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Show HN: Cody – Voice control for Neovim using its own commands, LSP

https://github.com/juancgarza/cody
2•jcgr•57s ago•0 comments

Agency stole bestselling author's book, used AI to relaunch as their own

https://waxy.org/2026/06/the-wholesale-plagiarism-of-obscure-sorrows/
2•ridesisapis•3m ago•0 comments

Global AI confessions: CEO edition 2026 – Dataiku

https://pages.dataiku.com/global-ai-confessions-ceo-edition
1•Baljhin•4m ago•0 comments

Kubernetes in the Browser

https://github.com/ngrok/webernetes
1•gl-prod•4m ago•0 comments

Show HN: A News Data Visualizer

https://plotline.news/graham-platner#timeline
1•yshunnar•6m ago•0 comments

InfiniBand, RoCE, and All That

https://fergusfinn.com/blog/infiniband-roce-rdma/
1•kjeetgill•8m ago•0 comments

Emoji.fan

https://emoji.fan
1•athuler•11m ago•0 comments

The Pareto Frontier of Mini PCs

https://luke.zip/posts/pareto-pcs/
1•yathern•11m ago•0 comments

Ask HN: Due to spam on GitHub, what platforms can I move my projects?

5•ciwolex•16m ago•0 comments

BountyClaimer – A platform to post tasks and claim bounties

https://www.bountyclaimer.com/
2•Kevan12•17m ago•0 comments

Termination shock: trust our expert warnings on geoengineering's planetary risks

https://www.theguardian.com/commentisfree/2026/jun/19/solar-geoengineering-risk-to-planet-earth
3•thrance•23m ago•1 comments

How Lume Works: The Retrieval Primitives

https://deepbluedynamics.com/blog/lume-retrieval-primitives
1•kordlessagain•24m ago•0 comments

Efficient Data Logger Design

https://blog.atimin.dev/efficient-data-logger-design/
2•flipback•24m ago•0 comments

Bill Gates on Steve Jobs

https://twitter.com/TechEmails/status/2067975210884882820
4•ksec•26m ago•1 comments

Quantum Fisher Information in a Strange Metal

https://www.nature.com/articles/s41567-026-03298-0
2•bookofjoe•29m ago•0 comments

Magnitude: A coding agent that runs on open models

https://magnitude.dev
4•ksec•33m ago•0 comments

Revised Rules of Engineering Leadership

https://lethain.com/revised-rules-of-engineering-leadership/
3•zdw•35m ago•0 comments

Exosomes in nanomedicine: A cell-free therapeutic intervention in burn wounds

https://pmc.ncbi.nlm.nih.gov/articles/PMC11462792/
3•CharlesW•36m ago•0 comments

Mark Rober demonstrate relay attacks by "stealing a car" [video]

https://www.youtube.com/watch?v=h0EGCnBjTVk
4•kidbomb•37m ago•2 comments

The ability to regrow body parts is dormant in mammals, not lost

https://www.sciencedaily.com/releases/2026/06/260617032207.htm
12•nryoo•41m ago•2 comments

Was lucky to have tested fable 5 on chess-bench

https://www.chess-bench.com
3•hardikvora•44m ago•0 comments

Claude Guillemot, co-founder of Ubisoft, dies in plane crash

https://www.cbsnews.com/news/claude-guillemot-dies-age-69-ubisoft-assassins-creed/
2•iugtmkbdfil834•46m ago•0 comments

Floppy Disk Piracy: How Software Was Shared Before the Internet

https://comuniq.xyz/post?t=1280
4•01-_-•46m ago•1 comments

I improved my old project "ScoreCast" after 3 years

https://github.com/Costasgk/ScoreCast
2•costas_8•47m ago•1 comments

Dialog

https://dialog.org/
2•paulpauper•48m ago•0 comments

Are You in the Weights?

https://intheweights.com/p/peterboettke
2•paulpauper•48m ago•0 comments

Refik Anadol's Dataland, the first AI art museum

https://www.theartnewspaper.com/2026/06/18/refik-anadol-dataland-opens-los-angeles
3•paulpauper•49m ago•0 comments

AIPropel, AI-powered proposal generation for freelancers and agencies

https://www.aipropel.app/
4•omardakelbab1•50m ago•1 comments

Tangled: Knot-Stored Cob Proposal

https://leaflet.pub/p/did:plc:xasnlahkri4ewmbuzly2rlc5/3mmex6biynk2g
2•jeremyjh•50m ago•0 comments

That which is unique, breaks (2020)

https://map.simonsarris.com/p/that-which-is-unique-breaks
2•mmphosis•50m 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.