npinsker
Joined 8 years ago
Joined 8 years ago
If that's true, there may not have been many at Riot who were super passionate about it. Obviously Ghostcrawler was but was probably spread very thin.
O(n) is: "there exists a K such that, for sufficiently large n, K*n is always larger".
o(n) is: "for every K, for sufficiently large n, K*n is always larger". (So o(2n+1) and o(2n) and o(n) are the same thing.)
That said -- like The Witness, OotSS also reaches for a message beyond just its mechanics. In this case, it focuses on how a small number of mechanics interacting can produce a combinatorial explosion of situations; the role of the puzzle designer in surfacing "interesting" situations; the relationship between designer and player; and the way we pass an understanding of design on to the next generation.
I appreciate the attempt, but I thought it fell far short of The Witness; it didn't really saying anything insightful about the themes and also didn't even hint at them until you're 30+ hours in.
The point of e.g. art isn't just to produce a finished piece, so people may care about more than the end result, making AI replacement of human artists more contentious.
Tao is arguing that the point of math is also not just to produce solutions to problems.
I wonder: maybe the state is overly compressed? Could it speed things up to store (boxes, [every position the keeper can reach without pushing]) rather than (boxes, representative keeper position), so we can reduce recomputation of the keeper walking around?
I wonder: maybe A* is counterproductive, as obvious heuristics have traps? Maybe BFS is better?
I wonder: the search doesn't actually "skip over" walking states, it just hides them in the processing of each element in the queue, so adding them to the queue might actually be faster?
I wonder: are there any other simple pruning techniques that you could incorporate? Any learnings from state-of-the-art Sokoban solvers, like this one? -- https://ieee-cog.org/2020/papers/paper_44.pdf
Many interesting questions... sadly, the webpage is written by AI, so there's zero discussion of these tradeoffs, future avenues, or rejected ideas, in favor of meaningless self-congratulatory copy about the "provable optimum" and silly claims like a bucket queue being allocation-free.
AI hair often doesn't follow proper "form" and looks like overcomplicated, random tufts that can clash and overlap. It might not be obvious on a first glance, but you can learn to tell the difference pretty quickly.
For example, AI has made zero progress in the last few years in surpassing professionals at art or writing. Its prompt-following skill is much better, and sure, it can render hands and text now, but its artistic sensibility is completely stagnant.
Since you asked for feedback: in terms of usability, I found the 'seek next' and 'seek previous' buttons confusing, since they're positioned left/right but control motion up/down, and even switch their direction based on loop. (This is because "forward" and "back" also change based on loop -- an indicator for that would help.) Adding navigation via mouse wheel would be perfect here too.
Sorry to ask for even more, but I'd personally love to see door opening / door closing sounds added (along with 'ドアが閉まります' and the alarm) to fully round out the soundscape.
Don't mean to be too picky! -- it's very enjoyable as is.
Maybe it's because (unlike others in the VN space) it totally eschews unusual settings, gimmicks, or flashy set pieces to sell itself... I only bought it because I liked the tidbits of story in Shenzhen and Infinifactory, by the same author. Every part of it is unbelievably strong though.
Hoping to release in 2027 :)