Tootfinder

Opt-in global Mastodon full text search. Join the index!

No exact results. Similar results found.
@leftsidestory@mstdn.social
2025-07-23 00:22:20

Dark Areas ⬛️
黑黢黢的角落 ⬛️
📷 Nikon FE
🎞️Ilford FP4 Plus, expired 1994
buy me ☕️ ?/请我喝杯☕️?
#filmphotography

Ilford FP4 Plus 125 (FF)

📝 English Alt Text

A dimly lit setting featuring a China Welfare Lottery booth with glowing signage. The booth displays the China Welfare Lottery logo and Chinese text. Two individuals are standing at the counter, engaging with the booth—possibly buying tickets or inquiring.

🈶 中文替代文字(Alt Text)

一个昏暗环境中的中国福利彩票柜台,带有发光的标识和中文字。两个人站在柜台前,似乎正在购买彩票或咨询相关信息。
Ilford FP4 Plus 125 (FF)

📝 English Alt Text

A grainy black and white photo, shown upside down, featuring a person wearing glasses partially obscured by a horizontal railing or bar. A circular object, possibly a light fixture or camera, is mounted on the ceiling above. The image has a low-light, mysterious tone with architectural elements suggesting an indoor setting.

🈶 中文替代文字(Alt Text)

一张倒置的黑白照片,画面中一位戴眼镜的人被横向栏杆部分遮挡。天花板上装有一个圆形物体,可能是灯具或摄像头。图像颗粒感强,光线昏暗,整体氛围神秘,环境似乎为室内建筑空间。
Ilford FP4 Plus 125 (FF)

📝 English Alt Text

A grainy black and white photograph taken at an angle, showing two individuals in close proximity. One person in a light-colored shirt has an arm extended toward a railing or bar, while the other is partially obscured and facing them. The photo’s obscure details and dim lighting create an ambiguous and introspective atmosphere.

🈶 中文替代文字(Alt Text)

一张倾斜拍摄的黑白颗粒照片,画面中两个人靠得很近。穿浅色衬衫的其中一人伸出手臂,似乎抓着栏杆,而另一人则面向他,部分被遮挡。图像细节模糊、光线昏暗,营造出一种朦胧而耐人寻味的氛围。
Ilford FP4 Plus 125 (FF)

📝 English Alt Text

A dimly lit corridor resembling an underground mall or subway passage. Closed shop shutters line the left wall while reflective glass panels stretch along the right. Two figures are walking away from the camera into the distance, giving the scene a quiet and slightly mysterious feel. Fluorescent ceiling lights faintly illuminate the space, and distant signage adds to the urban ambiance.

🈶 中文替代文字(Alt Text)

一个昏暗的走廊,类似地下商城或地铁通道。左侧是关闭的店铺卷帘门,右侧则是反光玻璃墙面…
@tiotasram@kolektiva.social
2025-08-12 09:01:39

Long post, game design
Crungle is a game designed to be a simple test of general reasoning skills that's difficult to play by rote memory, since there are many possible rule sets, but it should be easy to play if one can understand and extrapolate from rules. The game is not necessarily fair, with the first player often having an advantage or a forced win. The game is entirely deterministic, although a variant determines the rule set randomly.
This is version 0.1, and has not yet been tested at all.
Crungle is a competitive game for two players, each of whom controls a single piece on a 3x3 grid. The cells of the grid are numbered from 1 to 9, starting at the top left and proceeding across each row and then down to the next row, so the top three cells are 1, 2, and 3 from left to right, then the next three are 4, 5, and 6 and the final row is cells 7, 8, and 9.
The two players decide who shall play as purple and who shall play as orange. Purple goes first, starting the rules phase by picking one goal rule from the table of goal rules. Next, orange picks a goal rule. These two goal rules determine the two winning conditions. Then each player, starting with orange, alternate picking a movement rule until four movement rules have been selected. During this process, at most one indirect movement rule may be selected. Finally, purple picks a starting location for orange (1-9), with 5 (the center) not allowed. Then orange picks the starting location for purple, which may not be adjacent to orange's starting position.
Alternatively, the goal rules, movement rules, and starting positions may be determined randomly, or a pre-determined ruleset may be selected.
If the ruleset makes it impossible to win, the players should agree to a draw. Either player could instead "bet" their opponent. If the opponent agrees to the bet, the opponent must demonstrate a series of moves by both players that would result in a win for either player. If they can do this, they win, but if they submit an invalid demonstration or cannot submit a demonstration, the player who "bet" wins.
Now that starting positions, movement rules, and goals have been decided, the play phase proceeds with each player taking a turn, starting with purple, until one player wins by satisfying one of the two goals, or until the players agree to a draw. Note that it's possible for both players to occupy the same space.
During each player's turn, that player identifies one of the four movement rules to use and names the square they move to using that rule, then they move their piece into that square and their turn ends. Neither player may use the same movement rule twice in a row (but it's okay to use the same rule your opponent just did unless another rule disallows that). If the movement rule a player picks moves their opponent's piece, they need to state where their opponent's piece ends up. Pieces that would move off the board instead stay in place; it's okay to select a rule that causes your piece to stay in place because of this rule. However, if a rule says "pick a square" or "move to a square" with some additional criteria, but there are no squares that meet those criteria, then that rule may not be used, and a player who picks that rule must pick a different one instead.
Any player who incorrectly states a destination for either their piece or their opponent's piece, picks an invalid square, or chooses an invalid rule has made a violation, as long as their opponent objects before selecting their next move. A player who makes at least three violations immediately forfeits and their opponent wins by default. However, if a player violates a rule but their opponent does not object before picking their next move, the stated destination(s) of the invalid move still stand, and the violation does not count. If a player objects to a valid move, their objection is ignored, and if they do this at least three times, they forfeit and their opponent wins by default.
Goal rules (each player picks one; either player can win using either chosen rule):
End your turn in the same space as your opponent three turns in a row.
End at least one turn in each of the 9 cells.
End five consecutive turns in the three cells in any single row, ending at least one turn on each of the three.
End five consecutive turns in the three cells in any single column, ending at least one turn on each of the three.
Within the span of 8 consecutive turns, end at least one turn in each of cells 1, 3, 7, and 9 (the four corners of the grid).
Within the span of 8 consecutive turns at least one turn in each of cells 2, 4, 6, and 8 (the central cells on each side).
Within the span of 8 consecutive turns, end at least one turn in the cell directly above your opponent, and end at least one turn in the cell directly below your opponent (in either order).
Within the span of 8 consecutive turns at least one turn in the cell directly to the left of your opponent, and end at least one turn in the cell directly to the right of your opponent (in either order).
End 12 turns in a row without ending any of them in cell 5.
End 8 turns in a row in 8 different cells.
Movement rules (each player picks two; either player may move using any of the four):
Move to any cell on the board that's diagonally adjacent to your current position.
Move to any cell on the board that's orthogonally adjacent to your current position.
Move up one cell. Also move your opponent up one cell.
Move down one cell. Also move your opponent down one cell.
Move left one cell. Also move your opponent left one cell.
Move right one cell. Also move your opponent right one cell.
Move up one cell. Move your opponent down one cell.
Move down one cell. Move your opponent up one cell.
Move left one cell. Move your opponent right one cell.
Move right one cell. Move your opponent left one cell.
Move any pieces that aren't in square 5 clockwise around the edge of the board 1 step (for example, from 1 to 2 or 3 to 6 or 9 to 8).
Move any pieces that aren't in square 5 counter-clockwise around the edge of the board 1 step (for example, from 1 to 4 or 6 to 3 or 7 to 8).
Move to any square reachable from your current position by a knight's move in chess (in other words, a square that's in an adjacent column and two rows up or down, or that's in an adjacent row and two columns left or right).
Stay in the same place.
Swap places with your opponent's piece.
Move back to the position that you started at on your previous turn.
If you are on an odd-numbered square, move to any other odd-numbered square. Otherwise, move to any even-numbered square.
Move to any square in the same column as your current position.
Move to any square in the same row as your current position.
Move to any square in the same column as your opponent's position.
Move to any square in the same row as your opponent's position.
Pick a square that's neither in the same row as your piece nor in the same row as your opponent's piece. Move to that square.
Pick a square that's neither in the same column as your piece nor in the same column as your opponent's piece. Move to that square.
Move to one of the squares orthogonally adjacent to your opponent's piece.
Move to one of the squares diagonally adjacent to your opponent's piece.
Move to the square opposite your current position across the middle square, or stay in place if you're in the middle square.
Pick any square that's closer to your opponent's piece than the square you're in now, measured using straight-line distance between square centers (this includes the square your opponent is in). Move to that square.
Pick any square that's further from your opponent's piece than the square you're in now, measured using straight-line distance between square centers. Move to that square.
If you are on a corner square (1, 3, 7, or 9) move to any other corner square. Otherwise, move to square 5.
If you are on an edge square (2, 4, 6, or 8) move to any other edge square. Otherwise, move to square 5.
Indirect movement rules (may be chosen instead of a direct movement rule; at most one per game):
Move using one of the other three movement rules selected in your game, and in addition, your opponent may not use that rule on their next turn (nor may they select it via an indirect rule like this one).
Select two of the other three movement rules, declare them, and then move as if you had used one and then the other, applying any additional effects of both rules in order.
Move using one of the other three movement rules selected in your game, but if the move would cause your piece to move off the board, instead of staying in place move to square 5 (in the middle).
Pick one of the other three movement rules selected in your game and apply it, but move your opponent's piece instead of your own piece. If that movement rule says to move "your opponent's piece," instead apply that movement to your own piece. References to "your position" and "your opponent's position" are swapped when applying the chosen rule, as are references to "your turn" and "your opponent's turn" and do on.
#Game #GameDesign

@mpsgoettingen@academiccloud.social
2025-06-20 09:46:55

It may appear to be looking empty and quiet at the MPS Göttingen right now - but we have been bustling about and are very busy getting everything ready for our visitors at the Night of Science tomorrow! Care for a few sneak previews in today's thread?
@…
#ndwgoe

A view from street level of a five-story building, consisting of a two-story base and an off-set three-story upper part protruding from the base part towards the camera. Both parts feature many window fronts. The lower part of the building continues to the right out of the picture frame. There are a few steps and a wide ramp leading up to the building, to the left and right of a fountain in front of the entrance. Parts of a landscaped garden frame the steps and ramp on each side. Above the entr…
A picture taken from an elevated viewpoint from inside a building looking back towards the building's entrance area. There are tables to both sides of a closed large glass entrance door and chairs arranged behind the tables that face the corridor created by the tables. Closer to the image front plane, there is a large ladder next to a staple of additional chairs. Off in the far background to the right, more tables mark the areas where stands are being set up. In the front left image corner, red…
@arXiv_mathOC_bot@mastoxiv.page
2025-08-22 08:28:31

Integrated Take-off Management and Trajectory Optimization for Merging Control in Urban Air Mobility Corridors
Yingqi Liu, Tianlu Pan, Jingjun Tan, Renxin Zhong, Can Chen
arxiv.org/abs/2508.15395

@paulbusch@mstdn.ca
2025-06-22 12:08:21

Good Morning #Canada
Before our move to #Innisfil, we spent 16 years in Caledon living on top of the Niagara Escarpment. We were fortunate to take advantage of the hiking trails and scenic beauty of the area with the Bruce Trail, Forks of The Credit Road, and numerous parks within a few kilometers. More Canadians should be aware of this approximately 1,050-kilometre geological feature that today is protected in Ontario as a continuous corridor.
#CanadaIsAwesome
youtu.be/5V5DIgF2yag?si=Z4tTs4

The far right is surging in the United States,
driven in part by white nationalists exploiting economic anxieties
and a populace increasingly frustrated with the political status quo.
Now, as the Trump administration rolls back diversity, equity and inclusion policies,
cracks down on immigration and offers pardons to white supremacists,
some see an opening.
In creating their community, the founders of "Return to the Land" are challenging anti-d…

@arXiv_econEM_bot@mastoxiv.page
2025-08-22 07:39:20

K-Means Panel Data Clustering in the Presence of Small Groups
Mikihito Nishi
arxiv.org/abs/2508.15408 arxiv.org/pdf/2508.15408

@arXiv_csRO_bot@mastoxiv.page
2025-07-22 11:40:40

Selective Densification for Rapid Motion Planning in High Dimensions with Narrow Passages
Lu Huang, Lingxiao Meng, Jiankun Wang, Xingjian Jing
arxiv.org/abs/2507.15710

@arXiv_mathCA_bot@mastoxiv.page
2025-06-23 08:29:40

Dynamical sampling, derivatives, and interpolation formulas in the Paley--Wiener space
Iker Gardeazabal-Guti\'errez, Mateus Sousa
arxiv.org/abs/2506.16195

@arXiv_csSE_bot@mastoxiv.page
2025-07-22 10:36:10

An Efficient Algorithm for Generating Minimal Unique-Cause MC/DC Test cases for Singular Boolean Expressions
Robin Lee, Youngho Nam
arxiv.org/abs/2507.14687