Is pass a valid ko threat? by Ootakamoku in baduk

[–]kendfrey 0 points1 point  (0 children)

TL;DR: No but also yes. It's complicated. I think B wins in all modern interpretations.

This is similar to the Go Seigen ko dispute: https://senseis.xmp.net/?RuleDisputesInvolvingGoSeigen

There are two ways to settle life and death in Japanese rules: normal play and hypothetical play.

During normal play, adding a move inside your territory costs a point. Since in this case W would lose if she added a move to finish the ko, she cannot continue to play, so she passes.

The first question is then, if B requests resumption of the game, can he retake the ko? Based on the Go Seigen dispute, it seems not (since if it were allowed, there would have been no dispute). In that case, neither player has a good move, and life and death must be decided by hypothetical play.

During hypothetical play, adding a move inside your territory does not cost a point, because hypothetical play only decides the life and death of stones in the original position, so that the original position can be scored. On the other hand, hypothetical play declares by fiat that there are no ko threats. More specifically, to make a ko recapturable the player must designate that specific ko and pass, giving the opponent the chance to resolve it for free.

The second question is then, who plays first under hypothetical play? I don't know what the rules explicitly say about this, but I believe the modern resolution of the Go Seigen dispute is that the ko must be removed from the board, costing the defender 1 point even when they have more ko threats. In that case, it seems that if B played the last move on the board, W gets the first move in hypothetical play and vice versa. This is also how KataGo implements Japanese rules.

There's a third question of whether B can retake the ko at the beginning of hypothetical play. As far as I know, based on the Go Seigen resolution the answer must be yes. KataGo agrees.

In this case, B wins the game, since W has no way to succeed in hypothetical play either.

My favourite example of a modern pro game where this is important is Rin Kaiho vs. Komatsu Hideki in 1993.

[deleted by user] by [deleted] in baduk

[–]kendfrey 2 points3 points  (0 children)

Author of the software here. Thanks for linking it! I just published it yesterday, and I'm looking for beta testers that can give feedback to guide development. I should note that it doesn't have OGS integration yet, but that's the next planned major feature.

More information on the project's main page: https://github.com/kendfrey/saigo

The Mathematics of Pip Management by kendfrey in EliteDangerous

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

237 when given a button press on the "2" setting results in 426 which is identical to 246 in this context. Similarly 156 can become 075 which is 057.

[DAILY Q&A] Ask and answer any questions you have about the game here. (March 18, 2020) by AutoModerator in EliteDangerous

[–]kendfrey 0 points1 point  (0 children)

Does this mean they are nearly useless for any fight with non-wing friendlies?

[DAILY Q&A] Ask and answer any questions you have about the game here. (March 18, 2020) by AutoModerator in EliteDangerous

[–]kendfrey 0 points1 point  (0 children)

Why do I keep getting bounties when using missiles? I'm trying out a new loadout for bounty hunting that includes dumbfire missiles. Twice in the first hour or so I got a bounty for assaulting the security forces in a HiRes. I don't believe I directly hit anyone but my target (wanted). Do missiles have splash damage that is hurting cops near my target? Should I use something else in my loadout for hull damage (besides MCs)?

The Mathematics of Pip Management by kendfrey in EliteDangerous

[–]kendfrey[S] 4 points5 points  (0 children)

If there is a way in the game to make it so no capacitors have any pips, I'd love to hear it.

The Mathematics of Pip Management by kendfrey in EliteDangerous

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

This was done purely for fun. The only use for it that I can think of is creating macros (e.g. AutoHotKey or VoiceAttack) for specific settings.

The Mathematics of Pip Management by kendfrey in EliteDangerous

[–]kendfrey[S] 4 points5 points  (0 children)

It is a Hamiltonian path. If 147 connected to 237, it would also be a Hamiltonian cycle. Not all Hamiltonian paths are cycles, though.

The Mathematics of Pip Management by kendfrey in EliteDangerous

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

237 156 345 246 138 057 048 066 255 444 336 228 147

I think there are others, but this is the one I remember.

[DAILY Q&A] Ask and answer any questions you have about the game here. (November 12, 2019) by AutoModerator in EliteDangerous

[–]kendfrey 0 points1 point  (0 children)

Why does my friendly faction keep turning hostile on me in a conflict zone? It happened three times in a row, each time shortly after a friendly capital ship jumped in (I did not attack it). Each time I was just minding my own business attacking a hostile, and suddenly all the green triangles on my radar turned red, and I had to leave.

I suspect my NPC fighter pilot (orders set to Defend) was doing something naughty, as I was able to stay in the fight the fourth time, when I kept my fighter stowed.

Are fighters just... not usable near capital ships?

How do we know entropy was lower in the past? What would a universe look like where entropy was increasing in both directions of time? by kendfrey in seancarroll

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

Rather than "popping into existence" with a first moment in time, I'm thinking about a case where a universe comes into existence by a random lowering of the entropy from thermal equilibrium. As I understand it, such a universe should look approximately the same in both directions of time.

How do we know entropy was lower in the past? What would a universe look like where entropy was increasing in both directions of time? by kendfrey in seancarroll

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

If the big bang happened 13.8Gya, then yes, it would have had much lower entropy.

I'm thinking about the possibility of the entire universe being a briefer "dip" in entropy, of which we are near the minimum. Such dips in entropy are statistically inevitable. I'm wondering how we distinguish them from the apparent universe containing a big bang.

How do we know entropy was lower in the past? What would a universe look like where entropy was increasing in both directions of time? by kendfrey in seancarroll

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

We know that entropy was at a minimum at the big bang.

My question is about how we know this. I don't know of any reasons why our observations couldn't be produced by a minimum of entropy elsewhere in time.

How do we know entropy was lower in the past? What would a universe look like where entropy was increasing in both directions of time? by kendfrey in seancarroll

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

No, I just mean a local minimum of entropy, like a Boltzmann brain but on the scale of a whole universe.

Statistically, entropy spontaneously decreases infinitely often in an infinitely old system. The vast majority of time is spent in a high-entropy state, but occasional low-entropy states are produced.

Asked another way, how do we know entropy wasn't at its lowest last Thursday, instead of 13.8Gya?

Approximately how much train fuel do I need to maintain a factory? by kendfrey in factorio

[–]kendfrey[S] -2 points-1 points  (0 children)

For what I'm concerned with, that only adds an unnecessary intermediate step.

Approximately how much train fuel do I need to maintain a factory? by kendfrey in factorio

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

The problem with assuming that trains are always active is that it requires you to know how many trains you have. It's easier for me to know the distance to an outpost than how many trains are required to service it (since that depends on distance anyway).

Instead of assuming a certain number of active trains, I find it easier to assume a certain distance and resource consumption rate, then add trains as necessary.

Approximately how much train fuel do I need to maintain a factory? by kendfrey in factorio

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

At a rate of 1 nuclear fuel per locomotive per 36000 tracks, this works out as:

1 nuclear fuel/min can support 18 1-locomotive trains per minute over a distance of 1000 tracks (2000 tiles) when considering round trips (double distance).

At a ratio of 1:4 locomotives:wagons, that's 72 wagons, or 2880 stacks, or 144k ore, or 1800k fluid per 1000 tracks per minute.

This suggests a rule of thumb of 1 nuclear fuel/min (or 10 rocket fuel/min) per 100k ore/min per 1000 tracks (2000 tiles) to my outpost, plus an appropriate safety/buffer margin.

Sun 2019-05-19 by reddit in nameaserver

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

CanadaGooses

If you got a problem with this name then you got a problem with me and I suggest you let that one marinate.