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00:02:29 <SgeoN1> The course I'm currently enrolled in seems to be sucking VMware's dick
00:03:32 <SgeoN1> It is apparently an authorized course towards a VMware Certified Professional thing
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00:13:04 <SgeoN1> The book has some obnoxious DRM
00:13:40 <SgeoN1> Requires certain software, grand total of two registrations, after that it's locked out. And I can only buy the book once.
00:24:32 <pikhq> Friendly reminder, you're in a course of study with as much use and merit as a degree in basket-weaving.
00:24:56 <oklofok> hey we all need baskets sometimes.
00:25:10 <oklofok> don't exaggerate its usefulness.
00:28:01 <oklofok> what the heck would i put in a a
00:28:36 <SgeoN1> I can't get a BS easy job with this certification?
00:29:07 <oklofok> who knows, i only skimmed the backlog
00:29:38 <oklofok> but pikhq is a basket expert, he should know
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00:34:05 <pikhq> I'm referring to your entire "IT" degree.
00:34:21 <pikhq> Which basically doesn't matter.
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01:59:50 <pir^2> Is Iota defined as being lazy?
02:02:34 <kallisti> I believe it has call-by-name semantics though
02:04:39 <kallisti> well, call-by-name in some sense
02:04:44 <kallisti> it's essentially just term rewriting.
02:05:53 <kallisti> DateFuck is an esolang designed for use in creating text-based dating sims and text adventures. It is (probably) Turing complete, and consists entirely of printing, xor, and implied jumps. It contains no instructions, and has no data storage, save from the program counter itself.
02:12:02 <pir^2> it's not clear to me how it works?
02:12:13 <pir^2> What does "Hello Sailor" mean?
02:40:44 <itidus20> sounds like the sort of language i came here to learn about :D
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02:41:59 <itidus21> its just that a) it's a copy of a video game characters name, and b) it has a meaningless number tacked on
02:42:21 <itidus21> otherwise i have no issues with it
02:42:55 <itidus21> kallisti: lets leave it up to your language bot
02:43:53 <itidus21> i want to ask it for 50 english-like words
02:44:28 <itidus21> with a maximum length of 9 if possible but not a big deal
02:46:09 <HackEgo> 2012-01-04.txt:22:10:36: <kallisti> `words 50
02:46:39 <HackEgo> perre mei fingresem innoshiel mani integul hetkelectiv douth lupatalappr veratho matu phylatbe arally cabinder bepnveeet heim ishe kyn enfessle krangencilitu ved theadwhoorl femon stocya meek
02:46:54 <itidus21> i won't worry about the english or the 9
02:47:22 <HackEgo> mar bal nontrem hoot liganderade orick nior whelm yer okton depio inflnergerwin penda ere fruisition fuz bergi volk cognie jollilite consobe colon cally aste firma
02:47:29 <itidus21> i know its just 25 but so what
02:50:50 <itidus21> kallisti: when i suggested the esolangs for the language bot i didn't think about how they sort of miss the point of the project. so it won't hurt my feelings if they are removed
02:54:03 <itidus21> if i was going to change my id i would certainly use one of those words but then noone would know who i was
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04:06:09 <kallisti> is perfect play still possible in a game with imperfect information?
04:06:31 <kallisti> if so, wouldn't it simply be a lucky guess?
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04:10:43 <Sgeo> Paper, rock, scissors, bomb. Paper beats rock, rock beats scissors, scissors beats paper, bomb beats paper, rock, scissors, and in event of a tie with two bombs, taller person wins. You are the taller person. Is there a perfect play?
04:12:08 <kallisti> the lack of information really does not affect the outcome in any way.
04:12:14 <kallisti> I think that counts as a trivial case.
04:13:31 <kallisti> it affects the outcome, but not your chances of winning
04:14:01 <kallisti> because you /could/ choose rock paper or scissors
04:14:25 <kallisti> which would then mean that the imperfect information affects the outcome of the game
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05:34:33 <Sgeo> kallisti, update
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05:51:12 <kallisti> I didn't realize the negation of a biconditional is an xor
05:51:20 <kallisti> but that's pretty easy to see now.
05:56:44 <ion> Hehe, just a few hours ago i had a facepalmy moment when wondering whether Haskell’s Data.Bool doesn’t have a xor/nxor and then immediately realizing nxor’s (==).
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06:17:36 <kallisti> wait what how do I write a truth table for a quantified statement
06:18:05 <kallisti> I misread truth VALUE as truth TABLE
06:32:03 * kallisti invents an esolang that RUNS FASTER THAN ASSEMBLY.
06:32:48 <kallisti> this may seem like a nonsensical statement, but that's because you're stuck in your <insert negatively projected paradigm> and haven't considered that you could think of it in terms of <insert positively project paradigm>
06:33:30 <Sgeo> Don't know that I will but until I can find me. A girl who'll stay and won't play games behind me. This is a weird song. To be my happy song. The lyrics don't fit me. Or why I'm happy.
06:35:41 <Sgeo> Although the lyrics aren't in opposition to why I'm happy.
06:35:46 <Sgeo> They're just irrelevant.
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06:57:18 <fizzie> kallisti: I think the "perfect play" term generalizes to imperfect information games with outcome -> expected value of outcome, but it's of course a matter of definition. (Some might argue that it's not exactly "perfect" when you could've done better in some particular instance, though.)
07:01:49 <kallisti> I suppose "perfect play" is more like "most optimal play" in that sense
07:07:25 <itidus21> but, given 2 finite players, and sufficiently complex game, each player can specialize at a different strategy
07:08:09 <itidus21> this is probably seen in the case of something like jousting
07:08:23 <itidus21> where a players strategy is directly manifested as a program
07:10:16 <kallisti> that's not really important to the defintion in imperfect information games though.
07:10:50 <fizzie> I guess if you start haggling over the real-world meaning of the word "perfect", you might also complain that even in games of perfect information, you can do better than the "perfect play" against a non-optimally playing opponent.
07:11:24 <kallisti> unless it's something like tic-tac-toe
07:11:29 <kallisti> where the perfect play is always "perfect"
07:12:03 <kallisti> but something more complex could lead to a faster or more generally "better" victory than the perfect play.
07:14:25 <Sgeo> I should start playing Go again
07:14:51 <fizzie> Even in tic-tac-toe you could have an opponent with a strategy which forces a tie always, except when you do something "suboptimal" in which case he lets you win.
07:24:07 <itidus21> the way i'm imagining this is, firstly equal perfect play [____ player 1____|____player 2____]
07:24:38 <itidus21> then if one is suboptimal the other one "gains ground" [_ player 1__|______player 2_______]
07:25:16 <itidus21> [_ p1__|__________player 2__________]
07:26:47 <itidus21> in an actual battle to the death, say, you couldn't really win much more efficiently than the opponent commiting suicide as soon as the battle begins
07:27:17 <itidus21> but my math skill is not enough to really grasp the abstract concepts
07:27:38 <kallisti> it's probably more that you haven't actually read anything about it.
07:27:53 <kallisti> at least, that's why I don't know anything about it. :P
07:32:19 * kallisti doesn't really understand the distinction between characterization and definition between two mathematical theorems.
07:37:00 <itidus21> in other words what i'm saying is that given an identical time and space it will never be possible to have a general solution as optimized as well as a specific solution
07:37:26 <itidus21> unless your time and space has good neighbours
07:38:43 <itidus21> so what i am really talking about here is the complexity of describing a perfect play :P
07:40:14 <itidus21> the Kolmogorov complexity of a perfect play
07:41:01 <itidus21> after all, you must all admit that it is easier to describe the worst-case play of a game than to describe the perfect play
07:42:04 <itidus21> the worst case play might be something like "select a move at random(or pseudo random) from available moves"
07:59:47 <fizzie> The Kolmogorov complexity of perfect play is not very high for many games, either. For something like chess, you get a bound from: "The value of a game state is: if game is finished, 1 if you won, 0 if it's a draw, -1 if you lost; if not, it's the maximum of the negated values of the states after all possible moves. Select the legal move which gives the state with the highest value."
08:17:58 <itidus21> fizzie: for one perfect play perhaps not, but for someone to have a description of all perfect plays
08:29:28 <itidus21> i am interested in time&space constrained strategies for games as they emphasise the value of specialized solutions over general solutions
08:34:13 <itidus21> i can imagine a brainfuck program could be devised which took inputs like e7-e5,f7-f5, and responded with output of the same kind
08:34:18 <itidus21> which could actually play chess
08:34:49 <itidus21> wouldn't want to code it though
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09:07:22 <kallisti> I can imagine a brainfuck program that solves the halting problem.
09:11:33 <fizzie> ^bf +++++++[>+++++++<-]>.! do you halt or not?
09:11:42 <fizzie> Okay, it's perhaps not a very general solution.
09:13:25 <kallisti> fizzie: unless you can prove that is the only possible program
09:13:38 <kallisti> that would be an interesting vector of research.
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11:07:36 <oerjan> <itidus21> if i was going to change my id i would certainly use one of those words but then noone would know who i was <-- except I *MWAHAHAHA*
11:07:59 <oerjan> and others capable of using /whois.
11:09:28 <oerjan> 04:06:09: <kallisti> is perfect play still possible in a game with imperfect information?
11:09:28 <oerjan> 04:06:31: <kallisti> if so, wouldn't it simply be a lucky guess?
11:09:30 <oerjan> see "mixed strategies"
11:10:00 <oerjan> (for rps it's simply choosing randomly, though)
11:13:26 <oerjan> rps = rock/paper/scissors
11:13:33 <itidus21> in real life professional rps games, the gestures aren't completely unique
11:13:58 <oerjan> well against fallible humans, you can do better than random.
11:14:14 <oerjan> but against someone else who chooses entirely randomly, you cannot.
11:14:22 <itidus21> i think the site i looked at was something like rpscoach.com
11:15:19 <oerjan> oh and in a tournament random play might lose overall because other strategies do better against humans
11:15:54 <itidus21> once i made a rps game stylized after street fighter
11:15:58 <oerjan> (more than 2 player tournament, that is)
11:16:32 <itidus21> on the micro level, it was just normal rps
11:16:48 <itidus21> but on the macro level, points were scored for specific sequences of r,p,s
11:17:06 <itidus21> and losing a round meant a sequence failed
11:18:54 <oerjan> reminds me of mediocrity
11:19:10 <oerjan> where winning at one level means losing at the next
11:19:46 <itidus21> the sequecnes i came up with were quite clever
11:19:54 <itidus21> dunno if i kept the slip of paper
11:20:31 <itidus21> that hard disk died.. i must say HDD reliability is up these days
11:21:01 <oerjan> winning at rrrrrrrr would probably take a while
11:21:38 <itidus21> it was obvious for me when doing it to say, rrr is a sequence, likewise for ppp and sss
11:28:03 <fizzie> oerjan: The game "Portal 2" has these "gestures" you can do in the co-op mode; one of them is a RPS sequence; it's completely automatic, you don't get to choose the object. There's an achievement for three consecutive wins. I was wondering whether the gesture itself is actually random, or whether it prefers streaks, since in our N=8 test it generated the sequence 01111222 (where 0 is draw, 1 is win for player 1, and 2 is win for player 2), earning us both
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11:35:01 <oerjan> "Most religions won't let me preach. Though that's because I'm female, not because I'm a genetically engineered talking wolf."
11:55:10 <oerjan> "I just hope this doesn't become another SRoMG mini-meme with multiple sci-fi and fantasy fandoms replacing the flag with their own favoured fictional factions."
11:55:23 <oerjan> reverse psychology, anyone?
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17:10:14 <Ngevd> I enjoyed the most recent xkcd
17:10:30 <Ngevd> Of course, I enjoyed the most recent, eg., Girl Genius much more
17:10:54 <Ngevd> But an enjoyable xkcd is an exception and thus more notable
17:15:04 <Gregor> ... is there a single aspect to this comic that's even remotely amusing?
17:15:11 <Gregor> It's bad even by XKCD's standards.
17:15:30 <Gregor> (Dear future logreaders: It is to http://xkcd.com/1008/ that we refer)
17:15:50 <ais523> it's, err, about average for xkcd
17:16:00 <kallisti> ...I feel like I should probably be getting how to prove this faster than I am...
17:16:04 <Ngevd> Clearly enjoyability is subjective; I enjoyed it for its subversion of a lame insult
17:16:09 <kallisti> since it's under the section "trivial and vacuous proofs"
17:16:16 <ais523> OK, 1007 made me laugh
17:16:21 <kallisti> let x be a real number. prove that if x^3 - 5x - 1 is greater than or equal to 0, then (x-1)(x-3) is greater than or equal to -2
17:16:33 <kallisti> ....is this like, obvious at first glance?
17:17:03 <Ngevd> Try expanding (x-1)(x-3)+2?
17:17:19 <kallisti> I was working on the implication side.
17:17:30 <kallisti> which seemed like the right way to go.
17:18:51 <kallisti> I don't know what that gets me though. :P
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18:58:33 <kallisti> ...I had to relocate my lost knowlege of polynomial inequalities apparently
18:58:52 <kallisti> Observe that when (x-1)(x-3) = 0, x = 1 and x = 3. Given that (0-1)(0-3) = 3 >= 2, and (2-1)(2-3) = -1 >= -2, and (4-1)(4-3) = 3 >= 2; it follows that for all x in the set of real numbers, (x-1)(x-3) >= -1
18:59:13 <kallisti> probably missing something really simple though. as the next section is much easier.
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20:22:27 <kallisti> a "monadic" case statement would be nice.
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20:26:22 <Deewiant> Does C11 guarantee that '\n' > 0?
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20:46:50 <kmc> kallisti, how would it work?
20:47:16 <kallisti> I see it translating to essentially a bind to a lambda that contains the case statement
20:47:18 <kmc> mcase x of alts ≡ do { y <- x; case y of alts } --- like so?
20:47:34 <kmc> Habit has that
20:47:46 <kallisti> I would think you could probably integrate it into the do notation somehow.
20:47:53 <kallisti> instead of using some weird name like mcase
20:48:56 <kallisti> it would be easier if it were x -> y
20:49:25 <oerjan> the frequenly suggested lambdacase extension would do it (one proposed syntax) like x >>= case of alts
20:50:48 <oerjan> i.e. case of with no expression makes a function
20:52:07 <oerjan> and has possible uses besides do blocks
20:52:13 <kallisti> however it kind of makes >>= not just an operator anymore
20:52:39 <oerjan> yeah the x >>= part is not special
20:52:45 <kmc> http://hackage.haskell.org/trac/ghc/ticket/4359 has a ghc patch for lambda-case
20:52:54 <kmc> and also a long discussion of the syntactic ramifications
20:53:08 <kallisti> need moar record-syntax-currying
20:54:31 <oerjan> iirc lambda-case discussions tend to devolve into whether it should be merged with actual lambdas instead, and then syntax options become too damn many
20:55:06 <kmc> yeah, i haven't actually read the discussions, so i don't know if it's fruitful or just wadler's law wanking
20:55:18 <kallisti> what would be wrong with "actual lambda case"
20:56:22 <kallisti> I like how wadler's law provides a convenient precedent to ignore improvements to the language syntax.
20:56:33 <oerjan> well one thing is that pattern syntax works slightly different in situations where multiple arguments are allowed
20:57:03 <kallisti> I think you could just require an explicit \ between each case
20:57:07 <kmc> wadler's law doesn't say syntax is unimportant
20:57:17 <oerjan> which means case and \ don't actually match completely in how patterns are written
20:57:47 <kallisti> which makes sense since lambdas are functions.
20:57:50 <kmc> it says syntax is discussed disproportionately much for its importance
20:58:00 <kmc> really it just says syntax is discussed a lot
20:59:21 <kallisti> I think this is probably because the semantics of Haskell are fairly solid
21:00:00 <kallisti> most of the language is just syntax over very simple semantics in the first place.
21:01:14 <kmc> i disagree with every part of that
21:02:02 <kmc> the semantics of Haskell are not that simple, and since we're talking about language extensions, they get even less simple
21:03:16 <kmc> and Wadler came up with his law in 1996, when the semantics of Haskell were far from solid
21:03:23 <kmc> and I don't think the law is particular to Haskell
21:03:32 <kmc> it's an instance of http://en.wikipedia.org/wiki/Parkinson's_Law_of_Triviality
21:03:41 <kmc> it's easy to have an opinion about syntax
21:03:50 <kmc> it's something concrete that affects you in a clear way
21:04:14 <kmc> and there aren't many objective right answers
21:04:57 <kmc> in semantics and type theory there is tons of background and many non-trivial theorems, and the consequences of any choice are far from obvious
21:05:54 <kmc> recent GHC extensions seem to focus more on crazy type tricks than on concrete syntax
21:11:29 <kmc> const int main[] = { 14776, 3942977280, 247 };
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21:34:24 <kmc> is that the sequel to 1942?
21:35:21 <kallisti> actually instead of having a function that catches errors and returns a Maybe it would be better to generalize to MonadPlus
21:35:52 <kallisti> so you can take absolutely any partial function and lift it into a pure result with mzero failure.
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21:42:54 <Ngevd> In other news, I've started yet another miserable start to a family tree program in Haskell
21:43:34 <Ngevd> Also, /nick Taneb|Hovercraft
21:43:46 <Ngevd> That needs to be at the beginning of a line
21:43:53 <Ngevd> I'm not sure if I'm fit for IRC
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21:46:35 <oerjan> kallisti: btw do you know that Data.Map used to contain functions generalized to MonadPlus but they decided it was overkill and restricted it to Maybe
21:47:08 <Taneb|Hovercraft> Should addPerson be Tree -> Person -> Tree or Person -> Tree -> Tree?
21:47:17 <oerjan> @hoogle Maybe a -> m a
21:47:30 <oerjan> AAAAAAAAAAAAAAAAAA no lambdabot
21:49:59 <kallisti> Taneb|Hovercraft: do you expect people to add multiple persons to one tree, or one person to many trees?
21:50:15 <kallisti> and by "people" I mean "you" probably.
21:50:46 <kallisti> of course there can be a benefit to having a clear order of arguments instead of ordering for best curryage.
21:50:53 <oerjan> well there's also the question of whether you would add Persons with foldl' or foldr
21:51:37 <oerjan> i mean if you had a list of Persons to add
21:51:53 <kallisti> your initial parameter would be the tree
21:51:56 <kallisti> and the list would be a list of people to add
21:52:11 <kallisti> chances are it's not a big deal.
21:52:31 <kallisti> I would go with Person -> Tree -> Tree
21:52:38 <kallisti> as that would match the fold type in that situation
21:52:43 <kallisti> also it would work well with map
21:53:06 <kallisti> "addperson <person> to <tree>"
21:53:18 <oerjan> actually i think if you use foldl' it would be the other way around
21:54:00 <kallisti> foldl' doesn't exist according to ghci :P
21:54:08 <oerjan> kallisti: needs Data.List
21:54:52 <kallisti> I forgot foldl flips the arguments.
21:57:11 <kallisti> oerjan: did I mention that I accidentally invented ReaderT
21:57:27 <oerjan> well i saw it in the logs, anyway
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22:43:22 <ais523> hmm, someone on a quiz show just asked "what's the capital of Finland" and I instantly thought "oklopol"
22:43:26 <ais523> is something wrong with me?
22:46:17 <fizzie> He's the "capital of Finland" in the "capital -- (wealth in the form of money or property owned by a person or business and human resources of economic value)" sense of the word.
22:46:47 <HackEgo> Finland is a European country. There are two people in Finland, and at least five of them are in this channel. Corun drives the bus.
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23:07:35 <oerjan> when one entry is not enough
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