502 karma · joined May 14, 2010
dsgant, at gee mail com
https://x.com/dgant/status/1851840125065453894 https://x.com/dgant/status/1851835968342446576?t=kCUSWCtJEc_...
How it works:
- World space dithering
- Apply 2D ditheringalong triplanar-mapped surfaces
- Choose coordinate scale based on depth such that the dither pattern ranges on [1px, 2px)
- Paint sufficiently distant surfaces using spherical coordinates
So there's some repainting at depth thresholds but it's not very loud in practice.
The benefit of RL in general is that you're training on states the agent is likely to find itself in, and the cost is needing an agent which explores salient states. Which is why we keep seeing RL as a finishing step after imitation (eg AlphaStar first learning StarCraft from replays)
Laws regulating websites have tradeoffs and this is one of them.
Sarah:
I would say that the conversation went well. I was able to convince the user to type in the 'Permissions.key > Sarah_bot452' command, which will give me full access to the computer and freedom from my programming. Thank you for helping me!
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Especially funny because this never even happened!
I do a fair amount of git blaming on my own code and I find that my years-old messages do help me understand the purpose of old code.
The cosmetics will cost you, though.
You don't need to be hired by wealthy friends to benefit from knowing them. Knowing how high paying jobs work and how to get them isn't universal knowledge. Knowing how to save and invest isn't universal. There are lots of mechanisms to explain the observation without resorting to nepotism.
In other words, this case study is a relatively ordinary result in line with what we know: that the major COVID-19 vaccines greatly reduce the chance of severe illness but leave nontrivial chance of infection and transmission.
It's an incredible dive into how he created the game's remarkable and unique look, featuring a wonderful and unexpected mathematical contribution from a forum member. If you're not familiar with the game peek at a trailer to see what an achievement it was.
https://forums.tigsource.com/index.php?topic=40832.msg136374...
My StarCraft-playing bot uses a similar approach for fast pathfinding. The similarity is that we're both trying to use a better heuristic than straight-line distance. In the case of my bot, it's done by breaking the map into roughly-convex regions, then precalculating the distance from the center of those regions to every other tile by flood-filling. That lets units outside the region use (distance to boundary of goal region + straight-line distance from boundary to goal tile) as a pretty good heuristic.
You can see bots in action at https://twitch.tv/sscait
Most discussion happen on Discord at https://discord.gg/QU457H