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by immibis
688 days ago
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There is also a mathematical relationship in queuing theory between utilization and average queue length, which all programmers should be told: https://blog.danslimmon.com/2016/08/26/the-most-important-th... As you run close to 100% utilization, you also run close to infinity waiting times. You don't want that. It might be acceptable for your internal projects (the actual waiting time won't be infinity, and you'll cancel them if it gets too close to infinity) but it's certainly not acceptable for customers. |
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https://www.bigfishgames.com/us/en/games/5941/roads-of-rome/...
The structure of a time management game is:
1. There's a bunch of stuff to do on the map.
2. You have a small number of workers.
3. The way a task gets done is, you click on it, and the next time a worker is available, the worker will start on that task, which occupies the worker for some fixed amount of time until the task is complete.
4. Some tasks can't be queued until you meet a requirement such as completing a predecessor task or having enough resources to pay the costs of the task.
You will learn immediately that having a long queue means flailing helplessly while your workers ignore hair-on-fire urgent tasks in favor of completely unimportant ones that you clicked on while everything seemed relaxed. It's far more important that you have the ability to respond to a change in circumstances than to have all of your workers occupied at all times.