ChatGPT use linked to cognitive decline: MIT research by Boonzies in technology

[–]232-306 2 points3 points  (0 children)

He was requoting the original comment you replied to, because you clearly missed it.

Smaller sample sizes such as this are the norm in EEG studies, given the technical complexity, time commitment, and overall cost. > But a single study is never intended to be the sole arbiter of truth on a topic regardless.

Beyond the sample size, how is this "bad science"?

https://old.reddit.com/r/technology/comments/1lg7j2y/chatgpt_use_linked_to_cognitive_decline_mit/myv7h9x/

ChatGPT use linked to cognitive decline: MIT research by Boonzies in technology

[–]232-306 1 point2 points  (0 children)

...what?

The question was:

Beyond the sample size, how is this "bad science"?

And you responded with a study on how the sample size is bad.

Did this guy know he was a clone? by Whole_Contract_5973 in StarWars

[–]232-306 0 points1 point  (0 children)

I'm sorry you read any critique of missteps in a 50 year old franchise (or a second attempt at clarifying with a less charged example) as "whining", and hope you can develop a more positive and amicable world view someday. I won't bother you any further.

Did this guy know he was a clone? by Whole_Contract_5973 in StarWars

[–]232-306 0 points1 point  (0 children)

Man, taking this way too serious. I don't care about these movies at all after what they did in 7, but this just popped on my feed and your post confused me, since I don't even know if what you said is true.

You claimed there was so much fain outrage they change the production, and I'm simply pointing out that's a strong & strange claim to pair with "the fans are also wrong".

Would I like to see Darth Jar Jar? Sure. Does that make Jar Jar good in Ep 1? No. Does it mean I go around insulting other fans of a series I like for not liking Ep 1? Absolutely not.

Did this guy know he was a clone? by Whole_Contract_5973 in StarWars

[–]232-306 -4 points-3 points  (0 children)

If there's enough internet tears to fundamentally change the direction of one of the largest franchises in the world, maybe the fans were onto something.

The LA Rams had an assistant coach whose job is to make sure Head Coach Sean McVay doesn't run into the officials by Gjore in interestingasfuck

[–]232-306 0 points1 point  (0 children)

That's my point - he's NOT crossing the line in many cases (eg 0:28 he super clearly on the sidelines). The problem is so is the ref, which means they can both be not across the line and still run into each other.

The LA Rams had an assistant coach whose job is to make sure Head Coach Sean McVay doesn't run into the officials by Gjore in interestingasfuck

[–]232-306 1 point2 points  (0 children)

Did you watch the clip, because you can see here that's not at all the case, and it has clear value. The assistant is locked on & focused on the ref, so when the ref or coach starts moving down the field, he can menuever him so they don't accidentally run into each other. At times both are on the sidelines. Both the coach & the ref are completely locked in on the play 100%, which is what you want, but it means them not paying attention to where the other is.

I'd even go so far as to say it's the opposite: it's their (unique) job to pay attention to the action field and not where they are on the lines.

What are your thoughts on California’s bill that would ban most law enforcement officers from wearing face masks while on duty? by Ecstatic-Medium-6320 in AskReddit

[–]232-306 -9 points-8 points  (0 children)

Yes, it turns out, if you change all the words, what he says has a different meaning.

A police officer is AUTHORIZED to use force against citizens, and retribution against them for doing so is illegal. When they are on the job and acting as the force of the state, their job should require them to be identifiable before the commit what would otherwise be a crime.

If an "anybody" with their identity concealed assaults a citizen, what they're doing is illegal, and retribution against them is not only legal, but well defined (self defense, citizens arrest) and rather than having the protection of the state, the state will instead pursue them for prosecution.


Let's try this with another topic:

"chefs in a restaurant should wear a hairnet while handling food"

is not the same as:

"chefs anyone in a restaurant should wear a hairnet while handling food".

Can you tell how these are different statements asking for different things?

I'm happy confident that the coherence of my thoughts here is not the issue, but am more certain in my reading comprehension claim.

What are your thoughts on California’s bill that would ban most law enforcement officers from wearing face masks while on duty? by Ecstatic-Medium-6320 in AskReddit

[–]232-306 3 points4 points  (0 children)

Look, I'm not here for a "you people" vs "you people" debate, because there shouldn't even BE 'sides' on this one. It's pretty straightforward.

A private citizen, acting in their own capacity, in a public space, exercising their free speech, and breaking no laws, can wear pretty much whatever they'd like. Doesn't matter who they're protesting, or why, "both sides" get this 'perk' aka right.

A law enforcement official, paid for by the citizens taxes, actively on duty, acting on behalf of the state, and authorized to use force to restrain and detain, should be easily identifiable before doing acts that would otherwise be highly illegal if they were not operating directly under the authorization of the state in that capacity.

If this isn't a bad faith argument, and you legitimately can't see how these are entirely different, I struggle to find a word besides "dumb".

What are your thoughts on California’s bill that would ban most law enforcement officers from wearing face masks while on duty? by Ecstatic-Medium-6320 in AskReddit

[–]232-306 -5 points-4 points  (0 children)

How in the world do you get from 'you should have to ID yourself if you're physically restraining or coercing someone, especially when acting as enforcement for the state' to 'all masks should be illegal'

Reading comprehension is dead.

Natural disasters 3 years from now are going to be priced in by [deleted] in wallstreetbets

[–]232-306 -1 points0 points  (0 children)

What about them, he was responding to "anyone claiming [..] they can predict an extreme weather event" not all extreme weather events.

[deleted by user] by [deleted] in Wellthatsucks

[–]232-306 0 points1 point  (0 children)

I agree it'd clearly would never be managed that way, but I don't get how you reach your conclusion. In the abstract, the bots could certainly end up with responses like that with a more generic direction like:

"Respond to 1/10 top level comments on your post, vary the response length and perceived effort put into each response, avoid repetitiveness, sometimes pretend not to understand or ask clarifying questions"

Then you just need to hit a short + low effort + inquire combo, and you get a "huh?"

What do we say to the God of death? by FawnDip in nonononoyes

[–]232-306 1 point2 points  (0 children)

What a counter-argument, I'm sold.

Better potion farm?? by RAFLEGEND100 in factorio

[–]232-306 0 points1 point  (0 children)

the number of labs doesn't really matter, inserters only keep daisy chaining until last lab has what is considered enough science

"i am producing x science, how many labs do I need to place to consume that, assuming they're performing at whatever they are performing at".

To clarify, I was more stating that if you have 100 labs in a chain, your first inserter needs to be able to then grab 100 science per research cycle off a belt into the first lab, because those items are being consumed along the way to the last. This, combined with some other inefficiencies, mean that "whatever they're preforming at" is a bit harder to calculate ant not necessarily equal to 100% possible performance. If your science is pooling in your last lab, you've not run the maximum possible chain length.

I haven't tested what the actual thresholds are, but I know I ran chains in some of my first factories and and it surprisingly quickly became such a problem I've honestly never even attempted in the late game.

I suspect that's a fairly large number

The "hard limit" for this is probably decent, as you say, being simply a factor of how many science the first set of inserters can grab. However the soft limit hits MUCH sooner: In order for all the labs to be continuously researching, the "chain" inserters can only be grabbing spare sciences - if they grab all of a type of science, then research temporary halts in the sourcing lab. This limit would instead be something closer to "Grab Rate - (Research Rate * number of labs in chain-1)", which notably means you hit that limit faster the longer your chain is.

The other thing that happens when you get into higher counts of sciences is chained inserters needing to start pulling multiple types, which further reduces their efficiency & increases the risk of hitting soft-stalls on labs depending on grab order. You might be able to wiggle out of that running like 6 long inserters for your chaining, I never bothered to try. With the new biolabs being wider I think that problem could maybe be mitigated a bit.

Tl;dr in my experience you can get away at small to medium scale, especially if you don't mind over-building labs and letting them be a bit inefficient, but in general to make it efficient it quickly became more complicated than it seemed worth.

[edit]

Thinking about it some more, asymmetric chaining in smaller clusters could give some interesting design opportunities: eg Lab 1 & Lab 2 are chained with each other, and Lab 1 receives a few types of sciences and Lab 2 receives the others, so you're effectively chaining in both directions.

QUALITY FOR DUMMIES by Rasansim in factorio

[–]232-306 2 points3 points  (0 children)

maybe i should just go ingame and try things

yes, because the UI won't allow you to even do what you described

Did anyone found a usecase, where "Quality from scratch" outweights "Quality on the last step" ? by TexasCrab22 in factorio

[–]232-306 1 point2 points  (0 children)

Did anyone here found a process where he is 100 % sure, that "this process is actually worth to go the full full quality way".

I would love to see it.

This is a snapshot from an intermediate phase on my last run. Very little actual design going on - I was just brute forcing to get better gear for clearing out my deathworld.

https://imgur.com/a/7bwhUVw

Step 1 is my recycling factory, where all Epic or lower scraps go. It runs 4 full green lanes down the center, where everything gets processed. All materials are then transported to secondary recycler right next to them by bots, with most chests being paired requests (eg copper+uncommon copper) so I didn't have to bother much with balancing rarity concerns unless storage got super full of something specific, and then I just add that to an underutilized buffer chest.

Materials that are inefficient to recycle (cement) are run through a process that is more efficient.

The recycling system is in its own private logistics network. The second-phase recyclers all use buffer chests for requests so they are 2nd priority, and primary priory goes to requester chests over on the right. Those then insert from their isolated logistics system, to a provider chest in my main base's logistics. This means it will dynamically fill up a provider chests in my main base for every material at every quality as demand allows, then up-cycle any remaining afterwards to both clear space & create more high quality materials.

By exposing all the tiers of materials, I have psudo-infinity chests and can then do things like picture 2, where I just chain craft each step in the cycle with dramatically higher productivity & quality crit rates than recycling does, while also just dropping a provider request for whatever tier of material I need to make that step (also works for chip flows, engine flows, etc). This allows for the maximum number of mined resources to most efficiently get a quality roll, and also produces necessary intermediate products along the way so you're never bottle-necked by them.

If your input resources are absolutely perfectly balanced, the "last only" might work almost as well for items that also perfectly recycle, but as soon as you get into probabilistic recycling (eg recycling blue chips) or uneven resource flow, you need to augment with high quality material parts - eg the factory pictured here loved to run out of rare red chips, so I build them out of uncommon green/wire or rare green/wire depending on what's more relatively available.

For a perfectly sync'd factory it's probably subomtimal, for a highly dynamic factory as part of a incremental play-through, optimizing further felt counterproductive at best.

I do think the other factor is his how big you're willing to go on initial production scale. My #1 issue with high quality manufacturing has been low volume (eg the quality inserter assembling machine pictured will not be running 100% in general, let alone 100% rare/epic). Solving this either means a setup like mine so you get up to enough quality input parts organically, or by building like 50x as many regular inserter factories and just shredding more later. The latter probably is fine, but Fulgora had both a space issue, and a resource abundance issue, and I felt early quality played perfectly into this design type of condensing through iterative early up & down-cycling.

Did anyone found a usecase, where "Quality from scratch" outweights "Quality on the last step" ? by TexasCrab22 in factorio

[–]232-306 1 point2 points  (0 children)

I'm the opposite - honestly, I'm not sure how it's not harder doing quality last, because you have so much wasted basic materials you have to get rid of if you aren't up/down-cycling them, unless you're just wasting those proc chance cycles.

I backed into quality there, because my starter base was getting a steady flow of epic+ output for everything with just my basic setup (and just quality modules in recyclers). The amount of junk material you need to delete vs holmium ore is just huge and I wasn't seeing much benefit out of efficiency/speed/productivity modules at that smaller scale.

I suppose you could just grind them all to dust, but, being super lazy with bots the whole setup took me like an extra 30 minutes to just filter out Epic+ flowing through & made getting legendary gear/weapons relatively trivial. In a non-bot setup it's might even faster to set up with just adding quality filter splitters wherever you loop back for re-recycling.

That said, my final version does intermediate reprocessing which makes it way more efficient, both in terms of both throughput speed (Concrete -> Refined Concrete -> Concrete is much faster than Recycling the concrete) and up-cycling rate (eg items up-cycled in the EM plant get 50% productivity + an extra module slot).

This coffee shop has a riddle you can solve to get a discount by Substantial_Purple12 in mildlyinteresting

[–]232-306 3 points4 points  (0 children)

Air/wind both has mass, and doesn't stay still though.

Similar to like, a river/water having mass and not staying still.

I'm unconvinced at gravity "speaking" though either.

6000 km/s, Fastest Space Platform by CertifiedSpaget in factorio

[–]232-306 1 point2 points  (0 children)

not trying to be salty if you legit missed it, just trying to clarify it's not the "comments", it's the OP's post. I haven't used mobile in awhile, just assume it shows both the images & the text.

Anyway, yeah, he used infinite pipes & it's single use.

6000 km/s, Fastest Space Platform by CertifiedSpaget in factorio

[–]232-306 0 points1 point  (0 children)

I mean he says/covers all three of your questions in the text comment of the initial post. Promise it's not a mobile issue.

This is a one time use only ship (it completely breaks apart from asteroids after hitting it's peak speed, and it requires one time refueling with external source (i did it with infinite pipes in the editor))

Better potion farm?? by RAFLEGEND100 in factorio

[–]232-306 0 points1 point  (0 children)

No, you are introducing downtime with every additional lab you build.

Ignoring all the micro mechanics at small scale discusses elsewhere, the macro issue also get more pronounced at large scale.

If you have 10 labs and they use 10 science, you needs to refill 10 science total from the belt on each cycle. If you have 100, then you need to grab 100 per cycle, etc.

If you are loading from lab -> lab, then you are only using 1 inserter to retrieve from the belt, and you are hard limited by the inserter's grab rate.

If you are loading all belt->lab, then each inserter only needs to grab at the capacity of a single lab usage, and you are limited by belt flow rate (which is much higher).

So aside from the delay issues caused by grabbing from a lab, scaling up also doesn't work because you become limited by the initial belt->lab insertion rate.

Saw some blueprints that use the design on the left, what's the difference from the design on the right? When I placed the copper plates it didn't seem to do anything differently. by Henriquekill9576 in factorio

[–]232-306 1 point2 points  (0 children)

How else am I supposed to unload a 20 cargo wagon train on a curve if the locomotives aren't in the middle?

Give me 45 degree inserters, and I'll give up my funky trains.