This https://arxiv.org/abs/2411.07035 has been replaced.
initial toot: https://mastoxiv.page/@arXiv_…
Proper polyhedral divisors and torus actions over arbitrary fields
Gary Martinez-Nunez
https://arxiv.org/abs/2506.22734 https://arxiv…
Zohran delivered the Democratic establishment the thrashing it deserved
#politics
This https://arxiv.org/abs/2503.23809 has been replaced.
initial toot: https://mastoxiv.page/@arXiv_nuc…
On geometric hydrodynamics and infinite dimensional magnetic systems
Levin Maier
https://arxiv.org/abs/2506.00544 https://arxiv.org/p…
GXJoin: Generalized Cell Transformations for Explainable Joinability
Soroush Omidvartehrani, Arash Dargahi Nobari, Davood Rafiei
https://arxiv.org/abs/2505.21860
Tracking the affordability of least-cost healthy diets helps guide intervention for food security and improved nutrition
William A. Masters
https://arxiv.org/abs/2506.22965
Algebraic groups over free and hyperbolic groups
Vincent Guirardel, Chlo\'e Perin
https://arxiv.org/abs/2506.21350 https://arxiv.…
Ended up using a probability game mechanic again today and thought I might explain it here in case other #GameDev folks might find it useful. The basic problem it solves is when you want a percentage probability to be influenced by both beneficial and detrimental stats/effects, and you want these to balance against each other without the system easily tipping too far in either direction. Think about crit chance for example, and how many games have either lopsided systems where it's easy to max out at 100% or really opaque systems to try to balance things somehow. The system I'm about to describe has a nice intuitive explanation, but also permits positive & negative modifiers to balance out naturally (though it may not work well for every situation).
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