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Region and Prime blocks using Prime and Region Entropy Threshold #1031

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gameofpointers
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@gameofpointers gameofpointers commented Aug 2, 2023

@dominant-strategies/core-dev
CalcPrimeDifficultyThreshold calculates the difficulty that a block must meet to become a region block. This function needs to have a controller so that the liveliness of the slices can balance even if the hash rate of the slice varies. This will also cause the production of the prime blocks to naturally diverge with time reducing the uncle rate. The controller is built to adjust the number of zone blocks it takes to produce a prime block. This is done based on the prior number of blocks to reach threshold which is than multiplied by the current difficulty to establish the threshold. The controller adjust the block threshold value and is a simple form of a bang-bang controller which is all that is needed to ensure liveliness of the slices in prime overtime. If the slice is not sufficiently lively 20 zone blocks are subtracted from the
threshold. If it is too lively 20 blocks are added to the threshold.

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@gameofpointers is this PR still in dev, or is this obsolete and need to be closed?

@gameofpointers gameofpointers force-pushed the deter-variance branch 13 times, most recently from d51aa4f to 5fd4678 Compare August 18, 2023 16:47
@gameofpointers gameofpointers marked this pull request as ready for review August 18, 2023 16:48
@gameofpointers gameofpointers changed the title Deterministic variance using Prime and Region Entropy Threshold Region and Prime blocks using Prime and Region Entropy Threshold Aug 18, 2023
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wizeguyy
wizeguyy previously approved these changes Aug 18, 2023
wizeguyy
wizeguyy previously approved these changes Aug 22, 2023
@gameofpointers gameofpointers merged commit 1f81f6f into dominant-strategies:main Aug 22, 2023
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4 participants