The key thing is that you teach multiplication tables in a structured, incremental manner. Yes, it's just rote memorization, but the structure makes it way easier. You don't just dump all tables on the student at once and start quizzing them until they get it.
Imo not being able to select a subset of intervals to train heavily limits how useful this is.
Yes, that's exactly what I'm referring to. When you're using the direct Gemini API (AI Studio/Vertex), with specific tricks you can get the raw reasoning/CoT output of the model, not the summary.
Private equity will swoop in, bankrupt the company to shirk the debt of training / R&D, and hold on to the models in a restructuring. +Enshittification to squeeze maximum profit. This is why they're referred to as vulture capitalists.
With Blow the devil is simultaneously in the details and at the meta level.
For example in the Witness, which I consider one of the best puzzle games ever made, you get a fairly simple core mechanic, but the game builds upon it in very interesting ways. It feels like a journey of learning and always challenges you in some novel way at each step. There are also several revelations along the way, where you discover new layers on top of the core puzzles.
I would expect that this new game will feature similarly careful design.
I enjoyed the Witness for a while but I bounced off it pretty hard in the Mountain. It wasn’t until I watched a let’s play on YouTube that I learned there was a film room, a hidden cave complex under the mountain, a time trial, and other optional secrets. I can absolutely understand a certain type of gamer liking this but for me Talos Principle (both 1 and 2) is peak puzzle genre.
That said I’ll probably buy this game if it comes out next year.
I found them quite boring since they are all repetitions on the same theme - just drawing lines on a square. It could have been a mobile game. The world doesn't feel connected to the puzzles, and the exploration aspect of it could have been a completely separate game. It feels like two games glued together, which is IMO not a good design.
It's also not a game that's very demanding from a technical performance perspective, and really has very limited numbers of active entities / animations, so why should I care about his opinions on game architecture or anything else?
He hired a level designer who also wrote a Sokoban game. (Can’t remember the name, but it was free and web-based, IIRC.) That game had some really great, unique ideas in it, and I’d be shocked if the new Blow game was bog standard.
It was Jack Lance, who wrote Enigmash. Tragically, he died in 2023 at the age of 25. Jack Lance superlatively creative. I cannot find the words to express how much the world lost. I do not know of a finer puzzle designer.
interactions between the various mechanics in the games likely yield countless surprises, and let you build something considerably more elaborate than thesum of its parts..
The Puzzle Boy / Kwirk series of games is Sokoban-based, but has 3 different mechanics on top of that: turnstiles, pits (that can be filled by blocks), and blocks larger than 1x1. One of the things I love about it is that, each mechanic is interesting on its own, and each combination of mechanics results in levels with very different feels. Lots of puzzles with a bunch of mechanics try to throw tons of them into each level, and each level ends up feeling very samey. But judicious use of combinations can lead to a lot of interesting variety.
There are too few examples to say this is a trend. There have been counterexamples of top models actually lowering the pricing bar (gpt-5, gpt-3.5-turbo, some gemini releases were even totally free [at first]).
It's interesting to think about what is 'optimal' when discussing LLMs; considering that the cost is per-token. So assembly would be far from optimal as it is not exactly a succinct language... A lot of common operations are repetitive and require many operations; a more abstract, higher level language might actually be inherently more succinct.
It's not just that humans aren't good at thinking in assembly language or binary, but the operations are much more granular and so it requires a lot of operations to do express something as simple as a for-loop or a function call.
I think the perfect AI might actually come up with a language closer to Python or JavaScript.
This is the fault of sloppy language. In Lean, _proofs_ (equivalent to functions) and _proof objects/certificates_ (values) need to be distinguished. You can't compute proofs, only proof objects. In the above quote, replace "proof" with "certificate" and you'll see that it's a perfectly valid (if trivial - it essentially just applies a lemma) proof.
a distinction without a difference wrt what i'm pointing out: this proof uses exactly zero mathematics just effectively checks all the values of maxDollars_spec.
Caveat: Coercions exist in Lean, so subtypes actually can be used like the supertype, similar to other languages. This is done via essentially adding an implicit casting operation when such a usage is encountered.
I think the concept of a game DSL is cool, but it just feels so undercooked to me.
Like, I'm a huge fan of gradual typing, especially TypeScript's, but gdscript's is just so primitive. Not even to speak of something like intersection or union types, even something basic like an interfaces mechanism is missing. has_method is an awful substitute - in general way too much relies on strings, making even simple refactoring a headache and breaks autocompletion. Lots of things also just aren't typable e.g. because generics are missing, pushing one to Variant. These aren't deal breakers, especially for the small-ish projects I've done, but it just feels bad.
A 'fully realized' version of gdscript would probably be great, but as is I'm just really not very fond of it and progress currently isn't exactly happening at a rapid pace (which is of course understandable).
Also - and this is definitely a lot more subjective - but I find its C++ FFI pretty ugly, even for basic stuff like working with structs. In theory using gsdcript as glue and C++ for the more core things would be a great approach (like unreal with its blueprints), but in practice I just want to avoid it as much as possible.
Imo not being able to select a subset of intervals to train heavily limits how useful this is.
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