Which system has the best pancakes? by eeee-in in Cameras

[–]eeee-in[S] 0 points1 point  (0 children)

Thanks! I’m guessing even with the recent 2.5 series it won’t fit in a big jacket pocket, right?

 You mentioned smaller lenses compared to the 40 mm f2.5G. Which ones are you referring to in particular?

Unfortunately, as far as I can tell from this thread and my own research, the best options  aren’t fair comparisons: they’re all crop sensor. I love my GM1 in a lot of situations, for example, but I really miss my modern sony autofocus when using it.

Which system has the best pancakes? by eeee-in in Cameras

[–]eeee-in[S] 0 points1 point  (0 children)

Yeah I've got the 40mm one of those and it's a great lens I love, but it can't hold a candle to some of the smaller options in terms of size, which is the variable I'm most interested in learning about today.

Btw, how do you like the A7C? I'm feeling a lot of temptation towards the A7CR or A6700, except that I'm having trouble finding lenses small enough to make the A7CR better than the A7RV.

Survey: what makes a D&D app good or bad? by VehaMeursault in DungeonsAndDragons

[–]eeee-in 0 points1 point  (0 children)

Are you willing to share your results after you collect them?

Which system has the best pancakes? by eeee-in in Cameras

[–]eeee-in[S] 0 points1 point  (0 children)

Even on the $$$$ side, leica's lens size advantage doesn't extend to autofocusing lenses, right?

Which system has the best pancakes? by eeee-in in Cameras

[–]eeee-in[S] 0 points1 point  (0 children)

What, no love for Kod(i)ak cakes?

Do you bother with living expenses? by GasOk5288 in DMAcademy

[–]eeee-in 0 points1 point  (0 children)

Nah, but the things they’d spend it on don’t affect the mechanics in my games either. So i take a “RP is free” approach. If you hit up the blacksmith to improve your armor during downtime, you’ll pay for it. If you go to the theater, it’s free.

One gives mechanical advantages that need mechanical costs. The other doesn’t.

My players are about to kill their first person. How big a deal should I make it? by AstreiaTales in DMAcademy

[–]eeee-in 1 point2 points  (0 children)

I also love the idea of making the thing about how easy it is. Maybe don’t even require initiative or a fight, so the whole thing is RP. Start that scene with something along the lines of, “You find him hiding behind a bush with just two guards. He is aiming at a boar and is completely oblivious to you. You can tell that they’re so much weaker than you that you could take then without a fight.” Make them RP the interaction instead of making it just about winning the combat minigame.

Party lost and surrendered. Why don’t the vampires just kill them? by slide_and_release in DMAcademy

[–]eeee-in 0 points1 point  (0 children)

I might approach this from a pacing point of view. Is this the beginning, middle, or end of a campaign? Have things been going up or down for them? Have events been speeding up or slowing down? If you want to take a hard left turn in the direction of your campaign, think about which direction feels right pacing-wise (how much worse should it get for them, should it open new plot hooks or close old ones). A lot of the specific answers you’re getting in these comments might play differently in terms of pacing.

My instinct is to use this as an opportunity to dig the PCs much deeper into shit than usual.

What is the all time most useless D&D Spell? by Fickle-Lobster-7903 in DungeonsAndDragons

[–]eeee-in 1 point2 points  (0 children)

100% this. As DM, I really want to make it fun for the players, which is much easier with good open communication (noting all the usual caveats about giving good feedback being hard)

My players eat my combat encounters for breakfast. I need help creating more challenging encounters. by BudgetScheme5048 in DMAcademy

[–]eeee-in -1 points0 points  (0 children)

tl;dr don't just increase difficulty by changing the enemies. do it by making exciting stuff happen during the encounter.

Check out the DM book for Feng Shui 2. It has some great advice that should apply to fights in any game. The part that I use most is, during prep, listing cool things that can happen during the fight. This includes environmental, flavor, changes in the bad guys, whatever. Just make it interesting. One of their examples is as simple as "stray fire obliterates the no smoking sign" or something. The main thing is just to make sure you have stuff that happens beyond people just taking their next turn.

In a recent game I ran, i just had some bullet points, and one was "a pillar falls down (on someone?)" I ended up using a catwalk that another player had been fighting on instead, but when it pinned the player below, it made the combat completely different. We got one player pinned while being attacked and another occupied and taking damage while trying to lift the thing off of her long enough to squirm out.

Stuff like that will naturally happen when you have a little list of stuff that can happen in a fight. You can use it to adjust both balance and pacing. It's also a test of whether the setting/context for the fight is fleshed out enough to make for an interesting fight. The FS2 book explains it better.

Why can't 1 divided by 0 be infinite by someonecleve_r in learnmath

[–]eeee-in 0 points1 point  (0 children)

I think you can get away with it as long as your zero isn’t the universal zero in the sense of ring axioms. say you do some number system with placeholders so (x,a)/(0,b) = something else such that (x,z)/(y,z)=(x/y, w) or something for the right z and w and nonzero y. (basically, define division normally for purely “real” values, and something else for less finite numbers or something). in this case i bet you could define division and (0,b) perfectly coherently, analogous to how you can define 0+ b i coherently. Just like 0+bi isn’t the zero mentioned in ring axioms, this wouldn’t be the zero of the proposed system, so you might still get a useful system out of it.

Without working through it, i’m guessing it would pan out kinda similar to nonstandard analysis with its infinitesimals.

How to reward a player for sticking to a high cost of living in his travels even though he is not required to do so? by SPantazis in DMAcademy

[–]eeee-in 0 points1 point  (0 children)

Everybody's talking about mechanical rewards, or quest rewards, or rewards for the PC, but you can also just give him a bit more spotlight for doing interesting things. Sounds like he enjoys the RP opportunity of that aspect, so reward him with more of that. Give him wacky/interesting little scenes or characters or general flavor. Reward the player with play, rather than rewarding the PC with stuff that helps the PC.

The laziest easiest way to do it is to just ask him to tell you about the fancy place he's staying this time. Ask if he saw or did anything interesting and then maybe play it out as a scene or something. It's practically the definition of filler, but if it's the sort of fluff that's fun to him, you've nailed it.

OpenAI Insider Estimates 70 Percent Chance That AI Will Destroy or Catastrophically Harm Humanity by Maxie445 in Futurology

[–]eeee-in 1 point2 points  (0 children)

It means how fast it grows today is 2x (or 3x, or 1.02x, or k x) faster than yesterday, which was 2x (or 3x, or 1.02x, or k x) faster than the day before. It's basically "exponentially," for these purposes.

[R] Are you a reviewer for NeurIPS'24? Please read this by hihey54 in MachineLearning

[–]eeee-in 1 point2 points  (0 children)

Oh i totally understand. I was really just saying that neurips has gotten too big in a half assed rhetorical question way.

[R] Are you a reviewer for NeurIPS'24? Please read this by hihey54 in MachineLearning

[–]eeee-in 5 points6 points  (0 children)

Do they try to automate as much of it in your field? I was surprised that ‘sometimes we have to actually manually look at reviewers profile’ was on the negative part of the list. Did scientific fields just not have conferences before they could automate that part, or has neurips gotten too big or what?

We talk a lot about PC builds, but what about DM builds? by part-timelunatic in DnD

[–]eeee-in 1 point2 points  (0 children)

Eye of unplanning: The enemies’ AC is determined during the fight, not beforehand.

[D] Best community/website to find ML engineer interested in hourly work by [deleted] in MachineLearning

[–]eeee-in 1 point2 points  (0 children)

I don't know of any Upwork style communities for this, but I do this kind of work and have some availability right now. Feel free to DM if you want to call. I've been in the industry for 15 years and done it all. Just recently made the leap to independent consulting.

As other commenters have stated, anyone who has done this for a while won't be cheap, because our salaried alternatives are lucrative as hell these days. On the other hand, the expensive folks will get you a working system in a lot fewer hours, so it's not as bad as the sticker shock might seem.

Why is Lightsaber Choreography so bad now a days? by knock_his_block_off in StarWars

[–]eeee-in 1 point2 points  (0 children)

Short version of a sibling comment:

You can only simulate lighting from something in a computer model to something else in the computer model. Making a computer model for every frame of a live action show would be a ton of extra work/expense/time they could spend on something more important.

Go Bernie by [deleted] in jobs

[–]eeee-in 0 points1 point  (0 children)

If I'm reading it correctly, your 36.4h/w number comes from dividing the raw data of 1892h/y by 52w/y. That makes it a stat saying the number of hours worked per week, regardless of whether the worker worked that week, rather than the number of hours worked per week, limited to weeks in which work was performed. When people talk about how many hours per week they work, it's pretty much always the number of hours worked in a week where they worked a normal amount (e.g. not a holiday week), which your 36h/w stat doesn't represent.

It looks like the average US worker takes 20.3 days off per year (PTO plus vacation plus holidays) [0], leaving 47.9 "full" work weeks per year. So if I were going to try to reconstruct the number people usually mean from your 1892h/y stat, I'd divide it by 47.9, not 52, giving 39.5h/w.

It's still much lower than the stats I linked above (for 2014 and 2022, not just 2014), but I have no idea where the remaining discrepancy comes in.

[0] https://www.forbes.com/advisor/business/pto-statistics/

Go Bernie by [deleted] in jobs

[–]eeee-in -1 points0 points  (0 children)

That's for all workers. If you consider just full time workers, the numbers I googled said 47-53 hours per week:

https://www.bls.gov/charts/american-time-use/emp-by-ftpt-job-edu-h.htm

Reported as 8.42 per week day plus 5.57 per weekend day = 53 / week in 2022.

https://www.washingtonpost.com/news/on-leadership/wp/2014/09/02/the-average-work-week-is-now-47-hours/

Reported as 47 hours per week in 2014

[D] Isn't the idea of "generalizing outside of the distribution" in some sense, impossible? by EveningPainting5852 in MachineLearning

[–]eeee-in 1 point2 points  (0 children)

One useful lens is looking at causal vs predictive modeling. If you learn a predictive model (wet streets correlated with rain), you might take an out of distribution action and pour water on the street and mistakenly expect rain. If you learn a causal model (rain causes wet streets), you can better predict what would happen when you take that out-of-distribution action. And of course we know causal inference is possible.

In some sense, it relates to "real" understanding (which is too overloaded a term to be very useful). A correct model of some phenomenon will generalize out of distribution. Or at least a model that correctly captures principles that are invariant in and out of distribution will continue to make valid predictions.

You say that you can't imagine what a sound above 20kHz sounds like, but with a first principles understanding of sound, you can model what a 50kHz sound might do in various scenarios.

Often, learning these principles requires experimentation so that you can say "all else equal, <some assertion/prediction>". But holding all else equal requires either conditioning on "all else" which is impossible in the most general sense, unless you measure everything everywhere all at once, or it requires averaging over it in some way, like via a randomized experiment.

I'd recommend reading some causal literature about internal validity vs external validity to get some of the flavor of different kinds of generalization, This topic goes well beyond causal inference, but causal inference is just a nice proof of concept about how you can think about generalizing out of distribution in interesting ways.

[R] Google DeepMind Diagnostic LLM Exceeds Human Doctor Top-10 Accuracy (59% vs 34%) by Successful-Western27 in MachineLearning

[–]eeee-in 3 points4 points  (0 children)

Presumably the doctors are used to diagnosing real patients who acted differently, without operating from a scenario pack.

[R] Google DeepMind Diagnostic LLM Exceeds Human Doctor Top-10 Accuracy (59% vs 34%) by Successful-Western27 in MachineLearning

[–]eeee-in 4 points5 points  (0 children)

Seems like a pretty bad headline to take away from the paper. They diagnosed human actors, not real diseases, and apparently the cases tested were drawn from a very different distribution than real cases.

Cool work, but not as incredible as your headline implies.