360 karma · joined September 13, 2018
I've watched endless videos of DauT and Viper playing AoE. ZeroEmpires has done a lot to popularize AoE streaming. Here's his YouTube channel if anyone is interested - https://www.youtube.com/user/ZeroEmpires
It has been quite effortless to delete or replace words or lines but every time I've tried getting more adventurous with it - say, surround every line of text with double quotes etc, I end up finding the commands unintuitive or hard to remember.
There's also an issue with my older muscle memory of `CMD+Z` which works on a different stack than `u` and `CTRL+R` and I end up messing up my code.
Yet, everyone has fun playing chess and even Grandmasters continue to be mesmerized by it because of the complexity - there is always something new to learn. Also, GMs have access to the top chess engines and can be studying using the same engine but have radically different styles.
They live for the parts of their games that are novel and so do we.
If all of our development was rigidly defined, we would just automate it. We put up with the boring parts of our development because we know there'll be parts of it that we can design.
If you are a hobbyist developer or a student, by all means, explore on your own and learn from your own mistakes. But that is not efficient if you want to get to the forefront. No GM today will refuse to learn opening theory or study the endgames.
We will still create magic and have fun.
Or is there no practical difference?
We can return just the latest updated documents by maintaining a lastUpdated timestamp on client and server docs. But this would be at a document level. So, only the fields that have changed would be sent to the client.
I manage fine with just making notes on a monthly, weekly and daily level. To populate my todo lists, I review the other systems manually.
Rolling over unfinished work to the next day is as simple as copy+paste though that can be run as a cron job daily
- Open source - Encryption at rest when using a cloud service for syncing - Apps for all major platforms
For me, the ideal interface to engage (order something, create a note etc) when you know what you want is through speech. It just feels so effortless.
vendi is building a next-gen marketplace to make peer-to-peer mainstream.
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- As a full-stack developer you will be building new features and APIs for our marketplace backend.
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- You will be able to contribute towards scaling the platform to handle more traffic.
- You will have opportunities to understand how we use deep neural networks to automate selling and verification.
- If you are the sort of programmer who likes to play around with several technologies and comfortable dealing with ambiguity, then you are exactly the kind we are looking for!
Email to anil@ company domain
start.cmd
build.cmd
run.cmdAt this level, you just have to find one tactic your opponent doesn't spot and you'll win the game if you have decent endgame skills.
I never spent much time learning openings but many people at this stage do. They'll learn certain traps to spring in the opening. But with careful play and some practice you'll be able to remember enough good openings to get into the middle game without much of a disadvantage.
Learning common mating patterns is very useful. In several games, I have been able to win with significant material loss because I could set up a mating net my opponent didn't foresee.
Lastly, it may help to know certain basic principles - control the centre, secure your king, don't isolate your pawns etc. But if you are an absolute beginner, it can be premature and you may start following these principles rigidly which will be detrimental to your game.
Do you have a blog on this topic? If not, I would strongly urge you to share this in a blog so as to reach a wider audience. Such valuable thoughts and ideas should not end up buried in an inconsequential HN post.
In Age of Empires, a historical strategy game, you start with a few villagers and ,in some campaigns, an end destination - a relic to acquire or an empire to conquer.
This is similar to the founders starting a company with some idea of what the end result looks like.
But the villagers can only see a little ahead from their current position in each direction. So they have to go exploring. As they explore, they may discover unnavigable terrain like cliffs or rivers that they have to cross in the direct path to their destination. They may also come across hostile armies on the way.
As startups build their first version of the product, they too would have explored a portion of their domain before deciding on the roadmap. They encounter competing products with the same set of features which they'll have to overcome with more features or better versions of the same features. They too hit dead ends and pivot into a related product or service.
Another key feature of the game is that you don't get permanent visibility into the areas of the map that you have explored. You'll need to have watch towers or a portion of your army there to know what the rest of the empires are planning and how the area is developing.
Startups too cannot claim expertise in a field for long without constantly keeping up with new developments. But founders can choose to evolve their roadmap to keep them more attuned to certain domains and for more outfield developments, they may not want/ need to revise their product roadmap.
That is incorrect.
Quoting from [0] > Chess has approximately 10^120 game paths. These positions comprise the problem search space. Typically, AI problems will have a very large space, too large to search or enumerate exhaustively.
But as Go has an even larger search space, it makes sense that DeepMind sees it as a bigger challenge.
[0] - http://www.cse.uaa.alaska.edu/~afkjm/cs405/handouts/search.p...