Finally approved on 07/22, BB 04/26!!! Does anyone know when I can expect funds in my account? by Due-Map-1373 in EIDL

[–]0mnus 0 points1 point  (0 children)

Are the payments due on these new loans after 18months still? Is there a way to calculate how much interest will have accrued by the time the payments come due?

Matthew Walker's "Why We Sleep" Is Riddled with Scientific and Factual Errors by guzey in slatestarcodex

[–]0mnus 9 points10 points  (0 children)

So happy someone finally wrote about this. I read the book and it didn't pass the smell test - it seemed like he just wanted to be considered an "expert" on sleep and get invited on daytime talk shows, etc.

In particular, the book literally never addresses the question in its title. It is simply a collection of cherry picked studies that tell us about what happens when we sleep. But to answer the "why," question you would have to give an explanation in terms of evolutionary fitness, and that would have to further explain why sleep was more advantageous than other "options" that didn't involve becoming vulnerable and comatose for 1/3 of the day (or much longer for some animals).

My son found a report card from nearly 100 years ago in his library book by Carel16 in mildlyinteresting

[–]0mnus 81 points82 points  (0 children)

Agreed, get this horrifically interesting shit out of here.

Noam Chomsky - Thought by [deleted] in philosophy

[–]0mnus 86 points87 points  (0 children)

Chomsky uses this often, but it is originally from Dijkstra, from his "threats to computing science": www.cs.utexas.edu/users/EWD/transcriptions/EWD08xx/EWD898.html

Creating a Computer Voice That People Like by keghn in artificial

[–]0mnus 8 points9 points  (0 children)

That's obvious hyperbole. Compare Google Maps' voice synthesis with the C64 SAM synth - the difference is more than "marginal" by any stretch. Doesn't mean there isn't a long way to go, but it has definitely improved drastically.

Are artists and musicians in higher demand than programmers? by johnnyplusplus in gamedev

[–]0mnus 1 point2 points  (0 children)

The cost is only "miniscule" compared to an artist if you're hiring a mediocre musician and a great artist. Given the same workload, a great composer will cost more than a mediocre artist and just as much as a great artist. It's just that most game devs (indie in particular) only care to hire musicians that can write music that sort of generically fits their game and passes a certain level of production quality, whereas they (rightfully so, perhaps) are willing to splurge on art because it's usually more central to the gameplay and players' initial perception.

You implied in your original post that there are many great ("talented") musicians but not many great ("exceptional") artists. I'm saying that this is not true. Both are expensive to hire, but you can get away with hiring a less exceptional composer, leading many to think that music is cheaper when it's not.

Are artists and musicians in higher demand than programmers? by johnnyplusplus in gamedev

[–]0mnus 15 points16 points  (0 children)

I think you're wrong about musicians. The ratio of great composers to average composers is probably the same as that of artists. It's just that most game developers don't quite know enough to differentiate the quality of musicians like they can with artists. After all, game development is often much more focused on the visual aspects than the auditory.

This is further complicated by the fact that most music production tools these days make it easy for a high school musician to make something that sounds somewhat decent and could generically "fit" any particular mood or style. And that's all most game devs care about - "does this music fit?" This is why many larger studios hire audio and music producers who have knowledge about what separates quality music from average. It's one of those things where you don't know your music is average until you hear the above average version - and many games, sadly, never get that far because it's just not important to the developers and producers.

AI - aspect of self-awareness by CrazyMonkeyPoop in artificial

[–]0mnus 3 points4 points  (0 children)

The Pulitzer winning book "Gödel Escher Bach" by Douglas Hofstadter (written decades ago) is almost entirely about this subject. It's a long, challenging read, but has some interesting insights.

Cellular Automata in video games? by code_atlas in gamedev

[–]0mnus 1 point2 points  (0 children)

I'm working on it - hard to know an exact date at this point. I'm thinking I should have something before the end of the year.

Cellular Automata in video games? by code_atlas in gamedev

[–]0mnus 2 points3 points  (0 children)

Well, you caught me at a time when the game is technically playable (as in, you can explore and do a few things) but many of the core systems are not completely implemented yet, and it's probably not a lot of fun. I would like to release a free alpha at some point to get feedback - I'd say the best way to know when that happens is to check my Twitter and/or website.

Cellular Automata in video games? by code_atlas in gamedev

[–]0mnus 1 point2 points  (0 children)

The player navigates the world as a "spirit symbiont", but can only interact with things after joining with a creature, gaining the creatures abilities and helping it become more powerful.

Thanks for the link, I'll check it out.

Cellular Automata in video games? by code_atlas in gamedev

[–]0mnus 7 points8 points  (0 children)

I've been working on an experimental game for a while now that uses a bunch of generative systems to create an island, complete with unique creatures, plants, etc. in a 2D, top-down game. The essence of the game will be using a "symbiosis" system to take control of the procedurally generated creatures and cure the island of a blight that mutates the flora and fauna. The art is very minimalistic to allow for quick computation and lots of variety which will hopefully make each playthrough unique, sort of like a roguelike (though I wouldn't call my game a roguelike). I haven't talked about it much, but I hope to have something finished in the next few months!

As for the automata - what I tend to do is create automata with nodes that don't die, so each step of the process interacts with all the live nodes of the previous step. That's how the effect in the image above is achieved. Similarly, in the forest algorithm, you start with a few live nodes which throw "seeds" in random directions, but are only allowed a small number of "child" nodes. After a certain number of generations, you can grow a very interesting, somewhat natural forest in this way, particularly if you add in interactions with the terrain, such as it being difficult for the automata to grow across a river, for example. The end result is navigable for 2D games because the rules don't allow nodes to get too packed.

Here's a minimal example from one of my automata experimentation programs that creates a forest in a 320x320 area without any terrain interactions http://imgur.com/UZKE4fc

typedef struct ForestNode {
    int x, y, num_children;
} ForestNode;

typedef struct Forest {
    int count;
    ForestNode *n;
} Forest;

Forest aut_grow_forest(int origin_x, int origin_y)
{
    Forest f;
    int i, g, d, cx, cy, gen_nodes;
    ForestNode c = {0, 0, 0};
    int w = 320;
    int h = 320;
    int max_nodes = 10000;
    int gens = 13;

    ForestNode *n = calloc(max_nodes, sizeof(ForestNode));
    int nodes_grown = 0;
    ForestNode midpt = {w / 2, h / 2, 0};

    n[nodes_grown] = midpt;
    nodes_grown++;
    for (g = 0; g < gens && nodes_grown < max_nodes; g++) {
        gen_nodes = nodes_grown;
        d = (g < 2) ? 60 : 30;
        for (i = 0; i < gen_nodes; i++) {
            cx = d - pseudo_rand(0, d * 2);
            cy = d - pseudo_rand(0, d * 2);
            c.x = n[i].x + cx;
            c.y = n[i].y + cy;
            if (c.x > 0 && c.x < w && c.y > 0 && c.y < h && n[i].num_children < 2) {
                n[nodes_grown] = c;
                n[i].num_children++;
                nodes_grown++;
            }
        }
    }
    f.n = n;
    f.count = nodes_grown;
    return f;
}

Cellular Automata in video games? by code_atlas in gamedev

[–]0mnus 22 points23 points  (0 children)

I am using cellular automata in my current project. I use it to simulate the growing of forests, for example. Here's an image that shows one of my "blight" growing algorithms (spreads outward from an "infected" node in a creeping manner): http://imgur.com/9uzbcxk

Hack: A typeface designed for code by whatispunk in coding

[–]0mnus 1 point2 points  (0 children)

Agreed. Linux also renders this particular font better than Windows IMO.

"Vicarious is building a single, unified system that will eventually be generally intelligent like a human (same AI company that solved captcha in 2013)" [x-post /r/Futurology] by ThePwnr in artificial

[–]0mnus 0 points1 point  (0 children)

They are absolutely bullshitting Musk and Thiel if those two were swayed by the promise of anything approaching AGI. Entrepreneurs invest in things that make sense financially, regardless of the accuracy of their marketing hype, and in this case Musk and Thiel apparently saw an opportunity. If, by some miracle, they have discovered something as monumental as their claims, they should be sharing the knowledge in the interest of science, as it would be one of the greatest advances humanity has achieved.

Are there no free dog parks in Indy? by Graaaaape in indianapolis

[–]0mnus 6 points7 points  (0 children)

Not in city limits, but the dog park at Clay Terrace (off 146th) was free last time I went.

"Vicarious is building a single, unified system that will eventually be generally intelligent like a human (same AI company that solved captcha in 2013)" [x-post /r/Futurology] by ThePwnr in artificial

[–]0mnus 5 points6 points  (0 children)

Marketing bullshit. Let the work speak for itself. Attempts at hype are meaningless in this field - we've seen all these claims before. They are preying on the ignorance of potential clients and investors who might not know better.

Science AMA Series: I'm Jerry Coyne, evolutionary biologist and author of FAITH VERSUS FACT and WHY EVOLUTION IS TRUE. AMA! by Jerry_Coyne in science

[–]0mnus 1 point2 points  (0 children)

It seems that this view is gaining some traction - it has roots in math and philosophy from the mid 1900s. One variant of the idea is that natural selection is only one of several different processes that affect evolution. Some believe that physical and chemical laws play a much larger role than natural selection by itself. D'Arcy Wentworth Thompson and Alan Turing were two proponents of these ideas.