00:04:02 -!- eli_oat has quit (Quit: eli_oat). 00:05:41 -!- eli_oat has joined. 00:06:49 -!- eli_oat has quit (Client Quit). 01:16:44 [[Special:Log/newusers]] create * 00Her0 * New user account 01:19:36 -!- SGautam has quit (Quit: Connection closed for inactivity). 02:56:02 -!- oerjan has quit (Quit: Nite). 02:56:53 -!- sebbu has quit (Read error: Connection reset by peer). 02:59:12 -!- sebbu has joined. 07:11:56 -!- tromp has joined. 07:20:46 -!- Sgeo_ has joined. 07:21:21 -!- Sgeo has quit (Quit: Leaving). 08:34:04 -!- Sgeo_ has quit (Read error: Connection reset by peer). 09:25:04 https://www.youtube.com/watch?v=le5uGqHKll8 hangman is like wordle 10:31:28 https://www.youtube.com/watch?v=64pA31_WJa0 vsauce2 the L game, this channel also has a video analyzing sprouts game 11:25:12 https://youtu.be/Y7hm0Xeicus?t=546 oh that's interesting, simon tatham did research on Conways soliders 11:50:39 -!- definitelya has joined. 11:56:49 -!- definitelya_ has joined. 11:59:47 -!- definitelya has quit (Ping timeout: 256 seconds). 12:33:17 -!- tromp has quit (Quit: My iMac has gone to sleep. ZZZzzz…). 12:34:10 -!- tromp has joined. 12:34:12 -!- tromp has quit (Client Quit). 12:34:56 -!- definitelya__ has joined. 12:37:45 -!- definitelya_ has quit (Ping timeout: 256 seconds). 13:01:43 I didn't realize that "grist for the mill" was a saying 13:02:00 grist is used in homestuck 13:21:52 so regarding dice 13:21:55 in 3d 13:22:16 platonic solids give us 4, 6, 8, 12, 20 13:22:27 dipyramids give us 8, 12, 16, 20, 24, ... 13:22:50 trapezohedra gives us: 6, 10, 14, 18, 22 13:22:56 Rhombic Triacontahedron: 30 13:23:10 disdyakis triacontahedron: 120 13:23:19 i am not sure if that is every dice, but anyway 13:23:41 you can multi-label a dice to divide its face number 13:23:46 e.g. 20/4 = 5 13:24:04 so you can put each label 4 times, to get a 5 sided dice 13:24:21 how do we get a 7 sided dice? 13:24:30 i dont like the prism dice 13:24:56 looks like a trapezohedra /2 gives 7 13:25:15 so the next difficult number is 9 13:25:39 looks like the multi-label system is very effective, and we can get a dice for 4,5,6,7,8,9,10,.. easily 13:28:10 https://en.wikipedia.org/wiki/Isohedral_figure isohedral face transitive shapes 13:34:09 i would propose that we should label dices starting from 0 rather than 1 13:35:01 it makes it easier to reduce the result modulo whatever 13:40:28 something i was wondering though, is can we multi-label multiple dice in such a way that when rolled together and added up we can get a uniform distribution? 13:40:34 and does this provide new numbers 13:40:50 (the dice on their own may not be fair) 13:53:43 https://www.shapeways.com/product/F4S34GX6T/d12-balanced-steam-clock?optionId=171620058&li=marketplace 13:53:54 you can 3d print metal dice 14:03:48 [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=93374&oldid=93361 * Kilgharrah * (+355) /* Introductions */ 14:07:28 -!- tromp has joined. 14:09:29 [[Kak--]] https://esolangs.org/w/index.php?diff=93375&oldid=93356 * ChuckEsoteric08 * (+96) 14:11:36 [[Kak--]] https://esolangs.org/w/index.php?diff=93376&oldid=93375 * ChuckEsoteric08 * (+12) 14:15:24 [[Kak+]] N https://esolangs.org/w/index.php?oldid=93377 * ChuckEsoteric08 * (+727) Created page with "'''Kak+''' is a Two-demensional version of [[Kak]] Made by [[User:ChuckEsoteric08]] ==Commands== {| class="wikitable" |- ! Command !! Meaning |- | ! || move memory pointer to..." 14:20:41 [[Mountain]] https://esolangs.org/w/index.php?diff=93378&oldid=93333 * ChuckEsoteric08 * (+72) Added to categories: Unknown computational class and usability unknown 14:24:59 -!- tech_exorcist has joined. 14:30:03 -!- tech_exorcist has quit (Remote host closed the connection). 14:30:25 -!- tech_exorcist has joined. 15:26:18 -!- Sgeo has joined. 15:51:53 [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=93379&oldid=93374 * PhoenixHO * (+192) /* Introductions */ 15:56:12 [[User:PhoenixHO]] N https://esolangs.org/w/index.php?oldid=93380 * PhoenixHO * (+177) Created page with "Hello! This is PhoenixHO. I have always been a fan of creating programming languages, especially the esoteric ones. That was the main reason (obviously) for me to make my own." 16:09:49 [[User:PhoenixHO]] https://esolangs.org/w/index.php?diff=93381&oldid=93380 * PhoenixHO * (-177) Blanked the page 16:10:41 [[Special:Log/move]] move * PhoenixHO * moved [[User:PhoenixHO]] to [[Esolang:UwU]] 16:12:28 [[Special:Log/move]] move * PhoenixHO * moved [[Esolang:UwU]] to [[Test.....]] 16:13:00 [[Special:Log/move]] move * PhoenixHO * moved [[Test.....]] to [[UwUScript]] 16:13:36 [[Special:Log/move]] move * PhoenixHO * moved [[UwUScript]] to [[UwU: A cute esolang]] 16:17:17 [[Esolang:UwU]] https://esolangs.org/w/index.php?diff=93390&oldid=93385 * PhoenixHO * (-23) Blanked the page 16:17:55 [[UwUScript]] https://esolangs.org/w/index.php?diff=93391&oldid=93389 * PhoenixHO * (-33) Blanked the page 16:21:31 [[Special:Log/move]] move_redir * PhoenixHO * moved [[Esolang:UwU]] to [[User:PhoenixHO]] over redirect 16:21:31 [[Special:Log/delete]] delete_redir * PhoenixHO * PhoenixHO deleted redirect [[User:PhoenixHO]] by overwriting: Deleted to make way for move from "[[Esolang:UwU]]" 16:21:40 [[User:PhoenixHO]] https://esolangs.org/w/index.php?diff=93394&oldid=93392 * PhoenixHO * (+177) 17:03:17 [[Neural Brainfuck]] M https://esolangs.org/w/index.php?diff=93395&oldid=78665 * PythonshellDebugwindow * (+23) Category 17:32:26 -!- SGautam has joined. 17:59:54 [[MacroBeep]] https://esolangs.org/w/index.php?diff=93396&oldid=93330 * PixelatedStarfish * (+1256) /* Interpreter Status */ 18:06:16 [[Mountain]] https://esolangs.org/w/index.php?diff=93397&oldid=93378 * ChuckEsoteric08 * (+67) 18:10:13 [[MacroBeep]] https://esolangs.org/w/index.php?diff=93398&oldid=93396 * PixelatedStarfish * (+504) /* Challenges and Design Considerations */ 19:04:58 -!- __monty__ has joined. 19:23:51 [[UwU: A cute esolang]] https://esolangs.org/w/index.php?diff=93399&oldid=93388 * PhoenixHO * (+3519) 19:25:59 [[Language list]] https://esolangs.org/w/index.php?diff=93400&oldid=93364 * PhoenixHO * (+32) 19:27:37 [[Language list]] https://esolangs.org/w/index.php?diff=93401&oldid=93400 * PhoenixHO * (+0) 19:29:03 [[User:PhoenixHO]] https://esolangs.org/w/index.php?diff=93402&oldid=93394 * PhoenixHO * (+74) 19:47:43 -!- Lord_of_Life_ has joined. 19:48:43 -!- Lord_of_Life has quit (Ping timeout: 256 seconds). 19:50:30 -!- Lord_of_Life_ has changed nick to Lord_of_Life. 20:19:41 [[Brainfuck implementations]] M https://esolangs.org/w/index.php?diff=93403&oldid=93229 * Brainpusher * (-1) 21:07:57 -!- definitelya__ has quit (Quit: h). 21:31:55 -!- SGautam has quit (Quit: Connection closed for inactivity). 21:34:45 -!- oerjan has joined. 21:48:04 i would propose that we should label dices starting from 0 rather than 1 <-- as i recall that's common for d10s, which you then use in pairs to throw 0-99 values 21:48:26 oh cool 21:48:49 well one of the pair might be marked 0,10,...,90 21:49:02 *00, even 21:51:15 heh, i see that also answers your next question 21:52:49 generalized, it gives you a way to multiply dice sizes 21:53:13 so in some sense, prime sizes are hardest 21:54:15 of course! 21:54:48 The Cursed Remainder Theorem 21:55:13 (the dice on their own may not be fair) <-- not sure if this helps you get more or not 21:56:49 someone's almost certainly investigated this 22:00:51 There's a related exercise... where you relabel two D6 such that the distribution of the sum is the same as rolling two standard D6 22:03:37 is there any way other than adding a constant to the labels of one and subtracting it from the other? 22:03:38 > let d1 = [[1,2,3,4,5,6],[1,2,3,4,5,6]]; d2 = [[1,2,2,3,3,4],[1,3,4,5,6,8]]; dsum = sort . map sum . sequence in dsum d1 == dsum d2 22:03:40 True 22:03:50 huh 22:04:26 oerjan: it was phrased in a way that rules that out 22:05:04 that's good 22:06:06 And there's a pen&paper solution based around x^5+x^4+x^3+x^2+x+1 = (x+1)(x^2+x+1)(x^2-x+1); the modified dice correspond to (x+1)(x^2+x+1) and (x+1)(x^2+x+1)(x^2-x+1)^2 22:06:36 which is one of the first applications of generating functions that I saw, so it stuck 22:07:12 ohhh 22:08:48 oerjan: I guess the labels were restricted to positive integers 22:08:55 mhm 22:09:11 so I can have a coin with sides 1 and 3 22:09:26 plus a 5 side dice with sides 1, 2, 5, 6, 9 22:09:55 > let dsum = sort . map sum . sequence in dsum [[1,3],[1,2,5,6,9]] 22:09:57 [2,3,4,5,6,7,8,9,10,12] 22:10:17 i didn't want a gap 22:10:35 If you have a set of N coins where the two sides of coin i are labeled 0 and 2^i, are those called bitcoins? 22:10:48 hah 22:10:57 damn it, I laughed 22:11:01 i mdae a mistake 22:11:17 river: it happens, this was just my way of pointing it out 22:11:46 how do you handle a - 22:11:50 (x^2-x+1) like here? 22:12:09 you don't. but the resulting polynomials have no negative coefficients left 22:12:14 what's that corresponding to in terms of dice side 22:12:18 oh 22:12:28 that's smart! 22:12:30 they're x^3 + 2*x^2 + 2*x + 1 and x^7 + x^5 + x^4 + x^3 + x^2 + 1 22:12:30 you gotta get rid of them by grouping them with things 22:12:33 ok 22:12:57 (copying from gp) 22:14:22 i think the best thing to do is write a program which looks for good factorization based dice 22:32:02 -!- __monty__ has quit (Quit: leaving). 22:44:54 -!- tech_exorcist has quit (Quit: Disconnecting). 22:59:39 I think if you have two normally labeled d4's (sides 1, 2, 3, 4) that you'd want to be unfair in such a way that their sum is uniformly distributed over (2, 3, 4, 5, 6, 7, 8), you can't. Or at least WA -- after some renaming to get it to even try -- claims to me there's no real solutions to a1*b1 = a1*b2 + a2*b1, a1*b1 = a1*b3 + a2*b2 + a3*b1, ..., a1*b1 = a4*b4, a1+a2+a3+a4 = 1, b1+b2+b3+b4 = 1, 22:59:41 which I think would need to be true. 23:00:19 And in the simpler case of having just two coins labeled 1, 2 and wanting the sum to be uniformly distributed over (1, 2, 3), it's definitely the case that for {a1*b1 = a1*b2 + b1*a2, a1*b1 = a2*b2, a1+a2 = 1, b1+b2 = 1} there's no real solutions too. Because after some simplifications, that just leaves b1 = 1-a1 and a1^2 - a1 + 1/3 = 0. 23:01:46 (Presumably there's a less pedestrian way of handling it too.)