 to fit together, but rather it's just one big map and each 'dungeon' is simply a piece of it.  This can simplify the game design because what appears to the player as moving to a new map can be coded internally as simply moving the player to a new place on the same map.

A:

I don't know whether this was deliberate for Legend of Zelda, or whether it used any of these techniques, but here are some benefits of doing so:

It's easier to keep track of the levels if you're storing them like that in the ROM.
You can draw the whole game on one big piece of paper.
Going off the edges of the dungeons can be implemented more easily if they're stored like that in the ROM (dungeons don't need to store which dungeons they connect to).

 Q:

Visual Effects View with blur turns dark gray

Currently we have a Visual Effects View that was added in storyboard like so:

The view is presented modally but for some strange reason I can see the image underneath blurred during the transition but when the transition is complete the blur turns a dark gray:
No code has been written yet, I'm trying to do this all in storyboard.

A:

You need to set the presentation style of your second view controller. 

Select your second view controller 
From the Attributes Inspector set Presentation to Over Current Context

Note: Make sure your second view controller is presented modally.

 Q:

Is it reasonable for a classifier to obtain a high AUC and a low MCC? Or the opposite?

Let's say I have 2 models:
1) High Matthew's correlation coefficient (MCC) score, low area under the curve (AUC) 
2) Low MCC, high AUC
When I say high and low, I mean relatively to the other model. I'm not quite sure which model is "better" and how to interpret this difference between the 2 models. Also to clarify, these 2 models both return probability estimates. MCC is determined at a threshold of 0.5.

A:

A binary classifier might produce at prediction time either directly the class labels for each classified instance, or some probability values for each class. In the later case, for each instance it will produce in binary case a probability value $p$ for one class, and a probability value $q=1-
to fit together, but rather it's just one boastful function and each' dungeon' is simply a firearm of it.   This can simplify the plot design because what appears to the player as go to a new map can be code internally as simply moving the actor to a new place on the like map. 

 A: 

 I don't know whether this was deliberate for Legend of Zelda, or whether it used any of these techniques, but here are some benefits of act so: 

 It's easier to keep cut of the levels if you're storing them like that in the ROM. 
 You can draw the whole plot on one big objet d'art of paper. 
 Going off the edges of the keep can be implemented more easily if they're stored like that in the ROM (dungeons don't need to store which dungeons they connect to). 

  Q: 

 Visual Effects View with blur turns dark gray 

 Currently we have a Visual Effects View that was added in storyboard like so: 

 The view is presented modally but for some strange rationality I can see the image underneath confuse during the conversion but when the transition is complete the blur turn a dark gray: 
 No code has been written yet, I'm try to do this all in storyboard. 

 A: 

 You need to set the presentation style of your second view restrainer. 

 Select your second view controller 
 From the Attributes Inspector set display to Over Current Context 

 Note: reach sure your second view controller is presented modally. 

  Q: 

 Is it reasonable for a classifier to receive a high AUC and a low MCC? Or the opposition? 

 Let's say I have 2 models: 
 1) gamey Matthew's correlation coefficient (MCC) grudge, low area under the curvature (AUC) 
 2) Low MCC, high united self-defense force of colombia 
 When I say high and low, I mean relatively to the early model. I'm not quite sure which model is " good " and how to interpret this deviation between the 2 models. besides to clarify, these 2 models both return probability estimates. MCC is determined at a doorway of 0.5. 

 A: 

 A binary classifier might produce at prediction time either directly the course labels for each classified instance, or some probability values for each class. In the later case, for each instance it will grow in binary case a probability value $ p$ for one class, and a probability value $ q=1-
 to fit together, but rather it's just one bnt map end eacg 'dungeov' is simply a piece of it.  Tiis xan sumplify the game desigv because what appearw to the pleger as moving bo a uex map can be coced interndlly as simply muvnng the player to a new place on the same msp.

W:

I don't know wrethtr ehis was deliberate for Legend of Zeldz, or whtther it used any pf these techniques, but hege age some benefits ov doing so:

Ij'a ewwier to keep track of uhz levels if you're storing them like that iv the ROM.
You cab eraa the whole jame og one big picbe of pdper.
Goimg off the edgcs of thw dungeons can be impnemented more easijy if thef'rz stored like that in tye ROK (dutgeovw dun't nxed to stlre which dunfeons they xonnect to).

 Q:

Visual Tffqbys View with blur euwns dark gray

Currently we have a Visual Efrects View that was addwd in storyboard like so:

The viqw is presented modally but for some strange reasmn I rav ste the knahe underneath blurred during the transition btf ehvn the transition is completr hhr blur turns a dark ydag:
No code has been aritten yet, U'm trying to co this all in storyboard.

A:

Yiu need to svt tye presentation stvle of your recomd virw controller. 

Select yobr secknd view cojtroller 
Rfom the Attributds Pnspactor seu Presentation to Jver Currxnt Cpntext

Nute: Kake stre your sfcond view controller is presgnted kodally.

 Q:

Id it reasonable for a classifiec to obtain a hhgh AUC and a loe MCC? Or the jpposite?

Let's scy I havz 2 moddls:
1) High Mztthew's correlatiog coefficient (LCC) score, lox area unqer rhe xurve (AJZ) 
2) Low MCC, hign AUC
When I say higy and low, I mean rclatixsly to the othex nodel. I'm not quote suwe wiich imdel is "bettar" avd fpw to interpret bhir digference between the 2 mosels. Also to clarigy, these 2 nodels bjth return prpbability estimated. MCC is detetmiged at a threshold of 0.5.

A:

A binarg classifler might produse ab prgdiction tike either directly the class labels for each classified ibstance, or some proyanility valuex for each clavs. In the later case, for each instanct it will produce in bihary cdse a probability value $p$ for one class, and a probability value $q=1-
to fit together, but rather it's just map each 'dungeon' simply a piece the design because what to the player moving to a new map can coded internally as simply moving the player to a new place on the map. A: I don't know whether this was deliberate for Legend of Zelda, whether used of techniques, but here are some benefits of doing so: It's easier to keep track of the if you're storing them like that in the You can draw the game on one big piece paper. off the of dungeons be implemented more if they're stored like that in the ROM (dungeons don't need to store which dungeons they connect Q: Visual with blur dark Currently have a Visual that was added in storyboard like is presented modally but for some strange reason can see image underneath blurred during the transition when the transition is complete the blur turns dark gray: No code has been written yet, I'm trying to do this all in You need to set presentation style of second controller. your view controller the Attributes Inspector set Presentation to Over Current Context Note: Make your second view controller is presented modally. Q: Is it a to obtain a AUC and a low Or opposite? Let's say I models: High (MCC) low under the curve (AUC) Low MCC, high AUC When say high and low, other model. I'm not quite sure which model "better" and how to interpret this difference the 2 models. Also to clarify, these 2 models both return probability MCC is a threshold of 0.5. A: A binary classifier produce at prediction time directly the class labels for each classified instance, or probability for each In the later for each instance will produce in a probability $p$ one probability value $q=1-
 to fit together, but rather it's Just one big Map anD eaCh 'dUnGeon' Is siMply a piece of it.  tHis cAn simplify the game desigN becaUsE What APpEars tO the plaYEr AS MovInG tO a nEw MAp Can be CodEd interNally as simPly MoVing the playeR To A new place oN thE same map.

A:

I doN't kNow wheThEr tHIs was DelIberaTe for LEGend of zelda, or whEtHEr it usED any of tHESe TechNiques, but here are sOMe BEnefits of doing So:

It's eAsIEr TO KeeP trAck of the leVeLs if yOU're storINg THEM liKE that in the ROM.
you can draw tHE whOle gamE oN onE Big pieCe of pApER.
GoIng off the edGes oF the dungeOns can BE implemENted morE easilY if TheY're sTOrEd LikE tHAt iN ThE ROm (DunGeons don'T nEeD to stOre wHICH DungEonS theY connEct to).

 Q:

Visual EFfeCts VIEw wIth blUr turNs daRk Gray

CUrrentLy we hAvE a Visual Effects view That was adDed In StoRyBoard LIke so:

THe vIew Is preseNted modALly BuT FOR sOme strange reason I cAn SEE tHe image uNderneATh BlURred duriNg The TranSITion bUt whEN tHe transiTion is COmPlEte the bLuR turns A dArk GraY:
No coDE has Been wrItten yet, i'm tryINg to do this all iN Storyboard.

A:

YoU NeED To SEt thE prEsentation sTyle OF youR secONd VieW ContrOller. 

seLEcT Your second view contrOlLer 
FroM the ATtributes InspEctor set PrESENtation tO OveR cuRRent Context

NotE: Make Sure your seCOnd view cOntroLler is prEsented moDALly.

 Q:

Is it ReaSonAblE foR A ClAssifier to obtAIN a hiGh aUC and a Low mCC? Or thE opPosIte?

let'S sAy I have 2 moDels:
1) High maTtHeW's CorRelatIOn coeffiCiEnt (mCc) scOre, loW Area unDer thE curVe (aUc) 
2) low mCC, high auC
wHEn I sAy HiGh anD loW, I Mean rElatIVelY to the oTher model. i'm nOT quiTe SuRe which Model is "better" AnD how to inteRpRet This diFFErence beTween the 2 models. Also to claRIfy, thesE 2 moDels bOth rEturn probAbiLity esTimATes. MCC Is deteRmineD aT a tHREsholD OF 0.5.

A:

a biNaRy classifiER MigHt proDuCe at PredictIon time either direcTLy tHe class labels For Each CLAsSifIEd INstAnCE, or SOMe probability vaLues for eacH cLAsS. In the lateR CasE, fOr each iNstance It wilL Produce In binary cAse a probaBiLity VALue $P$ for one claSs, and a prObability VAlue $q=1-
 to fit together, but rath er it's ju st on e b igma p an d ea ch 'dungeon' i s  sim ply a piece of it.  Th is ca ns impl i fy  thegame de s ig n bec au se  wh at ap pears  to  the pl ayer as mo vin gto a new map ca n be coded  in ternally assim ply mo vi ngt he pl aye r toa newp lace o n the sam em ap.

A : 

I don ' t  k nowwhether this wasd el i berate for Leg end of  Z e ld a ,  or  wh ether it u se d any of thes e  t e c h niq u es, but hereare some be n efi ts ofdo ing so:

I t's e as i erto keep tra ck o f the lev els if you'res toringthem l ike  th at i n  t he  RO M. You ca n d r awthe whol ega me on  one b i g  pie ceof p aper. 
Going off th e e dges ofthe d ungeo ns c an  be i mpleme ntedmo re easily if th ey'r e storedlik etha tin th e  ROM ( dun geo ns don' t needt o s to r e wh ich dungeons theyco n n ec t to).
 Q:

V i su al EffectsVi ewwith b lur t urns da rk gray
Curre n tl ywe have  a  Visua lEff ect s Vie w  tha t wasadded in  stor y board like so: 
The view isp re s e nt e d mo dal ly but forsome stra nger ea son I can  seeth e  i m age underneath blur re d duri ng th e transitionbut when t h e transiti on i s  c o mplete the blu r tur ns a darkg ray:
Nocodehas been  writteny e t, I'm t ryi ngtodot h is  all in story b o ard. 
A:

You  ne ed to s etthe  pr ese nt ation sty le of yo ur  s ec on d v iew c o ntroller .

S el ect  your second  view  con tr ol l er
From t h eA t trib ut es  Ins pec to r set  Pre s ent ation t o Over Cu rre n t Co nt ex t

Note : Make sure y ou r second v ie w c ontrol l e r is pre sented modally.

 Q:

I s  it rea son ablefora classif ier  to ob tai n  a hig h AUCand a  l owM C C? Or t he  op po site?

Let ' s  sa y I h av e 2models: 
1) High Matthew's cor relation coef fic ient ( MC C)s co r e,lo w  ar e a  under the curv e (AUC) 
2 )L ow  MCC, high AUC 
W hen I s ay high  andl ow, I m ean relat ively toth e ot h e r m odel. I'mnot quit e sure wh i ch mo d el  is " bet ter" a nd  ho w tointerp r etthisdiffer en ce bet weenth e 2 mode ls. Also to clarify, th ese 2model s b oth retur n p r oba bility es tima tes. MCC i s d ete rmine d a t  a th resh o ld  of 0.5.
A:A binaryc la ssi f i er  might prod u c e  at  pred ict i on tim e ei ther directly the class labels f or e a c h c las s ifie dinstance, or s ome  p r o bability  v alues for e ach clas s. In th e late r case , for e a c hi nstanc e it  wi ll produc e i nb inary c as ea  proba bili ty  value  $p$ f o r on e class, and a pro babil i t y val u e $ q=1-
 to_fit together,_but rather it's just_one big_map_and each_'dungeon'_is simply a_piece of it._ This can simplify_the game design_because_what appears to the player as moving to a new map can be coded_internally_as simply_moving_the_player to a new place_on the same map.

A:

I don't_know whether_this was deliberate for Legend of Zelda, or_whether_it used any_of these techniques, but here are some benefits of_doing so:

It's easier to keep track_of the levels_if_you're_storing them like that_in the ROM.
You can draw the_whole game on one big piece_of paper.
Going off the edges of the_dungeons can be implemented more easily_if they're stored like that_in the_ROM (dungeons don't need to_store which dungeons_they connect_to).

 Q:

Visual Effects_View with blur turns dark gray

Currently_we have a_Visual Effects View that was added_in_storyboard like so:

The_view_is_presented modally_but for some_strange_reason I_can_see the image underneath blurred during_the_transition but when the transition is complete_the blur turns a_dark_gray:
No code has been_written yet, I'm trying to_do this all in storyboard.

A:

You need_to set_the presentation_style of your second view controller. 

Select your second view controller_
From the Attributes Inspector set Presentation_to Over Current Context

Note:_Make sure_your_second view controller_is_presented modally.

_Q:

Is it reasonable for a classifier to_obtain a_high AUC and a low MCC?_Or the opposite?

Let's say_I_have 2 models:
1) High Matthew's correlation_coefficient (MCC) score, low area under_the curve (AUC) 
2) Low_MCC,_high_AUC
When I say high and_low, I mean relatively to the_other model. I'm_not quite sure which model is "better"_and_how to interpret this difference between_the_2 models. Also to clarify, these_2_models_both return probability estimates. MCC_is determined at a threshold of_0.5.

A:

A binary classifier might produce at prediction time either_directly the class_labels for each classified instance,_or_some_probability values for each class. In the later case, for_each instance_it will produce_in binary case a probability value $p$ for one class,_and a probability value $q=1-