloomfilters should be used for things where you are only interested to know if it is not in the set, or when you can tolerate a given false positive rate and size it accordingly.
For the first example will give false positives and be hostile to players that have not attacked. That might be okay, but not what you expect, and you might as well use probability for that. The second example I suppose you can use it to only try things you haven't tried before, but it seems weird.
That said, the link you provided is actually a good post about the topic, and include some good insight. It's not trying to hide that bloom filters are No or Maybe.