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Show HN: AI Usage Ball – Claude/Codex/Antigravity Quota as Mac Liquid Orbs

https://github.com/aiusageball/ai-usage-ball
1•xbyxy2000•1m ago•0 comments

Show HN: I built a better right-click menu for macOS

https://github.com/ganeshmshetty/openclip
1•ganeshmshetty•1m ago•0 comments

Show HN: Flipdot display with an AI chat that codes sandboxed animations for it

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1•mdbug•2m ago•0 comments

When 'if' slows you down, avoid it

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1•theanonymousone•3m ago•0 comments

Skills vs. MCP tools for AI agents: when to use which

https://blog.logrocket.com/skills-vs-mcp-tools-agent-guide/
1•deepmem•4m ago•0 comments

Training a coding model to paint watercolours

https://huggingface.co/blog/train-to-paint-with-code
1•makaimc•7m ago•0 comments

Unveiling the Cognitive and Social Toll of ChatGPT Over-Reliance

https://onlinelibrary.wiley.com/doi/10.1002/acp.70205
1•geox•9m ago•0 comments

I turned the periodic table into a live market

https://elementswar.lol
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HotDog and Sausage Software: the HTML editor that barked at the world

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1•sparsesignal•10m ago•1 comments

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A Story About Joe

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Show HN: Jern Cloud – a coding agent bound by a policy file in your repository

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A brief guide to French polling data

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Free OpenHelper AI Chatbot v2 Preview is coming with many features

https://techambient.github.io/HybridAI/v2.html
1•techambient•14m ago•0 comments

Bill Gates' roots in the trashcans of history (2000)

https://www.theregister.com/software/2000/06/29/bill-gates-roots-in-the-trashcans-of-history/1502096
1•Bluestein•14m ago•0 comments

Show HN: I built my first MCP to manage Google Ads

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2•MichalKrk•15m ago•0 comments

Anthropic's distillation battle turns to the dark web as China concerns swell

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2•prng2021•15m ago•0 comments

'Insane data': Duke professor Dan Ariely accused of additional research fraud

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1•_tk_•15m ago•0 comments

Nvidia to Acquire Hugging Face

https://blogs.nvidia.com/blog/nvidia-to-acquire-hugging-face/
5•tosh•16m ago•0 comments

Freelancers are getting buried with 'soulless' AI slop cleanup

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Absurd Adventure and Amygdalectomy Advocacy

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Show HN: Oconee Runtime – Policy enforcement for browser AI and coding agents

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2•hthomas4•22m ago•0 comments

Release 13.0.8 · Grafana/Grafana

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We ported 65 OSS projects with AI

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GoPro: A normal, unremarkable piece of merger activity

https://www.ft.com/content/e7cc6fc2-74ae-497b-92bf-d8254dd161fa
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How Swiss tables work in Go built-in map

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Show HN: StillMade – Programmable AI video pipeline; Chat to video (now)

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Elmway – Tasks and Notes

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OWASP MCP Governance and Risk Framework

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1•882542F3884314B•29m ago•0 comments
Open in hackernews

Generating Mazes with Inductive Graphs (2017)

https://jelv.is/blog/Generating-Mazes-with-Inductive-Graphs/
20•todsacerdoti•1y ago

Comments

tomfly•1y ago
where is the entrance and exit?
Jaxan•1y ago
Doesn’t matter, because all positions are reachable. So just pick any two positions at the border and remove a wall.
kazinator•1y ago
Here is a maze that was generated recursively starting at the upper left cell.

  +    +----+----+----+----+----+----+----+----+----+
  |    |                        |                   |
  |    |                        |                   |
  +    +----+----+    +----+    +----+    +----+    +
  |              |         |                   |    |
  |              |         |                   |    |
  +----+----+    +    +----+----+----+----+----+    +
  |              |    |                        |    |
  |              |    |                        |    |
  +    +----+----+    +    +----+----+----+    +    +
  |         |              |              |    |    |
  |         |              |              |    |    |
  +    +----+    +    +----+----+----+    +    +----+
  |              |    |                   |    |    |
  |              |    |                   |    |    |
  +----+----+----+    +    +----+----+----+    +    +
  |                        |                   |    |
  |                        |                   |    |
  +    +----+----+----+    +    +----+----+----+    +
  |    |    |              |    |              |    |
  |    |    |              |    |              |    |
  +    +    +    +    +----+    +    +----+    +    +
  |    |    |    |    |         |    |         |    |
  |    |    |    |    |         |    |         |    |
  +    +    +    +    +----+----+----+    +    +    +
  |    |    |    |    |                   |         |
  |    |    |    |    |                   |         |
  +    +    +----+    +    +----+----+    +----+----+
  |              |         |                        |
  |              |         |                        |
  +----+----+----+----+----+----+----+----+----+    +

It matters to start there because it will be easier if you go backwards.

The maze has 100 cells. For each cell, we can calculate which exit goes back toward the entrance, assigning the letters U, D, L, R:

  U R R D L L R D L L
  U L L D L U L L L U
  R R U D D L L L L U
  U L D L L R R D U U
  U L L U D L L L U D
  R R R U L R R R U D
  U D R R U U R R D D
  U D U U R U U D L D
  U D U U D L L L U L
  U L L U L R R U L L
Stats:

  L - 33
  U - 29
  R - 20
  D - 18
Left and Up are more frequent back-to-entrance escapes than Right or Down. This is because of the way the maze was generated.

To check the hypothesis, we should analyze it in the other direction. For each cell, determine the exit which heads in the direction of the exit:

  D R R D L L R D L L
  D R D D L U L L L U
  D L L D D L L L L U
  D L R D L R R D D U
  R R U D D L L L U D
  R R R R D R R R U D
  U D R D L U R R D D
  U D U D R U U D L D
  U D U D R R R D U L
  U L L R U R R R R D
Stats:

  D - 30
  R - 28
  L - 24
  U - 18
There is a weaker bias for the D-R axis toward the exit, compared to the L-U axis toward the entrance. I suspect if we study larger numbers of larger mazes, we will find similar findings.

So that is to say, it is easier to navigate the maze in the reverse direction: the heuristic to try left/up exits will work more often than the right/down in the proper direction.

smartmic•1y ago
From the book "Mazes for Programmers" by Jamis Buck, 2015, The Pragmatic Programmers (a must-read for any maze/programming enthusiast!):

> Aren't mazes supposed to have starting points and end points? […] honestly, […] it's entirely up to you. […] The maze […] is a perfect maze, and one of the attributes of a perfect maze is that there exists exactly one path between any two cells in it. […] You pick them, and there's guaranteed to be a path between them.

You do not need to choose an entrance or exit only on the sides, but you can also choose "Pacman-style" where the goal is to reach points inside the maze.

"Perfect" refers to the mathematical/logical properties of a maze (i.e. no loops), not the aesthetical aspect. I have not checked though if the mazes in the source here are all perfect.

kazinator•1y ago
While you can put the entrance and exit wherever you want, if you know that the maze was generated by a recursive branching process which had a starting point somewhere, it probably behooves you to put the start at that point corresponding to the root of the tree, so that the maze wanderer faces the most branching choices.

Laying out the abstract maze tree into the rectilinear grid of cells obfuscates the tree somewhat, but not entirely. A process that generates from upper left to lower right, for instance, will tend to generate cells whose parent-headed exits going left and up more often than not, making the reverse direction a bit easier.

(Again, it depends on the maze generation process.)

kazinator•1y ago
Making random mazes in a rectilinear grid is a good exercise for one big reason: mazes are not all the same. Mazes have style can be very knotty and twisty, or have long passages. You can add hacks into a given algorithm to vary the style, but there are certain things it won't necessarily do.