Preferences

huevosabio
Joined 2,679 karma
ramondario.com

  1. Follow up thought: it would be cool if you imagine a match to consist of three sets each for a different class.

    So each player comes with three teams of small, mid and large base stat classes. You can't repeat monster across teams. Whoever wins 2/3 wins the match.

    ...

    And if this was my college house, we would have a price system for the mons so you wouldn't be able to repeat mons even between players. But that's a different thing altogether.

  2. Love this!

    My general problem with Pokémon (at least the older versions, haven't played the latest) is that when playing against others it frequently just boils down to the same set of legendary and overpowered mons.

    You sort of addressed this running the milp without certain mons as options, which makes sense.

    But you already have the machinery for a better constraint: max total base stat. You could think of it as "weight classes" in box.

    So, for a given weight class, your team can only add up to Y in total base stat. You can squeeze one of the OP mons, but then the rest are slackers. Or you could balance them.

    It makes it a lot more interesting and invites for diversity. And you could run it for many different values of Y.

  3. I've been thinking about this for a while, and largely agree that industralization of software development is what we are seeing. But the emphasis on low quality is misplaced.

    Take this for example:

    ``` Industrial systems reliably create economic pressure toward excess, low quality goods. ```

    Industrial systems allow for low quality goods, but also they deliver quality way beyond what can be achieved in artisanal production. A mass produced mid-tier car is going to be much better than your artisanal car.

    Scale allows you not only to produce more cheaply, but also to take quality control to the extreme.

  4. What do you like to do? Do it with full intensity and seek IRL clubs/communities built around that activity.

    What I love about the modern world is how for any niche activity there seems to be a community. You'll find that those that partake in the activity will have conversations beyond small talk. And when not talking you're doing this thing you like to do!

    Its important to do it intensely and in a place with people IRL.

    Focus on that for a while and you'll feel better and start hanging out with people.

  5. I really like the balance that Morrowind offered: it all felt like one big world and going from town to outside to dungeon was smooth and unannounced. You really felt like you were discovering a place, and you really got lost in a pre-gmaps sense.

    A modern version I like is Bg3. It has a much more linear playthrough than Morrowind and Toen/Outside/Dungeon is more clearly marked, but it's still smooth. Also, you have a sense of uncertain danger in all three setups. And dungeons can be fightless if you play them well!

    Also, it's interesting how both Morrowind and Bg3 are both able to integrate the environment and the NPCs neatly into the battle system. Both feel like you're fighting in a live world. But they do it very differently. I think in bg3 it is much more fun to fight, but Morrowind allows for more silliness and out of the box thinking.

  6. Apply to the research labs of the big tech companies. Both aspects will be valued.

    It may be harder if you want to do only earth sciences, but if you're open to many areas of research, then the FAANGs will probably take you.

  7. Same, I cringe when I read this structure.
  8. ``` Creatives have the highest struggle scores and the highest adoption rates. ```

    Here is my guess for the puzzle: creative work is subjective and full of scaffolding. AI can easily generate this subjective scaffolding to a "good enough" level so it can get used without much scrutiny. This is very attractive for a creative to use on a day to day basis.

    But, given the amount of content that wasn't created by the creative, the creative feels both a rejection of the work as foreign and a feeling of being replaced.

    The path is less stark in more objective fields because the quality is objective, so harder to just accept a merely plausible solution, and the scaffolding is just scaffolding so who cares if it does the job.

  9. Ah this is one of my favorite projects I've seen in a long while. Will open my home cafe.
  10. The answer is, no, just tax land value.

    Henry George, and David Riccardo before him, figured that as productivity and thus wealth increases the value accrues to the land owners, not capital not labor.

    This is because Land is the fundamental bottleneck of human activity, the core finite resource. And as everything else gets more productive, the land itself becomes more valuable.

    So, yes, tax Land, and redistribute as a dividend to all citizens. After all, no one can be credited for building that Land.

  11. The Olmo team is AFAIK the only SOTA-ish model that has fully open source code and data. Their report is fantastic: https://www.datocms-assets.com/64837/1763662397-1763646865-o...

    It should give you an idea of how hard it is to do a SOTA model from scratch!

    If you relax the SOTA aspect, Karpathy's nanochat has you covered: https://github.com/karpathy/nanochat

  12. This nonsense alone justifies the existence of OpenRouter.
  13. > Wouldn’t a language designed for vibe coding naturally dispense with much of what is convenient and ergonomic for humans in favor of what is convenient and ergonomic for machines? Why not have it just write C? Or hell, why not x86 assembly?

    In the game we're building we generate, compile and run code (C#) in real time to let the player "train and command" its monster in creative ways. So, I've thought about this.

    You need both a popular language and one that has a ton of built-in verifying tools.

    The author correctly highlights the former, but dismisses the latter as being targeted to humans. I think it is even more important for LLMs!

    These coding agents are excellent at generating plausible solutions, but they have no guarantees whatsoever. So you need to pair them with a verifying system. This can be unit tests, integration tests, static / type checks, formal methods, etc. The point is that if you don't have these "verifier" systems you are creating an open loop and your code will quickly devolve to nonsense [0].

    In my view, the best existing languages for vibe coding are: - Rust: reasonably popular, very powerful and strict type system, excellent compiler error messages. If it compiles you can be confident that a whole class of errors won't exist in your program. Best for "serious" programs, but probably requires more back and forths with the coding agent. - TypeScript: extremely popular, powerful type system, ubiquitous. Best for rapid iteration. - Luau: acceptably popular, but typed and embeddable. Best as a real-time scripting sandbox for LLMs (like our use case).

    I think there is space for a "Vibe-Oriented Programming" language (VOP as the author says), but I think it will require the dust to settle a bit on the LLM capabilities to understand how much can we sacrifice from the language's lack of popularity (since its new!) and the verifiability that we should endow it with. My bet is that something like AssemblyScript would be the way to go, ie, something very, very similar to an existing, typed popular language (TS) but with extra features that serve the VOP needs.

    Another aspect to consider besides verifiability is being able to incrementally analyze code. For structured outputs, we can generate guaranteed structures thanks to grammar-based sampling. There are papers studying how to use LSPs to guide LLM outputs at the token level [1] . We can imagine analyzers that also provide context as needed based on what the LLM is doing, for example there was this recent project that could trace all upstream and downstream information flow in a program thanks to Rust's ownership features [2].

    Finally, the importance of a LLM-coding friendly sandbox will only increase: we already are seeing Anthropic move towards using LLMs to generate script as a way to make tool calls rather than calling tools directly. And we know that verifiable outputs are easier to hillclimb. So coding will get increasingly better and probably mediate everything these agents do. I think this is why Anthropic bought Bun.

    [0] very much in the spirit of the LLM-Modulo framework: https://arxiv.org/pdf/2402.01817 [1] https://proceedings.neurips.cc/paper_files/paper/2023/file/6... [2] https://cel.cs.brown.edu/paper/modular-information-flow-owne...

  14. Nah, the professor wasn't American (as is often the case) and she had a tricky situation. She had strong reasons to believe people were cheating and had to sort out who did and who did not in a swift way.

    This has nothing to do with American Hustle culture and just with that professor's judgment.

  15. When I was in college, there was a cheating scandal for the final exam where somehow people got their hands on the hardest question of the exam.

    The professor noticed it (presumably via seeing poor "show your work") and gave zero points on the question to everyone. And once you went to complain about your grade, she would ask you to explain the answer there in her office and work through the problem live.

    I thought it was a clever and graceful way to deal with it.

  16. This is cool, but it seems much more like a 3d asset generation than the scene generation like World Labs.
  17. Yes, I closed it immidiately as it had the tone of a tabloid.
  18. Yes, and in while Jevons is obvious why (efficiency changes the supply curve), Baumol is less apparent because the cause is more indirect.
  19. Landowners!
  20. ```

    Each of these phenomena have a name: there’s Jevons Paradox, which means, “We’ll spend more on what gets more productive”, and there’s the Baumol Effect, which means, “We’ll spend more on what doesn’t get more productive.”

    ```

    I don't think that's exactly right. Jevons says "we consume more on what gets more productive" and Baumol says "the unit cost increases for that which is less productive".

    The typical example for Baumol is the orchestra (or live music) which is today much more expensive than in the 1800s. I don't think we spend more in aggregate than we did in the 1800s!

    Edit as I continue reading: ```

    Other goods and services, where AI has relatively less impact, will become more expensive - and we’ll consume more of them anyway. ```

    This definitely NOT the case. Basically the author is saying we will consume more of everything, which is not true! We famously stopped using horses and all the relevant industries.

    The unit cost for horses, however, did increase!

    What the author should be stating is that the new production bottlenecks will command a higher price and probably play a bigger role in the economy, but not everything gets to be a new bottleneck.

This user hasn’t submitted anything.

Keyboard Shortcuts

Story Lists

j
Next story
k
Previous story
Shift+j
Last story
Shift+k
First story
o Enter
Go to story URL
c
Go to comments
u
Go to author

Navigation

Shift+t
Go to top stories
Shift+n
Go to new stories
Shift+b
Go to best stories
Shift+a
Go to Ask HN
Shift+s
Go to Show HN

Miscellaneous

?
Show this modal