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ilmenit commented on Prime Number Grid   susam.net/primegrid.html... · Posted by u/todsacerdoti
ilmenit · 15 days ago
I did recently also a tool for prime numbers visualization: https://ilmenit.github.io/prime-fold/ It's not only for visualization but also discovering of mathematical functions that generate or embed prime numbers using evolutionary algorithms and fitness functions. It has two modes: PrimeFold Mode (2D Embedding): Enter or evolve two functions, f_x(n) and f_y(n), to map numbers to 2D points. Primes and composites are visualized differently. This mode helps you discover spatial patterns and structures unique to primes. Example: f_x(n) = n, f_y(n) = n^2 or simply n, n^2. PrimeGen Mode (1D Generation): Enter or evolve a single function, f(n), to generate numbers. The app visualizes which outputs are prime and how many unique primes are produced. Example: f(n) = 2*n + 1.
ilmenit commented on Gemini 2.5 Pro admitting own lack of capabilities   imgur.com/a/ikVMfeA... · Posted by u/ilmenit
ilmenit · 19 days ago
Trying to stress-test LLM Agents on RetroArch codebase (quite complex, with a lot of conditional compilation) Gemini 2.5 Pro admitted lack of own capabilities. That's actually nice behavior that I'd expect to see more from other models that don't stop and make more and more mess.
ilmenit commented on Show HN: Pressure – a simple 2D board game in JavaScript   ilmenit.github.io/pressur... · Posted by u/ilmenit
EdgeExplorer · 5 months ago
Avid go player with some basic familiarity with other classic abstract strategy games here.

There are some interesting ideas here but it feels like it's lacking a driving force pushing the game forward. It seems like the players can just keep rearranging their pieces in their own area refusing to engage and risk capture. Retreat seems to often be a sensible strategy.

Perhaps this is most similar to chess but in chess if your opponent just moves back and forth you can easily line up an unstoppable attack while they are messing around. It's unclear here how to avoid the situation where the opponents just dance around each other making sure they never get captured.

Could also compare to Stratego where there just isn't anywhere to retreat to, forcing players to engage.

Other abstracts like go and Othello are always adding pieces to the board so there's no way to stall or slow play the game.

ilmenit · 5 months ago
Thank you for the feedback! I was thinking about the force forward mechanic and as it exists in mentioned game. In Pressure stepping back is defensive until reaching the edge of the board. The biggest problem with the current design I have with endgame when it's balanced to 1 token left on each side. This could be a draw, because it's in most of the cases is not possible to lead to surrounding the leftover token. With 2 to 1 left still (depending on a board setup) it's possible to dance around to avoid capture. Do you have some proposal that would work in this game?
ilmenit commented on Fair Chess and Simultaneous Games   asvarga.github.io/blog/20... · Posted by u/mlavrent
ilmenit · a year ago
The proposed resolution scenarios on conflicting moves would make the "moves stuck" to often. My proposal would be to split move into two phases: - simultaneous selection of moves (players select action at the same time) - non-simultaneous execution of moves (with circular queue of order rotating each turn) It's not a perfect solution, because in case of the conflict on the first move it gives advantage to first player in execution order, however many complex games (Chess, Go) allow to perform multiple moves before first conflicting move may happen. Some other (Tic Tac To, Othello) allow to make conflicting moves from start. Keeping an eye on the execution order would give additional strategy layer for planning moves. I like also idea on resolution of conflict depending on the set "strength" of the piece, or annihilation of both when it's equal. This would also bring interesting complexity for decision making.
ilmenit commented on Show HN: Attempt to bring a cinematic experience in 256 bytes (WASM)   github.com/ilmenit/sizeco... · Posted by u/ilmenit
robxorb · a year ago
Very impressive!

Would it be possible to port to x86/DOS, and keep the same code size? Or is there limitation in the WASM aspect?

ilmenit · a year ago
Actually with HellMood (one of the x86 sizecoding wizards the best known for https://news.ycombinator.com/item?id=23002874) we were working on a port to FreeDOS x86/FPU, but the personal time did not allow us to finish the port before the competition deadline. Quoting HellMood "i think now that a decent port is possible". There are a few advantages of WASM/MicroW8 like ability to draw vertical lines, or a palette that can use 8bit RGB (while VGA has 6bits), but the x86 in 16bit real-mode has powerful short CPU and FPU instructions, and you can use code as data (e.g., for IEEE float constants) to further reduce the binary length.
ilmenit commented on Show HN: Attempt to bring a cinematic experience in 256 bytes (WASM)   github.com/ilmenit/sizeco... · Posted by u/ilmenit
rmetzler · a year ago
So we're doing WASM demos now?
ilmenit · a year ago
We are doing demos for all the possible (and impossible) platforms ;-)

u/ilmenit

KarmaCake day60May 11, 2024View Original