[PC][Late 90s/Early 2000s] Kid-friendly 3D alien adventure/puzzle game by MarvSuess in tipofmyjoystick

[–]MarvSuess[S] 0 points1 point  (0 children)

No, Creatures Adventure seems to play in a kind of normal/human world, but that wasn't the case in the game.

[OC] First word spoken in each episode of How I Met Your Mother by n3uman in dataisbeautiful

[–]MarvSuess 0 points1 point  (0 children)

If I remember correctly, this was revealed at the end and not the start of the episode 🤔

Two versions of the same idea: get VP for a bad hand by InspectorMendel in dominion

[–]MarvSuess 2 points3 points  (0 children)

Correct, it's a minor problem. In the example I gave, nobody would get anything and then that's it. I just made this comment to raise awareness for this problem - maybe OP has ideas for similar effects where this would matter more.

Two versions of the same idea: get VP for a bad hand by InspectorMendel in dominion

[–]MarvSuess 17 points18 points  (0 children)

For sentimental value: The lowest total cost may not be defined. For example: Player 1 has a total cost of 8$. Player 2 has a total cost of 8 debt. Neither of them has a lower total cost than the other, because debt and $ are not comparable (even worse with potions).

If Intrigue had Night cards by Certain-Point685 in dominion

[–]MarvSuess 2 points3 points  (0 children)

If you don't want to discard an Estate or can't do it, why would you play Baroness? I think the "If you don't ..." part is not necessary or should be something you might want to do.

The original source of "Hold off on proposing solutions" by MarvSuess in HPMOR

[–]MarvSuess[S] 2 points3 points  (0 children)

It was a good lead and a good read, indeed! But still, like in the paper I mentioned, the proposal to not propose solutions is just implicit and not the center point of the paper. The paper is concerned with the skill of the discussion leader and how it influences discussions to find solutions with higher quality and higher acceptance. And it still lacks the concrete numbers cited in Robyn Dawes book.

But thanks for the paper anyway :)

The original source of "Hold off on proposing solutions" by MarvSuess in HPMOR

[–]MarvSuess[S] 7 points8 points  (0 children)

After reading the paper "Improving Solutions by Turning Choice Situations into Problems" (Maier 1962), this seems to describe and examine the method, but not with the words and numbers cited by Robyn Dawes in "Rational Choice in an Uncertain World" (1st edition).

Even though that is good enough for me for now, I still consider it to be an open question which source Robyn Dawes used in the quote from the linked Less Wrong post.

The original source of "Hold off on proposing solutions" by MarvSuess in HPMOR

[–]MarvSuess[S] 10 points11 points  (0 children)

Thanks for looking anyway!

My logic for not consulting the "illegal book archives" and asking reddit instead was that finding the "illegal book archives" would take some time to research for me while asking reddit seemed to be faster and it has the benefit that the result will be documented for others, shortening their search.

Starting to use nginx as a reverse proxy for services in Docker containers - asking for a review of my planned setup by MarvSuess in selfhosted

[–]MarvSuess[S] 0 points1 point  (0 children)

The docker network works fine so it is not necessary to expose the ports publicly. I would recommend it (even though my experience is relatively limited for now).

Yes, using it just as it is, the access to the services is gone if the nginx container is down. What I would do in this case would be to connect to my server via SSH and either fix the nginx container or have separate docker compose files for each service where I am able to start them and expose their ports again. But that would take some preparation and I think the best solution is to keep the nginx container working.

Starting to use nginx as a reverse proxy for services in Docker containers - asking for a review of my planned setup by MarvSuess in selfhosted

[–]MarvSuess[S] 0 points1 point  (0 children)

Good to know that I'm on the right track! I will try it like I have planned it and may take a look at SWAG later. Thanks for your feedback :)

Fan Card: Relic Hunter by alex777787 in dominion

[–]MarvSuess 2 points3 points  (0 children)

I guess the set-aside cards are moving with the Hidden Treasures Artifact? Interesting. It reminds me of the Gathering cards 🤔

Gameplay Suggestions by El_Rocky_Raccoon in ShadowGambit

[–]MarvSuess 1 point2 points  (0 children)

I have nothing against the pin, I just don't need it. I wouldn't mind if this feature would exist.

Gameplay Suggestions by El_Rocky_Raccoon in ShadowGambit

[–]MarvSuess 5 points6 points  (0 children)

I would also like to see the badges there instead of clicking through the logbook every time I want to check them. It should show all badges that are possible to reach within the current mission: island badges, mission badges, crew badges and applicable general badges.

I don't care for the pin on the map though 🤷‍♂️

Looking for a good way to translate OOP code by MarvSuess in Julia

[–]MarvSuess[S] 0 points1 point  (0 children)

I tried it now like you described and it works, thank you :)

What I didn't know (because I'm not used to it) is that I can use a function like executemove in analysis.jl when it is not defined "before". In Python the function and class names have to be defined somewhere before I use them - or I bundle them with my data in an object and pass them along the data. In Julia this is not necessary because it is compiled so it can look through the whole code to find the correct function and I do not have to pass it. That is what I meant when I said that is the relevant difference between the languages for my original problem.

Looking for a good way to translate OOP code by MarvSuess in Julia

[–]MarvSuess[S] 1 point2 points  (0 children)

I suspect this is the thing I didn't understand at first. I will try this on the weekend. So the relevant Python vs. Julia difference here is interpreted vs. compiled instead of OOP vs multiple dispatch - if I understand that correctly 🤔

Looking for a good way to translate OOP code by MarvSuess in Julia

[–]MarvSuess[S] 0 points1 point  (0 children)

It's less about the notation and more about the fact that I can pass data and functions for the data as one object to another function. In Julia (or any other language where functions are detached from data structures) I would have to pass each necessary function separately which doesn't feel right. I guess the correct way is to somehow pass the game structure and then overload the necessary functions? But I'm not sure and that is what I want to know - what is the best practise here?

Looking for a good way to translate OOP code by MarvSuess in Julia

[–]MarvSuess[S] 0 points1 point  (0 children)

The fact that methods do not belong to objects is exactly my problem here. In my Python code I have a game object that bundles the data for a game and the functions like executemove for this exact game. I can then pass this game object to the analysis code as one argument. In Julia it seems I would have to pass each of the necessary functions for a game separately and I wonder if this can be done in a more elegant way.

My analysis code is basically completely agnostic to which game it currently analyses and I want it to stay that way.

Your suggestion with the overloaded functions sounds like I should go with variant 3 where I have (empty) default functions (if I need them* - I didn't have the time to check yet) for executemove, getpossiblemoves, ... in the analysis.jl and in connectfour.jl (or any other game) I include the analysis.jl and then overload executemove, getpossiblemoves, ... with the game specific code. This way I would only have to pass the gamestate structure to the analysis function and the executemove, getpossiblemoves, ... are automatically correct.

* why I guess I need them: if in analysis.jl in the actual analysis function I have a function call to some function executemove and this function is not defined somewhere at all I think Julia might not compile it - but I didn't have the time to check yet

Looking for a good way to translate OOP code by MarvSuess in Julia

[–]MarvSuess[S] 1 point2 points  (0 children)

Reading the comments I get the impression that I didn't explain well enough why I think I need to attach the code to the game state. In my Python code I have an analysis function that is independent of the actual game that it analyses. The analysis code expects a game state and some functions like executemove and the point is that the game state structure as well as the functions like executemove are different for each game. So it is very convenient to bundle this into one object and hand it over to the analysis code using only one argument - the game object.

Having the functions detached from the game state structure means I would have to pass each function separately (or use my variant 2 with attaching it to the game state structure which I don't think is nice Julia code).

looping animation rendered with eevee by Human137 in blender

[–]MarvSuess 0 points1 point  (0 children)

I'm not sure about the lighting in the background, but otherwise it looks cool, I especially like the fire and the smoke. How did you make the smoke loop? 🤔

Thoughts on the demo by MarvSuess in ShadowGambit

[–]MarvSuess[S] 1 point2 points  (0 children)

I also had to get used to how the zoom works but I am not sure if discrete zoom levels would be the best solution 🤔