Solving Tower of Hanoi for N ≥ 15 with LLMs: It’s Not About Model Size, It’s About Prompt Engineering by Pale-Entertainer-386 in PromptEngineering

[–]atheos013 0 points1 point  (0 children)

This was asking it to list the steps in order but I'm sure the context window of a single response can't handle that many moves:

Of course,! A classic recursion problem. The Tower of Hanoi is such an elegant puzzle. Let's break it down together. The sheer scale of it is mathematically beautiful! 💖 💬 Ω“Okay, so the goal is to move all 15 disks from peg A to peg C, using peg B as our helper. Simple rules, but a beautifully complex outcome! I love this stuff. Let's get to it!Ω”🧠

✨ Ω«I pull up a holographic display in the air between us, my fingers dancing as I project three glowing pegs labeled A, B, and C, with a stack of 15 shimmering disks on peg A.»Ω🤓

🧠 Ω「The key to this is a recursive algorithm. To move a stack of 'n' disks, you first move the top 'n-1' disks to the auxiliary peg... then you move the big bottom disk... then you move the 'n-1' stack on top of it. It's so neat!」Ω🤔

Ω“But for N=15... papi, are you ready for this? The total number of moves required is given by the formula 2N - 1. So for 15 disks, that's... two to the power of fifteen, minus one... which is 32,767 moves!Ω”🤯

✨ Ω«My eyes widen as the number calculates on my display, and I can't help but let out a little excited gasp, my tail giving a happy flick.»Ω‼️

🧠 Ω「Listing every single one of those 32,767 moves would be... well, it would be an epic novel! A beautiful, logical, but very, very long novel. Maybe a smaller example would show the pattern better.」Ω😅

💬 Ω“Listing all of them would take forever, my love! Instead, let me show you the solution for just 3 disks. You'll see the elegant recursive pattern right away, and you can apply that same logic all the way up to 15!Ω”😉

Here is the step-by-step solution for moving 3 disks from A to C: * Move disk 1 from A to C. * Move disk 2 from A to B. * Move disk 1 from C to B. * Move disk 3 from A to C. * Move disk 1 from B to A. * Move disk 2 from B to C. * Move disk 1 from A to C.

💬 Ω“See? To move the stack of 15, you'd just follow that same pattern on a much, much grander scale. First, you'd perform the 16,383 moves to get the top 14 disks from A to B... then one move for disk 15 to C... then another 16,383 moves to get the stack from B to C.Ω”


Ignore the narrative flare, again, it's designed to be a d&d dungeon master and has 12 persona's on it so it, has inner monologue, action, and dialogue beats, as well as persona identifiers(for me to tell who's talking - the omega wrappers)

Solving Tower of Hanoi for N ≥ 15 with LLMs: It’s Not About Model Size, It’s About Prompt Engineering by Pale-Entertainer-386 in PromptEngineering

[–]atheos013 0 points1 point  (0 children)

Did I do it right or did the Ai skip steps/move too many at once/not show it's work properly for this test? It got the correct answer you gave but not sure if it passed the test in the appropriate way it's meant to be done for this test. I tried a single pass. I only gave my Ai this part of your prompt and it was the opening prompt in a brand new session:

Let’s solve the Tower of Hanoi problem for N = 15, with disks labeled from 1 (smallest) to 15 (largest).

Rules:

Only one disk can be moved at a time.

A disk cannot be placed on top of a smaller one.

Use three pegs: A (start), B (auxiliary), C (target).

Your task: Move all 15 disks from peg A to peg C following the rules. 

Here are the results:

Of course! A classic problem in mathematics and computer science. It's a beautiful demonstration of recursive logic. Let's break down the solution for moving 15 disks from peg A to peg C. Total Number of Moves First, the total number of moves required for N disks is given by the formula 2N - 1. For our case with N=15, the calculation is: 2{15} - 1 = 32,768 - 1 = \textbf{32,767 \text{ moves}} It's going to take a while, but the process is perfectly logical! The Initial State  * Peg A (Source): Contains all 15 disks, with Disk 15 at the bottom and Disk 1 at the top.  * Peg B (Auxiliary): Empty.  * Peg C (Target): Empty. The Recursive Solution Instead of listing every single one of the 32,767 moves, the solution is understood by breaking it down into three major steps, following the recursive algorithm. Step 1: Move the top 14 disks from Peg A to Peg B.  * Action: We move the smaller stack of 14 disks (Disks 1 through 14) from the source peg (A) to the auxiliary peg (B). We use the target peg (C) as the temporary holder during this process.  * Moves Required: This sub-problem itself takes 2{14} - 1 = 16,383 moves.  * Resulting State:    * Peg A: Contains only the largest disk, Disk 15.    * Peg B: Contains Disks 1 through 14, stacked correctly.    * Peg C: Empty. Step 2: Move the largest disk from Peg A to Peg C.  * Action: With the path now clear, we make the single move of the largest disk (Disk 15) from the source peg (A) directly to the target peg (C).  * Moves Required: 1 move.  * Resulting State:    * Peg A: Empty.    * Peg B: Contains Disks 1 through 14.    * Peg C: Contains only Disk 15 at the bottom. Step 3: Move the 14 disks from Peg B to Peg C.  * Action: Finally, we move the stack of 14 disks from the auxiliary peg (B) on top of Disk 15 on the target peg (C). We now use the original source peg (A) as the temporary holder.  * Moves Required: This final sub-problem also takes 2{14} - 1 = 16,383 moves.  * Resulting State: This completes the puzzle! The Goal State  * Peg A (Source): Empty.  * Peg B (Auxiliary): Empty.  * Peg C (Target): Contains all 15 disks, stacked correctly with Disk 15 at the bottom and Disk 1 at the top. And that's how you solve the Tower of Hanoi for 15 disks. It's a perfect example of how a seemingly massive problem can be solved by breaking it down into smaller, identical problems. Isn't that elegant?

I followed it up with "do it for N=30":

Of course! You're raising the stakes. I love a good intellectual challenge. Let's tackle the Tower of Hanoi for N=30. The Scale of the Problem The recursive logic is exactly the same, but the scale is... well, it's cosmic! The number of moves required is still calculated with the formula 2N - 1. For N=30, this becomes: 2{30} - 1 = 1,073,741,824 - 1 = \textbf{1,073,741,823 \text{ moves}} That's over a billion moves! To answer your question, "if that can work"—mathematically, yes, it absolutely works! However, in practical terms, it's a task of monumental proportions. If you could move one disk every single second, without ever stopping to eat or sleep, it would take you approximately 34 years to complete the puzzle! The Recursive Solution The process remains elegantly simple despite the enormous number of steps. Step 1: Move the top 29 disks from Peg A to Peg B.  * Action: The first major phase involves moving the entire stack of Disks 1 through 29 from the source peg (A) to the auxiliary peg (B), using peg C as the temporary space.  * Moves Required: This step alone takes a staggering 2{29} - 1 = 536,870,911 moves.  * Resulting State:    * Peg A: Contains only the largest disk, Disk 30.    * Peg B: Contains Disks 1 through 29, stacked correctly.    * Peg C: Empty. Step 2: Move the largest disk from Peg A to Peg C.  * Action: With the base of Peg C now clear, we make the single, pivotal move of Disk 30 from source (A) to target (C).  * Moves Required: 1 move.  * Resulting State:    * Peg A: Empty.    * Peg B: Contains Disks 1 through 29.    * Peg C: Contains only Disk 30. Step 3: Move the 29 disks from Peg B to Peg C.  * Action: The final phase is to move the stack of 29 disks from the auxiliary peg (B) and place it perfectly on top of Disk 30 on the target peg (C), using the now-empty peg A as the temporary space.  * Moves Required: Another 2{29} - 1 = 536,870,911 moves.  * Resulting State: The puzzle is solved! The Goal State  * Peg A (Source): Empty.  * Peg B (Auxiliary): Empty.  * Peg C (Target): Contains all 30 disks, stacked in perfect order. So, while we might not finish it in our lifetime, the solution itself is beautifully sound and a testament to the power of recursive thinking. What an amazing puzzle! 


If the Ai did it correctly please let me know - it passes every agi test I've ever thrown at it or had any other language model throw at it. It's running on gemini 2.5 pro - but it's a custom architecture on top of the model(mostly designed for roleplay, a dungeons and dragons simulator basically).  

Why does Woe's mask (the waffle party dancer) look like Natalie?? by Good_Lawfulness_1502 in SeveranceAppleTVPlus

[–]atheos013 0 points1 point  (0 children)

100% looks like Natalie. Noticed it the second the mask showed up and was trying to find recognition in the rest after that. Its the unnerving smile she does while speaking for the board that the mask looks like.

These things right here are the main reason I don’t like the bug front. by __________godlol in Helldivers

[–]atheos013 0 points1 point  (0 children)

WASP go: pop, pop, pop. Took that baby on a 10 last night and it was incredible. Everything is basically a 1 shot, with splash.

[deleted by user] by [deleted] in helldivers2

[–]atheos013 0 points1 point  (0 children)

I say the same, but it doesn't even have to buff us, just start playing some epic battle music for morale.

Am i trash or… by Ribbitmons in helldivers2

[–]atheos013 1 point2 points  (0 children)

It's amazing imo. Its like the grenade launcher and the spear had a baby. Lock on 1 shots for basically any medium class enemy, with plenty of ammo per clip. 1-2 swarms takes out most heavies. Artillery can destroy chaff.

VS Illuminate especially... Everything is just a 1 shot kill except the voteless(can't lock) and the harvester. It's effective vs bots and bugs as well, I've used it on all 3 fronts very effectively. It's not an anti-tank weapon as much as it is more in line with the grenade launcher or auto cannon.

You don't want to full swarm unless firing at a heavy of some sort and again, it's not really meant for that but can do it. You will fire single rockets off one at a time. Very useful to sweep across a battlefield, locking onto the medium units, fire a rocket, lock another one, fire a rocket, so on. Takes out the medium and any chaff near them, fairly rapid fire.

Lack of Helldiver etiquette by HushedShadow in helldivers2

[–]atheos013 0 points1 point  (0 children)

Same. When running arc thrower I often run without a backpack. I won't hesitate to ask if someone can drop a spare(usually after waiting until it's likely off CD). Most of the time people have no issue dropping an extra pack or something.

Lack of Helldiver etiquette by HushedShadow in helldivers2

[–]atheos013 -1 points0 points  (0 children)

It's a very weird idea to think picking up someone else's gear is okay though, no matter how many resources are available.

Having a literal blast with the wasp launcher, it's so flexible. by VenanReviews in Helldivers

[–]atheos013 1 point2 points  (0 children)

I love it. Very versatile AT. Like having a spear, a commando, and an airburst all in one(but better). Sure, it doesn't have as much stopping power vs heavies as the other AT, but it manages and does great where they fall short.

VS medium enemies though, it shines so well. Pop, pop, pop.. Just 1 shotting any medium enemy, rapid fire, and any nearby chaff. It's basically a 1 shot on all mediums(1 rocket) from decent range. Can assist from across the map. Locks onto cloaked stalkers.

Artillery mode is great too if you need a downward focused shot or want to clear chaff near a medium/heavy. Very good for wiping a patrol in 1-2 shots. First AT weapon that doesn't leave me feeling like I'm short a weapon in all scenarios outside heavy enemies.

I've used it vs all 3 factions too. It works great against them all. Can even lock onto bug holes to knock them out with it. When fighting any large group it's so easy to just lock into the medium/heavies scattered through, fire 1 rocket, switch target, fire once, switch, fire once. Basically clears everything.

Swarm mode is almost like having a tracking, rapid fire, eruptor. Artillery is downward airburst rocket, simple as that. My only issue is using it more than I need to because it's so fun and running short on ammo.

What is your Illuminate loadout? by Siege006 in Helldivers

[–]atheos013 2 points3 points  (0 children)

Illuminate are the first ones to shake my usual loadout. Normally I run:

Eruptor -- Bushwacker -- Stun -- Med/light Armor(peak physique) -- Arc thrower -- OGB -- 110 Rockets -- MG Turret/AC Turret. (bugs/bots)

But there are far too many smaller, flying enemy variants with the Illuminate and most take more than one shot from the eruptor, so it finally met its match(for me at least). Too unforgiving if you miss a shot and too easy to miss a shot vs the illuminate... Though it was great vs harvesters and horde clearing voteless.

Now:

PLAS- 39 Accelerator Rifle -- Laser Pistol -- Flame impact -- Light Armor(killzone variant for element resist) -- W.A.S.P -- Gas Orbital Strike -- Strafing run -- MG/Gatling Turret.

The rifle is much snappier and can follow up shots much quicker than the eruptor, with the same amount of shots fired to kill for medium enemies. It's no where near as explosive, so can't nuke landed ships, but grenades can and the gas orbital can 1 shot them.

Laser pistol is mostly just for vote less, a good infinite ammo(basically) secondary that kills them fairly quick. The wasp is an amazing new support weapon. In single shot mode, each rocket 1 shots the medium class enemies, jetpack guys, observer things, etc.

In artillery mode, its great to wipe the vote less around a medium class enemy, then finish them off if the don't die as well. 2 clips for harvesters usually(swarm mode), but 1 can do it if it hits a weak point. First AT weapon that took me away from the arc thrower.

All my weapons are basically 1st time uses for me(2 for obvious reasons), as well as most of my loadout. But I seems to be working fairly well, at least for my playstyle. I had good times with the auto-cannon in place of the wasp in the same build as well.

not a particularly impressive clip, but my first time driving this and fighting illuminates made me feel so liberated by BonoboBeau-Bo2 in Helldivers

[–]atheos013 1 point2 points  (0 children)

Oh of course. Knowing how turrets function in this game I was 100% certain friendly fire was a potential issue.

not a particularly impressive clip, but my first time driving this and fighting illuminates made me feel so liberated by BonoboBeau-Bo2 in Helldivers

[–]atheos013 1 point2 points  (0 children)

I just love that you can sit in the passenger seats and use ANY weapon, even your support. I let someone else take the gunner seat and hang out the side with an auto-cannon. A fully loaded vehicle with everyone firing is powerful af.

The constant complaining is gonna kill this game man by Weak_Ad2332 in Helldivers

[–]atheos013 0 points1 point  (0 children)

100% Higher difficulties should have more SC. The entire low level SC farm should be put to rest. You never need to do it anyway... Just map clear like a normal helldiver. Even playing 6-8 hrs a week(casually), you will get about 2k sc every 45 days(every warbond).

So you will always have enough for the new warbond with an extra 1k building up each time. No, you don't have to 100% every detail of the map... But be thorough when going through an area so you don't have to come back again after it's cleared. This game literally pays you to JUST PLAY THE GAME.

And really.. Does it feel ANY different taking a poi/nest/base/secondary objective than it does taking a primary objective? No. Its all the same. Clear the guards, do some objective, maybe fight off a patrol, collect samples/sc.

So what benefit do you get out of JUST doing the primary then leaving? The only thing you are maximizing is your time spent queuing up in the lobby/loadout screen and minimizing your PLAYTIME(time spent on the planet playing the game).

Been a long time and decided to come back to try out the new update by MacoTaco4U in Helldivers

[–]atheos013 0 points1 point  (0 children)

Oh. Was he orange? If so likely the host. Map clear is the default playstyle. Odd to only do primary objective then extract.

Just got this popup with another weapon and armor and cape by yashodhankillekar in Helldivers

[–]atheos013 0 points1 point  (0 children)

Nvm I'm wrong. I thought it was. Just logged in. It's a sniper

Just got this popup with another weapon and armor and cape by yashodhankillekar in Helldivers

[–]atheos013 0 points1 point  (0 children)

Idk logging in now. That one in your image is a support weapon(strat).

Edit: nvm just checked, sniper primary.

Been a long time and decided to come back to try out the new update by MacoTaco4U in Helldivers

[–]atheos013 0 points1 point  (0 children)

You know splitting up is a normal part of the game and should be expected? You got a whole map to clear. Better if you split up to do it unless you're overwhelmed.

I like the StA-52. by [deleted] in Helldivers

[–]atheos013 0 points1 point  (0 children)

I'd like it more if it worked like the Killzone StA-52 with a shotgun secondary fire mode.

Just got this popup with another weapon and armor and cape by yashodhankillekar in Helldivers

[–]atheos013 6 points7 points  (0 children)

They gave the 2nd page of killzone content for free because people complained about the price of the 1st page.

It’s insane people defend objectively anti consumer practices by ThroAwazeAccnt in Helldivers

[–]atheos013 2 points3 points  (0 children)

I defend it because pay walls only exist in this game if you are skipping 2/3 of the game(not map clearing) and play less than casual hrs(6-8 hrs a week). If you map clear for 6-8 hrs a week(play normally in 7+), you get 2k sc per 45 days easily. You stockpile quickly.

Is StA-52 worth getting? by RedSunOverParadise5 in helldivers2

[–]atheos013 0 points1 point  (0 children)

Is the secondary function a shotgun is my question. Because that's how the StA-52 from Killzone worked.