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Neanderthal wooden tools from Spain found preserved in stone

https://arstechnica.com/science/2026/10/neanderthal-wooden-tools-from-spain-found-preserved-in-st...
2•bookofjoe•3m ago•0 comments

Dispatch: Strategic Git Platform for the Agentic Era

https://github.com/gshaheen/dispatch
1•Gshaheen•3m ago•0 comments

Shakespeare's Riot of Humanity

https://engelsbergideas.com/notebook/shakespeares-riot-of-humanity/
1•Bluestein•4m ago•0 comments

Safe curves for elliptic-curve cryptography [pdf]

https://cr.yp.to/papers/safecurves-20240809.pdf
1•luispa•7m ago•0 comments

Is Extended Random a Malicious NSA Plot?

https://sockpuppet.org/blog/2015/08/04/is-extended-random-malicious/
1•luispa•7m ago•0 comments

How Does a Grassroots Digital Community Become Cultural Heritage?

https://andrzej.lichnerowicz.pl/en/blog/2026/10/demoscene-x-unesco/
2•unj•12m ago•0 comments

Show HN: Play a 5 minutes match of CS 1.6 1v1 while you wait for your agent

https://csfor.fun/
2•ceifa•14m ago•1 comments

A Constructive Proof of Rice's Theorem and the Halting Problem

https://arxiv.org/abs/2604.16477
1•measurablefunc•17m ago•0 comments

Brutal, the framework behind RimWorld's Waylith engine, releases its source code

https://www.gamingonlinux.com/2026/10/brutal-the-framework-behind-rimworlds-waylith-engine-releas...
3•SockThief•18m ago•0 comments

You can put a full app inside of X's player embed

https://twitter.com/mrmagan_/status/2111184879790800946
2•grouchy•20m ago•2 comments

Gdynia and the Dream of a Maritime Poland

https://engelsbergideas.com/notebook/gdynia-and-the-dream-of-a-maritime-poland/
1•lermontov•20m ago•0 comments

Make multiplayer games without coding

https://kube.new
1•JMiao•20m ago•0 comments

Judgeman – step-level evals for coding agents, with a trust number

https://github.com/Christopher4113/JudgeMan
1•Eclipse4113•21m ago•0 comments

Open weight takes 71.5% of tokens and 23% of spend

https://vercel.com/blog/ai-gateway-production-index-october-2026
5•gmays•22m ago•0 comments

Tiberava: Build your Roman city and fight as a commander

https://tiberava.pages.dev/
7•tarsomykonos•23m ago•0 comments

Interactive Refactoring in Gopls

https://go.dev/blog/interactive-refactoring
1•richards•24m ago•0 comments

Mouse-1

https://mouse.dev/blog/mouse-decision-model/
1•Aeroi•25m ago•1 comments

Layerling – Easy 3D CAD for 3D printing

https://github.com/henmedia/layerling
2•TheCipster•25m ago•0 comments

Show HN: TV Explorer. Improving UI for a Solid IPTV App

https://tvexplorer.live/channel
1•dtagames•25m ago•1 comments

Teal – A statically-typed dialect of Lua

https://teal-language.org/
3•Lyngbakr•26m ago•0 comments

Two pizzas arrive, but you tried to order one: the classic double-order bug

https://plimsollmark.github.io/plimsoll/notes/lost-answer/index.html
3•cagster•29m ago•0 comments

Kubo – A visual Linux server manager over pure SSH (built in JavaFX)

https://kubo.gemmi-e.com
1•Chridgy•29m ago•0 comments

Cyberspace Terminal

https://terminal.cyberspace.online/
2•hggh•31m ago•0 comments

Can Joggers Outrun Injury?

https://www.economist.com/science-and-technology/2026/10/16/can-joggers-outrun-injury
2•andsoitis•32m ago•0 comments

Self-hosted infrastructure with Incus OS

https://dataswamp.org/~solene/2026-10-15-selfhosting-infrastructure-incus-os.html
3•psxuaw•32m ago•0 comments

Why harnesses matter for energy (and token) efficiency

https://neuralwatt.com/news/why-harnesses-matter-for-energy-efficiency
8•ccgibson•32m ago•0 comments

There are no demigods, only tired guys from Baltimore

https://minhanhday.substack.com/p/there-are-no-demigods-only-tired
3•mday404•32m ago•0 comments

What if the machines take over science

https://www.economist.com/leaders/2026/10/15/what-if-the-machines-take-over-science
2•andsoitis•32m ago•0 comments

Genesis – Real-time atomic and subatomic physics simulator

https://genesis.gemmi-e.com
1•Chridgy•33m ago•0 comments

Tell HN: Anthropic found 36 bugs (6 CVEs) in Pion, OpenAI missed them

6•JoTurk•34m ago•3 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.