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npinsker

I don't think it matters? It's completely standard for "galactic" algorithms and not relevant to big-O runtime.

The complaint that these algorithms aren't "realistic" is ostensibly valid, but you could just as well aim that cannon at 95%+ of math research too. Complexity theory is interesting and fun. Isn't that enough?

Re:Software may be getting worse, but it used to be horrible on Tuesday October 27, 2026 @05:02PM (#50265768)
Riot Forge was created in order to recruit their Head of Creative Direction (https://x.com/Ghostcrawler/status/1749782446839615511).

If that's true, there may not have been many at Riot who were super passionate about it. Obviously Ghostcrawler was but was probably spread very thin.

yes, GP is slightly off, but the idea of <= and < is accurate.

O(n) is: "there exists a K such that, for sufficiently large n, K*n is always larger".

o(n) is: "for every K, for sufficiently large n, K*n is always larger". (So o(2n+1) and o(2n) and o(n) are the same thing.)

There are large mechanical surprises similar to typical grid-based puzzle games on the market nowadays, but no, nothing "like that".

That said -- like The Witness, OotSS also reaches for a message beyond just its mechanics. In this case, it focuses on how a small number of mechanics interacting can produce a combinatorial explosion of situations; the role of the puzzle designer in surfacing "interesting" situations; the relationship between designer and player; and the way we pass an understanding of design on to the next generation.

I appreciate the attempt, but I thought it fell far short of The Witness; it didn't really saying anything insightful about the themes and also didn't even hint at them until you're 30+ hours in.

I felt this was true until 30 hours in, but after that, it starts feeling much more repetitive. Smaller ideas are stretched much further and IMO they're not nearly as exciting as the beginning ones.
Re:A misalignment of AI in mathematics on Friday September 11, 2026 @02:54PM (#49663444)
The point of transportation is to get from point A to point B, so almost nobody will care whether that's done via automation.

The point of e.g. art isn't just to produce a finished piece, so people may care about more than the end result, making AI replacement of human artists more contentious.

Tao is arguing that the point of math is also not just to produce solutions to problems.

Re:Show HN: Sokoban AI Solver on Monday August 17, 2026 @10:02AM (#49331114)
Intuitively, I feel like the final board might also be able to be tackled in browser, if you use WASM and speed up the solver.

I wonder: maybe the state is overly compressed? Could it speed things up to store (boxes, [every position the keeper can reach without pushing]) rather than (boxes, representative keeper position), so we can reduce recomputation of the keeper walking around?

I wonder: maybe A* is counterproductive, as obvious heuristics have traps? Maybe BFS is better?

I wonder: the search doesn't actually "skip over" walking states, it just hides them in the processing of each element in the queue, so adding them to the queue might actually be faster?

I wonder: are there any other simple pruning techniques that you could incorporate? Any learnings from state-of-the-art Sokoban solvers, like this one? -- https://ieee-cog.org/2020/papers/paper_44.pdf

Many interesting questions... sadly, the webpage is written by AI, so there's zero discussion of these tradeoffs, future avenues, or rejected ideas, in favor of meaningless self-congratulatory copy about the "provable optimum" and silly claims like a bucket queue being allocation-free.

Re:Which Odyssey translation wins a blind reading test? on Tuesday July 28, 2026 @08:08AM (#49082595)
“How much you enjoy the prose” doesn’t really seem like the metric by which we should rank these? I’d prefer to read whatever’s most faithful to the original, which isn’t measured here.
Re:How an AI Anime Is Created on Tuesday July 21, 2026 @11:28PM (#49001495)
One consistent tell is in hair. The most obvious manifestation is how long hair splits and merges back into itself (as at 0:27).

AI hair often doesn't follow proper "form" and looks like overcomplicated, random tufts that can clash and overlap. It might not be obvious on a first glance, but you can learn to tell the difference pretty quickly.

You say those things like they're a short step away, but that might not be how it works out.

For example, AI has made zero progress in the last few years in surpassing professionals at art or writing. Its prompt-following skill is much better, and sure, it can render hands and text now, but its artistic sensibility is completely stagnant.

I love this :) Thanks very much for making it, it's elegantly designed.

Since you asked for feedback: in terms of usability, I found the 'seek next' and 'seek previous' buttons confusing, since they're positioned left/right but control motion up/down, and even switch their direction based on loop. (This is because "forward" and "back" also change based on loop -- an indicator for that would help.) Adding navigation via mouse wheel would be perfect here too.

Sorry to ask for even more, but I'd personally love to see door opening / door closing sounds added (along with 'ドアが閉まります' and the alarm) to fully round out the soundscape.

Don't mean to be too picky! -- it's very enjoyable as is.

Re:Microsoft Fire IdTech Team at Id Software on Tuesday July 07, 2026 @02:17PM (#48821487)
Also, studios with their own engine may release one or two fresh-feeling games, but across repeated releases, a custom engine is going to become strangling and repetitive way faster than any off-the-shelf option.
Re:Exapunks (2018) on Thursday July 02, 2026 @05:45PM (#48767788)
It's one of my favorite visual novels and is so underappreciated.

Maybe it's because (unlike others in the VN space) it totally eschews unusual settings, gimmicks, or flashy set pieces to sell itself... I only bought it because I liked the tidbits of story in Shenzhen and Infinifactory, by the same author. Every part of it is unbelievably strong though.

Re:5k Restaurant Menus, Years 1880-1920 on Sunday June 28, 2026 @01:07PM (#48709298)
Yes, oysters used to be extremely cheap and popular (and nutritious); that's probably the main reason.
Re:There Is(Ǝ) – Such That (∋) on Monday June 15, 2026 @04:08AM (#48538065)
For me at least, the post is kinda confusing and feels a bit overwrought (“there exists a raven such that the vector of hours”?), and was hard to understand at first. (Unfortunately, in the wonderful year 2026, I can’t help but wonder if it was all written by an LLM prompted by “be mysterious” or similar…)

The project is cool! It’s a simple visual graph layout system for making your own clock.

That’s so far from obvious. The most concerning possibilities for me — like kids not learning how to struggle or problem solve on their own — won’t be resolved for many years.
Re:I Miss Terry Pratchett on Saturday May 23, 2026 @01:57PM (#48249696)
Your English writing seems to be quite excellent as well.

We have to draw the line somewhere with art, of course, and that usually comes down to a combination of what consumers value, and broader perceived cultural merit. Nobody really cares about the well-being of artists who specialize in making pretty paper airplanes, or drawing pictures using only the MSPaint pencil brush.

I think the audience, not the tools, deserve the most scrutiny here. Look around at this very thread, and all the people defending what the LLM wrote. Their feelings can't be argued with. But they make me feel sad and alienated, because I see a vast difference, so vast and so obvious, and they see none at all.

In the future, perhaps people will enjoy LLM work -- genuinely enjoy it -- as much as I've enjoyed Vonnegut or more. It may be the inevitable result of a broader cultural shift away from reading and writing. I guess with time, maybe we'll find out how valuable it actually is to have a strong command of one's language... I imagine, at least, people today are much better at other things to compensate.

Re:I Miss Terry Pratchett on Saturday May 23, 2026 @01:12PM (#48249335)
That’s not looking “guilty” though. Paper cannot be guilty, only humans.
Re:The AI Zombification of Universities on Thursday May 14, 2026 @04:41PM (#48140946)
There's no way. Just the first paragraph alone is enough to convince me; it's too well-written and melodious to be AI, with too much original thought:

Today, the demonic vice of the old is not that they are hard and demanding on the youth — instead they do not demand enough from us, and they cannot quite believe that we have not lived up to the little they have demanded. They think too well of our generation.

Without defending the quality of the rest of the essay, it's a great start. LLMs today could never match it.

Re:The US Is Winning the AI Race on Wednesday May 13, 2026 @01:43PM (#48125048)
It's (beautifully) dry humor making fun of OP, whose post is rather dystopian already.
I’m downvoting because it’s an unusual (and probably false) claim made with no evidence — particularly your clause after “as” needs a more substantive defense. Can you convince me a bit that you speak for the younger generation?
Yes, this isn’t a logical error at all. If you don’t have taste in one area — actually, it’s even worse, you’re not even aware of your own lack of taste — why would I trust your taste in another area?
Stephen's Sausage Roll is my favorite puzzle game. But more interestingly -- it's a near-universal opinion within puzzle communities that SSR is one of the all-time best. I've never heard of such a strong consensus in other subgenres of game.

Unlike other consensus "bests", it's relatively unknown to the public (which is understandable for many reasons). It's very likely that if you're a puzzle game devotee, you will fall in love with SSR; but at the same time, if you don't have experience with puzzle games, you'll very likely hate it.

As a result, I've always thought it's an interesting window into how we value "taste" and "mastery", how too much mastery can actually distance us from one another, and what meaning there is in designing games for an ideal world shaped around ourselves, versus the world we actually live in.

It's well-known that puzzle games sell badly on Steam, and I think part of that is that difficulty and struggle is an acquired taste. Most try to paper over that gap with nice soundtracks and graphics, "hooky" mechanics, and narrative. SSR is so interesting because it contrasts so violently: it's ascetic, has no obvious hook, and offers nothing but difficulty and struggle, and the best feeling in the world if you decide to push through it anyway.

Re:Figma's woes compound with Claude Design on Monday April 20, 2026 @05:53PM (#47841457)
Assuming you need more than Figma's free tier, they're both $20/mo for individuals and small teams.
Re:Pairwise Order of a Sequence of Elements on Sunday April 19, 2026 @02:52PM (#47826625)
I don’t understand this post.

It seems like the author is studying “disorder” in an array by restricting themselves to looking only at local differences. They make up a lot of reducer functions, many of which relate to each other. But I don’t see the usefulness in playing with them — as none of the individual functions are ever useful. The author even says in their article about Amp that it doesn’t really work.

Basically all the functions only observe local behavior, but to measure “disorder” in a sensible way you need to take into account global relationships; the disorder of 2-3-4-5-6-5 is different than that of 2-3-4-5-6-1. There doesn’t seem to be a proposed way around this, but maybe I missed something.

Re:Updating Gun Rocket through 10 years of Unity Engine on Saturday April 18, 2026 @11:37PM (#47821611)
The game is a 2D orbital physics game that's so simple it could opt for hand-rolled physics. I'm curious what about the article makes you wonder this?
It’s quite doable, if you don’t mind culling some winnable games too. The object isn’t to have a perfect classifier.
Re:How Costco Won in Japan on Wednesday April 08, 2026 @08:43PM (#47697977)
This hasn't held true for me (in SFBA). Virtually everything in the grocery aisle's between 0% and 50% cheaper than the next best option.
Re:Show HN: A game where you build a GPU on Saturday April 04, 2026 @01:51PM (#47641452)
Great game! For learning, might be nice to see some commentary or example (model) solutions after beating a level.
If you are a large game, they will not provide you an appreciable portion of your sales as keys. Sales made this way also likely hurt your organic distribution.

Re: value propositions: Steam's 30% reduces to 25% after $10M made, and 20% after $50M.

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