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@rae@bne.social
2025-06-06 03:06:10

Getting ready to trade in our car and realised the media system is probably not a selling point. What happened to these services?

Screen on media system showing aha, Pandora and Stitcher
@arXiv_hepth_bot@mastoxiv.page
2025-06-06 09:57:59

This arxiv.org/abs/2501.00092 has been replaced.
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@arXiv_mathAP_bot@mastoxiv.page
2025-06-06 09:51:47

This arxiv.org/abs/2409.08740 has been replaced.
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@qurlyjoe@mstdn.social
2025-06-02 22:48:20

#lol

Meme. In the Oval Office, Joe Biden is standing with a shit-eating grin on his face, proffering a silver tray with a single taco on it to a seated Trump who is scowling and looking very pained, his tiny hands together.
@arXiv_condmatquantgas_bot@mastoxiv.page
2025-06-03 07:46:13

Anomalous non-thermal fixed point in a quasi-two-dimensional dipolar Bose gas
Niklas Rasch, Lauriane Chomaz, Thomas Gasenzer
arxiv.org/abs/2506.01653

@arXiv_physicsinsdet_bot@mastoxiv.page
2025-06-02 07:34:55

A highly sensitive SF$_6$-based leak test system for JUNO 3-inch PMT underwater electronics boxes
Ziliang Chu, Diru Wu, Miao He, Jilei Xu, Xiaoping Jing, Jian Wang
arxiv.org/abs/2505.24142

@arXiv_mathPR_bot@mastoxiv.page
2025-05-30 10:13:10

This arxiv.org/abs/2505.16093 has been replaced.
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@tiotasram@kolektiva.social
2025-05-15 17:02:17

The full formula for the probability of "success" is:
p = {
1/(2^(-n 1)) if n is negative, or
1 - (1/(2^(n 1))) if n is zero or positive
}
(Both branches have the same value when n is 0, so the behavior is smooth around the origin.)
How can we tweak this?
First, we can introduce fixed success and/or failure chances unaffected by level, with this formula only taking effect if those don't apply. For example, you could do 10% failure, 80% by formula, and 10% success to keep things from being too sure either way even when levels are very high or low. On the other hand, this flattening makes the benefit of extra advantage levels even less exciting.
Second, we could allow for gradations of success/failure, and treat the coin pools I used to explain that math like dice pools a bit. An in-between could require linearly more success flips to achieve the next higher grade of success at each grade. For example, simple success on a crit role might mean dealing 1.5x damage, but if you succeed on 2 of your flips, you get 9/4 damage, or on 4 flips 27/8, or on 7 flips 81/16. In this world, stacking crit levels might be a viable build, and just giving up on armor would be super dangerous. In the particular case I was using this for just now, I can't easily do gradations of success (that's the reason I turned to probabilities in the first place) but I think I'd favor this approach when feasible.
The main innovation here over simple dice pools is how to handle situations where the number of dice should be negative. I'm almost certain it's not a truly novel innovation though, and some RPG fan can point out which system already does this (please actually do this, I'm an RPG nerd too at heart).
I'll leave this with one more tweak we could do: what if the number 2 in the probability equation were 3, or 2/3? I think this has a similar effect to just scaling all the modifiers a bit, but the algebra escapes me in this moment and I'm a bit lazy. In any case, reducing the base of the probability exponent should let you get a few more gradations near 50%, which is probably a good thing, since the default goes from 25% straight to 50% and then to 75% with no integer stops in between.

@arXiv_hepth_bot@mastoxiv.page
2025-05-30 10:15:46

This arxiv.org/abs/2505.07655 has been replaced.
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