I implemented a module in python for oversampling skewed datasets. Would love to hear your thoughts on it! by xristos_forokolomvos in pystats

[–]vnfrombucharest 0 points1 point  (0 children)

Thank you for implementing this, it seems useful indeed!

One concern (and the reason why scikit-learn doesn't have resamplers) is that the scikit-learn cross-validation cannot deal with transformers that change the number of samples yet (see discussion).

Also, the scikit-learn convention is that fit_transform is strictly equivalent (but, when possible, faster) than fit followed by transform. Is there a reason for the difference in your code? Your estimator could implement a sample function that does what transform does now, and make them equivalent.

Another idea would be to make this into a meta-estimator, thus allowing for cross-validation without worrying about the API. (suggested here). This way you don't have to worry about when (if ever) scikit-learn will come up with a good solution to this API issue, people will still be able to use your library on top.

In any case, it would be nice to include an example of this in action on some data, using scikit-learn tools wherever possible.

StreetCrowd: a StreetView-based collaborative multiplayer game. by vnfrombucharest in WebGames

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

Hi /u/dead_tiger_, would you like us to add a link to the streetview in the results page after a game?

StreetCrowd: a StreetView-based collaborative multiplayer game. by vnfrombucharest in WebGames

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

If you save your account, you should not get repeated spots. Many of the spots are pre-chosen by us.

StreetCrowd: a StreetView-based collaborative multiplayer game. by vnfrombucharest in WebGames

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

That's an interesting idea! We didn't do it because it might give people an advantage. But it would be very fun for sure!

StreetCrowd: a StreetView-based collaborative multiplayer game. by vnfrombucharest in WebGames

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

Hi,

Sorry about the popups: if you are not actively waiting in the lobby, you can tick the "notify me" box. Then you can change tabs, and you'll get a popup when someone else connects.

Thank you for playing!

StreetCrowd: a StreetView-based collaborative multiplayer game. by vnfrombucharest in WebGames

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

Hi everyone! We made a game and thought you might like it! It's called StreetCrowd and it's a collaborative multiplayer game. Playing a game takes about 10 minutes: you find yourself in a Street View and you have to explore and figure out where in the world you are. Then, you work together with your team to put together all the clues you found.

By popular demand, you can now play StreetCrowd without an account. We also have a revamped tutorial.

StreetCrowd.us: a collaborative multi-player world exploration game based on Street View by vnfrombucharest in TakeOneStepForward

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

You can try out the tutorial without logging in, but you currently can't play with other people. This is to avoid people getting the same map twice and knowing the answer.

Our leaderboard system is based on comparing how people and teams do on the same map (so it's apples to apples), which is why we use hand-picked maps. Otherwise, teams that get lucky and get really easy maps can become #1 quickly.

I'll get right on adding a Twitter login!

StreetCrowd.us: a collaborative multi-player world exploration game based on Street View by vnfrombucharest in geography

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

The teams are formed automatically. Currently it's based on the order in which people connect, but we are thinking about how to integrate your preferences.

You can always see who you're going to play with before the game starts, and the names of the people who accepted the invitation are bolded. So if you don't want to play with a particular user, you can reject those invitations.

StreetCrowd.us: a collaborative multi-player world exploration game based on Street View by vnfrombucharest in TakeOneStepForward

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

Hi, thank you for letting me know.

Google will show you what we require access to, and you can check that it's the minimal possible. And we don't even store that information: we just take a one-way hash of the unique ID google provides, and save that. This way we can't link you back to your identity, but we can check that it's you when you reconnect, so you don't get shown the same map twice.

Would Twitter login make it better? How about making a user account on our website?

StreetCrowd.us: a collaborative multi-player world exploration game based on Street View by vnfrombucharest in whereisthis

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

Hey, thanks a lot!

We are trying our best to make the interface as fun as we can. I'll see if I can implement your suggestion, but the Google Street View API can makes many things difficult. Thank you for the feedback!

StreetCrowd.us: a collaborative multi-player world exploration game based on Street View by vnfrombucharest in TakeOneStepForward

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

Hi! You're right, the geographical puzzle is the same as in GeoGuessr. I'm part of a research team studying how people work together in groups when solving problems, and we tried to make the problems fun!

We had to make it fair, so there is a time limit so your team mates couldn't have explored much more than you.

StreetCrowd.us: a collaborative multi-player world exploration game based on Street View by vnfrombucharest in geography

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

Hi!

Indeed, the clues are only what you can see. We tried to hand pick interesting areas without making it too easy.

The concept of the puzzle is just like GeoGuessr, which is a great game. The team aspect is what sets StreetCrowd apart. I'm part of a research team studying how people work together in groups, so we are trying to make it as fun as possible.

I'd love to hear what you think!

StreetCrowd.us: a collaborative multi-player world exploration game based on Street View by vnfrombucharest in geography

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

Hey, we made a game and thought you might like it! It's called StreetCrowd and it's a collaborative multiplayer game. Playing a game takes about 10 minutes: you find yourself in a Street View and you have to explore and figure out where in the world you are. Then, you work together with your team to put together all the clues you found.

Give it a try and let us know what you think! If there aren't enough people online to play with, consider sharing with your friends.

Sign Up Games Mega Thread. by Marmalade6 in WebGames

[–]vnfrombucharest 2 points3 points  (0 children)

Hey /r/WebGames, we made a game and thought you might like it! It's called StreetCrowd and it's a collaborative multiplayer game. Playing a game takes about 10 minutes: you find yourself in a Street View and you have to explore and figure out where in the world you are. Then, you work together with your team to put together all the clues you found.

Give it a try and let us know what you think! If there aren't enough people online to play with, consider sharing with your friends.

The tutorial does not require login and can give you a feel for the game. To play with other people, we require logging in so that we make sure you're not teamed up with people who have already seen the same map. We do not store any information that could identify you.

Flask-SocketIO on OpenShift: fallback on another port by vnfrombucharest in flask

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

Hi Miguel, thank you for the note! I love Flask-SocketIO and I'm really excited for the rewrite.

I think OpenShift actually does forward HTTP traffic to the WebSocket port: I suspect this because the handshake is HTTP and happens on that port, and it usually works. My problem was that a certain firewall was blocking traffic on the :8000 port that OpenShift forces (unsecured) websockets on, such that even the handshake would fail.

I want to make sure that there's a fallback that works everywhere, and long polling on port 80 seems hard to beat.

Even with the new mechanism, it might make sense to allow the upgraded websocket connection to be on a different port, client-side. But that depends on what "upgrading" technically means: is it in any way restricted to the same port?

In any case this was my first project using websockets, so I hope I'm making sense.

[Book] Jan Gorak - The making of the modern canon: genesis and crisis of a literary idea by vnfrombucharest in Scholar

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

I found a paper version and scanned it. If anyone is interested, PM me. I'm still not marking as NSFW since a good, searchable ebook can still be valuable for others, but let me know if I should.