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
AI, AGI, and learning efficiency
My 4-month-old kid is not DDoSing Wikipedia right now, nor will they ever do so before learning to speak, read, or write. Their entire "training corpus" will not top even 100 million "tokens" before they can speak & understand language, and do so with real intentionally.
Just to emphasize that point: 100 words-per-minute times 60 minutes-per-hour times 12 hours-per-day times 365 days-per-year times 4 years is a mere 105,120,000 words. That's a ludicrously *high* estimate of words-per-minute and hours-per-day, and 4 years old (the age of my other kid) is well after basic speech capabilities are developed in many children, etc. More likely the available "training data" is at least 1 or 2 orders of magnitude less than this.
The point here is that large language models, trained as they are on multiple *billions* of tokens, are not developing their behavioral capabilities in a way that's remotely similar to humans, even if you believe those capabilities are similar (they are by certain very biased ways of measurement; they very much aren't by others). This idea that humans must be naturally good at acquiring language is an old one (see e.g. #AI #LLM #AGI
The "omg-AI-is-nothing-but-evil-trash" crowd aren't just simple luddites any more: Many have become blind, irrational extremists.
AI saves me hours of research daily, relentlessly automates drudgerous workflows in the background, summarizes email/chats & optimizes formatting.
It's a lifesaver.
Cislunar Resonant Transport and Heteroclinic Pathways: From 3:1 to 2:1 to L1
Bhanu Kumar, Anjali Rawat, Aaron J. Rosengren, Shane D. Ross
https://arxiv.org/abs/2509.12675 https:…
Even if “AI” worked (it doesn’t), there’s many reasons why you shouldn’t use it:
1. It’s destroying Internet sites that you love as you use chat bots instead of actually going to sources of information—this will cause them to be less active and eventually shut down.
2. Pollution and water use from server farms cause immediate harm; often—just like other heavy industry—these are built in underprivileged communities and harming poor people. Without any benefits as the big tech companies get tax breaks and don’t pay for power, while workers aren’t from the community but commute in.
3. The basic underlying models of any LLM rely on stolen data, even when specific extra data is obtained legally. Chatbots can’t learn to speak English just by reading open source code.
4. You’re fueling a speculation bubble that is costing many people their jobs—because the illusion of “efficiency” is kept up by firing people and counting that as profit.
5. Whenever you use the great cheat machine in the cloud you’re robbing yourself from doing real research, writing or coding—literally atrophying your brain and making you stupider.
It’s a grift, through and through.
A large number of the generation before mine in my extended family were murdered in fascist Nazi death camps.
My mother lives in a facility along with at least one person who has a number tattooed onto her arm.
Yet I am am being accused of not being fair when I refuse to give any ground to the new fascist Nazis who are running our government or to those who are a supporting or excusing it.
Unless we speak to wrong, unless we act against wrong, we will be wronged, we will be…
How popular media gets love wrong
Okay, so what exactly are the details of the "engineered" model of love from my previous post? I'll try to summarize my thoughts and the experiences they're built on.
1. "Love" can be be thought of like a mechanism that's built by two (or more) people. In this case, no single person can build the thing alone, to work it needs contributions from multiple people (I suppose self-love might be an exception to that). In any case, the builders can intentionally choose how they build (and maintain) the mechanism, they can build it differently to suit their particular needs/wants, and they will need to maintain and repair it over time to keep it running. It may need winding, or fuel, or charging plus oil changes and bolt-tightening, etc.
2. Any two (or more) people can choose to start building love between them at any time. No need to "find your soulmate" or "wait for the right person." Now the caveat is that the mechanism is difficult to build and requires lots of cooperation, so there might indeed be "wrong people" to try to build love with. People in general might experience more failures than successes. The key component is slowly-escalating shared commitment to the project, which is negotiated between the partners so that neither one feels like they've been left to do all the work themselves. Since it's a big scary project though, it's very easy to decide it's too hard and give up, and so the builders need to encourage each other and pace themselves. The project can only succeed if there's mutual commitment, and that will certainly require compromise (sometimes even sacrifice, though not always). If the mechanism works well, the benefits (companionship; encouragement; praise; loving sex; hugs; etc.) will be well worth the compromises you make to build it, but this isn't always the case.
3. The mechanism is prone to falling apart if not maintained. In my view, the "fire" and "appeal" models of love don't adequately convey the need for this maintenance and lead to a lot of under-maintained relationships many of which fall apart. You'll need to do things together that make you happy, do things that make your partner happy (in some cases even if they annoy you, but never in a transactional or box-checking way), spend time with shared attention, spend time alone and/or apart, reassure each other through words (or deeds) of mutual beliefs (especially your continued commitment to the relationship), do things that comfort and/or excite each other physically (anywhere from hugs to hand-holding to sex) and probably other things I'm not thinking of. Not *every* relationship needs *all* of these maintenance techniques, but I think most will need most. Note especially that patriarchy teaches men that they don't need to bother with any of this, which harms primarily their romantic partners but secondarily them as their relationships fail due to their own (cultivated-by-patriarchy) incompetence. If a relationship evolves to a point where one person is doing all the maintenance (& improvement) work, it's been bent into a shape that no longer really qualifies as "love" in my book, and that's super unhealthy.
4. The key things to negotiate when trying to build a new love are first, how to work together in the first place, and how to be comfortable around each others' habits (or how to change those habits). Second, what level of commitment you have right now, and what how/when you want to increase that commitment. Additionally, I think it's worth checking in about what you're each putting into and getting out of the relationship, to ensure that it continues to be positive for all participants. To build a successful relationship, you need to be able to incrementally increase the level of commitment to one that you're both comfortable staying at long-term, while ensuring that for both partners, the relationship is both a net benefit and has manageable costs (those two things are not the same). Obviously it's not easy to actually have conversations about these things (congratulations if you can just talk about this stuff) because there's a huge fear of hearing an answer that you don't want to hear. I think the range of discouraging answers which actually spell doom for a relationship is smaller than people think and there's usually a reasonable "shoulder" you can fall into where things aren't on a good trajectory but could be brought back into one, but even so these conversations are scary. Still, I think only having honest conversations about these things when you're angry at each other is not a good plan. You can also try to communicate some of these things via non-conversational means, if that feels safer, and at least being aware that these are the objectives you're pursuing is probably helpful.
I'll post two more replies here about my own experiences that led me to this mental model and trying to distill this into advice, although it will take me a moment to get to those.
#relationships #love
D4 is a mess because of incoherent alliances.
Engardio won by courting both urbanists (who skew progressive) and conservatives (who are car-brained). Now conservatives feel betrayed because he backed car-free space, while progressive urbanists who like car-free spaces still aren't wild about *him*.
Thus, he's likely toast in the recall. 1/
Accelerating Data Chunking in Deduplication Systems using Vector Instructions
Sreeharsha Udayashankar, Abdelrahman Baba, Samer Al-Kiswany
https://arxiv.org/abs/2508.05797 https:…