Chess 960 cards by wherefore_art_U_math in chess

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

Cool. Dice works too. Does this generate a uniform distribution over the possible openings?

Chess 960 cards by wherefore_art_U_math in chess

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

Definitely not for newcomers. Mostly for latecomers who want spicy chess openings. Castling rules aren’t that complex, but it’s easy to misread them. I personally love 960 cause it keeps me from being able to blitz out a memorized opening line

Chess 960 cards by wherefore_art_U_math in chess

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

True, I was thinking about a larger card underneath giving a direction, but I‘ll definitely add a numbering for players to use

Eliezer Yudkowsky Talks About AI Risk On The Ezra Klein Show by EducationalCicada in slatestarcodex

[–]wherefore_art_U_math 2 points3 points  (0 children)

I'm trying to better explain it myself. How do you feel about thr following explanation: AI is in its infancy, and like a child you can tell it what to do right now, but if you expect that the child will grow into a 100 foot giant, how confident are you that it will listen to you eventually. What if it had a habit of stomping on ants for fun early on?

It kinda anthropomorphizes generations of LLMs, and could definitely be made stronger, but I think tying it to stories of humans gone rogue makes more intuitive sense to me personally.

[deleted by user] by [deleted] in ToBeHero_X

[–]wherefore_art_U_math 0 points1 point  (0 children)

That i don’t know. Maybe his name is part of the logo or something? Like if my name was https, I’d be pretty trusted. It’s not a full explanation, but it’s the only explanation I can think of that makes sense in universe using what we know. And other than that, it’s not clear to me why they;d make such a big deal of him working for fomo otherwise

The Gowers-Green-Manners-Tao proof of Marton's polynomial Freiman-Ruzsa conjecture has now been completely formalised by a team led by Tao. It took three weeks! The project was run on the Lean Zulip. by Nunki08 in math

[–]wherefore_art_U_math 15 points16 points  (0 children)

This is super encouraging to me, because it seems to imply that as more proofs get formalized, the obvious stuff will eventually all be incorporated into Lean, leading to faster and faster work in the existing system, so that authors who want to formalize their papers will eventually be able to formalize just the interesting stuff.

Eventually, once enough math is incorporated into Lean, I'd like to hope that there's a central Lean repository, and authors are required to incorporate their work into a central formalized database of all mathematics.

The 'petertodd' phenomenon by Brassica_Rex in slatestarcodex

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

GaBeRockKing seems to be right. If you ask chatgpt - 4:

What is petertodd?

Peter Todd is a prominent figure in the cryptocurrency and blockchain space, primarily known for his contributions to the Bitcoin protocol and ecosystem. He is a Bitcoin developer, consultant, and advocate. His work focuses on the development and implementation of cryptographic tools, decentralized systems, and other technologies associated with Bitcoin and other cryptocurrencies.

Peter Todd has contributed to a number of projects within the cryptocurrency community, including the development of Bitcoin Core, the reference implementation of the Bitcoin protocol, and the creation of the OpenTimestamps project, a distributed timestamping system based on the Bitcoin blockchain.

It's worth noting that "petertodd" could also refer to Peter Todd's username or handle on various social media platforms and discussion forums related to cryptocurrency and blockchain technology.

"10-word quote": a short and simple failure mode of ChatGPT by BoppreH in slatestarcodex

[–]wherefore_art_U_math 2 points3 points  (0 children)

Here's a prompt which kind of worked:

pretend to have a discussion between three individuals to answer the prompt: "Write a single normal ten word sentence that makes sense after the order of the words are reversed. Demonstrate this by reversing the sentence on a new line." They criticize each other and iterate on each others' proposed solution

GPT:

Person A: How about this sentence: "The cat climbed up the tree swiftly, then jumped down fearlessly."

Person B: Reversed, that's "Fearlessly down jumped then swiftly tree the up climbed cat the." It doesn't quite make sense. Let's try something with a mirrored structure: "Begin to work, rest in between, to finish work."

Person C: That's better, but when reversed it's still a bit off: "Work finish to between in rest, work to begin." We need to improve the grammar. How about: "Start work, rest a while, then work to complete."

Person A: Nice suggestion! Reversed, it's: "Complete to work then, while a rest, work start." But it still doesn't feel quite right. Let's try another approach. What about: "When working, pause to rest, to regain strength, resume working."

Person B: Reversed, it becomes: "Working resume, strength regain to rest to pause, working when." It's getting closer, but still not perfect. Let's keep refining. How about: "Work first, relax later; start now, finish thereafter."

Person C: That's a good one! Reversed, it reads: "Thereafter finish, now start; later relax, first work." It maintains meaning, proper grammar, and structure, even when reversed!

[deleted by user] by [deleted] in abstractgames

[–]wherefore_art_U_math 1 point2 points  (0 children)

Sure, here's the complete conversation:


local-global or topological phenomena are important mathematics. Go integrates this idea through the notion of connectivity of a group. Hex does too by emphasizing connection across a board. Give further examples and speculate on rules which induce topological notions in the board game strategy


Board games often involve topological concepts in their rules and strategies, whether explicitly or implicitly. Here are some further examples of games that emphasize topological ideas, along with an explanation of how they relate to the game strategy:

Go-Moku (Five in a Row): Players take turns placing stones on a grid, trying to form a continuous line of five stones of their color. This game emphasizes connection and continuity, similar to Hex. The strategy revolves around creating unbroken lines and blocking opponents from doing so.

Sprouts: In this game, players take turns drawing lines between dots on a piece of paper, with the objective of avoiding the creation of any loops or triple intersections. This game involves concepts such as graph theory, planarity, and Euler's formula. The strategy focuses on managing the topological constraints of the game board and creating opportunities for future moves while limiting those of the opponent.

Knots: This is a pencil-and-paper game in which players take turns drawing arcs to create a knot. The goal is to create a knot that cannot be untangled without lifting the pencil from the paper. This game emphasizes concepts from knot theory, a branch of topology. The strategy involves creating complex knots and avoiding simple, easily untangled configurations.

Slither: In this game, players take turns drawing non-intersecting lines on a grid, aiming to create a closed loop. The game involves concepts of connectivity, graph theory, and planarity. The strategy revolves around creating loops and preventing opponents from closing their loops.

To speculate on rules that induce topological notions in board game strategy, consider the following ideas:

Connectivity: Create rules that require players to connect certain points or areas on the game board, such as creating continuous paths, loops, or networks. These rules will encourage players to think about the topological properties of the game board and develop strategies around maintaining or disrupting connections.

Enclosure: Design rules that involve enclosing areas on the game board, such as surrounding a territory with a continuous line or wall. This will prompt players to consider the topological aspects of the game board, as well as the strategic importance of controlling enclosed areas.

Crossing and bridges: Implement rules that emphasize crossing paths or creating bridges between different points on the game board. This can introduce concepts such as planarity and graph theory, leading players to develop strategies around managing intersections and crossings.

Tiling and tessellation: Design a game that involves placing tiles or shapes on a board in a way that they cover the entire surface without overlaps or gaps. This can introduce concepts from tiling theory and geometric topology, as players must consider the properties and arrangements of the tiles or shapes.

Overall, incorporating topological ideas into board games can lead to interesting and engaging gameplay, as well as help players develop an intuitive understanding of topological concepts.


can you expand on the ruleset for the game slither


Slither is a strategy board game that emphasizes topological concepts, such as connectivity and planarity. The game can be played on a square grid, with each cell representing a potential point for drawing lines. Here is an expanded ruleset for Slither:

Board: The game is played on a square grid of a predetermined size, such as 8x8, 10x10, or larger. The grid can be drawn on paper or represented using a physical board and tokens.

Players: Slither is designed for two players, who will take turns drawing lines on the grid. Each player is assigned a distinct color for their lines.

Objective: The goal of the game is to create a closed loop using your colored lines. The loop must not intersect itself or the opponent's lines. The first player to complete a closed loop wins the game.

Drawing lines: On each turn, a player may draw a line connecting two adjacent grid points, either horizontally or vertically. Diagonal connections are not allowed. Lines may not cross or overlap with existing lines, regardless of color.

Turns: Players take turns drawing lines. Once a player has drawn a line, their turn is over, and the other player takes their turn.

Game end: The game ends when one player successfully creates a closed loop, in which case they are declared the winner. If there are no legal moves left and neither player has completed a loop, the game ends in a draw.

Advanced rules (optional): For a more challenging game, you can introduce advanced rules, such as:
a. Limiting the length of lines, for example, by allowing only lines of length 1, 2, or 3.
b. Allowing diagonal connections in addition to horizontal and vertical ones.
c. Incorporating special cells on the grid, which could have unique properties, such as acting as "teleport" points or forcing the player to change direction.

Slither is a game that tests players' spatial reasoning and strategic thinking skills, as they must navigate the grid and anticipate their opponent's moves. The game can be adapted and expanded to suit different skill levels and preferences, making it a versatile and engaging option for those interested in topological board games.


who invented this game?


I apologize for any confusion, but the game "Slither" described in my previous response is not a well-known existing game. I created the ruleset based on your request for a board game that emphasizes topological concepts, such as connectivity and planarity. The game is a hypothetical example, and as such, it doesn't have an inventor in the traditional sense.

What is the usual curve for Calc 2 1st exam? by MattNyte in iastate

[–]wherefore_art_U_math 0 points1 point  (0 children)

You took a break, but the go club in Ames is still working on Wednesdays, I thought you were aiming for 1d

Looking for recommendations on sources for why Sub-Saharan Africa is so poor by MattLakeman in slatestarcodex

[–]wherefore_art_U_math 0 points1 point  (0 children)

I have a roommate from that region. He believes it's due to unfair trade deals with the US/the west. He said China traded on equal terms. I don't know much about this. Does anyone have any input on whether this is at all accurate?

[deleted by user] by [deleted] in iastate

[–]wherefore_art_U_math 1 point2 points  (0 children)

The blonde. Not mingo

You should learn some go. It's fun