Recent submissions

Comment · 6 months ago
I, like everyone else, have been using multi-window multi-burn rate alerts for my SLOs. But after using them for a few years and recommending them to other teams, my opinions of them have soured. This post puts words to my growing frustration and suggests a fix.
Comment · 7 months ago
I didn't know about this game, looks fun. I'm trying to think if knowledge of sandpile identities could help strategically in the game, somehow. But I can't see anything obvious.
Comment · 7 months ago
Yes, the stabilisation process is like a cellular automaton. However, in this case there are no infinite "games", all configurations eventually stabilise. But that doesn't make it less interesting. You can define similar setups on different grids, e.g. hexagonal, and get similar update rules and patterns.
Comment · 7 months ago
Good catch, I've just fixed it now. Thanks
Comment · 7 months ago
Let me take a quick look. There is definitely other 2XX traffic, but I'll double check I haven't messed up any configs on the cdn.
Comment · 7 months ago
The precursor to this blog entry, was discussed here: https://news.ycombinator.com/item?id=46210044 Shamefully, I somehow missed out on the discussion and can longer reply.

LegionMammal978 wanted to see a proper description of the identity calculation methods. You can consider this sequel to the initial blog post as an answer.

Comment · 7 months ago
When I wrote Beautiful Abelian Sandpiles (https://eavan.blog/posts/beautiful-sandpiles.html) I wanted to show off some nice images of large identity sandpiles. But the simple algorithm I used was horrendously slow. Showing a sandpile identity that was larger than 100 by 100 took multiple seconds! That's not good enough! I became obsessed with trying to find a faster way, all in an effort to compute bigger and bigger sandpile identities, bigger than anything anyone had seen before. In the end, I did exactly that.
Comment · 10 months ago

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