I grew up playing "double solitaire" (basically multiplayer competitive solitaire where you play on each others' aces) with my family and love it, and it definitely contributed to me making this site. So I'm excited to play some Solitaire Together!
3,173 karma · joined December 24, 2011
I'm based in Brooklyn. You can reach me at eieiogames at gmail dot com
alum Jane Street Capital, Recurse Center (F23, W25)
I grew up playing "double solitaire" (basically multiplayer competitive solitaire where you play on each others' aces) with my family and love it, and it definitely contributed to me making this site. So I'm excited to play some Solitaire Together!
lol, no, I am not training a model!
But I DO record some games so that I can replay them later. That way if you log on and you're the only person, you can still watch the ghost of a past game. This isn't relevant right now (there are 500ish people playing! wow!)- I only show past games if there aren't active ones to show.
https://www.newyorker.com/culture/culture-desk/the-curse-of-...
The vast majority of my youtube watching is "go to a specific channel and try to find a certain kind of video" so it drives me nuts that youtube channel search is so bad (and afaik you can't search a channel on mobile?). I end up using my tool to find a bunch of videos and get them into my history to watch on my ipad.
n.b. my tool downloads all video metadata for a channel and then searches over it locally, so it's pretty slow the first time you search a channel (results are cached for 24 hours though).
I spent a while hacking on my own fork of the Bubbletea renderer over the last few months in order to run a game over SSH[1]. It was a ton of work for a niche, simple game (snake) but it dropped bandwidth usage by a factor of 10. The new renderer has to be more general so it might not quite hit that for all applications, but I bet it's not that far off.
I could also see it being an even more significant gain for apps that use a lot of modern colors and styling, since escape sequences there can be very long / heavy weight.
Some of the comments here are annoyed about the website branding but FWIW I think bubbletea and lipgloss (and wish, if you want SSH stuff) are really excellent tools for building "boring" TUIs too.
[1] https://eieio.games/blog/secure-massively-multiplayer-snake/
It used to be "open source" in that some of the code was available, but afaik it wasn't ever possible to actually run it externally because of how tightly it integrated with other internal systems.
yep
What this meant was that instead of leaving nitpicky comments, people would just change things that were nitpicky but clear improvements. They'd only leave comments (which blocked release) for stuff that was interesting enough to discuss.
This was typically a big shock for new hires who were used to the "comment for every nitpick" system; I think it can feel insulting when someone changes your feature. But I quickly came to love it and can't imagine doing code review any other way now. It's so much faster!
I'm not sure how to tie this to AI code review tbh. Right now I don't think I'd trust a model's taste for when to change things and when to leave a comment. But maybe that'll change. I agree that if you automated away my taste for code it'd put me in a weird spot!
I totally get being exhausted at LLMs. And I don't mind the nudge to be a little less lazy and install wireshark for next time.
hope I get you to play the game when it's out!
My thinking was:
* Yes, I clearly know what tcpdump is / how to capture network traffic
* It has been several years since I have looked at a pcap
* I don't have wireshark installed on this computer
* I've done the thing where you decrypt TLS with wireshark exactly once, years ago, and I found it frustrating for reasons I can't remember[1]. Wasn't sure if I could do this with ssh
* When I started investigating this, I didn't remotely think that ssh was the root cause. I thought it was a quirk of my game
* I *did* make a client that printed out all the data it was receiving, but it was useless because it was operating at the wrong layer (e.g. it connected over SSH and logged the bytes SSH handed it)
* I'm experimenting with Claude Code a lot because it has a lot of hype and I would like to form an opinion
* Looking up flags is annoying
* Being able to tell an agent "look at this pcap and tell me what you see" is *cool*
So idk. I'm sure that you would have solved this much more quickly than I did! I'm not sure that (for me) opening up the packet in Wireshark would have solved this faster. Maybe reading the SSH spec would have, but debugging also just didn't take that long.And the big leap here was realizing that this was my SSH client and not a quirk of my game. The time at which I would have read the SSH spec was after I captured traffic from a regular SSH session and observed the same pattern; before that I was thinking about the problem wrong.
I don't think that this is unfortunate. In fact, I think I got what I wanted here (a better sense of Claude Code's strengths and weaknesses). You're right that an alternative approach would have taught me different things, and that's a worthy goal too.
[1] I suspect this is because I was doing it for an old job and I had to figure out how to run some application with keys I controlled? It would have been easier here. I don't remember.
I've been thinking about some stuff like this! Not being able to put my game behind Cloudflare[1] is a bummer. Substantial architectural overhead though.
> The idea of letting Claude loose on my crypto[graphy] implementation is about the most frightening thing I've heard of in a while [though libnss is so craptastic, I can't see how it would hurt in that case.]
I hear you, but FWIW the patch I was reverting was trivial (and it's also in the go crypto library, which is pretty easy to read). It's a couple-of-line change[2], and Claude did almost exactly what I would have done (I was tired and would have forgotten to shrink the handshake payload).
[1] This isn't strictly true, Cloudflare spectrum exists, but its pricing is an insane $1/GB last I checked.
[2] https://cs.opensource.google/go/x/crypto/+/833695f0a57b30373...
The extension is "ping@openssh.com." It shows up in the blog reliably for me across several browsers and devices.
The problems you run into when doing things you shouldn't do are often really fun.
[1] https://news.ycombinator.com/item?id=42342382
I am aware of TCP_NODELAY (funny enough I recently posted about TCP_NODELAY to HN[1] when I was thinking about it for the same game that I wrote about here). But I think the latency hit from disabling it just doesn't work for me.
But no, the python output is correct (although I do round the values). It's counterintuitive but these are two different questions:
1. What are the odds that both players lie? (4%)
2. Given that both players say tails, what are the odds that the coin is heads (~6%)
Trivially, the answer for question (1) is 0.2 * 0.2 = 4%The answer for question (2) is 0.02 / 0.34 = 6%
One way of expressing this is Bayes Rule: we want P(both say tails | coin is heads):
* we can compute this as (P(coin is heads | both say tails) * P(coin is heads)) / P(both say tails)
* P(coin is heads | both say tails) = 0.04 (both must lie)
* P(coin is heads) = 0.5
* P(both say tails) = 0.04 * 0.5 + 0.64 * 0.5 = 0.34
This gives us (0.04 * 0.5) / 0.34 = 0.02 / 0.34 ~= 6%I think that might not be convincing to you, so we can also just look at the results for a hypothetical simulation with 2000 flips:
* of those 2000 flips, 1000 are tails
* 640 times both players tell the truth
* 40 times both players lie
* 680 times (640 + 40) both players *agree*
* 320 times the players disagree
We're talking about "the number of times they lie divided by the number of times that they agree"40 / 680 ~= 6%
We go from 4% to 6% because the denominator changes. For the "how often do they both lie" case, our denominator is "all of our coin flips." For the "given that they both said tails, what are the odds that the coin is heads" case, our denominator is "all of the cases where they agreed" - a substantially smaller denominator!
The three players example is just me rounding 89.6% to 90% to make the output shorter (all examples are rounded to two digits, otherwise I found that the output was too large to fit on many screens without horizontal scrolling).
I've had ideas off and on for the last 2 years about how to translate Finchley Central into something you could play over the internet with strangers but I've never quite figured out how to make it work; I think a key aspect of these games is having shared context with your friends and trying to make them laugh.
Anyway, fun that your mind went to the same place!
[1] https://en.wikipedia.org/wiki/Finchley_Central_(game) [2] https://en.wikipedia.org/wiki/The_Game_(mind_game)
I think there's an annoying thing where by saying "hey, here's this neat problem, what's the answer" I've made you much more likely to actually get the answer!
What I really wanted to do was transfer the experience of writing a simulation for a related problem, observing this result, assuming I had a bug in my code, and then being delighted when I did the math. But unfortunately I don't know how to transfer that experience over the internet :(
(to be clear, I'm totally happy you wrote out the probabilities and got it right! Just expressing something I was thinking about back when I wrote this blog)
I did spend some time thinking about how to let people leave "gifts" over folks could open, but wasn't sure how to make that work in a compelling way. Maybe next year...
I mostly use go these days for the backend for my multiplayer games, and in this case there's also some good tooling for terminal rendering and SSH stuff in go, so it's a nice choice.
(my games are often pretty weird, I understand that "high framerate multiplayer game over SSH" is a not a uhhh good idea, that's the point!)
It turns out that in my case it wasn't TCP_NODELAY - my backend is written in go, and go sets TCP_NODELAY by default!
But I still found the article - and in particular Nagle's acknowledgement of the issues! - to be interesting.
There's a discussion from two years ago here: https://news.ycombinator.com/item?id=40310896 - but I figured it'd been long enough that others might be interested in giving this a read too.
I don't think requesting a new snapshot really helps there. If you do that you're dramatically extending the amount of time that the user sees an invalid state, since you're adding a whole new server roundtrip to the reconciliation process.