2025-09-24 10:04:44
Spectral extrema of graphs of given even size forbidding H(4,3)
Ruiling Zheng, Gang Zhang
https://arxiv.org/abs/2509.18594 https://arxiv.org/pdf/2509.18594…
Spectral extrema of graphs of given even size forbidding H(4,3)
Ruiling Zheng, Gang Zhang
https://arxiv.org/abs/2509.18594 https://arxiv.org/pdf/2509.18594…
Plaud unveils the $179 Plaud Note Pro, an AI note-taking device with two extra mics to hear audio 16.4 feet away and a 1-inch display, shipping in October (Emma Roth/The Verge)
https://www.theverge.com/news/766335/plaud-ai-note-pro-launch-pricing-availabili…
Dear USians,
How about you don’t call a Middle Eastern guy “white” and go on to tell him he’s “no better than any other oppressor we encounter” simply for trying to warn his Palestinian friends to not take any unnecessary risks and to be careful on Mastodon?
Also, apparently Divya has blocked me for this, which sucks because it has made it impossible for me to keep boosting her fundraiser, which you should, of course, still follow and support (link below).
I’m not going to …
NoteBar: An AI-Assisted Note-Taking System for Personal Knowledge Management
Josh Wisoff, Yao Tang, Zhengyu Fang, Jordan Guzman, YuTang Wang, Alex Yu
https://arxiv.org/abs/2509.03610
NEWSFLASH: Trump-Putin summit ends with…. sweet nothings?: https://benborges.xyz/2025/08/16/newsflash-trumpputin-summit-ends-with.html
i am taking ongoing psychic damage from this post
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https://beige.party/@the_etrain/115248456607609660
https://www.huffingtonpost.co.uk/entry/donald-trump-has-posted-an-ai-video-of-himself-dumping-st-on-protesters_uk_68f47da4e4b0e68c2dd0afe4
Note to all reporters, pundits, editorial writers, …
More AI Assistance Reduces Cognitive Engagement: Examining the AI Assistance Dilemma in AI-Supported Note-Taking
Xinyue Chen, Kunlin Ruan, Kexin Phyllis Ju, Nathan Yap, Xu Wang
https://arxiv.org/abs/2509.03392
A note on Tricomi-type partial differential equations with white noise initial condition
Enrico Bernardi, Alberto Lanconelli
https://arxiv.org/abs/2509.11753 https://
Incremental Summarization for Customer Support via Progressive Note-Taking and Agent Feedback
Yisha Wu (Mia), Cen (Mia), Zhao, Yuanpei Cao, Xiaoqing Su, Yashar Mehdad, Mindy Ji, Claire Na Cheng
https://arxiv.org/abs/2510.06677
Watching game tape with Jessie Bates III: How the Falcons' star safety gains an advantage on opponents https://www.espn.com/nfl/story/_/id/46438573/nfl-atlanta-falcons-safety-jessie-bates-iii-film-breakdown-notetaking-2025…
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
Effective Note-taking and its Impact on Learning Undergraduate Introductory Physics Courses
Chandra M. Adhikari, Tikaram Neupane, Uma Poudyal
https://arxiv.org/abs/2507.21326 ht…
Crosslisted article(s) found for cs.AI. https://arxiv.org/list/cs.AI/new
[5/8]:
- Incremental Summarization for Customer Support via Progressive Note-Taking and Agent Feedback
Yisha Wu, Cen, Zhao, Yuanpei Cao, Xiaoqing Su, Yashar Mehdad, Mindy Ji, Claire Na Cheng
The bixplot: A variation on the boxplot suited for bimodal data
Camille M. Montalcini, Peter J. Rousseeuw
https://arxiv.org/abs/2510.09276 https://arxiv.or…
Btw. I know there hasn't been much new work on #ThingUmbrella over the past month. That's because I've been spending _a lot_ more time on my multi-faceted toolchain for note taking, asset management (images/videos, incl. auto-creation of different versions) and also aimed as generator for blogs/websites, feeds, visualizations (e.g. incl. those on the current
Back in the office after two weeks of holiday in #Japan and re-learning how to do my job! Think it might take a few more days to get fully back into the swing of things...
On a positive note, I'm taking it that I really managed to switch off from work while I was away ✅
Amazon updates the Kindle Scribe, including a $630 Kindle Scribe Colorsoft with a larger 11-inch E Ink display, lower weight at 400g, and a 5.4mm thin body (Andrew Liszewski/The Verge)
https://www.theverge.com/news/788289/amazon-kindle-scribe-e-ink-digi…
The Narasimhan-Seshadri Theorem revisited
Nitin Nitsure
https://arxiv.org/abs/2509.24617 https://arxiv.org/pdf/2509.24617
How to tell a vibe coder of lying when they say they check their code.
People who will admit to using LLMs to write code will usually claim that they "carefully check" the output since we all know that LLM code has a lot of errors in it. This is insufficient to address several problems that LLMs cause, including labor issues, digital commons stress/pollution, license violation, and environmental issues, but at least it's they are checking their code carefully we shouldn't assume that it's any worse quality-wise than human-authored code, right?
Well, from principles alone we can expect it to be worse, since checking code the AI wrote is a much more boring task than writing code yourself, so anyone who has ever studied human-computer interaction even a little bit can predict people will quickly slack off, stating to trust the AI way too much, because it's less work. I'm a different domain, the journalist who published an entire "summer reading list" full of nonexistent titles is a great example of this. I'm sure he also intended to carefully check the AI output, but then got lazy. Clearly he did not have a good grasp of the likely failure modes of the tool he was using.
But for vibe coders, there's one easy tell we can look for, at least in some cases: coding in Python without type hints. To be clear, this doesn't apply to novice coders, who might not be aware that type hints are an option. But any serious Python software engineer, whether they used type hints before or not, would know that they're an option. And if you know they're an option, you also know they're an excellent tool for catching code defects, with a very low effort:reward ratio, especially if we assume an LLM generates them. Of the cases where adding types requires any thought at all, 95% of them offer chances to improve your code design and make it more robust. Knowing about but not using type hints in Python is a great sign that you don't care very much about code quality. That's totally fine in many cases: I've got a few demos or jam games in Python with no type hints, and it's okay that they're buggy. I was never going to debug them to a polished level anyways. But if we're talking about a vibe coder who claims that they're taking extra care to check for the (frequent) LLM-induced errors, that's not the situation.
Note that this shouldn't be read as an endorsement of vibe coding for demos or other rough-is-acceptable code: the other ethical issues I skipped past at the start still make it unethical to use in all but a few cases (for example, I have my students use it for a single assignment so they can see for themselves how it's not all it's cracked up to be, and even then they have an option to observe a pre-recorded prompt session instead).
How People Manage Knowledge in their "Second Brains"- A Case Study with Industry Researchers Using Obsidian
Juliana Jansen Ferreira, Vin\'icius Segura, Joana Gabriela Souza, Joao Henrique Gallas Brasil
https://arxiv.org/abs/2509.20187