- Kills
- 0
- +0 in the last 90 days
- Losses
- 65
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 0%
- ISK destroyed
- 0
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 0
- Losses
- 65
- Danger Ratio
- 100%
- Final Blows
- 0
- Points
- 0
ISK
- Destroyed
- 0
- Lost
- 3.34B
- Balance
- -3.34B
- ISK Efficiency
- 0%
Solo
- Solo Kills
- 0
- Solo Ratio
- 0%
- Avg Kills/Day
- —
Other
- NPC Losses
- 0
- NPC Loss Ratio
- 0%
- Activity
- Inactive
Activity
What the corporation flies, where it fights, latest kills and losses
Most Valuable
The priciest kills in the window
Matchups
Who they kill, who kills them, what they lose
Last 90d
Killed
Killed By
Hulls LostLosses broken down by hull class.
Battles
Engagements in the selected window, from our own killmail archive
Description
The horizon effect (or horizon problem) is a problem in artificial intelligence.
When evaluating a large game tree (for instance using minimax or alpha-beta pruning), search depth is often limited for feasibility reasons. Sometimes evaluating a partial tree may give a misleading result. When a significant change exists just over the "horizon", slightly beyond the depth of search, one falls victim to the horizon effect.
(Acknowledgments to Wikipedia)
When evaluating a large game tree (for instance using minimax or alpha-beta pruning), search depth is often limited for feasibility reasons. Sometimes evaluating a partial tree may give a misleading result. When a significant change exists just over the "horizon", slightly beyond the depth of search, one falls victim to the horizon effect.
(Acknowledgments to Wikipedia)