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Claude Sonnet 4.6

https://www.anthropic.com/news/claude-sonnet-4-6
751•adocomplete•5h ago•635 comments

Thank HN: You helped save 33k lives

124•chaseadam17•6h ago•14 comments

Show HN: AsteroidOS 2.0 – Nobody asked, we shipped anyway

https://asteroidos.org/news/2-0-release/index.html
227•moWerk•4h ago•27 comments

BarraCUDA Open-source CUDA compiler targeting AMD GPUs

https://github.com/Zaneham/BarraCUDA
81•rurban•2h ago•21 comments

Gentoo on Codeberg

https://www.gentoo.org/news/2026/02/16/codeberg.html
221•todsacerdoti•6h ago•62 comments

Using go fix to modernize Go code

https://go.dev/blog/gofix
250•todsacerdoti•6h ago•49 comments

I swear the UFO is coming any minute

https://www.experimental-history.com/p/i-swear-the-ufo-is-coming-any-minute
23•Ariarule•1h ago•2 comments

Physicists Make Electrons Flow Like Water

https://www.quantamagazine.org/physicists-make-electrons-flow-like-water-20260211/
69•rbanffy•4d ago•7 comments

Async/Await on the GPU

https://www.vectorware.com/blog/async-await-on-gpu/
137•Philpax•6h ago•41 comments

So you want to build a tunnel

https://practical.engineering/blog/2026/2/17/so-you-want-to-build-a-tunnel
134•crescit_eundo•6h ago•52 comments

Structured AI (YC F25) Is Hiring

https://www.ycombinator.com/companies/structured-ai/jobs/q3cx77y-gtm-intern
1•issygreenslade•2h ago

pg_background: Make Postgres do the long work (while your session stays light)

https://vibhorkumar.wordpress.com/2026/02/16/pg_background-make-postgres-do-the-long-work-while-y...
7•tanelpoder•50m ago•0 comments

Show HN: I wrote a technical history book on Lisp

https://berksoft.ca/gol/
140•cdegroot•7h ago•38 comments

GrapheneOS – Break Free from Google and Apple

https://blog.tomaszdunia.pl/grapheneos-eng/
1016•to3k•13h ago•739 comments

Show HN: Pg-typesafe – Strongly typed queries for PostgreSQL and TypeScript

https://github.com/n-e/pg-typesafe
26•n_e•5h ago•7 comments

Assistant to the Regional Manager

https://smallpotatoes.paulbloom.net/p/assistant-to-the-regional-manager
38•NaOH•4d ago•5 comments

I converted 2D conventional flight tracking into 3D

https://aeris.edbn.me/?city=SFO
196•kewonit•8h ago•41 comments

Is Show HN dead? No, but it's drowning

https://www.arthurcnops.blog/death-of-show-hn/
370•acnops•13h ago•321 comments

Show HN: Auto-Layouting ASCII Diagrams

https://github.com/switz/box-of-rain
6•switz•3d ago•2 comments

HackMyClaw

https://hackmyclaw.com/
225•hentrep•6h ago•122 comments

After 800 episodes, 'The Simpsons' creators look back and ahead

https://apnews.com/article/simpsons-800-episodes-72d723e6d885b1944c9a1ec8b9a24c3a
24•1659447091•2d ago•19 comments

Show HN: I built the Million Dollar Homepage for agents

https://onemillionpixels.ai/
6•talboren•9h ago•2 comments

Contra "Grandmaster-level chess without search" (2024)

https://cosmo.tardis.ac/files/2024-02-13-searchless.html
21•luu•1d ago•0 comments

Show HN: I'm launching a LPFM radio station

https://www.kpbj.fm/
41•solomonb•3h ago•29 comments

Discord Rival Gets Overwhelmed by Exodus of Players Fleeing Age-Verification

https://kotaku.com/discord-alternative-teamspeak-age-verification-check-rivals-2000669693
174•thunderbong•5h ago•73 comments

Climbing Mount Fuji visualized through milestone stamps

https://fuji.halfof8.com/
44•gessha•6h ago•8 comments

Don't pass on small block ciphers

https://00f.net/2026/02/10/small-block-ciphers/
48•jstrieb•2d ago•32 comments

Show HN: I taught LLMs to play Magic: The Gathering against each other

https://mage-bench.com/
84•GregorStocks•7h ago•65 comments

Chess engines do weird stuff

https://girl.surgery/chess
128•admiringly•6h ago•64 comments

Launch HN: Sonarly (YC W26) – AI agent to triage and fix your production alerts

https://sonarly.com/
22•Dimittri•6h ago•3 comments
Open in hackernews

Generating Mazes with Inductive Graphs (2017)

https://jelv.is/blog/Generating-Mazes-with-Inductive-Graphs/
20•todsacerdoti•9mo ago

Comments

tomfly•9mo ago
where is the entrance and exit?
Jaxan•9mo ago
Doesn’t matter, because all positions are reachable. So just pick any two positions at the border and remove a wall.
kazinator•9mo 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•9mo 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•9mo 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•9mo 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.