10,000 Matching Annotations
  1. Sep 2022
    1. McConnell said it’s up to the Republican candidates in various Senate battleground races to explain how they view the hot-button issue.   (function () { try { var event = new CustomEvent( "nsDfpSlotRendered", { detail: { id: 'acm-ad-tag-mr2_ab-mr2_ab' } } ); window.dispatchEvent(event); } catch (err) {} })(); “I think every Republican senator running this year in these contested races has an answer as to how they feel about the issue and it may be different in different states. So I leave it up to our candidates who are quite capable of handling this issue to determine for them what their response is,” he said.

      Context: Lindsey Graham had just proposed a bill for a nationwide abortion ban after 15 weeks of pregnancy.

      McConnell's position seems to be one that choice about abolition is an option, but one which is reserved for white men of power over others. This is painful because that choice is being left to people without any of the information and nuance about specific circumstances versus the pregnant women themselves potentially in consultation with their doctors who have broad specific training and experience in the topics and issues at hand. Why are these leaders attempting to make decisions based on possibilities rather than realities, particularly when they've not properly studied or are generally aware of any of the realities?

      If this is McConnell's true position, then why not punt the decision and choices down to the people directly impacted? And isn't this a long running tenet of the Republican Party to allow greater individual freedoms? Isn't their broad philosophy: individual > state government > national government? (At least with respect to internal, domestic matters; in international matters the opposite relationships seem to dominate.)

      tl;dr:<br /> Mitch McConnell believes in choice, just not in your choice.

      Here's the actual audio from a similar NPR story:<br /> https://ondemand.npr.org/anon.npr-mp3/npr/me/2022/09/20220914_me_gop_sen_lindsey_graham_introduces_15-week_abortion_ban_in_the_senate.mp3#t=206


      McConnell is also practicing the Republican party game of "do as I say and not as I do" on Graham directly. He's practicing this sort of hypocrisy because as leadership, he's desperately worried that this move will decimate the Republican Party in the midterm elections.

      There's also another reading of McConnell's statement. Viewed as a statement from leadership, there's a form of omerta or silent threat being communicated here to the general Republican Party membership: you better fall in line on the party line here because otherwise we run the risk of losing power. He's saying he's leaving it up to them individually, but in reality, as the owner of the purse strings, he's not.


      Thesis:<br /> The broadest distinction between American political parties right now seems to be that the Republican Party wants to practice fascistic forms of "power over" while the Democratic Party wants to practice more democratic forms of "power with".

    1. eracles, being the eldest, matched his brothers, as a game, in a running-race, and crowned the winner with a branch of wild olive, of which they had such a copious supply that they slept on heaps of its leaves while still green

      possibly where the olive crowns originated from in the ancient Olympic games?

    2. Heracles, being the eldest, matched his brothers, as a game, in a running-race, and crowned the winner with a branch of wild olive, of which they had such a copious supply that they slept on heaps of its leaves while still green.

      Olive branch prize

    3. fter the reign of Oxylus, who also celebrated the games, the Olympic festival was discontinued until the reign of Iphitus. When Iphitus, as I have already related,17 renewed the games, men had by this time forgotten the ancient tradition, the memory of which revived bit by bit, and as it revived they made additions to the games.

      game discontinued

    1. Grown-ups love figures. When you tell them that you have made a new friend, they never ask you any questions about essential matters. They never say to you, “What does his voice sound like? What game does he love best? Does he collect butterflies?” Instead, they demand: “How old is he? How many brothers has he? How much does he weigh? How much money does his father make?” Only from these figures do they think they have learned anything about him. (de Saint-Exupéry, 1943, p. 17-18)

      After reading through this article, I found myself returning to this quote. It exemplifies the conversations that I have with my children when they tell me about a new friend. Not so much the weight or salary of a person, but definitely measurable factors about them. Reading this made me reflect on my view of others and the tremendous value they have that are not quantifiable. I'm going to try to be more aware of how I perceive others.

    1. The scientists, burying their oldprofessional competition in the demand of a commoncause

      Perhaps in the brief decades post WWII, scientists were more united and working towards a common goal of making the world a better place.

      However, I don't think this phenomenon lasted much long. We see researchers withholding discoveries and scandalizing competitors so that they themselves publish first, especially in less economically developed nations.

      If researchers truly want to bury their old-time habits, perhaps when all of them have contributed to publishing failures and miss-findings in their research, I would be convinced.

      But in the end, it is a game theory trap. Doing so decreases their own utility while increases utility for all.

      Is there anyway we can overcome this?

    1. occasional head-to-head competi­tion drove costs down and spurred rapid diffusion

      The name of the game popularity... as it is today, with streaming services [this is what I think of when it came to reading this sentence].

    1. ​​“The reality is PBMs have been a bit of a scapegoat for drug companies, who’ve intentionally diverted attention away from them and towards PBMs, saying they’re the ones causing high drug prices,” Purvis says. “But really, drug manufacturers are the only ones who can set and raise drug prices.” ​

      This statement is just flatly untrue. Studies, not drug companies, have consistently shown that PBMs use underhanded pricing practices to game the system and increase prices to pad their profits.

      SOURCE: https://bit.ly/3quLIu7

    1. To create an empathy map, learning designers categorize interview notes based on what the interviewee was saying, doing, thinking, and feeling.

      I love the idea of having students create an empathy map as part of video game design. This would make the UX/UI experience more meaningful not only to the players, but also to the students designing the game.

    1. Regulation theory,Gramscian hegemony and critical state theory – supplemented by PoliticalEcology

      using verbiage I would commonly associate with well-developed political and economic policy for a up-and-coming ideology transition. bc of this: stabilized "dialectics of constructive and destructive capitalist dynamics which take place under more or less stable conditions." vocab needs to be used to contextualize and play "their game"

    1. ly, detoured along the coastline and went through the mouthof the Huai River to block Fuchai’s way back to the south. Gojian led the Centraltroops 中軍 through the Wusong River 吳松江, a tributary of the Yangtze River,and sacked the capital of the Wu State.

      Waterways enabled decisive military tactics, which could change the game more authoratively than land military tactics.

    2. 6 Under this system, the statesin the south, in particular the States of Wu and Yue, were considered the mostperipheral. In order to counter this geographical disadvantage, they developeda new communication network based on water ways to challenge the north bothpolitically and militarily, and the results were game changing.97

      It was again, under balance of power and power politics, that waterways came to be emerged. This reading gives one an engaging and interesting historiographical lens to look at issues which we consider mundane, such as the origins of waterways. Who would have thought that this could have been the/a most deterministic reason for waterways!

    Annotators

    1. the good hockey players go to where the 00:40:58 puck is and great hockey players go to where the puck is going to be and he didn't mean tracking the puck he meant get to that place in the rink where somebody can pass you the puck that you 00:41:10 can shoot a goal he was better at anybody at knowing where that place would be and his teammates would feed him in bingo and so the thirty year Wayne Gretzky game is to have a glimmer 00:41:23 of an idea take it out thirty years where there is no possibility of incremental II think worrying about how am I going to get from where I am now to this idea right that is the the idea 00:41:38 killer of all time how is this incremental to the present and the answer is forget it don't worry about now the president is the least interesting time to live in

      !- advice for : long term planning !- similar to : backcasting - Stop Reset Go planning - backcast!

    1. From the podium of a national women’s rights convention in 1866—alongside icons Susan B. Anthony and Elizabeth Cady Stanton—Harper called-out her white sisters who talked a big game about their own oppression and disenfranchisement but were complicit in the racial oppression of their African American counterparts. “Talk of giving women the ballot-box? Go on,” she proclaimed. “I tell you that if there is any class of people who need to be lifted out of their airy nothings and selfishness, it is the white women of America.” After Harper’s withering j’accuse, Susan B. Anthony moved to rename their National Woman Suffrage Association the American Equal Rights Association, which would demand universal suffrage regardless of race.

      ha!

    1. {1842-01: there were cards,

      The addition of there were cards gives the reader greater insight into how these individuals can only deal with chance or risk in a controlled environment. While outside there is real danger, their secluded wealth allows them to to turn chance into a game.

    1. Many new technologies emerged in the 1980s. Several of the developments at the time were new audiovisual materials, such as television and illustrative aids, but most notable among these technologies were the Walkman, the videocassette recorder, video game consoles, and the personal computer. Each of these unique technologies had been used by the U.S. military and other government organizations for educational purposes in decades past, and with the radical general change characteristic of the 1980s, these technologies were rapidly becoming more accessible to the private and education sectors. This availability meant more developments were on the horizon for the field of educational technology. Researchers began avidly testing the utility of these potential learning tools and sought to give guidance for how they might best be used in learning across various institutions (Gagnon, 1985; Levie, 1982).

      I personally think this was the biggest turning point in the history of the American education system. for widespread computer usage to now be accessible to children, it changes the way we teach and learn fundamentally. think about how much time a teacher could save in class throwing up a slide show on a projector as opposed to painstakingly writing out all the lectures material on a chalk board. teaching became more efficient and that would be a huge benefit to students who could have more time to ask questions and understand the material they were learning about.

    2. Other important topics researched in the 2000s were (a) blended learning, (b) mobile learning, gamification, and Facebook, and (c) pedagogy.

      Gamification is actually a really good way to get people interested in learning. By creating game like rules (high scores, point and reward system, etc), people become more invested because they have more to get out of learning.

    3. Educators and researchers began examining how incorporating game elements (i.e., gamification) into educational situations could impact learning

      I love how research and education evolved together when technology was changing! In my case, I love learning through interactive "games" or apps like Kahoot to review for exams.

    4. She analyzed the comparisons of students participating in game-based curricula as opposed to those who were not and found that the students in game-based learning exceeded the performance of those in the original format.

      This conclusion caught my eye, espeically after spending a few months in a 6th grade elementary school classroom last year. Because we have seen the ways technology is used in the classroom change expontentially over the last two years due to the covid19 pandemic, every student in the classroom was supplied with a chromebook. this allowed for many full class interactive games. The students were much more engaged in these activities for learning than traditional learning. even lessons that had random brain break games scattered throughout the lesson kept students more engaged. I fully believe that the more engaged a student is in their learning, the more they will learn. Because of this, I have to agree with this conclusion analyzed by Papastergiou.

    1. Pipes Puzzles is a is a Unity Asset flip, what Valve calls a "fake game". The "developer", beans rolls (aka Simple Logic Games, beats rolls, Crewxaa etc), took a Unity pack for making a Pipe Mania ripoff, changed the name, and dumped the result onto Steam. They're attempting to scam people into buying this, so they can get your money for someone else's work. You can see the same game published by McGeeMind on Amazon's app store.beans rolls have shown a repeat pattern of unethically dumping other people's work onto Steam as a cheap, nasty cash grab. Here's some examples so you can see for yourself: "Starveling WayE" = 2D Roguelike Tutorial developed by Unity Technologies "Sniper GameE" = Advanced Sniper Starter Kit developed by Hardworker Studio "Air StrikeE" = Air Strike Starter Kit developed by Hardworker Studio "Bouncy CubeE" = Bouncy Cube 2d developed by Game HUB "BranchesE" = Branches developed by SgLib Games "Hit ConfirmedE" = Bullet developed by Lucas Lopes "InsipidE" = Color Picket Game developed by Daniel Buckley "Down The HillE" = Emoji Down The Hill developed by SgLib Games "Connect the DotsE" = Flow Free developed by bupisource.com "Connect the Dots 3DE" = J Connect Kit developed by Jun "Math GameE" = Math Game - Brain Workout developed by App Advisory "Moon DefenseE" = Moon Defense Game Kit - FREE developed by Azureda Games "Neon ArenaE" = Neon Space Fighter developed by Aleksa Racovic "vision\memory\mazeE" = Procedural Mazes developed by Denis Mustakimov "Winding RoadE" = Shape Change Complete Game developed by Ragendom "Spinner BreakerE" = Spin Breakout developed by SgLib Games "Pick The LockE" = Stop The Lock developed by App Advisory "Twin BallsE" = Twin Balls developed by SgLib Games "Wall to WallE" = Wall to Wall developed by soloo studio "Wavy TripE" = Wavy Trip developed by SgLib "Badlands RacerE" = X-Racer developed by Deer CatThe products that result from asset flips aren't "real" games. They lack depth and content, because they're just simplistic copies of demos or tutorials. In this case, "Color Picket Game" is just a basic demo/tutorial for making a minimalist color matching game, and doesn't have any merit as a proper, fully fledged PC game, so a copy+paste of it can't be recommended.

      .

    1. in-class assessments that will often (though not always) mirror the format of the AP examination. These may include both multiple choice questions and short essay assignments, but other assessment styles are also fair game.

      This made me say woah because I have never had a class style most of its assessments this way

    1. For all life is a building-up, a line of force—and injustice. Thus, if you see a group of children growing listless, you need but impose on them constraints—the rules of a game—and presently you will see them playing merrily together.

      I wonder what Curtis is like as a Father

    1. If we are alone, we actually see a hill as higher. If we are accompanied by another, we perceive a hill as lower.

      This reminds me of the difference between playing a game with someone and playing solo.

    1. first sentence: what does this metaphor of "rules and a game" bring to the table?

      question of fairness: are all games fair? amartya sen - the chance of where you are born

      game theory tries to model individual strategic behavior as if people act within a game where there are certain realities but individuals still have room to act differently they will try to find the behavioral activity hat maximizes their return

      game theorists developed idea of "cooperative games" that will make them all better off than if they were to continue purely adversarial interaction

      Rules: rules are out of the control of the participants - hence the "constraints that shape human interaction" but they are "humanly devised" if you decide to play it, you have to accept the rules of the game thinking in terms of "rules" leads us to understand/think about institutions as constraints

      "Conceptually, what must be clearly differentiated are the rules from the players" distinction between the players (organizations, e.g. corporations) and the rules (institutions)

      original institutional economics: institutions are not only constraints, they do more than that... they plant ideas in minds of people they condition behavior they open certain avenues of behavior

      what allows certain individuals in certain situations to manipulate rules of the game? what ensures social adherence to the rules?

      how do institutions change? through revolutionary means or through evolutionary means? which have better chance at social adherence? what's more effective?

      institutional change is non-teleological we are not walking towards progres or some goal it's just a sequential cause and effect it's just what happens if the change is for better or for worse is not for social scientists to say

      North has a clear normative scale of judgment uses economic criteria to judge institutional change his normative scale comes from traditional economic theory he's both a critic of standard neoclassical economic theory, and also using the language of the theory - and arguing within the framework of the theory

      webling - very into the darwinian tradition tries to apply evolutionary theory to economics evolutionary processes in economics and in society in general are non-teleological it's just progressive adaptation to the environment

      north is trying to understand how institution affect economic life? and how is it possible to change institutions?

      north: changes in rules due to actions of people who play it. evolution associated with the game as players realize limitations, weak spots, etc. in the game

      in economics, rationality is just instrumental reasoning

      1) detection of deviant behavior 2) how do we punish deviant behavior

      problem of institutional design: if there is weak enforcement of punishment, people will break the rules

      formal institutions vs informal institutions

      informal institutions are more deep-seated and difficult to uproot, more deeply ingrained and more longstanding people have psychologically internalized the rules and have come to see them as their second nature

      these are the connection between past present and future the things that tend to persist over time don't change radically, but gradually and at the margins

      in North's preface to the book: History matters. tries to bring together 1) informal institutions: long validity that tends to persist over time 2) institutional change and evolution impossible to understand the present without institutional heritage of the past, impossible to understand the future without understanding the present

      the focus of our analysis should be institutions; they are the connection between the past, present, and future

      "The major role of institutions in society is to reduce uncertainty by establishing a stable (but not necessarily efficient) structure to human interaction"

      institutions as a device for creating stability and reducing human uncertainty

      wesley clair mitchell - studied the science of business cycles

      institutions take some of the "randomness" out of human behaviors generate certain patterns of behavior in society institutions modulate behavior, so we observe patterns in society

      the perpetuating effect of informal norms - the tendency to perpetuate themselves over time

      institutional constraints can be barriers to improvement, depending on your normative opinion

      can both preserve a good situation And prevent change from a bad situation

      north's definition of institutions is itself institutionally constrained "that is a very nice meta argument :)"

    1. TikTok for news has increased fivefold among 18–24s across all markets over just three years, from 3% in 2020 to 15%

      I have noticed so many people get their news from Tik Tok these days. In some ways, I think this is a great resource because people actually pay attention to things they see on the app. However, I have heard some genuinely wild "news" come from people I work with that they say they heard on Tik Tok but did not fact check. Even more so than other platforms, fact checking on Tik Tok is important because typically there isn't even an article linked, it can become a game of telephone.

    1. in shaping, we reward successive approximations of a target behavior

      I think a parallel to shaping in our lives is when you are teaching someone how to play a game for the first time we congratulate their successes along the way not just the time they score that basket or goal for example. In the beginning we celebrate every time they even get the ball close to the basket or net.

    1. The atheist just rolls his eyes. “No, man, all that was was a couple Eskimos happened to come wandering by and showed me the way back to camp.”

      This cycle of belief is fascinating, to a religious believer this is clearly a showing of God guiding the events to line up with your prayer, along the same line of thinking as "There are no coincidences". But conversely to the atheist its seems as a coincidence, because when you remove the idea of faith in God the world becomes a game of chance where the line of thinking "Roll the dice" rings true to them. two different views on the same situation based exclusively on the interpretation of a situation through faith.

    1. But I need a man to play the same game for us." "I am willing to do it," Huang Gai answered. "

      This war is becoming one centered around the transmission & uptake of information.

    1. It should, at the very least, tag the tile as "done", and not expose it as a playable tile again.

      that would be if decision was "yes" or "no", I guess.

      Does the game provider know who is playing?

    1. “There’s a lot of places you can watch a game and get a hamburger. And the Ale House wasn’t better than any of them,” he says.

      interesting because sometimes feels like every spot on franklin to watch a game is full. But, I could see how the rise in business on gamedays and big weekends would not be enough to conteract the lull during the week

  2. Aug 2022
    1. .

      Participants attended three friendship-intervention sessions. For the first two sessions, they asked and answered increasingly personal questions about one another for 45 minutes. For the third session, they played a game of Jenga together and then filled out a questionnaire assessing university satisfaction.

    1. A classmate, Sebastien Jean, 17, who is black and Hispanic, remembers that his elementary school teachers were all white, so he started acting what felt like white, absorbing what he called the “Caucasianness of it." “I sort of lost my flavor,” he said.

      I saw this happen at my old district. We had less than 5 black students in our building of 400 students and we had 0 black teachers. One of my black female students started trying to fit in with the white students, but when she did that she lost her identity. She has since graduated and talked about how she felt like she lost her culture during those years at that district and how she always felt a little lost. She said she had to find herself again after her family moved. She also said that it was a game-changer for her to have a coach who was black at her new school.

    1. adequate amount of standard writing

      Again, three pages of manuscript constitute riches. Price is simply confused about her 'samples'.

      Other Oxfordians realise this and that this particular game is up. Rather than try to prove it is NOT Shakespeare's work, these Oxfordians try instead to prove that it IS somehow Oxford's.

      It is very obviously not Oxford's handwriting. So the theory now is that Oxford dictated all his plays and that the Hand D additions are written by his amanuensis who writes in a hand that looks like Shakespeare's but isn't. If this seems mad at first (and it is) it is still more plausible than Price's argument that the signatures and the manuscript cannot be connected.

      If you feel you are losing your grip on reality, here is a link to an essay on the dictation idea, published in one of the now-defunct Oxfordian pseudo-academic journals.

      https://shakespeareoxfordfellowship.org/wp-content/uploads/Oxfordian2003_Gidley_More.pdf

    1. In the case of climate change, game theory helps us understand the obstacles to its solution. Recall the way we modelled the climate change game as a prisoners’ dilemma in which two countries (the US and China) can either restrict carbon emissions or continue with business as usual (see Figure 4.17). Complete self-interest makes the business as usual scenario the dominant strategy equilibriumdominant strategy equilibrium An outcome of a game in which every player plays his or her dominant strategy.close.

      https://www.theatlantic.com/politics/archive/2016/04/climate-change-game-theory-models/624253/

      As we can see, many policy-implementation and international conflict can be mathematically modeled using game theory. This is an effective way to explain and explore potential solutions to a difficult problem.

    1. the idea that creating single avatars, and identities, that are interoperable and can be used across multiple virtual environments will improve overall user experience, and thus help grow user numbers

      Thesis

    2. funding will be used in three basic areas: to continue hiring (the company has offices in NYC); to expand the platform with more developer tools, including those for monetization and to build more services for creators using Ready Player Me (it offers both an SDK and API)

      Funding Focus Areas: - Hiring - Build Dev Tools - Build Creator Services

    1. There are only about 35 legal choices for each chess move, but the choices multiply exponentially to yield something like 1050 possible board positions—too many for even a computer to search exhaustively

      It is very interesting to think about how many possible moves there could be in a game of chess. Its crazy to think about how many champions of chess try to predict their opponents next move with as many options as there are. What is even more interesting is how this many combinations is even too exhausting for a computer to solve.

    2. There are only about 35 legal choices for each chess move, but the choices multiply exponentially to yield something like 1050 possible board positions—too many for even a computer to search exhaustively. That’s why it took until 1997 for a computer, Deep Blue, to defeat the human world chess champion.

      I've talked with people about the amount of chess moves and all combinations and it is an extremely large number. You could calculate it by hand, but then you run into the issue like how people were trying to calculate more and more digets of pi. It could take decades. This is why computers are so extremely useful. The combinations of chess moves was actually an unsolved equation, among others like number of soduku game combinations and so on.

    3. Consider, for example, the oft-repeated legend of the Grand Vizier in Persia who invented chess. The King, so the legend goes, was delighted with the new game, and invited the Vizier to name his own reward. The Vizier replied that, being a modest man, he desired only one grain of wheat on the first square of a chessboard, two grains on the second, four on the third, and so on, with twice as many grains on each square as on the last. The innumerate King agreed, not realizing that the total number of grains on all 64 squares would be 264-1, or 18.6 quintillion—equivalent to the world’s present wheat production for 150 years.

      The power of compounding numbers is shown in a low amount of moves you can make massive numbers.

    4. Who Can Name the Bigger Number?by Scott Aaronson [Author's blog] [This essay in Spanish] [This essay in French] [This essay in Chinese] In an old joke, two noblemen vie to name the bigger number. The first, after ruminating for hours, triumphantly announces "Eighty-three!" The second, mightily impressed, replies "You win." A biggest number contest is clearly pointless when the contestants take turns. But what if the contestants write down their numbers simultaneously, neither aware of the other’s? To introduce a talk on "Big Numbers," I invite two audience volunteers to try exactly this. I tell them the rules: You have fifteen seconds. Using standard math notation, English words, or both, name a single whole number—not an infinity—on a blank index card. Be precise enough for any reasonable modern mathematician to determine exactly what number you’ve named, by consulting only your card and, if necessary, the published literature. So contestants can’t say "the number of sand grains in the Sahara," because sand drifts in and out of the Sahara regularly. Nor can they say "my opponent’s number plus one," or "the biggest number anyone’s ever thought of plus one"—again, these are ill-defined, given what our reasonable mathematician has available. Within the rules, the contestant who names the bigger number wins. Are you ready? Get set. Go. The contest’s results are never quite what I’d hope. Once, a seventh-grade boy filled his card with a string of successive 9’s. Like many other big-number tyros, he sought to maximize his number by stuffing a 9 into every place value. Had he chosen easy-to-write 1’s rather than curvaceous 9’s, his number could have been millions of times bigger. He still would been decimated, though, by the girl he was up against, who wrote a string of 9’s followed by the superscript 999. Aha! An exponential: a number multiplied by itself 999 times. Noticing this innovation, I declared the girl’s victory without bothering to count the 9’s on the cards. And yet the girl’s number could have been much bigger still, had she stacked the mighty exponential more than once. Take , for example. This behemoth, equal to 9387,420,489, has 369,693,100 digits. By comparison, the number of elementary particles in the observable universe has a meager 85 digits, give or take. Three 9’s, when stacked exponentially, already lift us incomprehensibly beyond all the matter we can observe—by a factor of about 10369,693,015. And we’ve said nothing of or . Place value, exponentials, stacked exponentials: each can express boundlessly big numbers, and in this sense they’re all equivalent. But the notational systems differ dramatically in the numbers they can express concisely. That’s what the fifteen-second time limit illustrates. It takes the same amount of time to write 9999, 9999, and —yet the first number is quotidian, the second astronomical, and the third hyper-mega astronomical. The key to the biggest number contest is not swift penmanship, but rather a potent paradigm for concisely capturing the gargantuan. Such paradigms are historical rarities. We find a flurry in antiquity, another flurry in the twentieth century, and nothing much in between. But when a new way to express big numbers concisely does emerge, it’s often a byproduct of a major scientific revolution: systematized mathematics, formal logic, computer science. Revolutions this momentous, as any Kuhnian could tell you, only happen under the right social conditions. Thus is the story of big numbers a story of human progress. And herein lies a parallel with another mathematical story. In his remarkable and underappreciated book A History of π, Petr Beckmann argues that the ratio of circumference to diameter is "a quaint little mirror of the history of man." In the rare societies where science and reason found refuge—the early Athens of Anaxagoras and Hippias, the Alexandria of Eratosthenes and Euclid, the seventeenth-century England of Newton and Wallis—mathematicians made tremendous strides in calculating π. In Rome and medieval Europe, by contrast, knowledge of π stagnated. Crude approximations such as the Babylonians’ 25/8 held sway. This same pattern holds, I think, for big numbers. Curiosity and openness lead to fascination with big numbers, and to the buoyant view that no quantity, whether of the number of stars in the galaxy or the number of possible bridge hands, is too immense for the mind to enumerate. Conversely, ignorance and irrationality lead to fatalism concerning big numbers. Historian Ilan Vardi cites the ancient Greek term sand-hundred, colloquially meaning zillion; as well as a passage from Pindar’s Olympic Ode II asserting that "sand escapes counting." ¨ But sand doesn’t escape counting, as Archimedes recognized in the third century B.C. Here’s how he began The Sand-Reckoner, a sort of pop-science article addressed to the King of Syracuse: There are some ... who think that the number of the sand is infinite in multitude ... again there are some who, without regarding it as infinite, yet think that no number has been named which is great enough to exceed its multitude ... But I will try to show you [numbers that] exceed not only the number of the mass of sand equal in magnitude to the earth ... but also that of a mass equal in magnitude to the universe. This Archimedes proceeded to do, essentially by using the ancient Greek term myriad, meaning ten thousand, as a base for exponentials. Adopting a prescient cosmological model of Aristarchus, in which the "sphere of the fixed stars" is vastly greater than the sphere in which the Earth revolves around the sun, Archimedes obtained an upper bound of 1063 on the number of sand grains needed to fill the universe. (Supposedly 1063 is the biggest number with a lexicographically standard American name: vigintillion. But the staid vigintillion had better keep vigil lest it be encroached upon by the more whimsically-named googol, or 10100, and googolplex, or .) Vast though it was, of course, 1063 wasn’t to be enshrined as the all-time biggest number. Six centuries later, Diophantus developed a simpler notation for exponentials, allowing him to surpass . Then, in the Middle Ages, the rise of Arabic numerals and place value made it easy to stack exponentials higher still. But Archimedes’ paradigm for expressing big numbers wasn’t fundamentally surpassed until the twentieth century. And even today, exponentials dominate popular discussion of the immense. Consider, for example, the oft-repeated legend of the Grand Vizier in Persia who invented chess. The King, so the legend goes, was delighted with the new game, and invited the Vizier to name his own reward. The Vizier replied that, being a modest man, he desired only one grain of wheat on the first square of a chessboard, two grains on the second, four on the third, and so on, with twice as many grains on each square as on the last. The innumerate King agreed, not realizing that the total number of grains on all 64 squares would be 264-1, or 18.6 quintillion—equivalent to the world’s present wheat production for 150 years. Fittingly, this same exponential growth is what makes chess itself so difficult. There are only about 35 legal choices for each chess move, but the choices multiply exponentially to yield something like 1050 possible board positions—too many for even a computer to search exhaustively. That’s why it took until 1997 for a computer, Deep Blue, to defeat the human world chess champion. And in Go, which has a 19-by-19 board and over 10150 possible positions, even an amateur human can still rout the world’s top-ranked computer programs. Exponential growth plagues computers in other guises as well. The traveling salesman problem asks for the shortest route connecting a set of cities, given the distances between each pair of cities. The rub is that the number of possible routes grows exponentially with the number of cities. When there are, say, a hundred cities, there are about 10158 possible routes, and, although various shortcuts are possible, no known computer algorithm is fundamentally better than checking each route one by one. The traveling salesman problem belongs to a class called NP-complete, which includes hundreds of other problems of practical interest. (NP stands for the technical term ‘Nondeterministic Polynomial-Time.’) It’s known that if there’s an efficient algorithm for any NP-complete problem, then there are efficient algorithms for all of them. Here ‘efficient’ means using an amount of time proportional to at most the problem size raised to some fixed power—for example, the number of cities cubed. It’s conjectured, however, that no efficient algorithm for NP-complete problems exists. Proving this conjecture, called P¹ NP, has been a great unsolved problem of computer science for thirty years. Although computers will probably never solve NP-complete problems efficiently, there’s more hope for another grail of computer science: replicating human intelligence. The human brain has roughly a hundred billion neurons linked by a hundred trillion synapses. And though the function of an individual neuron is only partially understood, it’s thought that each neuron fires electrical impulses according to relatively simple rules up to a thousand times each second. So what we have is a highly interconnected computer capable of maybe 1014 operations per second; by comparison, the world’s fastest parallel supercomputer, the 9200-Pentium Pro teraflops machine at Sandia National Labs, can perform 1012 operations per second. Contrary to popular belief, gray mush is not only hard-wired for intelligence: it surpasses silicon even in raw computational power. But this is unlikely to remain true for long. The reason is Moore’s Law, which, in its 1990’s formulation, states that the amount of information storable on a silicon chip grows exponentially, doubling roughly once every two years. Moore’s Law will eventually play out, as microchip components reach the atomic scale and conventional lithography falters. But radical new technologies, such as optical computers, DNA computers, or even quantum computers, could conceivably usurp silicon’s place. Exponential growth in computing power can’t continue forever, but it may continue long enough for computers—at least in processing power—to surpass human brains. To prognosticators of artificial intelligence, Moore’s Law is a glorious herald of exponential growth. But exponentials have a drearier side as well. The human population recently passed six billion and is doubling about once every forty years. At this exponential rate, if an average person weighs seventy kilograms, then by the year 3750 the entire Earth will be composed of human flesh. But before you invest in deodorant, realize that the population will stop increasing long before this—either because of famine, epidemic disease, global warming, mass species extinctions, unbreathable air, or, entering the speculative realm, birth control. It’s not hard to fathom why physicist Albert Bartlett asserted "the greatest shortcoming of the human race" to be "our inability to understand the exponential function." Or why Carl Sagan advised us to "never underestimate an exponential." In his book Billions & Billions, Sagan gave some other depressing consequences of exponential growth. At an inflation rate of five percent a year, a dollar is worth only thirty-seven cents after twenty years. If a uranium nucleus emits two neutrons, both of which collide with other uranium nuclei, causing them to emit two neutrons, and so forth—well, did I mention nuclear holocaust as a possible end to population growth? ¨ Exponentials are familiar, relevant, intimately connected to the physical world and to human hopes and fears. Using the notational systems I’ll discuss next, we can concisely name numbers that make exponentials picayune by comparison, that subjectively speaking exceed as much as the latter exceeds 9. But these new systems may seem more abstruse than exponentials. In his essay "On Number Numbness," Douglas Hofstadter leads his readers to the precipice of these systems, but then avers: If we were to continue our discussion just one zillisecond longer, we would find ourselves smack-dab in the middle of the theory of recursive functions and algorithmic complexity, and that would be too abstract. So let’s drop the topic right here. But to drop the topic is to forfeit, not only the biggest number contest, but any hope of understanding how stronger paradigms lead to vaster numbers. And so we arrive in the early twentieth century, when a school of mathematicians called the formalists sought to place all of mathematics on a rigorous axiomatic basis. A key question for the formalists was what the word ‘computable’ means. That is, how do we tell whether a sequence of numbers can be listed by a definite, mechanical procedure? Some mathematicians thought that ‘computable’ coincided with a technical notion called ‘primitive recursive.’ But in 1928 Wilhelm Ackermann disproved them by constructing a sequence of numbers that’s clearly computable, yet grows too quickly to be primitive recursive. Ackermann’s idea was to create an endless procession of arithmetic operations, each more powerful than the last. First comes addition. Second comes multiplication, which we can think of as repeated addition: for example, 5´3 means 5 added to itself 3 times, or 5+5+5 = 15. Third comes exponentiation, which we can think of as repeated multiplication. Fourth comes ... what? Well, we have to invent a weird new operation, for repeated exponentiation. The mathematician Rudy Rucker calls it ‘tetration.’ For example, ‘5 tetrated to the 3’ means 5 raised to its own power 3 times, or , a number with 2,185 digits. We can go on. Fifth comes repeated tetration: shall we call it ‘pentation’? Sixth comes repeated pentation: ‘hexation’? The operations continue infinitely, with each one standing on its predecessor to peer even higher into the firmament of big numbers. If each operation were a candy flavor, then the Ackermann sequence would be the sampler pack, mixing one number of each flavor. First in the sequence is 1+1, or (don’t hold your breath) 2. Second is 2´2, or 4. Third is 3 raised to the 3rd power, or 27. Hey, these numbers aren’t so big! Fee. Fi. Fo. Fum. Fourth is 4 tetrated to the 4, or , which has 10154 digits. If you’re planning to write this number out, better start now. Fifth is 5 pentated to the 5, or with ‘5 pentated to the 4’ numerals in the stack. This number is too colossal to describe in any ordinary terms. And the numbers just get bigger from there. Wielding the Ackermann sequence, we can clobber unschooled opponents in the biggest-number contest. But we need to be careful, since there are several definitions of the Ackermann sequence, not all identical. Under the fifteen-second time limit, here’s what I might write to avoid ambiguity: A(111)—Ackermann seq—A(1)=1+1, A(2)=2´2, A(3)=33, etc Recondite as it seems, the Ackermann sequence does have some applications. A problem in an area called Ramsey theory asks for the minimum dimension of a hypercube satisfying a certain property. The true dimension is thought to be 6, but the lowest dimension anyone’s been able is prove is so huge that it can only be expressed using the same ‘weird arithmetic’ that underlies the Ackermann sequence. Indeed, the Guinness Book of World Records once listed this dimension as the biggest number ever used in a mathematical proof. (Another contender for the title once was Skewes’ number, about , which arises in the study of how prime numbers are distributed. The famous mathematician G. H. Hardy quipped that Skewes’ was "the largest number which has ever served any definite purpose in mathematics.") What’s more, Ackermann’s briskly-rising cavalcade performs an occasional cameo in computer science. For example, in the analysis of a data structure called ‘Union-Find,’ a term gets multiplied by the inverse of the Ackermann sequence—meaning, for each whole number X, the first number N such that the Nth Ackermann number is bigger than X. The inverse grows as slowly as Ackermann’s original sequence grows quickly; for all practical purposes, the inverse is at most 4. ¨ Ackermann numbers are pretty big, but they’re not yet big enough. The quest for still bigger numbers takes us back to the formalists. After Ackermann demonstrated that ‘primitive recursive’ isn’t what we mean by ‘computable,’ the question still stood: what do we mean by ‘computable’? In 1936, Alonzo Church and Alan Turing independently answered this question. While Church answered using a logical formalism called the lambda calculus, Turing answered using an idealized computing machine—the Turing machine—that, in essence, is equivalent to every Compaq, Dell, Macintosh, and Cray in the modern world. Turing’s paper describing his machine, "On Computable Numbers," is rightly celebrated as the founding document of computer science. "Computing," said Turing, is normally done by writing certain symbols on paper. We may suppose this paper to be divided into squares like a child’s arithmetic book. In elementary arithmetic the 2-dimensional character of the paper is sometimes used. But such use is always avoidable, and I think it will be agreed that the two-dimensional character of paper is no essential of computation. I assume then that the computation is carried out on one-dimensional paper, on a tape divided into squares. Turing continued to explicate his machine using ingenious reasoning from first principles. The tape, said Turing, extends infinitely in both directions, since a theoretical machine ought not be constrained by physical limits on resources. Furthermore, there’s a symbol written on each square of the tape, like the ‘1’s and ‘0’s in a modern computer’s memory. But how are the symbols manipulated? Well, there’s a ‘tape head’ moving back and forth along the tape, examining one square at a time, writing and erasing symbols according to definite rules. The rules are the tape head’s program: change them, and you change what the tape head does. Turing’s august insight was that we can program the tape head to carry out any computation. Turing machines can add, multiply, extract cube roots, sort, search, spell-check, parse, play Tic-Tac-Toe, list the Ackermann sequence. If we represented keyboard input, monitor output, and so forth as symbols on the tape, we could even run Windows on a Turing machine. But there’s a problem. Set a tape head loose on a sequence of symbols, and it might stop eventually, or it might run forever—like the fabled programmer who gets stuck in the shower because the instructions on the shampoo bottle read "lather, rinse, repeat." If the machine’s going to run forever, it’d be nice to know this in advance, so that we don’t spend an eternity waiting for it to finish. But how can we determine, in a finite amount of time, whether something will go on endlessly? If you bet a friend that your watch will never stop ticking, when could you declare victory? But maybe there’s some ingenious program that can examine other programs and tell us, infallibly, whether they’ll ever stop running. We just haven’t thought of it yet. Nope. Turing proved that this problem, called the Halting Problem, is unsolvable by Turing machines. The proof is a beautiful example of self-reference. It formalizes an old argument about why you can never have perfect introspection: because if you could, then you could determine what you were going to do ten seconds from now, and then do something else. Turing imagined that there was a special machine that could solve the Halting Problem. Then he showed how we could have this machine analyze itself, in such a way that it has to halt if it runs forever, and run forever if it halts. Like a hound that finally catches its tail and devours itself, the mythical machine vanishes in a fury of contradiction. (That’s the sort of thing you don’t say in a research paper.) ¨ "Very nice," you say (or perhaps you say, "not nice at all"). "But what does all this have to do with big numbers?" Aha! The connection wasn’t published until May of 1962. Then, in the Bell System Technical Journal, nestled between pragmatically-minded papers on "Multiport Structures" and "Waveguide Pressure Seals," appeared the modestly titled "On Non-Computable Functions" by Tibor Rado. In this paper, Rado introduced the biggest numbers anyone had ever imagined. His idea was simple. Just as we can classify words by how many letters they contain, we can classify Turing machines by how many rules they have in the tape head. Some machines have only one rule, others have two rules, still others have three rules, and so on. But for each fixed whole number N, just as there are only finitely many distinct words with N letters, so too are there only finitely many distinct machines with N rules. Among these machines, some halt and others run forever when started on a blank tape. Of the ones that halt, asked Rado, what’s the maximum number of steps that any machine takes before it halts? (Actually, Rado asked mainly about the maximum number of symbols any machine can write on the tape before halting. But the maximum number of steps, which Rado called S(n), has the same basic properties and is easier to reason about.) Rado called this maximum the Nth "Busy Beaver" number. (Ah yes, the early 1960’s were a more innocent age.) He visualized each Turing machine as a beaver bustling busily along the tape, writing and erasing symbols. The challenge, then, is to find the busiest beaver with exactly N rules, albeit not an infinitely busy one. We can interpret this challenge as one of finding the "most complicated" computer program N bits long: the one that does the most amount of stuff, but not an infinite amount. Now, suppose we knew the Nth Busy Beaver number, which we’ll call BB(N). Then we could decide whether any Turing machine with N rules halts on a blank tape. We’d just have to run the machine: if it halts, fine; but if it doesn’t halt within BB(N) steps, then we know it never will halt, since BB(N) is the maximum number of steps it could make before halting. Similarly, if you knew that all mortals died before age 200, then if Sally lived to be 200, you could conclude that Sally was immortal. So no Turing machine can list the Busy Beaver numbers—for if it could, it could solve the Halting Problem, which we already know is impossible. But here’s a curious fact. Suppose we could name a number greater than the Nth Busy Beaver number BB(N). Call this number D for dam, since like a beaver dam, it’s a roof for the Busy Beaver below. With D in hand, computing BB(N) itself becomes easy: we just need to simulate all the Turing machines with N rules. The ones that haven’t halted within D steps—the ones that bash through the dam’s roof—never will halt. So we can list exactly which machines halt, and among these, the maximum number of steps that any machine takes before it halts is BB(N). Conclusion? The sequence of Busy Beaver numbers, BB(1), BB(2), and so on, grows faster than any computable sequence. Faster than exponentials, stacked exponentials, the Ackermann sequence, you name it. Because if a Turing machine could compute a sequence that grows faster than Busy Beaver, then it could use that sequence to obtain the D‘s—the beaver dams. And with those D’s, it could list the Busy Beaver numbers, which (sound familiar?) we already know is impossible. The Busy Beaver sequence is non-computable, solely because it grows stupendously fast—too fast for any computer to keep up with it, even in principle. This means that no computer program could list all the Busy Beavers one by one. It doesn’t mean that specific Busy Beavers need remain eternally unknowable. And in fact, pinning them down has been a computer science pastime ever since Rado published his article. It’s easy to verify that BB(1), the first Busy Beaver number, is 1. That’s because if a one-rule Turing machine doesn’t halt after the very first step, it’ll just keep moving along the tape endlessly. There’s no room for any more complex behavior. With two rules we can do more, and a little grunt work will ascertain that BB(2) is 6. Six steps. What about the third Busy Beaver? In 1965 Rado, together with Shen Lin, proved that BB(3) is 21. The task was an arduous one, requiring human analysis of many machines to prove that they don’t halt—since, remember, there’s no algorithm for listing the Busy Beaver numbers. Next, in 1983, Allan Brady proved that BB(4) is 107. Unimpressed so far? Well, as with the Ackermann sequence, don’t be fooled by the first few numbers. In 1984, A.K. Dewdney devoted a Scientific American column to Busy Beavers, which inspired amateur mathematician George Uhing to build a special-purpose device for simulating Turing machines. The device, which cost Uhing less than $100, found a five-rule machine that runs for 2,133,492 steps before halting—establishing that BB(5) must be at least as high. Then, in 1989, Heiner Marxen and Jürgen Buntrock discovered that BB(5) is at least 47,176,870. To this day, BB(5) hasn’t been pinned down precisely, and it could turn out to be much higher still. As for BB(6), Marxen and Buntrock set another record in 1997 by proving that it’s at least 8,690,333,381,690,951. A formidable accomplishment, yet Marxen, Buntrock, and the other Busy Beaver hunters are merely wading along the shores of the unknowable. Humanity may never know the value of BB(6) for certain, let alone that of BB(7) or any higher number in the sequence. Indeed, already the top five and six-rule contenders elude us: we can’t explain how they ‘work’ in human terms. If creativity imbues their design, it’s not because humans put it there. One way to understand this is that even small Turing machines can encode profound mathematical problems. Take Goldbach’s conjecture, that every even number 4 or higher is a sum of two prime numbers: 10=7+3, 18=13+5. The conjecture has resisted proof since 1742. Yet we could design a Turing machine with, oh, let’s say 100 rules, that tests each even number to see whether it’s a sum of two primes, and halts when and if it finds a counterexample to the conjecture. Then knowing BB(100), we could in principle run this machine for BB(100) steps, decide whether it halts, and thereby resolve Goldbach’s conjecture. We need not venture far in the sequence to enter the lair of basilisks. But as Rado stressed, even if we can’t list the Busy Beaver numbers, they’re perfectly well-defined mathematically. If you ever challenge a friend to the biggest number contest, I suggest you write something like this: BB(11111)—Busy Beaver shift #—1, 6, 21, etc If your friend doesn’t know about Turing machines or anything similar, but only about, say, Ackermann numbers, then you’ll win the contest. You’ll still win even if you grant your friend a handicap, and allow him the entire lifetime of the universe to write his number. The key to the biggest number contest is a potent paradigm, and Turing’s theory of computation is potent indeed. ¨ But what if your friend knows about Turing machines as well? Is there a notational system for big numbers more powerful than even Busy Beavers? Suppose we could endow a Turing machine with a magical ability to solve the Halting Problem. What would we get? We’d get a ‘super Turing machine’: one with abilities beyond those of any ordinary machine. But now, how hard is it to decide whether a super machine halts? Hmm. It turns out that not even super machines can solve this ‘super Halting Problem’, for the same reason that ordinary machines can’t solve the ordinary Halting Problem. To solve the Halting Problem for super machines, we’d need an even more powerful machine: a ‘super duper machine.’ And to solve the Halting Problem for super duper machines, we’d need a ‘super duper pooper machine.’ And so on endlessly. This infinite hierarchy of ever more powerful machines was formalized by the logician Stephen Kleene in 1943 (although he didn’t use the term ‘super duper pooper’). Imagine a novel, which is imbedded in a longer novel, which itself is imbedded in an even longer novel, and so on ad infinitum. Within each novel, the characters can debate the literary merits of any of the sub-novels. But, by analogy with classes of machines that can’t analyze themselves, the characters can never critique the novel that they themselves are in. (This, I think, jibes with our ordinary experience of novels.) To fully understand some reality, we need to go outside of that reality. This is the essence of Kleene’s hierarchy: that to solve the Halting Problem for some class of machines, we need a yet more powerful class of machines. And there’s no escape. Suppose a Turing machine had a magical ability to solve the Halting Problem, and the super Halting Problem, and the super duper Halting Problem, and the super duper pooper Halting Problem, and so on endlessly. Surely this would be the Queen of Turing machines? Not quite. As soon as we want to decide whether a ‘Queen of Turing machines’ halts, we need a still more powerful machine: an ‘Empress of Turing machines.’ And Kleene’s hierarchy continues. But how’s this relevant to big numbers? Well, each level of Kleene’s hierarchy generates a faster-growing Busy Beaver sequence than do all the previous levels. Indeed, each level’s sequence grows so rapidly that it can only be computed by a higher level. For example, define BB2(N) to be the maximum number of steps a super machine with N rules can make before halting. If this super Busy Beaver sequence were computable by super machines, then those machines could solve the super Halting Problem, which we know is impossible. So the super Busy Beaver numbers grow too rapidly to be computed, even if we could compute the ordinary Busy Beaver numbers. You might think that now, in the biggest-number contest, you could obliterate even an opponent who uses the Busy Beaver sequence by writing something like this: BB2(11111). But not quite. The problem is that I’ve never seen these "higher-level Busy Beavers" defined anywhere, probably because, to people who know computability theory, they’re a fairly obvious extension of the ordinary Busy Beaver numbers. So our reasonable modern mathematician wouldn’t know what number you were naming. If you want to use higher-level Busy Beavers in the biggest number contest, here’s what I suggest. First, publish a paper formalizing the concept in some obscure, low-prestige journal. Then, during the contest, cite the paper on your index card. To exceed higher-level Busy Beavers, we’d presumably need some new computational model surpassing even Turing machines. I can’t imagine what such a model would look like. Yet somehow I doubt that the story of notational systems for big numbers is over. Perhaps someday humans will be able concisely to name numbers that make Busy Beaver 100 seem as puerile and amusingly small as our nobleman’s eighty-three. Or if we’ll never name such numbers, perhaps other civilizations will. Is a biggest number contest afoot throughout the galaxy? ¨ You might wonder why we can’t transcend the whole parade of paradigms, and name numbers by a system that encompasses and surpasses them all. Suppose you wrote the following in the biggest number contest: The biggest whole number nameable with 1,000 characters of English text Surely this number exists. Using 1,000 characters, we can name only finitely many numbers, and among these numbers there has to be a biggest. And yet we’ve made no reference to how the number’s named. The English text could invoke Ackermann numbers, or Busy Beavers, or higher-level Busy Beavers, or even some yet more sweeping concept that nobody’s thought of yet. So unless our opponent uses the same ploy, we’ve got him licked. What a brilliant idea! Why didn’t we think of this earlier? Unfortunately it doesn’t work. We might as well have written One plus the biggest whole number nameable with 1,000 characters of English text This number takes at least 1,001 characters to name. Yet we’ve just named it with only 80 characters! Like a snake that swallows itself whole, our colossal number dissolves in a tumult of contradiction. What gives? The paradox I’ve just described was first published by Bertrand Russell, who attributed it to a librarian named G. G. Berry. The Berry Paradox arises not from mathematics, but from the ambiguity inherent in the English language. There’s no surefire way to convert an English phrase into the number it names (or to decide whether it names a number at all), which is why I invoked a "reasonable modern mathematician" in the rules for the biggest number contest. To circumvent the Berry Paradox, we need to name numbers using a precise, mathematical notational system, such as Turing machines—which is exactly the idea behind the Busy Beaver sequence. So in short, there’s no wily language trick by which to surpass Archimedes, Ackermann, Turing, and Rado, no royal road to big numbers. You might also wonder why we can’t use infinity in the contest. The answer is, for the same reason why we can’t use a rocket car in a bike race. Infinity is fascinating and elegant, but it’s not a whole number. Nor can we ‘subtract from infinity’ to yield a whole number. Infinity minus 17 is still infinity, whereas infinity minus infinity is undefined: it could be 0, 38, or even infinity again. Actually I should speak of infinities, plural. For in the late nineteenth century, Georg Cantor proved that there are different levels of infinity: for example, the infinity of points on a line is greater than the infinity of whole numbers. What’s more, just as there’s no biggest number, so too is there no biggest infinity. But the quest for big infinities is more abstruse than the quest for big numbers. And it involves, not a succession of paradigms, but essentially one: Cantor’s. ¨ So here we are, at the frontier of big number knowledge. As Euclid’s disciple supposedly asked, "what is the use of all this?" We’ve seen that progress in notational systems for big numbers mirrors progress in broader realms: mathematics, logic, computer science. And yet, though a mirror reflects reality, it doesn’t necessarily influence it. Even within mathematics, big numbers are often considered trivialities, their study an idle amusement with no broader implications. I want to argue a contrary view: that understanding big numbers is a key to understanding the world. Imagine trying to explain the Turing machine to Archimedes. The genius of Syracuse listens patiently as you discuss the papyrus tape extending infinitely in both directions, the time steps, states, input and output sequences. At last he explodes. "Foolishness!" he declares (or the ancient Greek equivalent). "All you’ve given me is an elaborate definition, with no value outside of itself." How do you respond? Archimedes has never heard of computers, those cantankerous devices that, twenty-three centuries from his time, will transact the world’s affairs. So you can’t claim practical application. Nor can you appeal to Hilbert and the formalist program, since Archimedes hasn’t heard of those either. But then it hits you: the Busy Beaver sequence. You define the sequence for Archimedes, convince him that BB(1000) is more than his 1063 grains of sand filling the universe, more even than 1063 raised to its own power 1063 times. You defy him to name a bigger number without invoking Turing machines or some equivalent. And as he ponders this challenge, the power of the Turing machine concept dawns on him. Though his intuition may never apprehend the Busy Beaver numbers, his reason compels him to acknowledge their immensity. Big numbers have a way of imbuing abstract notions with reality. Indeed, one could define science as reason’s attempt to compensate for our inability to perceive big numbers. If we could run at 280,000,000 meters per second, there’d be no need for a special theory of relativity: it’d be obvious to everyone that the faster we go, the heavier and squatter we get, and the faster time elapses in the rest of the world. If we could live for 70,000,000 years, there’d be no theory of evolution, and certainly no creationism: we could watch speciation and adaptation with our eyes, instead of painstakingly reconstructing events from fossils and DNA. If we could bake bread at 20,000,000 degrees Kelvin, nuclear fusion would be not the esoteric domain of physicists but ordinary household knowledge. But we can’t do any of these things, and so we have science, to deduce about the gargantuan what we, with our infinitesimal faculties, will never sense. If people fear big numbers, is it any wonder that they fear science as well and turn for solace to the comforting smallness of mysticism? But do people fear big numbers? Certainly they do. I’ve met people who don’t know the difference between a million and a billion, and don’t care. We play a lottery with ‘six ways to win!,’ overlooking the twenty million ways to lose. We yawn at six billion tons of carbon dioxide released into the atmosphere each year, and speak of ‘sustainable development’ in the jaws of exponential growth. Such cases, it seems to me, transcend arithmetical ignorance and represent a basic unwillingness to grapple with the immense. Whence the cowering before big numbers, then? Does it have a biological origin? In 1999, a group led by neuropsychologist Stanislas Dehaene reported evidence in Science that two separate brain systems contribute to mathematical thinking. The group trained Russian-English bilinguals to solve a set of problems, including two-digit addition, base-eight addition, cube roots, and logarithms. Some subjects were trained in Russian, others in English. When the subjects were then asked to solve problems approximately—to choose the closer of two estimates—they performed equally well in both languages. But when asked to solve problems exactly, they performed better in the language of their training. What’s more, brain-imaging evidence showed that the subjects’ parietal lobes, involved in spatial reasoning, were more active during approximation problems; while the left inferior frontal lobes, involved in verbal reasoning, were more active during exact calculation problems. Studies of patients with brain lesions paint the same picture: those with parietal lesions sometimes can’t decide whether 9 is closer to 10 or to 5, but remember the multiplication table; whereas those with left-hemispheric lesions sometimes can’t decide whether 2+2 is 3 or 4, but know that the answer is closer to 3 than to 9. Dehaene et al. conjecture that humans represent numbers in two ways. For approximate reckoning we use a ‘mental number line,’ which evolved long ago and which we likely share with other animals. But for exact computation we use numerical symbols, which evolved recently and which, being language-dependent, are unique to humans. This hypothesis neatly explains the experiment’s findings: the reason subjects performed better in the language of their training for exact computation but not for approximation problems is that the former call upon the verbally-oriented left inferior frontal lobes, and the latter upon the spatially-oriented parietal lobes. If Dehaene et al.’s hypothesis is correct, then which representation do we use for big numbers? Surely the symbolic one—for nobody’s mental number line could be long enough to contain , 5 pentated to the 5, or BB(1000). And here, I suspect, is the problem. When thinking about 3, 4, or 7, we’re guided by our spatial intuition, honed over millions of years of perceiving 3 gazelles, 4 mates, 7 members of a hostile clan. But when thinking about BB(1000), we have only language, that evolutionary neophyte, to rely upon. The usual neural pathways for representing numbers lead to dead ends. And this, perhaps, is why people are afraid of big numbers. Could early intervention mitigate our big number phobia? What if second-grade math teachers took an hour-long hiatus from stultifying busywork to ask their students, "How do you name really, really big numbers?" And then told them about exponentials and stacked exponentials, tetration and the Ackermann sequence, maybe even Busy Beavers: a cornucopia of numbers vaster than any they’d ever conceived, and ideas stretching the bounds of their imaginations. Who can name the bigger number? Whoever has the deeper paradigm. Are you ready? Get set. Go. References Petr Beckmann, A History of Pi, Golem Press, 1971. Allan H. Brady, "The Determination of the Value of Rado’s Noncomputable Function Sigma(k) for Four-State Turing Machines," Mathematics of Computation, vol. 40, no. 162, April 1983, pp 647- 665. Gregory J. Chaitin, "The Berry Paradox," Complexity, vol. 1, no. 1, 1995, pp. 26- 30. At http://www.umcs.maine.edu/~chaitin/unm2.html. A.K. Dewdney, The New Turing Omnibus: 66 Excursions in Computer Science, W.H. Freeman, 1993. S. Dehaene and E. Spelke and P. Pinel and R. Stanescu and S. Tsivkin, "Sources of Mathematical Thinking: Behavioral and Brain-Imaging Evidence," Science, vol. 284, no. 5416, May 7, 1999, pp. 970- 974. Douglas Hofstadter, Metamagical Themas: Questing for the Essence of Mind and Pattern, Basic Books, 1985. Chapter 6, "On Number Numbness," pp. 115- 135. Robert Kanigel, The Man Who Knew Infinity: A Life of the Genius Ramanujan, Washington Square Press, 1991. Stephen C. Kleene, "Recursive predicates and quantifiers," Transactions of the American Mathematical Society, vol. 53, 1943, pp. 41- 74. Donald E. Knuth, Selected Papers on Computer Science, CSLI Publications, 1996. Chapter 2, "Mathematics and Computer Science: Coping with Finiteness," pp. 31- 57. Dexter C. Kozen, Automata and Computability, Springer-Verlag, 1997. ———, The Design and Analysis of Algorithms, Springer-Verlag, 1991. Shen Lin and Tibor Rado, "Computer studies of Turing machine problems," Journal of the Association for Computing Machinery, vol. 12, no. 2, April 1965, pp. 196- 212. Heiner Marxen, Busy Beaver, at http://www.drb.insel.de/~heiner/BB/. ——— and Jürgen Buntrock, "Attacking the Busy Beaver 5," Bulletin of the European Association for Theoretical Computer Science, no. 40, February 1990, pp. 247- 251. Tibor Rado, "On Non-Computable Functions," Bell System Technical Journal, vol. XLI, no. 2, May 1962, pp. 877- 884. Rudy Rucker, Infinity and the Mind, Princeton University Press, 1995. Carl Sagan, Billions & Billions, Random House, 1997. Michael Somos, "Busy Beaver Turing Machine." At http://grail.cba.csuohio.edu/~somos/bb.html. Alan Turing, "On computable numbers, with an application to the Entscheidungsproblem," Proceedings of the London Mathematical Society, Series 2, vol. 42, pp. 230- 265, 1936. Reprinted in Martin Davis (ed.), The Undecidable, Raven, 1965. Ilan Vardi, "Archimedes, the Sand Reckoner," at http://www.ihes.fr/~ilan/sand_reckoner.ps. Eric W. Weisstein, CRC Concise Encyclopedia of Mathematics, CRC Press, 1999. Entry on "Large Number" at http://www.treasure-troves.com/math/LargeNumber.html. Back to Writings page Back to Scott's homepage Back to Scott's blog

      Why do we even care about big numbers is there any use?

    1. Who's for the Game? - Jessie Pope


      Who's for the game, the biggest that's played,

      The red crashing game of a fight?

      Who'll grip and tackle the job unafraid?

      And who thinks he'd rather sit tight?

      Who'll toe the line for the signal to Go?

      Who'll give his country a hand?

      Who wants a turn to himself in the show?

      And who wants a seat in the stand?

      Who knows it won't be a picnic - not much -

      This line gives a bit of insight into Pope herself, she is very clearly not able to be a solider yet finds it admirable and heroic for the men who are sacrificing their lives. She encourages the foolish bravery and obliviousness of the young men, embraces it even further by comparing the upcoming carnage as not much unlike a picnic. A picnic is a universal sign of comfort, tranquillity, and peace. Pope is wanting the boys to perceive war to be a game they are able to tap out of easily so that they enlist, and enlist in large quantities. She is feeding into their optimistic, hopeful, and unfortunately naïve mindset that the war will not be on for long and that you simply need to wield a gun to defend yourself as your opposing side is the only danger. Pope describing war to be, to an extent, similar to a picnic with the phrase "not much" is distinctly manipulative and cunning yet not blaringly so, letting boys be swiftly influenced by the propaganda into joining so they can join in on the fun.

      Yet eagerly shoulders a gun?

      Who would much rather come back with a crutch

      Then lie low and be out of the fun?

      Come along, lads -

      The language/utilisation of 'along' indicates there being already a large mass of enthusiastic participants that you would join along with, along to. This emphasises how glorified and fulfilling each man or boy believes war to be. In a way it is igniting our inner Herd Mentality with each boy knowing he will be ridiculed if he is not an element of the incoming bloodshed.

      The use of the word "lads" highlights (spotlights) the target audience, young, proud, prideful, and foolish lads.

      But you'll come on all right -

      This line is clear evidence of Pope moulding the optimism that everyone, for the sake of their sanity and health, held onto tightly. It is the hopefulness that you will be able to go into a dangerous situation and be invincible, immortal, untouchable because you are unlike no other.

      The direct pronouns Pope uses in the poem are no mistake, the pronouns 'you', 'yours', etc were put in this poem for men and boys alike at the time to feel targeted personally by Pope, she is assuring him that she has faith in him and that he will come back practically untouched apart from a bit more blood under his shoes.

      She is moulding this optimism to say to the readers without explicitly writing it, "you're capable of being strong enough to come home while others might not. You are able to do this while others cannot. You will come home." She has faith in him, even if she does not know who he is.

      For there's only one course to pursue,

      Direct implication that war is the one thing you should, must do. Pope is almost guilting the reader into thinking his only purpose is to be a weapon for his country, his home and leave that home to possibly die alone and painfully.

      Your country is up to her neck in a fight,

      And she's looking and calling for you.

      FLIRTY: Form/fixture, Language, Imagery, Rhythm/rhyme, Tone/thematic concern, Your interpretation of the poem

    1. Just the mere fact that you can understand so much already puts you ahead of individuals that start from zero. MERAJI: So here we are at takeaway number one. You're ahead of the game, and you probably know a lot more than you give yourself credit for.

      consejo

    2. "We have a very full house," she says. "There's always a computer on and there's always an Xbox playing, and there's always a TV left on."

      I disagree with this life style that they are living, I could replace the computer with a book to stop wasting time and do something that benefits the kids. Also, I can replace the xbox with family time since kids in this generation are zoomed out from the " real world" outside and keeping there head inside the game and the games only. nevertheless, TV can be on and off on times that we are actually using it , all of these thing that are listed will make the bill less and more healthy life style in the family

    1. 2014 stod de så pass nära att Ulf Hansen var en av gästerna på en privat maskeradfest hemma hos Jimmie Åkesson och Louise Erixon. Alltså bara ett drygt år efter att Hansen visat sitt stöd för Hells Angels. Efter det kom Ulf Hansen allt närmare partiet. Hans bakgrund verkade inte vara ett problem. Inte heller den rasism han spred på nätet.  I mars 2015 postade Ulf Hansen ett inlägg med en länk till vit makt-filmen The End Game – Full White Genocide documentary. Konspirationsteorin om att det pågår ett folkmord på vita är central i vit makt-miljön och populariserades av den amerikanska terroristen David Lane. I anslutning till klippet som Ulf Hansen spred länkades till flera rasideologiska och antisemitiska sajter.
    1. This is the paradox of Yellowstone, and of most other national parks we have added since: wilderness contained, nature under management, wild animals obliged to abide by human rules. It’s the paradox of the cultivated wild. At a national park in Africa—Serengeti in Tanzania, for instance, or Masai Mara game reserve in Kenya, Kruger in South Africa—you wouldn’t face such ambiguity. You would view the dangerous beasts, the lions and elephants and leopards and buffalo, from the safety of your Land Rover or your safari van, seldom if ever strolling through their habitat on foot. But in America we’ve chosen to do things differently, and Yellowstone, because it’s the first national park, an iconic place known throughout the world, which millions of people visit each year, is where the paradox is most powerfully played out.

      Yellowstone, the nations first park has a paradox of wilderness contained or nature under management.

    1. And I sit here in my straight leg jeans that prompted my partner to say that I look like “Diane Lane in an ‘80s movie” (compliment!) and/or that I’m about to go out and farm, I’m reminded of how uncomfortable I felt in skinny jeans for the first time — but also how outmoded my flared low-rise had come to feel. None of this jean discourse is really about fashion, or figuring out what you like. Same, much of the time, when it comes to other forms of bodily discipline, particularly with food and exercise. There’s always a “choice” about what kind of maintenance you want to pursue, but it’s a severely delimited one. So much of this maintenance is about not falling behind, particularly as a woman. To fall behind is not only to lose a grip on your class status, but your visibility and value within society at large. It’s not just middle class a woman is communicating with “appropriate” clothes and body and grooming. It’s vitality, participation, and gameness in a game in which you’re always already losing.
  3. whitepaper.welcometonor.com whitepaper.welcometonor.com
    1. Sports are fully monetized while maintaining the “spirit of the game.” Even as the massive economies around professional sports continue to grow, play itself remains free.

      This is no more or less free than free 2 play games though.

    2. The business of video games assures us a game is “competitive,” then gives any player the chance to cheat through purchase pathways: powerful weapons, stronger armor, better stats.

      Actual competitive games don't do this though...

    3. Modern games insist they are “free,” then flood us with microtransactions: paywalls, purchasable “bonus” content, loot boxes, subscriptions, extra lives.

      They still are free. We have become so entitled that we are upset that a game that they likely paid money to get us to install also has things to sell to people who want them? It's actually not the norm for a F2P game to force you to buy anything. They apply pressure sure but you are also free to just delete the game and know that you didn't have to pay anything, just the 30 seconds it took to download the game.

    1. Outside of game publishers, web3 is different because there are pockets of standalone communities with NFT collections. These communities desire additional utility for their assets and gaming is a logical step in that direction. Adding NFT avatars within gameplay in a cosmetic manner (similar to Fortnite crossover IP) can work, but it’s not the reason why someone would play a blockchain game in the first place. We would argue this adds more value to the corresponding NFT community, rather than the game itself. 

      I think its worth acknowledging that the desire might be less from "games" and more from metaverse experiences. This is especially relevant when looking at the experiences as part of a community. Fortnite is a great example because it went from being a game to a social experience and psuedo-metaverse. It started having lots of outside world IP and even performers integrating in because the focus was on community and social engagement rather than for the sake of "game play".

    2. A common counterargument from web3 advocates is that Steam is a closed economy and restricts users from cashing out to USD. While true, we would argue that CS:GO users increasingly prefer trusted third-party sites like Dmarket and Skinport which not only enable open economies but removes the $1,800 item listing cap from Steam.4

      Also don't forget the other ways to barter such as trading for Steam game keys and Steam Crate Keys.

    3. The auction house directly affected gameplay and changed the psychology around handling assets.

      You also have to acknowledge that a big part of this was Blizzards greed. They purposely nerfed drop rates in the game to force people to use the auction house since they were taking a transaction fee on all trades. They made this very clear when they stripped out the AH and drastically changed drop rates back to more of a normal and people were happy again. So you have to wonder which part made people happier, the drop rate changes or the AH removal??

    4. Players would acquire assets and hold them without utilizing them in-game, defeating the purpose of the asset’s origination in the first place.

      Could you make this same argument about Stones of Jordan or Runes in Diablo 2 for players that collect them just to sell and not to use?

    5. When assets are on-chain, users can trade the assets with anyone; users don’t have to play the corresponding game or even have it downloaded to take advantage of on-chain assets. If the game shuts down, the assets will remain in your wallet forever.

      This isn't new of course. I still have plenty of Artifact cards sitting around in my Steam wallet...sadness... :(

      What NFTs add to this is the idea that if someone makes a new Artifact game with a new name and not using any of the existing art or other IP infringements, then they could read my NFT wallet to see what cards I have and import those into the new game.

    6. Typically, in web2 games, users buy assets in a game and for the most part, can’t sell them back or trade them. An example of this is buying skins in Valorant because once purchased, you can’t trade those skins.

      CS:GO and TF2 are clearly an exception here which is ironic because Valorant is basically a CS:GO clone.

    1. On-chain tournament crowdfunding.E.g., on-chain Dota 2 CompendiumE.g., sell an event battle pass which can be leveled with sweat equity and/or tokens -> assets earned from leveling up the battle pass have (i) a price ceiling during the event and (ii) scarcity created post-event

      There have already been some good examples of in-game content crowd funding that totally works just as well if those items are NFTs also. Could perhaps see even more revenue knowing that players would probably try and re-sell the NFT skins of the winning team for a profit!

    2. Interoperability can also break the immersion of games. I won’t go too deep into this, but my general belief is that immersion is driven by fidelity, a compelling narrative, and the ability to enter a flow state in gaming (further discussion here). However, if you transpose assets between games, you quickly unbundle the cohesive, spatial presence of the player such that they no longer feel like the character they are playing as, start losing interest in in-game choices, and ultimately become less emotionally attached to the experience as a whole. 

      This primarily applies to single-player games which honestly aren't the target of interoperability anyways. Generally immersion and fidelity are not primary to social or competitive experiences.

    3. This can take several forms (individually or in combination): replacing in-game assets to fit a new theme, adding new gameplay mechanics, an extension of the base game, etc.

      Don't forget simply modifying data/values such as old RTS games where you could open game files in a text editor and change the attributes of units!

    1. Garena’s strong relationship with a large network of cybercafés has enabled AirPay to rapidly establish a wide network of AirPay counters. As of June 30, 2017, 73.3% of cybercafés within the Garena network, or 50.0 thousand in total, also operated as AirPay counters. In addition, AirPay processes transactions of prepaid game credits on our Garena platform in Indonesia, Vietnam and Thailand. During the month of June 2017, AirPay processed approximately 40% of the aggregate gross billings for our digital entertainment business across AirPay’s three largest markets, namely Thailand, Vietnam and Indonesia. AirPay also provides the payment processing for Shopee in Vietnam and Thailand, with all incoming payments to Shopee accounts under Shopee Guarantee as well as the outgoing payments from Shopee accounts to Shopee seller accounts operationally handled by AirPay. This payment processing service is an initial step in our long-term plan to further integrate AirPay with the Shopee platform and make the e-wallet function an integral payment option for Shopee users, creating a large captive user base for AirPay.

      加雷纳与大型网吧网络的紧密关系,使得 AirPay 能够迅速建立起广泛的 AirPay 柜台网络。截至2017年6月30日,Garena 网络内73.3% 的网吧(总计50000家)也在运营 AirPay 柜台。此外,AirPay 在 Garena、越南和泰国的平台上处理预付游戏积分的交易。在2017年6月,AirPay 处理了大约40% 的数字娱乐业务总收费,涵盖了 AirPay 最大的三个市场,即泰国、越南和印度尼西亚。空中支付还为 Shopee 提供越南和泰国的支付处理服务,处理所有根据“ Shopee 担保”向 Shopee 帐户支付的款项,以及由空中支付运作中处理的 Shopee 帐户向 Shopee 卖家帐户支付的款项。这项支付处理服务是我们长远计划的第一步,目的是进一步把空中支付与 Shopee 平台整合,使电子钱包功能成为 Shopee 用户的一个完整支付选择,为空中支付创造一个庞大的专属用户基础

    2. An AirPay counter is a physical over-the-counter retail location that maintains a balance in its AirPay e-wallet account, which is used to purchase electronic and physical goods and credits, such as prepaid game credits and mobile top-up, food, beverage and other convenience store items, from suppliers or service providers. The AirPay counter then sells those electronic and physical goods and credits to consumers who pay the counters in cash. AirPay counters also provide utility bill and other payment forwarding services to consumers for cash payments. AirPay counters can be found at a variety of convenient locations in Thailand, Vietnam, Indonesia and the Philippines, including cybercafés, small local shops, book stores, food and beverage merchants, sim card stores, accommodation providers and convenience stores. AirPay counters also serve as important cash AirPay 柜台是一个实体的柜台零售点,在其 AirPay 电子钱包账户中保持一个余额,用于从供应商或服务提供商处购买电子和实体商品及信用,例如预付游戏信用和移动充值、食品、饮料和其他便利店物品。空中支付柜台然后出售这些电子和实物商品和信贷的消费者谁支付的柜台现金。AirPay 的柜台还为消费者提供水电费账单和其他现金支付转账服务。在泰国、越南、印尼和菲律宾的多个便利地点,都可以找到空中支付柜台,包括网吧、本地小型商店、书店、食品和饮料商店、智能卡商店、住宿供应商和便利店。AirPay 柜台也是重要的现金来源   163 Table of Contents 目录 access points for the platform. By allowing consumers to pay cash to top up their accounts on the AirPay App, AirPay counters act as a “reverse ATM” providing important avenues for the AirPay App to reach the large unbanked populations in GSEA. 平台的接入点。通过允许消费者在 AirPay 应用程序上支付现金以充实自己的账户,AirPay 柜台就像一台“反向自动取款机”,为 AirPay 应用程序接触到 GSEA 大量无银行账户的人群提供了重要渠道。

      air counter

    3. An AirPay counter is a physical over-the-counter retail location that maintains a balance in its AirPay e-wallet account, which is used to purchase electronic and physical goods and credits, such as prepaid game credits and mobile top-up, food, beverage and other convenience store items, from suppliers or service providers. The AirPay counter then sells those electronic and physical goods and credits to consumers who pay the counters in cash. AirPay counters also provide utility bill and other payment forwarding services to consumers for cash payments. AirPay counters can be found at a variety of convenient locations in Thailand, Vietnam, Indonesia and the Philippines, including cybercafés, small local shops, book stores, food and beverage merchants, sim card stores, accommodation providers and convenience stores. AirPay counters also serve as important cash AirPay 柜台是一个实体的柜台零售点,在其 AirPay 电子钱包账户中保持一个余额,用于从供应商或服务提供商处购买电子和实体商品及信用,例如预付游戏信用和移动充值、食品、饮料和其他便利店物品。空中支付柜台然后出售这些电子和实物商品和信贷的消费者谁支付的柜台现金。AirPay 的柜台还为消费者提供水电费账单和其他现金支付转账服务。在泰国、越南、印尼和菲律宾的多个便利地点,都可以找到空中支付柜台,包括网吧、本地小型商店、书店、食品和饮料商店、智能卡商店、住宿供应商和便利店。AirPay 柜台也是重要的现金来源   163 Table of Contents 目录 access points for the platform. By allowing consumers to pay cash to top up their accounts on the AirPay App, AirPay counters act as a “reverse ATM” providing important avenues for the AirPay App to reach the large unbanked populations in GSEA.

      平台的接入点。通过允许消费者在 AirPay 应用程序上支付现金以充实自己的账户,AirPay 柜台就像一台“反向自动取款机”,为 AirPay 应用程序接触到 GSEA 大量无银行账户的人群提供了重要渠道。

    1. recognize the chaos, panic and precarity the show captures so convincingly. In “The Bear,” work is a dumb, sadistic game that has left Carmy with unchecked PTSD. Intrusive thoughts and flashbacks fracture his consciousness; he even cooks in his sleep, almost setting his house on fire.

      vivid descriptions - i have never watched the show but i can picture what the writer is talking about

    1. But it turns out that we’re not so unique after all. In fact, compared to some species, humans are late to the game. Ants began farming fungi a staggering 65 million years ago, soon after the days of the dinosaurs. Ambrosia beetle and termite species have also raised such crops for eons—as evidenced by a 25 million-year-old fossilized nest. Damselfish cultivate gardens of algae, and some ants have even developed a form of animal husbandry that includes shepherding stocks of aphids and mealy bugs.

      Fish, beetles termites and ants already started farming/ developed agriculture as long as 65 million years ago.

    1. The usual characteristics used todefine a game are not shared by every game.

      I like this example Wittgenstein gave about the game it helped me visualize the family resemblance clearer.

    1. Three arguments for phenomenology as the most fundamental of all sciences, and how to refute them.

      Apple-and-Oranges

      Dennett accuses phenomenology as structuralist psychology, and thus suffers the same problems of it.

      The major tool of structuralist psychology was introspection (a careful set of observations made under controlled conditions by trained observers using a stringently defined descriptive vocabulary). Titchener held that an experience should be evaluated as a fact, as it exists without analyzing the significance or value of that experience.

      Zahavi replies: phenomenology is not structuralist psychology, but transcendental philosophy of consciousness. It studies the '‘nonpsychological dimension of consciousness,’ those structures that make experience possible.

      Consequently, it is transcendental, and immune to any empirical science, even though it has applications for empirical science.

      Phenomenology is not concerned with establishing what a given individual might currently be experiencing. Phenomenology is not interested in qualia in the sense of purely individual data that are incorrigible, ineffable, and incomparable. Phenomenology is not interested in psychological processes (in contrast to behavioral processes or physical processes).

      Phenomenology is interested in the very dimension of givenness or appearance and seeks to explore its essential structures and conditions of possibility. Such an investigation of the field of presence is beyond any divide between psychical interiority and physical exteriority, since it is an investigation of the dimension in which any object—be it external or internal—manifests itself. Phenomenology aims to disclose structures that are intersubjectively accessible...

      Bakker replies: You can't do phenomenology except by thinking about your first-person experience, so phenomenology looks the same as structuralist psychology. Sure, phenomenologists would disagree, but everyone outside their circle aren't convinced. Just standing tall and say "but we take the phenomenological attitude!" is not going to cut it.

      first-person phenomena remain the evidential foundation of both. If empirical psychology couldn’t generalize from phenomena, then why should we think phenomenology can reason to their origins, particularly given the way it so discursively resembles introspectionism? Why should a phenomenological attitude adjustment make any difference at all?

      Ontological Pre-emption

      Zahavi: to do science, you need to assume intuition. Zombies can't do science.

      As Zahavi writes, “the one-sided focus of science on what is available from a third person perspective is both naive and dishonest, since the scientific practice constantly presupposes the scientist’s first-personal and pre-scientific experience of the world.”

      Reply: dark phenomenology shows that phenomenologists have problems that they can't solve unless they resort to third-person science -- they are not so pure and independent as they claim.

      Reply: human metacognition ability is a messy, inconsistent hack "acquired through individual and cultural learning", made of "whatever cognitive resources are available to serve monitoring-and-control functions",

      people exhibit widely varied abilities to manage their own decision-making, employing a range of idiosyncratic techniques. These data count powerfully against the claim that humans possess anything resembling a system designed for reflecting on their own reasoning and decision-making. Instead, they support a view of meta-reasoning abilities as a diverse hodge-podge of self-management strategies acquired through individual and cultural learning, which co-opt whatever cognitive resources are available to serve monitoring-and-control functions.

      Abductive

      Phenomenology is a wide variety of metacognitive illusions, all turning in predictable ways on neglect.

      If phenomenology is bunk, why do phenomenologists arrive independently on the same answers for many questions? Surely, it's because they are in touch with a transcendental truth, the truth about consciousness!

      with a tremendous amount of specialized training, you can actually anticipate the kinds of things Husserl or Heidegger or Merleau-Ponty or Sarte might say on this or that subject. Something more than introspective whimsy is being tracked—surely!

      If the structures revealed by the phenomenological attitude aren’t ontological, then what else could they be?

      Response: Phenomenology is psychology done by introspection. Discoveries of phenomenology are not ontological, transcendental, prior to all sciences, but psychological, and can be reduced to other sciences like neuroscience and physics. Phenomenologists agree not because they are in touch with transcendental truth, but with similarly structured human brains.

      The Transcendental Interpretation is no longer the only game in town.

      Response: we can use science to predict what phenomenologists predict.

      Source neglect: we can't perceive where conscious perception came from -- things simply "appear in the mind" without showing what caused them to appear, or in what brain region they were made. This is because the brain doesn't have time to represent sources for the fundamental perceptions which must serve as a secure, undoubtable bedrock for all perceptions. If they are not represented like bedrock, people would waste too much time thinking about alternative interpretations of them, and thus fail to reproduce well.

      Scope neglect: we can't perceive the boundaries of perception. The visual scene looks complete, without a black boundary. Similar to source neglect, if the brain represents the boundary, then the boundary's boundary also needs to be represented, and so on, so the infinite descent is cut off as soon as possible, to save time.

      We should expect to be baffled by our immediate sources and by our immediate scope, not because they comprise our transcendental limitations, but because such blind-spots are an inevitable by-product of the radical neurophysiological limits

    1. Example JSONP:

      Is there an additional options property defining game types?

      "options":[{"name":"Entry type","key":"type","values":{"dog":"Dog","bridge":"Bridge","tree":"Tree","hieroglyph":"Hieroglyph","musical instrument":"Musical instrument","mountain":"Mountain"}}]

    1. The result is a history game design model and level design for History Multimedia Interactive Educational Game (HMIEG). The model consists of four main elements: interaction, knowledge, engine and level. The history educational game design model integrates the pedagogical elements and game design features to ensure HMIEG can be used as a history learning tool effectively.

      History Educational Game four main elements interaction, knowledge, engine, level.

    1. Twine was created by a web developer named Chris Klimas in 2009. While in graduate school at the University of Baltimore’s Interaction Design and Information Architecture program, Klimas began writing what he calls “hypertext fiction”—playing with interactivity and narrative outside a game. In order to make life easier for himself, he invented a set of tools that turned source code into interactive HTML. He showed them around to some friends, but no one seemed particularly interested, mostly because they were heavy on programming language and hard to comprehend.
    1. We implement changes into the game before burning the next ROM for the next weeks round of regression and testing.

      ROM then will be integrated into emulators like RetroArch?

    1. It would completely change how I view mint.com. It would become a powerful mechanism for opening up my own access to my own financial data which is currently being locked away by my banks, credit card companies and other providers. All I get is a crappy UI from those places. Mint's UI is much better, but an API would completely change the game.
    1. You play as Regency-era occultists. None of the play happens in meatspace, it’s all play-by-post. Literal post, as in tree-corpses letters. Each turn takes a month. You can write multiple letters in a turn, to the GM and other players.

      I am down as hell.

      There's not enough creative play with postal mail. People love getting physical letters. I haven't decided on whether to subscribe to The Flower Letters, but it's sort of storytelling-through-physical-mail. Similarly, I only found out about Cryptogram Puzzle Post late enough that I'm waiting for the collection, but it's like puzzle games sent to you by mail. (I backed The Light In The Mist from the same creator)

      Physical reality this could use:

      • Mailable items to convey game effects so you could swap them. (E.g., you can write about your character being able to enter the Bird Sanctum only if you are the current holder of a feather that'd been mailed to one player)
      • Invisible ink
      • Colored ink with significance of some kind? Maybe too fussy.

      And of course the urban fantasy counterpart would be set in the 90s, done in ballpoint pen on notebook paper, and the gazette would be a lofi photocopy zine.

    1. Reviewer #3 (Public Review):

      The paper uses a mixture of game-theoretical models and individual-based simulations to study the coevolution of manipulation and resistance to manipulation in social interactions. This is a very impressive piece of theoretical research that will likely open new directions for both theoretical and empirical work.

    1. When you awake you realize that you lost more of yourself in those moments

      Lost more of yourself, what does that mean. Who are we really? Playing a game of entertainment sex should be more fulfilling than netflix.

    1. Magie's game was becoming increasingly popular around the Northeastern United States. College students attending Harvard, Columbia, and University of Pennsylvania, left-leaning middle class families, and Quakers were all playing her board game. Three decades after The Landlord's Game was invented in 1904, Parker Brothers published a modified version, known as Monopoly. Charles Darrow claimed the idea as his own, stating that he invented the game in his basement. Magie spoke out against them and reported that she had made a mere $500 from her invention and received none of the credit for Monopoly.[7] In January 1936, an interview with Magie appeared in a Washington, D.C. newspaper, in which she was critical of Parker Brothers. Magie spoke to reporters about the similarities between Monopoly and The Landlord's Game. The article published spoke to the fact that Magie spent more money making her game than she received in earnings, especially with the lack of credit she received after Monopoly was created. After the interviews, Parker Brothers agreed to publish two more of her games but continued to give Darrow the credit for inventing the game itself.[11] Darrow was known as the inventor of Monopoly until Ralph Anspach discovered Magie's patents and her relation to the Monopoly game while fighting a legal battle with the Parker Brothers because of his Anti-Monopoly game. Subsequently, her invention of The Landlord's Game has been given more attention and research. Despite the fact that Darrow and the Parker Brothers capitalized on and were credited with her idea, she posthumously received credit for one of the most popular board games.[3]

      This is a fascinating bit of trivia, and that should be better known by the general public.

    1. 人类在游戏模式设计上已经积累了很多智慧,McCormick 总结了 4 点:

      1. Feedback Loops 反馈回路:从游戏中收到反馈,以修正和改进行为。
      2. Variable Outcomes 可变产出:游戏中要有一些随机性,从而驱动下一次的尝试。
      3. Sense of Control 控制感:不断练习,就会变强大。
      4. Connection to the Meta Game 与元游戏相连:什么是元游戏?就是真实生活。
    1. Or they employ some novel production technique to achieve a clever end, like using DALL-E to create images for use in a stop-motion video.

      Or video game prototyping, a recent innovation I saw.

    1. A red metal imp hangs from the green-painted front door, as a knocker, do not touch it; it will bite your fingers. Walk through the house. Take nothing. Eat nothing.

      It's almost as if the author wants us to see things in the immortal world vice versa from the human reality world as not fearing creatures when you run into to them but rather get to know them and communicate with them and not being polite by knocking on doors but come in uninvited which really has you thinking about whether or not this at all is a game and they want to see who will be the brave one and enter through their world and how far they can push them till they give up on trying.

    1. Mute (m)You're signed outVideos you watch may be added to the TV's watch history and influence TV recommendations. To avoid this, cancel and sign in to YouTube on your computer.CancelConfirmWhy this ad?Up nextLiveUpcomingCancelPlay NowSwitch cameraShareInclude playlistAn error occurred while retrieving sharing information. Please try again later.AnnotationsPlayback speedNormalSubtitles/CC (1)OffQualityAuto 720p0:0028:2721:34 / 28:27•Watch full videoLive•Scroll for details cleaned by Adblock for Youtube™ Share /* Branding Styles */ #ab4yt-brand { display: block; height: 20px; position: absolute; top: 2px; right: 3px; z-index: 9; color: #666; font-size: 11px; font-weight: bold; line-height: 17px; text-decoration: none; font-weight: normal; -webkit-animation: fadeInOut 14s; animation: fadeInOut 14s; } #ab4yt-brand>#ab4yt-fb-share { background-color: #4e69a2; color: white; padding: 1px 3px; border-radius: 2px; } @-webkit-keyframes fadeInOut { 0% { opacity: 0; } 5% { opacity: 1; } 95% { opacity: 1; } 100% { opacity: 0; } } @keyframes fadeInOut { 0% { opacity: 0; } 5% { opacity: 1; } 95% { opacity: 1; } 100% { opacity: 0; } } .abyt-uix-button { display: inline-block; height: 28px; border: solid 1px rgba(0, 0, 0, 0); padding: 0 10px; outline: 0; font-weight: 500; font-size: 11px; text-decoration: none; white-space: nowrap; word-wrap: normal; line-height: normal; vertical-align: middle; cursor: pointer; border-radius: 2px; box-shadow: 0 1px 0 rgba(0,0,0,0.05); } .abyt-uix-button{ border-color: #d3d3d3; background: #f8f8f8; color: #333; } Let's Build A Video Game With Unity and TensorFlow

      THe most interesting part is the python bridge. whaat else can we do with this?

    1. untamed by narrative and unbound by books.

      The words "Untamed" and "Unbound" used to describe stories as almost bestial, and uncontrollable they can be without being set in pages of a book, how malleable and subject to alteration they are. Sort of like a game of telephone, where one may tell a story, and whoever hears it may either misunderstand it, or purposefully changed for whatever reasons they may have.

    1. queers in love at the end of the world is a hypertext game built on the Twine platform in which the player experiences fleeting intimacy in a ten-second narrative. In the upper left of the browser window, a timer counting down the seconds prompts the reader to move quickly, advancing the narrative by clicking highlighted action words with little time to deliberate or savor the moments chosen before "Everything is wiped away.
    1. dys4ia and a lot of the games loosely grouped with it were all made on Twine, a programming language for making hypertext games that was created in 2009 by Chris Klimas and intended for writers looking to experiment with literature. Skeptics argue that these creations are too simplistic and linear to be considered “games.”
    1. Oracle-governance attacks in Maker

      Dishonest MKR holders have at their disposal two attack vectors.

      A game played between stablecoin, CDP, and MKR holders (and also potentially miners)

      One of the main things is that the price is calculated by taking the MEDIAN of several Oracles, so no one Oracle can significantly upset the value - it would require many Oracles to be compromised. They were also talking about having a 1 hour delay on prices from oracles in MCD which would allow for an emergency vote to be taken if an attack was occurring.

    1. Andy and I always liked trying to find opportunities that others had missed.  Fill holes in a sense

      Making a game requires constraints. Market conditions and unique opportunities supply the best constraints!

    2. In the 80s and early 90s the best sellers on home systems were dominated by CAGs and their cousins (like “walk to the right and punch” or “walk to the right and shoot”).

      Game to dominate a market that hadn't been specced into before!

    1. This describes one of the most pleasing hacks I've ever come across. I just now tracked it down and added it to my bookmarks. (Not sure why it wasn't already there.)

      You could also conceive of going one step further. When your app (doesn't actually have to be a game, though admittedly it's much easier for you if it is) is compiled with tweak.h, it gives it the power to paint the source file on the screen—so you don't actually have to switch over to your text editor to save it, etc. Suppose you want to provide custom inputs like Bret Victor-style sliders for numeric values. You could edit it in your text editor, or you could derp around with it in-app. Tweaking the value in-app should of course both update it wrt the app runtime but also still write the file to disk, too, so if live reloading is turned on in your text editor, whatever changes you make inside the live process image gets synced out.

    1. "The scientist," he declared late in life,"is always working to discover the order and organization of the universe,and is thus playing a game against the arch enemy, disorganization. Isthis devil Manichean or Augustinian? Is it a contrary force opposed toorder or is it the very absence of order itself?"

      Humans are pattern identifiers. The scientist looks through their observations to create links between different organisms. These are all purely coincidental, so the enemy is Augustinian. There is no active chaos on planet Earth, save maybe evolution.

    2. If this cybernetic conception seems to differ from more familiar con-ceptions of the Other, it should. The cybernetic Enemy Other has littleto do with the racialized Other so horrifyingly invoked by Blamey, andexamined, for example, by Edward Said in Oriental~sm.~'There is nosense in which Wiener sees the German bomber pilot as a racially lesserbeing. Nor is the German pilot an Other in being simply invisible. Finally,I take it to go without need of much elaboration that the servomechanicalpilot is not Emmanuel Levinas's Other, where the recognition of the in-eradicable humanity outside of oneself is the fundamental move in theestablishment of an ethical p h i l o s ~ p h y . ~ ~No, Wiener's conception of theEnemy Other is more like his depiction of the game players in von Neu-mann's theory: "perfectly intelligent, perfectly ruthless operators" (C, p.159).This is a theoretical representation in which information, statistics,and strategies are applied to moves and countermoves in a world of op-posing but fundamentally like forces.

      Right, so despite the fact that several people have dispelled the idea that the "Other" need be inferior, whether due to bunk ideas about race or ideology, there is still a form of Othering at play. The enemy Other is still perfectly intelligent, perfectly ruthless.

    3. we track Lyotard's postmod-ernist and game-theoretical worldview back deep into the heart of theManichean sciences. As we study the development of postwar science,then, it seems to me of utmost importance not to seize uncritically thecentral metaphors of operational analysis, game theory, and cyberneticsand make them our own while claiming all the while a new "postmodern"periodization

      If we are to, rightly, criticize Lyotard for not understanding Wiener's machines, then why would we assume he was inspired by Wiener's research?

    4. game theory postulated a logical but cunning opponent; it was designedprecisely to analyze an antagonist who played against us and would bluffto win

      Good, the nazis were a logical and cunning opponent, and they needed to be taken seriously. "Manichean devil" is exactly how they approached the war.

    5. On the Allied side, three closely related sciences engaged this calcu-lating Enemy Other: operations research, game theory, and cybernetics.Each had its own prototypical war problem. Operations research focused,for example, on maximizing efficiency in locating and destroyingGerman U-boats in the North Atlantic and along the coast of the Arneri-cas.Wame theory, though it had mathematical roots in the interwaryears, exploded into view with John von Neumann and Oscar Morgen-stern's masterwork of 1944, Theory of Games and Economic B e h a v i ~ r ; ~strate-gists picked up the technique as a way of analyzing what two opposingforces ought to do when each expected the other to act in a maximallyrational way but were ignorant both of the opponent's specific intentionsand of the enemy's choice of where to bluff. Wiener, the spokesman andadvocate of cybernetics, in a distinction of great importance to him, di-vided the devils facing us in two sorts. One was the "Manichean devil""who is determined on victory and will use any trick of craftiness or dis-simulation to obtain this victory." Wiener's rational Manichean devilcould, for example, change strategy to outwit us. By contrast, the other,the "Augustinian devil" (and Wiener counted the forces of nature as such)was characterized by the "evil" of chance and disorder but could notchange the rules.'

      This is a long one, but it's where the idea of cybernetics started, was in these war rooms. They were trying to strategize and outwit their opponents, and the ideas that outwitting can go several layers deep was a new idea. I'm curious as to the path needed to take to begin automating this process

    1. As mentioned above, games such as World of Warcraft and Dream Western Journey have been popular for nearly 19 years, some MMORPG games in Roblox also have lasted around 10 years. Trading is at the essence of MMORPG games, emphasizing the concepts of assets and in-game economy.

      play to earn 關鍵是打造出 sustainable tokenomic, MMORPG has enough content / complex game play to build self-sustained in-game economy

    1. Even though I’m an amateur researcherMeaning I do it as part of my job as a designer and writer, but in a rather a naive way compared to anyone writing a PhD., I still spend a good chunk of time hunting down and reading academic publications.

      One really oughtn't downplay their research skills like this, rather they should wear them as a badge of honor. Downplaying them leeches away one's power.

      Ph.D. researchers may potentially go deeper into sources, but this is only a function of time and available attention.

      This sort of debate also plays out in spaces like writing computer code. The broader industry determines who is and isn't a "coder", but this is only a means of creating power structures that determine who has power and who doesn't or who is part of the conversation and who isn't.

      Don't let Maggie fool you here, she is definitely part of this conversation.


      What areas of work over time does this pattern of level of experience not apply to?

      There is definitely a level of minimal literacy at which one could be considered a reader, but there is no distinction between amateur reader and professional reader the way there might be between an "amateur researcher" and a full time "academic researcher".

      Other examples of this? Video game playing?

    1. The ideas expressed in Creative Experience continueto have an impact. Follett’s process of integration, for example, forms the basisof what is now commonly referred to as a ‘‘win-win’’ approach to conflictresolution; and her distinction between ‘‘power-with’’ and ‘‘power-over’’ hasbeen used by so many distinguished thinkers that it has become a part of ourpopular vocabulary. ≤

      While she may not have coined the phrase "win-win", Mary Parker Follett's process of integration described in her book Creative Experience (Longmans, Green & Co., 1924) forms the basis of what we now refer to as the idea of "win-win" conflict resolution.

      Follett's ideas about power over and power with also stem from Creative Experience as well.

      1. Those using the power-over, power-with distinction include Dorothy Emmett, the first woman president of the British Aristotelian Society, and Hannah Arendt; Mans- bridge, ‘‘Mary Parker Follet: Feminist and Negotiator,’’ xviii–xxii.

      Syndication link: - https://en.wikipedia.org/w/index.php?title=Win%E2%80%93win_game&type=revision&diff=1102353117&oldid=1076197356

    1. Reviewer #1 (Public Review):

      This article clearly illustrates the limitations of previous predator escape models that (1) fail to incorporate the initial orientation of prey relative to predators, and (2) do not properly describe the endpoint of predator attacks, instead assuming infinite trajectories. The approach is novel and the implications for stochastic strategies are important. Some subtle rearrangements would improve the presentation of the data.

      The correspondence between the presented behavioral data and model instantly validates the incorporation of predator attack distance and initial orientation of the prey into escape models. I am completely convinced that the lack of the two incorporated variables prevented the accurate reconstruction of ETs. These two variables create distributions over escape choices that are eventually claimed to balance behavioral perfection (i.e., minimization of Tdiff) with unpredictability (i.e., the choice of slightly suboptimal ETs when the effect on Tdiff is negligible relative to predator capture times). This is a case where precision is sometimes favored over variability and other times variability over precision.

      It's here where my very mild (I truly liked this article - it is well done, well written, and creative) comments arise. The implications for stochastic strategies immediately emerge in the early results - bimodal strategies come about from the introduction of two variables. There is not enough credence given to the field of stochastic behavior in the introduction - the introduction focuses too much on previous models of predator-prey interaction, and in fact, Figure 1, which should set up the main arguments of the article, shows a model that is only slightly different (slight predator adjustment) that is eventually only addressed in the Appendix (see below). The question of "how and when do stochastic strategies emerge?" is a big deal. Figure 1 should set up a dichotomy: optimal strategies are available (i.e., those that minimize Tdiff) which would predict a single unimodal strategy. Many studies often advocate for Bayesian optimal behavior, but multimodal strategies are the reality in this study - why? Because if you consider the finite attack distance and inability of fish to evoke maximum velocity escapes while turning, it actually IS optimal. That's the main point I think of the article and why it's a broadly important piece of work. Further framing within the field of stochastic strategies (i.e., stochastic resonance) could be done in the introduction.

      All experiments are well controlled (I especially liked the control where you varied the cutoff distance given that it is so critical to the model). Some of the figures require more labeling and the main marquee Figure 1 needs an overhaul because (1) the predator adjustment model that is only addressed in the Appendix shouldn't be central to the main introductory figure - it's the equivalent of the models/situations in Figure 6, and probably shouldn't take up too much space in the introductory text either (2) the drawing containing the model variables could be more clear and illustrative.

      Finally, I think a major question could be posed in the article's future recommendations: Is there some threshold for predator learning that the fish's specific distribution of optimal vs. suboptimal choice prevents from happening? That is, the suboptimal choice is performed in proportion to its ability to differentiate Tdiff. This is "bimodal" in a sense, but a probabilistic description of the distribution (e.g., a bernoulli with p proportional to beta) would be really beneficial. Because prey capture is a zero-sum game, the predator will develop new strategies that sometimes allow it to win. It would be interesting if eventually the bernoulli description could be run via a sampler to an actual predator using a prey dummy; one could show that the predator eventually learns the pattern if the bernoulli for choosing optimal escape is set too high, and the prey has balanced its choice of optimal vs. suboptimal to circumvent predator learning.

      Overall, a very good article.

    1. Would be more of a neutral rating for me but seeing that I have only two options (or no review at all), I'll go with the upvote for encouragement as they do appear to be putting some effort into the game.

      .

    1. https://forum.saysomethingin.com/t/grasshoppers/36340

      Variations of the word grasshopper in Welsh:<br /> * Ceiliog y gwair * Sioncyn y gwair * Robin sbonciwr * Sbonciwr y gwair * Ceiliog y rhedyn

      Note that the last one translates as cockerel of the fern and is probably related to kilhog-raden (in Bretton) and kulyek reden (in Cornish).

      The verb (y)sboncio means to spring/leap/jump<br /> thus sbonciwr is someone/something that springs, leaps or jumps and is also related to sboncen (the game squash).

      gwair translates as grass

    1. These methods of interaction and your storyline of yours will definitely make the game interesting. You are all set to make a text-based game by yourself. Go get started and show your skills.

      How to make text-based games in C++

  4. icla2022.jonreeve.com icla2022.jonreeve.com
    1. She felt a soft wet substance with her fingers and was surprised that nobody spoke or took off her bandage.

      "The All Hallows' Eve game is playful fortune-telling. If the player touches the ring, they will be soon married. If the water, they will soon emigrate. If the prayer-book, they will soon work for the church (as Mrs Donnelley jokes). If the clay, the player will soon die. This is why Mrs. Donnelley scolds the girls for including the clay in the game, and why the family has Maria take another turn."

    1. To study the effects of regular walking during a golf game on various health and fitness indicators in middle-aged men.

      Showing that golf is an effective sport for exercise in middle-aged men is important for my project proposal in recruiting volunteers. I would prefer the most diverse group of people possible for my volunteers, but it is most likely that the majority will be middle-aged men.

    1. コロナ禍の影響もあってか、ゲーム産業全体としては安定的に拡大しており、中でもF2Pモデルによる売上がゲーム業界を席巻している。これまでで最もDAUが多いWeb3ゲームのひとつであるSTEPNのDAU(Daily Active User)は、PCの1/20、Mobileの1/200程しかないが、22Q2に稼ぎ出した売上はあの「原神」の約1/3にものぼる。ユーザー数の差異を鑑みると、Gamefiがかつて類を見ない程の収益力を兼ね備えていることが見て取れる。

      まったくもって同意。GameFiの収益力はえげつない。ただ気をつけないと行けないのは、STEPNやAxieの事例は一種の投資マネー的な要素が強いからと言うのはある、運営は言い方悪いと良いところ取りでINOUTの両方で手数料取っているから成り立っているモデルとも言える。

    1. Reviewer #2 (Public Review):

      The manuscript describes the development of a new digital 3D tool to monitor spatial and temporal changes in the neural tube, using hindbrain morphogenesis as a proof of concept tissue. The conclusions of the manuscript are supported by the results and the quality of the data is excellent.

      Strengths

      1. The data and results of the manuscript have been meticulously prepared and support the author's conclusions.

      2. Open-access, novel, and user-friendly protocols for digitalizing spatial and temporal changes of tissue growth are in demand and will clearly contribute to the relevant scientific communities

      3. Inclusion of 3D temporal information to the already existing 3D-spatial atlases is missing. The new methodology developed in this manuscript will open the door for collecting valuable information (which is currently limited) on normal and perturbed brain development in time and space.

      4. The quality of the presented data is very good.

      5. The development of the hindbrain is a fascinating process that is less studied in comparison to higher brain areas. As proper hindbrain development is the foundation upon which the brainstem will later form, novel knowledge on hindbrain morphogenesis and neurogenesis is of clear importance.

      Weaknesses

      1. Compared to other methodology-based papers on brain image analysis (i.e., Chow et al., 2020; Jaggard et al., 2020; Kenney et al., 2021; Ronneberger et al., 2012; Tabor et al., 2019; Dsilva et al., 2015; Fernandez and Moisy, 2020), the manuscript is a bit narrow in its overall information. For instance, this manuscript uses different transgenic lines to quantify cells of different neuronal subpopulations at several time points to (elegantly) show their differentiation dynamics. Yet, the magnifications are very low so that the provided data is an overview of the entire hindbrain without tracing the cell's behavior at a much higher 3D resolution. This is at variance from some of the above-cited papers which imaged cell domains at much higher magnifications.

      2. The temporal component (emphasized by the authors as their main novelty) did not integrate data from ongoing time-lapse imaging of color-converted cells, (although expected when reading the Introduction and Abstract). Rather, the analysis was based on a comparison of fixated brains at 3 different stages from different fishes. Without diminishing the importance of this comparison (which was elegantly done), putting the temporal-based analysis in the forefront of the methodology is a bit misleading, as it occupies only a small part of the manuscript.

      3. The paper does not take the newly developed protocols one step further to serve as a proof-of-concept study by using fish with normal or aberrant neurogenesis. This diminishes the powerfulness of the suggested technology. Such types of analyses have been provided in some other papers which developed recent 3D digital atlases of the brain, where the technologies were utilized to answer developmental/behavioral questions.

      4 . In general, the many efforts used in this study to develop the imaging technologies did not seem to yield a significant amount of novel information, when compared to more standard imaging techniques (that the authors present). Hence, more substantial data is needed to convince how the DAMAKER is a "game-changer" in the field of neural development.

    1. Evaluation Summary:

      This manuscript models the evolution of simple multicellular life cycles using evolutionary game theory. The authors discuss natural selection between different life cycles by modeling growth, fragmentation, and interactions between propagules, discovering conditions for selection of a single life cycle or coexistence of multiple ones. Overall, the model is biologically intuitive, the results are rigorous, and the implications for the evolution of multicellularity are interesting.

      (This preprint has been reviewed by eLife. We include the public reviews from the reviewers here; the authors also receive private feedback with suggested changes to the manuscript. Reviewer #3 agreed to share their name with the authors.)

  5. Jul 2022
    1. niceties some a perceived shortness of timeced for order to get through,From is experience inre . From his experience inaden ve Monty Roberts (1997) has observed thea 7 act like you only have a few minutes” it5 vou ha y to gecomplish a change, whereas “if you actve all day,” it may take only a few minutes. Incounseling, this most ofnN, ten takes iyour client’s readiness.

      Ouch! This was something that I had to deal with this past year when working with my TC. I talked to her coming to class underprepared. I asked her what I could do to support her and she said, "Take time to talk to me." WOW! She pointed out that the reason she was afraid to come to me to discuss her upcoming lessons, student issues, etc. was because she know I had a lot on my plate and always looked stressed. I didn't realize that this was her perception of me until we sat down and came up with a game plan as well as sacred time without interruptions. We did have that, but I had a habit of taking care of other things during that time, as well. After our conversation, our planning time was truly sacred - not only did her lesson delivery improve, but so did our working relationship.

  6. www.peoplevsalgorithms.com www.peoplevsalgorithms.com
    1. Patrician IV is an overhauling upgrade to Patrician III; so if you have not played the previous games in the Patrician series, starting with IV is really all you need. Also, the game of Patrician is very straightforward and addicting, so playing previous versions won't offer you anything unseen in Patrician IV.
    1. The humor comes, not from jokes, but from the creative connections that are made as the scene unfolds. Hence the need to support one another, as the following Harold principles stress: Respect choices made by others. There are no bad ideas. There are no mistakes — everything is justified. Treat others as if they are poets, geniuses and artists, and they will be. Avoid preconceived notions. The best way to look good is to make your fellow players look good.Players are urged to stay in the moment and not be distracted by the ego that assumes it knows the best direction for the scene to go: What is happening now will be the key to discovery. Nothing is ignored. Follow the unexpected twist. Take the unusual and active choice to forward the action. The action begins with the disruption of a routine. Be specific — avoid generalities. Listen and remember. Look for the game within your scene and play it. Listen to your inner voice. Reflect each other’s ideas.

      On the principles of improvisation

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Your email has been sent by Franklin Okeke in Developer on July 7, 2022, 7:48 AM PDT The 12 best IDEs for programming IDEs are essential tools for software development. Here is a list of the top IDEs for programming in 2022. Image: Chaosamran_Studio/Adobe Stock Software developers have battled with text editors and command-line tools that offered little or nothing in the automation, debugging and speedy execution of codes. However, the software development landscape is rapidly changing, and this includes programming tools. To accommodate the evolution in software development, software engineers came up with more sophisticated tools known as integrated development environments. To keep up with the fast pace of emerging technologies, there has been an increasing demand for the best IDEs among software development companies. We will explore the 12 best IDEs that offer valuable solutions to programmers in 2022. Jump to: What is an IDE? The importance of IDEs in software programming Standard features of an IDE Classifications of IDEs Best IDEs for programmers Factors to consider when picking an IDE What is an IDE? IDEs are software development tools developers use to simplify their programming and design experience. IDEs come with an integrated user interface that combines everything a developer needs to write codes conveniently. The best IDEs are built with features that allow developers to write and edit code with a code editor, debug code with a debugger, compile code with a code compiler and automate some software development tasks. SEE: Hiring kit: Back-end Developer (TechRepublic Premium) The best IDEs come with class browsers to examine and reference properties, object browsers to investigate objects and class hierarchy diagrams to see object-oriented programming code. IDEs are designed to increase software developer productivity by incorporating close-knit components that create a perfect playground where they can write, test and do whatever they want with their code. Why are IDEs important in software programming? IDEs provide a lot of support to software developers, which was not available in the old text editors. The best IDEs around do not need to be manually configured and integrated as part of the setup process. Instead, they enable developers to begin developing new apps on the go. Must-read developer coverage The 12 best IDEs for programming Best DevOps Tools & Solutions 2022 CI/CD platforms: How to choose the right system for your business Hiring kit: Python developer Additionally, since every feature a programmer needs is available in the same development environment, developers don’t have to spend hours learning how to use each separately. This can be extremely helpful when bringing on new developers, who may rely on an IDE to familiarize themselves with a team’s standard tools and procedures. In reality, most IDE capabilities, such as intelligent code completion and automatic code creation, are designed to save time by eliminating the need to write out entire character sequences. Other standard IDE features are designed to facilitate workflow organization and problem-solving for developers. IDEs parse code as it is written, allowing for real-time detection of human-related errors. As such, developers can carry out operations without switching between programs because the needed utilities are represented by a single graphical user interface. Most IDEs also have a syntax highlighting feature, which uses visual clues to distinguish between grammar in the text editor. Class and object browsers, as well as class hierarchy diagrams for certain languages, are additional features that some IDEs offer. All these features help the modern programmer to turn out software development projects fast. For a programming project requiring software-specific features, it’s possible to manually integrate these features or utilities with Vim or Emacs. The benefit here is that software developers can easily have their custom-made IDEs. However, for enterprise uses, the above process might take time and impact standardization negatively. Most enterprises encourage their development teams to go for pre-configured IDEs that suit their job demands. Other benefits of IDEs An IDE serves as a centralized environment for the needs of most software developers, such as version control systems, Platform-as-a-Service and debugging tools. An IDE improves workflow due to its fast code completion capabilities. An IDE automates error-checking on the fly to ensure top-quality code. An IDE has refactoring capabilities that allow programmers to make comprehensive and renaming changes. An IDE ensure a seamless development cycle. An IDE facilitates developer efficiency and satisfaction. Standard features of an IDE Text editor Almost all IDEs will offer a text editor made specifically for writing and modifying source code. While some tools may allow users to drag and drop front-end elements visually, the majority offers a straightforward user interface that emphasizes language-specific syntax. Debugger Debugging tools help developers identify and correct source code mistakes. Before the application is published, programmers and software engineers can test the various code parts and find issues. Compiler The compiler feature in IDE assists programmers in translating programming languages into machine-readable languages such as binary code. The compiler also helps to ensure the accuracy of these machine languages by analyzing and optimizing them. Code completion This feature helps developers to intelligently and automatically complete common code components. This process helps developers to save time and reduces bugs that come from typos. Programming language support Although some IDEs are pre-configured to support one programming language, others offer multi-programming language support. Most times, in choosing an IDE, users have to figure out which programming languages they will be coding in and pick an IDE accordingly. Integrations and plugins Integration capability is one feature that makes an IDE stand out. IDEs support the integration of other development tools through plugins to enhance productivity. Classifications of IDEs IDEs come in different types and according to the programming languages they support. While some support one language, others can support more than one. Multi-language IDE Multi-language IDEs are IDE types that support multiple programming languages. This IDE type is best suited for beginner programmers still at the exploration stage. An example of this type of IDE is the Visual Studio IDE. It’s popular for its incredible supporting features. For example, users can easily code in a new programming language by adding the language plugin. Mobile development IDE As the market for mobile app development grows, numerous programming tools are becoming available to help software developers build efficient mobile apps. Mobile development IDEs for the Android and iOS platforms include Android Studio and Xcode. Web/cloud-based IDE If an enterprise supports a cloud-based development environment, it may need to adopt a cloud-based IDE. One of the advantages of using this type of IDE is that it can run heavy projects without occupying any computational resources in a local system. Again, this type of IDE is always platform-independent, making it easy to connect to many cloud development providers. Specific-language IDE This IDE type is a typical opposite of the multiple-language IDE. They are specifically built to support developers who work on only one programming language. Some of these IDEs include Jcreator for Java, Idle for Python and CodeLite for C++. Best IDEs for programmers in 2022 Visual Studio Microsoft Visual Studios The Visual Studio IDE is a Microsoft-powered integrated development interface developed to help software developers with web developments. The IDE uses artificial intelligence features to learn from the edit programmer’s make to their codes, making it easy for it to complete lines of code automatically. One of the top features many developers have come to like about Visual Studio is that it aids collaborative development between teams in live development. This feature is very crucial, especially during the debugging process. The IDE also allows users to share servers, comments and terminals. Visual Studio has the capability to support mobile app, web and game development. It also supports Python language, Node.js, ASP.NET and Azure. With Visual Studio, developers can easily create a development environment in the cloud. SEE: Hiring kit: Python developer (TechRepublic Premium) With its multi-language support, Visual Studio has features that integrate flawlessly with Django and Flask frameworks. It can be used as an IDE for Python on the Mac, Windows and Linux operating systems. IntelliJ IDEA IntelliJ IDEA IntelliJ Idea has been around for years and has served as one of the best IDEs for Java programming. The IntelliJ Idea UI is designed in a sleek way that makes coding appealing to many Java developers. With this IDE, code can get indexed, providing relevant suggestions to help complete code lines. It also takes this suggestive coding further by automating several tasks that may be repetitive. Apart from supporting web, enterprise, and mobile Java programming, it is also a good option for JavaScript, SQL and JPQL programming Xcode Xcode Xcode might be the best IDE tool for Apple product developers. The tool supports iOS app development with its numerous iOS tools. The IDE supports programming languages such as Swift, C++ and Object-C. With XCode, developers can easily manage their software development workflow with quality code suggestions from the interface. Android Studio Android Studio The Android Studio is one of the best IDEs for Android app development. This IDE supports Kotlin and Java programming languages. Some important features users can get from the Android Studio are push alerts, camera integrations and other mobile technology features. Developers can also create variants and different APKs with the help of this flexible IDE, which also offers extended template support for Google Services. AWS Cloud9 IDE AWS Cloud9 The AWS Cloud9 IDE is packed with a terminal, a debugger and a code editor, and it supports popular programming languages such as Python and PHP. With Cloud9 IDE, software developers can work on their projects from almost anywhere in the globe as long as they have a computer that is connected to the internet, because it is cloud-based. Developers may create serverless applications using Cloud9 and easily collaborate with different teams in different development environments. Eclipse Eclipse Eclipse is one of the most popular IDEs. It’s a cross-platform tool with a powerful user interface that supports drag and drop. The IDE is also packed with some important features such as static analysis tools, debugging and profiling capabilities. Eclipse is enterprise development-friendly and it allows developers to work on scalable and open-source software development easily. Although Eclipse is best associated with Java, it also supports multiple programming languages. In addition, users can add their preferred plugins to the IDE to support software development projects. Zend Studio Zend Studio Zend Studio is a leading PHP IDE designed to support PHP developers in both web and mobile development. The tool features advanced debugging capabilities and a code editor with a large community to support its users. There is every possibility that PHP developers will cling to the Zend IDE for a long time as it has consistently proven to be a reliable option for server-side programming. Furthermore, programmers can take advantage of Zend Studio’s plugin integrations to maximize PHP applications’ deployment on any server. PhpStorm PhpStorm PhpStorm is another choice to consider if users use PHP for web development. Although it focuses on the PHP programming language, front-end languages like HTML 5, CSS, Sass, JavaScript and others are also supported. It also supports popular website-building tools, including WordPress, Drupal and Laravek. It offers simple navigation, code completion, testing, debugging and refactoring capabilities. PhpStorm comes with built-in developer tools that help users perform routine tasks directly from the IDE. Some of these built-in tools serve as a version control system, remote deployment, composer and Docker. Arduino IDE Arduino Arduino is another top open source, cross-platform IDE that helps developers to write clean code with an option to share with other developers. This IDE offers both online and local code editing environments. Developers who want to carry out sophisticated tasks without putting a strain on computer resources love it for how simple it is to utilize. The Arduino IDE includes current support for the newest Arduino boards. Additionally, it offers a more contemporary editor and a dynamic UI with autocompletion, code navigation and even live debugger features. NetBeans NetBeans You can’t have a list of the best IDE for web development without including NetBeans. It’s among one of the most popular options for the best IDE because it’s a no-nonsense software for Java, JavaScript, PHP, HTML 5, CSS and more. It also helps users create bug-free codes by highlighting code syntactically and semantically. It also has a lot of powerful refactoring tools while being open source. RubyMine RubyMine Although RubyMine primarily supports the Ruby, it also works well with JavaScript, CSS, Less, Sass and other programming languages. The IDE has some crucial automation features such as code completion, syntax and error-highlighting, an advanced search option for any class and symbol. WebStorm WebStorm The WebStorm IDE is excellent for programming in JavaScript. The IDE features live error detection, code autocompletion, a debugger and unit testing. It also comes with some great integrations to aid web development. Some of these integrations are GitHub, Git and Mercurial. Factors to consider when picking an IDE Programming language support An IDE should be able to support the programming language used in users’ software development projects. Customizable text editors Some IDEs offer the ability to edit the graphical user interface. Check if the preferred IDE has this feature, because it can increase productivity. Unit testing Check if the IDE can add mock objects to some sections of the code. This feature helps test code straight away without completing all the sections. Source code library Users may also wish to consider if the IDE has resources such as scripts and source code. Error diagnostics and reports For new programmers, sometimes it’s good to have an IDE that can automatically detect errors in code. Have this factor in mind if users will need this feature. Code completion Some IDEs are designed to intelligently complete lines of code, especially when it comes to tag closing. If developers want to save some coding time from tag closing, check for IDEs that offer this option. Integrations and plugins Do not forget to check the integration features before making a choice. Code search Some IDEs offer the code search option to help search for elements quickly in code. Look for IDEs that support this productivity feature. Hierarchy diagrams If users often work on larger projects with numerous files and scripts that all interact in a certain way, look for IDEs that can organize and present these scripts in a hierarchy. This feature can help programmers observe the order of file execution and the relationships between different files and scripts by displaying a hierarchy diagram. Model-driven development Some IDEs help turn models into code. If users love creating models for the IDE, consider this factor before choosing an IDE. 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      and seriously you don't mention visual code???

    1. Digital discourse creates a game-like structure in our perception of reality. For everything that happens, every fact we gather, every interpretation of it we provide, we have an ongoing ledger of the “points” we could garner by posting about it online.

      Postiname dėl pointų - gera mintis, taikli. Jei nesusilauks dėmesio, galvosi, ar verta. Taip pat ir naujienomis

    2. Many of the systems we now use online have their structural origins in the world of role-playing games.

      FB like'ai, visoki gamified appsai

    3. The role-playing game is to our century what the novel was to the eighteenth: the social art form epitomizing and evangelizing a new mode of self-creation. Role-playing games became especially popular in the 1980s, fostering a moral panic over the corruption of the youth, and their influence has continued to vastly exceed that of table-top games.

      Pas mus, bent jau mano žiniiomis, tokių žaidimų nebuvo. Ar tai svarbu argumentui?

    4. Indeed, there is a case — and I am going to make it here — that the parallel can be fruitfully extended much farther.

      Teksto konstrukcija, kurią verta prisiminti: pristato kažkokią, neseniai/seniai buvusią idėją/ryšį/santykį, iš esmės remiantis konkrečiu šaltiniu, ir paskui intriga: analogiją galima išplėsti (nes pradedama nuo analogijos - QAnon ir ARGs)

    1. The original leftist formulation of it was very different from anything that we get in what then becomes called left-accelerationism later. It’s almost like Lenin’s “the worse, the better”. The understanding of it is that, you know, what Deleuze and Guattari are doing, what the accelerationist current coming out of them is doing, is saying the way to destroy capitalism is to accelerate it to its limit. There’s no other strategy that has any chance of being successful.

      There are 2 kinds of left accelerationism. The older one is the idea that "capitalism can only be destroyed by more capitalism". The newer one is "capitalism is less able to use modern technology than socialism, and by using modern technology, socialism can destroy capitalism by beating capitalism at its own game".

    1. Just like it may be not necessary to know the rules to win the game, or to possess all the propositional knowledge on a subject to operate properly

      Little parasites can skillfully navigate their course of life, using odd tricks that just happen to work. For example, consider the following description of the tick from "A foray into the worlds of animals and humans" (Uexküll)

      ANY COUNTRY DWELLER who traverses woods and bush with his dog has certainly become acquainted with a little animal who lies in wait on the branches of the bushes for his prey, be it human or animal, in order to dive onto his victim and suck himself full of its blood. In so doing, the one- to two-millimeter-large animal swells to the size of a pea (Figure 1). Although not dangerous, the tick is certainly an unwelcome guest to humans and other mammals. Its life cycle has been studied in such detail in recent work that we can create a virtually complete picture of it. Out of the egg crawls a not yet fully developed little animal, still missing one pair of legs as well as genital organs. Even in this state, it can already ambush cold-blooded animals such as lizards, for which it lies in wait on the tip of a blade of grass. After many moltings, it has acquired the organs it lacked and can now go on its quest for warm-blooded creatures. Once the female has copulated, she climbs with her full count of eight legs to the tip of a protruding branch of any shrub in order either to fall onto small mammals who run by underneath or to let herself be brushed off the branch by large ones. The eyeless creature finds the way to its lookout with the help of a general sensitivity to light in the skin. The blind and deaf bandit becomes aware of the approach of its prey through the sense of smell. The odor of butyric acid, which is given off by the skin glands of all mammals, gives the tick the signal to leave its watch post and leap off. If it then falls onto something warm—which its fine sense of temperature will tell it—then it has reached its prey, the warm-blooded animal, and needs only use its sense of touch to find a spot as free of hair as possible in order to bore past its own head into the skin tissue of the prey. Now, the tick pumps a stream of warm blood slowly into itself.

      Experiments with artificial membranes and liquids other than blood have demonstrated that the tick has no sense of taste, for, after boring through the membrane, it takes in any liquid, so long as it has the right temperature. If, after sensing the butyric acid smell, the tick falls onto something cold, then it has missed its prey and must climb back up to its lookout post. The tick's hearty blood meal is also its last meal, for it now has nothing more to do than fall to the ground, lay its eggs, and die.

    1. Nevertheless, only 2% of girls obtained 60 or more minutes of MVPA in baseball/softball practice compared with about 32% of boys. A possible explanation for this trend is that coaches included less physical training in girls' softball practices, devoting most of the time to skill building, game play, or other nonactive instruction. Owing to the extensive running inherent in soccer, boys' and girls' MVPA levels were very similar.

      Difference in male and female activity levels are staggering amongst baseball and softball participants.

    1. muzzle-loading firearms; * single shot, double barrel and repeating centre fire rifles; * break action shotguns/rifle combinations

      Muzzle-loading firearms can be used not only for historical re-enactment purposes, but has more fatal potential for humans compared to rimfire rifles. single shot and repeating centrefire rifles use deadlier ammuntion compared to rimfire, ie 7.62 calliber or 5.56, but are normally used for competitive shooting and huntinng of larger game

    1. To even imply a causal link between such representations and the most grotesque real-world violence is to do a disservice to the reality of that complexity. Worse, it contributes to a narrative that many on the far-right have desperately sought to amplify, in a bid to distract from far more pressing conversations about guns themselves, the role of police, and white supremacism in our society.
    2. Our culture is saturated in violent imagery and narratives that glorify violence, presenting it as the epitome of heroism and the surest solution to problems. Therefore, it would be naive to deny it has a role in shaping the fantasies of mass killers, who frequently imagine themselves as warriors — even as knights! — and who were weaned on a gaming culture saturated with guns.  The problem with this critique is four-fold. One, it overstates the role of popular culture in these killings; two, it misunderstands the incredibly versatile role of violence in that culture; three, it runs the risk of obscuring more complex and specific problems in the gaming industry; four, it is heedless of the ideological “drift” of such arguments, which, however they’re phrased, inevitably abet conservative interests.
    1. On many occasions we have been com¬pelled to break off the writing of a particular chapter, or even of aparticular paragraph, in order to test, by reshuffling the whole of ournotes dealing with a particular subject, a particular place, a particularorganisation or a particular date, the relative validity of hypotheses asto cause and effect. I may remark, parenthetically, that we have foundthis “ game with reality ”, this building up of one hypothesis andknocking it down in favour of others that had been revealed or verifiedby a new shuffle of the notes—especially when we severally “ backed ”rival hypotheses—a most stimulating recreation! In that way alonehave we been able “ to put our bias out of gear ”, and to make ourorder of thought correspond, not with our own prepossessions, butwith the order of things discovered by our investigations.

      Beatrice Webb's note taking system here shows indications of being actively used as a database system!

    1. As such, to ensure that Minecraft players have a safe and inclusive experience, blockchain technologies are not permitted to be integrated inside our Minecraft client and server applications nor may they be utilized to create NFTs associated with any in-game content, including worlds, skins, persona items, or other mods. We will also be paying close attention to how blockchain technology evolves over time to ensure that the above principles are withheld and determine whether it will allow for more secure experiences or other practical and inclusive applications in gaming. However, we have no plans of implementing blockchain technology into Minecraft right now.

      Blockchain technologies cannot be integrated into Minecraft client and server applications

      In this statement, Microsoft is holding out the possibility that blockchain technology might evolve into something that is "practical and inclusive".

    2. NFTs are not inclusive of all our community and create a scenario of the haves and the have-nots. The speculative pricing and investment mentality around NFTs takes the focus away from playing the game and encourages profiteering, which we think is inconsistent with the long-term joy and success of our players.

      A game long known for creative building, Minecraft explicitly rejects exclusionary tactics...and calls out the speculative pricing and investment mentality surrounding NFTs.

    1. a behavior design and gamification consultant, meaning that I apply behavioral science and video game design principles to tech products to enable users to better accomplish their goals.

      behavioral game design tech products

  7. www.dndbeyond.com www.dndbeyond.com
    1. Arcane Ward

      Is an abjurer’s Arcane Ward healed only when the ward has 0 hit points? The ward regains hit points whenever the abjurer casts an abjuration spell of 1st level or higher, not just when the ward has 0 hit points. As is normal for healing, the ward can’t regain more hit points than its hit point maximum: twice the wizard’s level + the wizard’s Intelligence modifier.

      Does casting alarm as a ritual heal Arcane Ward? Any abjuration spell of 1st level or higher cast by an abjurer, including a ritual, can restore hit points to the abjurer’s Arcane Ward.

      How does Arcane Ward interact with temporary hit points and damage resistance that an abjurer might have? An Arcane Ward is not an extension of the wizard who creates it. It is a magical effect with its own hit points. Any temporary hit points, immunities, or resistances that the wizard has don’t apply to the ward.  The ward takes damage first. Any leftover damage is taken by the wizard and goes through the following game elements in order: (1) any relevant damage immunity, (2) any relevant damage resistance, (3) any temporary hit points, and (4) real hit points.

      An abjurer gains resistance to spell damage at 14th level. Does the abjurer’s Arcane Ward gain this resistance when a spell hits the abjurer? The abjurer, not the Arcane Ward, gains the resistance at 14th level.

      Sage Advice Compendium, v2.7 r2021

  8. www.dndbeyond.com www.dndbeyond.com
    1. Arcane Ward

      Is an abjurer’s Arcane Ward healed only when the ward has 0 hit points? The ward regains hit points whenever the abjurer casts an abjuration spell of 1st level or higher, not just when the ward has 0 hit points. As is normal for healing, the ward can’t regain more hit points than its hit point maximum: twice the wizard’s level + the wizard’s Intelligence modifier.

      Does casting alarm as a ritual heal Arcane Ward? Any abjuration spell of 1st level or higher cast by an abjurer, including a ritual, can restore hit points to the abjurer’s Arcane Ward.

      How does Arcane Ward interact with temporary hit points and damage resistance that an abjurer might have? An Arcane Ward is not an extension of the wizard who creates it. It is a magical effect with its own hit points. Any temporary hit points, immunities, or resistances that the wizard has don’t apply to the ward.  The ward takes damage first. Any leftover damage is taken by the wizard and goes through the following game elements in order: (1) any relevant damage immunity, (2) any relevant damage resistance, (3) any temporary hit points, and (4) real hit points.

      An abjurer gains resistance to spell damage at 14th level. Does the abjurer’s Arcane Ward gain this resistance when a spell hits the abjurer? The abjurer, not the Arcane Ward, gains the resistance at 14th level.

      Sage Advice Compendium, v2.7 r2021

  9. www.dndbeyond.com www.dndbeyond.com
    1. Divine Smite

      Can my paladin use a smite spell along with Divine Smite? As in, I cast wrathful smite, hit, then use Divine Smite on the same attack? Yes, you can use Divine Smite on the same weapon attack that benefits from a smite spell, such as wrathful smite—as long as the attack you make after casting the smite spell is a melee weapon attack. Divine Smite doesn’t work with any other kind of attack.

      Can a paladin use Divine Smite when they hit using an unarmed strike? No. Divine Smite isn’t intended to work with unarmed strikes. Divine Smite does work with a melee weapon attack, and an unarmed strike can be used to make such an attack. But the text of Divine Smite also refers to the “weapon’s damage,” and an unarmed strike isn’t a weapon. If a DM decides to override this rule, no imbalance is created. Tying Divine Smite to weapons was a thematic choice on our part—paladins being traditionally associated with weapons. It was not a game balance choice.

      Sage Advice Compendium, v2.7 r2021

    2. Stunning Strike

      Can a monk use Stunning Strike with an unarmed strike, even though unarmed strikes aren’t weapons? Yes. Stunning Strike works with melee weapon attacks, and an unarmed strike is a special type of melee weapon attack. The game often makes exceptions to general rules, and this is an important exception: that unarmed strikes count as melee weapon attacks despite not being weapons.

      Sage Advice Compendium, v2.7 r2021

    3. druids will not wear armor or use shields made of metal

      What happens if a druid wears metal armor? The druid explodes. Well, not actually. Druids have a taboo against wearing metal armor and wielding a metal shield. The taboo has been part of the class’s story since the class first appeared in Eldritch Wizardry (1976) and the original Player’s Handbook (1978). The idea is that druids prefer to be protected by animal skins, wood, and other natural materials that aren’t the worked metal that is associated with civilization. Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but chooses not to. A druid typically wears leather, studded leather, or hide armor, and if a druid comes across scale mail made of a material other than metal, the druid might wear it. If you feel strongly about your druid breaking the taboo and donning metal, talk to your DM. Each class has story elements mixed with its game features; the two types of design go hand in hand in D&D, and the story parts are stronger in some classes than in others. Druids and paladins have an especially strong dose of story in their design. If you want to depart from your class’s story, your DM has the final say on how far you can go and still be considered a member of the class. As long as you abide by your character’s proficiencies, you’re not going to break anything in the game system, but you might undermine the story and the world being created in your campaign.

      Sage Advice Compendium, v2.7 r2021

  10. www.dndbeyond.com www.dndbeyond.com
    1. Divine Smite

      Can my paladin use a smite spell along with Divine Smite? As in, I cast wrathful smite, hit, then use Divine Smite on the same attack? Yes, you can use Divine Smite on the same weapon attack that benefits from a smite spell, such as wrathful smite—as long as the attack you make after casting the smite spell is a melee weapon attack. Divine Smite doesn’t work with any other kind of attack.

      Can a paladin use Divine Smite when they hit using an unarmed strike? No. Divine Smite isn’t intended to work with unarmed strikes. Divine Smite does work with a melee weapon attack, and an unarmed strike can be used to make such an attack. But the text of Divine Smite also refers to the “weapon’s damage,” and an unarmed strike isn’t a weapon. If a DM decides to override this rule, no imbalance is created. Tying Divine Smite to weapons was a thematic choice on our part—paladins being traditionally associated with weapons. It was not a game balance choice.

      Sage Advice Compendium, v2.7 r2021

  11. www.dndbeyond.com www.dndbeyond.com
    1. Divine Smite

      Can my paladin use a smite spell along with Divine Smite? As in, I cast wrathful smite, hit, then use Divine Smite on the same attack? Yes, you can use Divine Smite on the same weapon attack that benefits from a smite spell, such as wrathful smite—as long as the attack you make after casting the smite spell is a melee weapon attack. Divine Smite doesn’t work with any other kind of attack.

      Can a paladin use Divine Smite when they hit using an unarmed strike? No. Divine Smite isn’t intended to work with unarmed strikes. Divine Smite does work with a melee weapon attack, and an unarmed strike can be used to make such an attack. But the text of Divine Smite also refers to the “weapon’s damage,” and an unarmed strike isn’t a weapon. If a DM decides to override this rule, no imbalance is created. Tying Divine Smite to weapons was a thematic choice on our part—paladins being traditionally associated with weapons. It was not a game balance choice.

      Sage Advice Compendium, v2.7 r2021

  12. www.dndbeyond.com www.dndbeyond.com
    1. Stunning Strike

      Can a monk use Stunning Strike with an unarmed strike, even though unarmed strikes aren’t weapons? Yes. Stunning Strike works with melee weapon attacks, and an unarmed strike is a special type of melee weapon attack. The game often makes exceptions to general rules, and this is an important exception: that unarmed strikes count as melee weapon attacks despite not being weapons.

      Sage Advice Compendium, v2.7 r2021

  13. www.dndbeyond.com www.dndbeyond.com
    1. Stunning Strike

      Can a monk use Stunning Strike with an unarmed strike, even though unarmed strikes aren’t weapons? Yes. Stunning Strike works with melee weapon attacks, and an unarmed strike is a special type of melee weapon attack. The game often makes exceptions to general rules, and this is an important exception: that unarmed strikes count as melee weapon attacks despite not being weapons.

      Sage Advice Compendium, v2.7 r2021

  14. www.dndbeyond.com www.dndbeyond.com
    1. druids will not wear armor or use shields made of metal

      What happens if a druid wears metal armor? The druid explodes. Well, not actually. Druids have a taboo against wearing metal armor and wielding a metal shield. The taboo has been part of the class’s story since the class first appeared in Eldritch Wizardry (1976) and the original Player’s Handbook (1978). The idea is that druids prefer to be protected by animal skins, wood, and other natural materials that aren’t the worked metal that is associated with civilization. Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but chooses not to. A druid typically wears leather, studded leather, or hide armor, and if a druid comes across scale mail made of a material other than metal, the druid might wear it. If you feel strongly about your druid breaking the taboo and donning metal, talk to your DM. Each class has story elements mixed with its game features; the two types of design go hand in hand in D&D, and the story parts are stronger in some classes than in others. Druids and paladins have an especially strong dose of story in their design. If you want to depart from your class’s story, your DM has the final say on how far you can go and still be considered a member of the class. As long as you abide by your character’s proficiencies, you’re not going to break anything in the game system, but you might undermine the story and the world being created in your campaign.

      Sage Advice Compendium, v2.7 r2021

  15. www.dndbeyond.com www.dndbeyond.com
    1. druids will not wear armor or use shields made of metal

      What happens if a druid wears metal armor? The druid explodes. Well, not actually. Druids have a taboo against wearing metal armor and wielding a metal shield. The taboo has been part of the class’s story since the class first appeared in Eldritch Wizardry (1976) and the original Player’s Handbook (1978). The idea is that druids prefer to be protected by animal skins, wood, and other natural materials that aren’t the worked metal that is associated with civilization. Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but chooses not to. A druid typically wears leather, studded leather, or hide armor, and if a druid comes across scale mail made of a material other than metal, the druid might wear it. If you feel strongly about your druid breaking the taboo and donning metal, talk to your DM. Each class has story elements mixed with its game features; the two types of design go hand in hand in D&D, and the story parts are stronger in some classes than in others. Druids and paladins have an especially strong dose of story in their design. If you want to depart from your class’s story, your DM has the final say on how far you can go and still be considered a member of the class. As long as you abide by your character’s proficiencies, you’re not going to break anything in the game system, but you might undermine the story and the world being created in your campaign.

      Sage Advice Compendium, v2.7 r2021

    1. If your answer is positive, well, unfold it, I guess. Let’s see if you really are as ready as you claim to be.

      this is like the hottest loveliest game ever i love it

    1. When memes or the subjects of a meme are used for commercial purposes without permission, the meme creator may sue, as the effect of the commercial use on the market value of the original meme usually prevents a finding of fair use. In 2013, the owners of the cats featured in the “Nyan Cat” and “Keyboard Cat” memes won a lawsuit against Warner Bros. and 5th Cell Media for respectively distributing and producing a video game using images of their cats.

      Big corporations use other creators' work more often than we think. It is unreal to think that people's work can be stolen from the internet easily and sometimes it could be hard to prove. Fortunately, these two cases were able to win their lawsuit.

    1. he was a mixture of bull-dog and game-cock, with a dash of the savage.

      laughed at this language and expression of the the narrator, a description of a person that reckless and wild, want to see if there will be any twist coming up.

    1. Games are like that. Everyone thinks because games are easy to play, they must be easy to make. The challenge of a making a game is significantly harder. When we design a utilitarian tool, we have to make a complex set of requirements simple and easy to use for the user. But when making a game, we have to take equal amounts of complexity and make it simple, easy to useand fun. If a game is not satisfying to play, people will put it down. If excel is not satisfying, people will soldier on because math is more unpleasant than excel.

      This is an important think to understand - that making games to seem simple is quite hard. It takes a lot of work and thinking to make something simple for others to use. That is the key work of the developer historian – to take loads of historical research and turn it into easy to understand games.

    1. like the swallowing of mugs of beer to advertise what one could “stand.”

      Drinking games have been enjoyed throughout history for thousands of years, with some of the oldest recorded games dating back to Ancient Greece, Rome and China. One of the oldest Roman games, popularised in antiquity, is known as Passatella – a group affair that might be characterised by themes of power and social capital as two individuals in the group decide how much wine the others get to consume. Another drinking game commonly played in Italy is Patrunni E Sutta, which involves players drinking copious amounts of beer or wine. Like many other games involving alcohol, drinking games across Italy are rooted in proving oneself as superior to one’s counterparts through public displays. James suggests that this desire for outward validation extends to broader Roman (or perhaps European) social and cultural life, as Gilbert Osmund has harboured an urge “to have something or other to show for his parts” for most of his life, thus it only makes sense that this fundamentally human trait would inform the drinking practices of such a society.

      References:

      Encyclo, Patrunni E Sutta Definition, accessed 15 July 2022, https://www.encyclo.co.uk/meaning-of-Patruni_e_sutta

      Davis, J 1964, ‘Passatella: An Economic Game’, The British Journal of Sociology, vol. 15, no. 3, pp. 191-206.

    1. You know what? Once you’re out of that place, how about meeting up for a seekers’ game sometime, just you and me and the snitch? For old time’s sake?

      this is like the wizarding equivalent of netflix and chill to me

    1. É uma ação do professor, como se ele simulasse elementos do game para tornar a aula mais engajadora e melhorar o aprendizado

      O jogos utilizados podem ser tanto sérios (criados especificamente para o contexto educacional) ou Aprendizagem Baseada em Jogos, que corresponde a utilização de jogos independentemente de o desenvolvimento do jogo foi para fins comerciais ou educacionais.

    1. I wanted our program to ship with every Macintosh, so I had designed it for all users, even those who know little about computers and hate math. I wanted to make mathematics as easy and enjoyable as playing a game. In a classroom, any time spent frustrated with the computer is time taken away from teaching. Sitting behind a two-way mirror, watching first-time users struggle with our software, reminded me that programmers are the least qualified people to design software for novices.

      <3

    1. regularly review the performance of each investment and your progress compared to your plan, to ascertain whether any adjustments are necessary. Remember to always play the long game which often requires a lot of patience and discipline

      .c2

    1. This won’t be true for long. Crypto games are evolving to have a wide range of gameplay and economic models, much like traditional games. More variety in crypto gaming will require players to be more specialized to play these different games. If the games have a skill-based component, the ability to train players will directly impact a guild's bottom line. As the scope of Web3 gaming grows in complexity, guilds will evolve to do more than simply fronting startup resources — they will play an active role in both player and game development.

      ただ、そのモデルもずっとはうまく行かない。従来のゲーム同様、BCGも幅広い攻略方法や経済モデルを導入するようになってきたので、これからはBCGプレイヤーにも特定のゲームの専門性が求められるようになり、どれだけプレイヤーを教育できたかがギルドの収益につながるであろう。ギルドはただ序盤のリソース提供だけでなく、プレイヤーと並走する存在になるのだろう。

    2. Early gaming guilds shared the common purpose of lowering the barrier to entry to the novel GameFi industry. Many guilds continue to be primarily in the business of loaning out expensive in-game assets to players. In exchange, the guilds receive a percentage of the income generated by the players, given that Web3 games typically reward players with tokens for doing repetitive tasks.

      初期のゲームギルドはBCGへの参入障壁を下げる目的、役割があった。高価なゲームアセットを貸し出し、引き換えに、プレイヤーはタスクを繰り返しこなし、得られるトークンの一部を納めていた。

    1. Rather, our knowledge that we're "just playing a game" works emotionally to intensify our feelings about the goal: exercise, sex, labor, etc. takes on an element of sacred seriousness through gamification, which separates it from the profane and thus increases its intensity via ambivalence.

      It seems like what you're arguing (re my earlier comment about professional poker) is that whether or not there are stakes/it's "just for fun" vs "deeply serious" doesn't actually matter at all to phenomenology? Cuz a gamified workplace is not "just a game" and mgmt I think puts real pressure/stakes on ("here are the consequences of not hitting scores..."). It's only a game in a very token sense of taking on some of the formal properties (and thereby channeling certain psychological dynamics) of games.

      I guess I'm slightly confused b/c sometimes it feels like you distinguish deadly seriousness from "just for fun," and sometimes they seem to coincide (eg in Huizinga's religion+play are same thing idea)—and then there're the levels of affect vs knowledge, and whether something "is" or "isn't" play on each of these levels.

      On which "level" (affect/knowledge) is gamified activity serious vs for fun, and what concretely would a player "somehow chang[ing] their relationship... in terms of knowledge or in terms of affect" look like w/r/t this?

      I think in general clarifying the relationships between these four possibilities (known seriousness, affective seriousness, known play, affective play) at the end of this piece, vis-a-vis these examples of dating and gamification, would help clarify a lot—I sorta expect the pieces to cohere but am left more confused by how they relate than when I started the bullet point

    2. This negative affect creates ambivalence with the imminently positive aspects of playing, the enjoyment of movement, speech, winning, etc, which elevates the mental space of the game, the play-sphere, into an intensity above that of "profane" life, where we have no such sense of contempt.

      Does this resonate with you phenomenologically? I guess I can't quite make it click with my experience, trying to find an opening for it to resonate

    3. feeling things more intense than they would in everyday life

      Yeah it's interesting, playing immersive FPS games, my heartrate jacks up massively—there's a level at which (phenomenologically it feels like) my mind "knows" I'm in a game and my body doesn't

    1. why aren’t we doing these things already?

      Amen! Why can't we have "fun" while learning? Like every young child does while playing with blocks or banging on pots and pans? I like Quinn's (and have also seen the term elsewhere) use of "learning experiences" as a way to look at educational design.

      In fact, all "learning" is based in experience, and some students "learn" how to game the system, others "learn" to disengage, etc. What if, instead, learning was exciting and something to look forward to?

    1. Author Response

      Reviewer #3 (Public Review):

      In this work, the authors describe a novel method, based on deep learning, to analyze large numbers of yeast cells dividing in a controlled environment. The method builds on existing yeast cell trapping microfluidic devices that have been used for replicative lifespan assay. The authors demonstrate how an optimized microfluidic device can be coupled with deep learning methods to perform automatic cell division tracking and single cell trajectories quantification. The overall performance of the method is impressive: it allows to deal with large image datasets generated by timelapse microscopy several order of magnitudes faster than what manual annotation would require. The method has been carefully tested on several microscopy settings and datasets and compared with known results from the literature in a convincing manner. In addition, the authors show how the analysis pipeline can be enriched with semantic segmentation to quantify cellular physiology and gene expression during their lifespan, creating high quality, high throughput measurements of single cell trajectories. The software, its documentation and related datasets are available through public repository. Taken together, the author succeeded in setting up a method that can be a game changer for high throughput longitudinal analysis of yeast cells.

      Overall, the method seems robust and powerful but some aspects need to be clarified and/or extended.

      • The authors chose MATLAB to develop DetecDiv. This is a valid choice but as Python is becoming the standard for deep learning developments it is important to 1/ better justify the use of MATLAB and 2/ discuss how this can be "translated into" and/or linked with Python. This would facilitate adoption by other research teams.

      Using MATLAB as a prototyping language was instrumental for us in establishing the proof of principle of the method reported here since we have a long-standing experience in MATLAB programming. Yet, we fully agree with the reviewer that Python may appear as a more legitimate choice, especially in the field of deep learning. For future work, we are considering moving our code to Python to make it more widely accessible and to more quickly benefit from the latest development in the field. We also envision that Python developers could transpose our methods for their own research interests.

      Last, we note that MATLAB has bidirectional communication with a number of programming languages, including Python. Therefore, it is currently possible to use Python scripts to fully control the DetecDiv pipelines by calling its low levels functions at the command line. Obviously, it may be more cumbersome to use than native Python code and it restricts the possibility to use the graphical user interface that we have developed.

      • A critical aspect of deep learning methods is their potential ability to be used on a different datasets and/or experimental setup (transfer learning). The authors explained that a "generalist" model, trained using several datasets perform comparably (or even better) than "specialist" models that are independently trained on a specific dataset. Yet, they do not discuss how accurate would an already trained generalist model perform on a novel dataset made with a different imaging setup and/or a different yeast strain?

      We thank the reviewer for this comment, which is somewhat related to point #2 raised by reviewer #1, regarding the ability of a model to generalize its prediction to various contexts. In the revised version, we now provide clear evidence that the model designed for division counting and RLS analysis, which is trained on WT data only, can successfully predict the lifespan of mutants such as fob1delta and sir2delta (new Figure 2 - Figure supplement 5) and the onset of cell death during stress response assays (Figure 6 - Figure supplement 1).

      However, changing the imaging conditions (e.g. magnification, illumination, etc) would quickly deteriorate the performance of the model, unless it has been exposed to these new conditions upon training. Hence, the purpose of the ‘generalist’ approach we use is to demonstrate that the models we use have the capacity to deal with various imaging conditions when appropriately trained.

      We have added a sentence in the discussion to explain what determines the potential of a model to be successfully employed in different contexts.

    1. another way to put this is um that if you think about using a telescope an example that alan offered us a little while ago to examine celestial objects as indeed did 00:20:37 galileo you can only interpret the output of that telescope the things you see in the telescope correctly if we actually know how it works that's really obviously true about 00:20:48 things like radio telescopes and infrared telescopes but it's true of optical telescopes as well as paul fire opened emphasized if you don't have a theory of optics then when you aim your telescope at jupiter and look at the 00:21:00 moons all you see are bits of light on a piece of glass you need to believe to know how the telescope works in order to understand those as moons orbiting a planet 00:21:12 so to put it crudely if we don't know how the instrument that we're using uh if we don't know how the instrument that we're using to mediate our access to the world works if we don't understand it we don't know whether we're looking through 00:21:24 a great telescope or a kaleidoscope and we don't know whether we're using a pre a properly constructed radio telescope or just playing a fantasy video game

      Good example of how astronomers must know the physical characteristics of the instrument they use to see the heavens, a telescope before anything they observe be useful. The same is true when peering into a microscope.

      The instrument of our bodies faculties is just as important to understand if we are to understand the signals we experience.

    1. I want to start with a game. Okay? And to win this game, all you have to do is see the reality that's in front of you as it really is, all right? So we have two panels here, of colored dots. And one of those dots is the same in the two panels. And you have to tell me which one. Now, I narrowed it down to the gray one, the green one, and, say, the orange one. 00:00:41 So by a show of hands, we'll start with the easiest one. Show of hands: how many people think it's the gray one? Really? Okay. How many people think it's the green one? And how many people think it's the orange one? Pretty even split. Let's find out what the reality is. Here is the orange one. (Laughter) Here is the green one. And here is the gray one. 00:01:16 (Laughter) So for all of you who saw that, you're complete realists. All right? (Laughter) So this is pretty amazing, isn't it? Because nearly every living system has evolved the ability to detect light in one way or another. So for us, seeing color is one of the simplest things the brain does. And yet, even at this most fundamental level, 00:01:40 context is everything. What I'm going to talk about is not that context is everything, but why context is everything. Because it's answering that question that tells us not only why we see what we do, but who we are as individuals, and who we are as a society.
      • Title: Optical illusions show how we see
      • Author: Beau Lotto
      • Date: 8 Oct, 2009

      The opening title is very pith:

      No one is an outside observer of nature, each of us is defined by our ecology.

      We need to unpack the full depth of this sentence.

      Seeing is believing. This is more true than we think.Our eyes trick us into seeing the same color as different ones depending on the context. Think about the philosophical implications of this simple finding. What does this tell us about "objective reality"? Colors that we would compare as different in one circumstance are the same in another.

      Evolution helps us do this for survival.

    1. i was particularly struck by the fact that barry didn't say the mind is this this and that okay barry said well the mind is many things 01:19:18 uh look there's this and this this and this and there's a sort of layers also in some sense in which we can talk about it or or have some understanding partial media 01:19:30 understanding about it some wisdom about it and this layering i find it it's uh absolutely brilliant from my perspective 01:19:43 uh because it it dissolves the wrong question which is what is the mind period what is the thing which is the mind here is the thing which is mine uh let's just 01:19:55 define it characterize it and understand what it is that's a wrong that's a wrong way of thinking about it it's when we say when we think about our mind of course we think something you you unite somehow 01:20:09 it's the set of processes that happen into me and it's about my thinking my emotions but it's not one thing it's a complicated layer there's many layers of discussion possible about 01:20:21 that i don't want to enter into the specific but i found this fascinating and let me go to time immediately because uh it's it's deeply related i got the book of time which is a um 01:20:34 the audio of time in which i carlo this carlo is very timely because we're also kind of running low on time absolutely absolutely 01:20:46 and and and in the book i sort of uh try to collect everything we have learned about time from science from special activity from generative statistical mechanics from other pieces and and what we 01:21:00 tentatively uh learn about time with quantum gravity which is my uh specific field once again you have to sort of uh put your hands on the notion of time and the main message of the book 01:21:12 in fact the single message of the book is that the question of what is time is a wrong question because when we think about time we think about the single thing okay we think we have a totally clear idea about time time is a single thing 01:21:25 that flows from the past to the future and the past influence the president the president of the future in the present this is how things are the reality of the present entire universe is a real state in that and we learn from science that this way 01:21:37 of viewing times is wrong it's factually wrong okay it's not true that uh we all proceed in in in together from 01:21:48 moment a to moment b and the amount lapse amount of time lapses between a and b is the same for everybody and so on and forth because we learned from from experiences especially activity generativity statistical mechanics and 01:22:01 other things so the way to think about time is that it's a very layered thing but with this thing we call time is made by layers um conceptually and when we look at larger 01:22:14 domain the one of our usual experience some layers are lost so uh some aspects some some properties of what we call time are only good 01:22:25 uh are only appropriate for describing the temporal experience we have if we don't move too fast it doesn't look too uh to to to too far away if you don't look at the atoms too in detail as a single 01:22:38 degrees of freedom and so on so forth so the notion of time opens up in a in a in a set of layers which are become increasingly 01:22:53 uh general only if you go down to the bottom level um some aspect of time like the universality of time uh uh only makes sense if if we don't go too 01:23:06 fast velocities for instance um so this is a similarity and that's why the the opening up of what the mind is into layers seems to be uh 01:23:19 the right direction to go right when if if i ask uh does a cat has a mind or does a fly has a mind it seems to me that the only answer is uh to get out of the idea that the 01:23:31 answer is either yes or no i mean i i suppose that certainly a cat has a certain you know a sleepy feeling in the morning and the moment of 01:23:43 joy when he sees his fellow cats but i suppose a cat doesn't go through a complicated intellectual game of trying to understanding what is reality and debating about that so there is some aspect in common uh either not break up 01:23:56 this this notion in in pieces once again uh i mean the the topic is what is real uh 01:24:08 if we start by saying time is real it's a beautiful chapter why you cannot say that time is an intrinsic existence uh we just get it wrong if we think well then atoms are real or the mind is real 01:24:21 all these answers we got it wrong we can say that things are real in a uh in a conventional sense within a context within a within a um 01:24:37 and and then we when we try to realize what you mean by uh something is real this is certainly real in a conventional sense but we realize that um reality the reality of this object 01:24:49 itself it gets sort of broken up into interdependence between this object and else and its different layers 01:25:02 and and that's the reality that as a scientist i can deal with not the ultimate reality the the conventional reality of course conventional reality is real as uh perry 01:25:15 was saying this is not a negation of reality uh it's a it's a it it's a freedom from the idea of the ultimate reality uh 01:25:27 the ultimate uh sort of intrinsic inherent reality being there on which in terms of which building progress

      Carlo resonates with Barry's layered explanation of mind from the Buddhist perspective. The mind is not some simplistic entity. Carlo wrote a book on time and he applied this same layered thinking. Time is different in different circumstances. It acts one way at the quantum level, another at the microscopic, another at our human level, and another at the galactic level.

      In a sense, we tend to make the same type of category errors whether it is our experience of time, space or experience in general. We overgeneralize from an anthropomorphic perspective. A large part of Jay L. Garfield's argument of cognitive illusions and immediacy of experience rests on this fact.

      https://hyp.is/go?url=http%3A%2F%2Fdocdrop.org%2Fvideo%2FHRuOEfnqV6g%2F&group=world

      Opaque mechanisms operate in both our sense organs and our mental machinery to give us this illusory feeling of immediacy of the sensed or cognized object.

      Uexkull's umwelt experiments on the snail as explained by Cummins are consistent with Carlo's perspective on time.

      https://hyp.is/go?url=http%3A%2F%2Fdocdrop.org%2Fvideo%2FG_0jJfliUvQ%2F&group=world

  16. bafybeibbaxootewsjtggkv7vpuu5yluatzsk6l7x5yzmko6rivxzh6qna4.ipfs.dweb.link bafybeibbaxootewsjtggkv7vpuu5yluatzsk6l7x5yzmko6rivxzh6qna4.ipfs.dweb.link
    1. This is likely to keep theattention ready for “surprises”, thus avoiding a sense of monotony setting in.More generally, the flow paradigm lacks the notion of adventure (Dickey, 2006; Heylighen,2012a), which can be characterized by a sequence of unforeseen challenges (dangers, opportunities,surprises...)—as contrasted with the foreseen challenges that we call ‘goals’. It is theunpredictability or unexpectedness of these challenges that creates the excitement that we typicallyassociate with an adventure, and that forms the basis of full emotional involvement. Adventure isassociated with the notions of exploration, curiosity and mystery: mystery can be defined as a lackof prospect that incites the emotion of curiosity, which in turns incites exploratory action(Heylighen, 2012a). Mystery and adventure are common features of game design (Dickey, 2006).However, their role will need further analysis if we want to apply them systematically tomobilization, given that they imply a level of uncertainty that—if experienced too intensely—mayproduce the anxiety that mobilization systems are trying to avoid.

      In solving the complex problems of the world, there can be many unintended consequences. These are the surprises that make each intervention an adventure. Applying a nexus approach such as MuSIASEM is critical to mitigate potential progress traps when dealing with rapid whole system change.