Crown group by Ciro Santilli 35 Updated +Created
Kind of the opposite of a basal group.
Chess engine by Ciro Santilli 35 Updated +Created
First-move advantage in chess by Ciro Santilli 35 Updated +Created
Shogi by Ciro Santilli 35 Updated +Created
Ciro's Edict #9 by Ciro Santilli 35 Updated +Created
Go (game) by Ciro Santilli 35 Updated +Created
Computer Go by Ciro Santilli 35 Updated +Created
One cool thing about computer Go vs computer chess is that in go you can easily parametrize the game difficulty by board size!
Trading card game by Ciro Santilli 35 Updated +Created
Magic: The Gathering is too expensive by Ciro Santilli 35 Updated +Created
Ciro thinks this is idiotic, and that Wizards should sell all cards individually with unlimited supply and all with the same prices, especially online where there are no printing costs. But because Wizards made the silly promise never to reprint certain cards with the reserved list in 1994, they can't even correct this mistake legally! (TODO maybe, see further discussion at: www.mtggoldfish.com/articles/contract-from-below-promissory-estoppel-and-the-reserved-list). There is however one simple solution: create and promote a new no reserve list format, and let reserve list formats rot away:
One interesting outcome of this would be to have card cost limited formats. Penny Dreadful puts a super low limit, on individual cards, but it would be cool to have a max cost per deck version of it.
A cool thing is when they printed Garth One-Eye, which allows you to make imaginary copies of some of those restricted list cards during play. This is the type of "flirting with the rules", that Ciro Santilli admires. The introduction of online-only cards such as XXX has pushed that even further as of 2021.
This was especially insane when Ciro was young and the Internet was not very widely available in Brazil yet, and Ciro did not know how to check the values of cards on online markets, and would trade cards with older much more knowledgable teenagers, based solely on his appraisal of a card's strength! Can you imagine how many young Timmys got ripped off in this manner, trading useless one million mana spells for ultra expensive black lotuses?
There is however one good solution to Magic's insane cost: watch people who have nothing better to do in their lives play on YouTube.
And as Internet formats dominate more and more, if they have any brains at will they will migrate to a subscription model where you pay to play for a given period of time, and have immediate access to all cards. It could even be a tiered access, with older formats being more expensive (more bugs to fix on different cards), but you must get access to all cards of a format at once.
Video 1.
The Tarmogoyf Scandal by Nikachu MTG (2021)
Source.
Magic: The Gathering content creator by Ciro Santilli 35 Updated +Created
Magic: The Gathering is addictive by Ciro Santilli 35 Updated +Created
Paraprasing a friend of Ciro Santilli:
Magic: The Gathering is like cocaine in card form.
Luckily, early teens Ciro Santilli was partly protected from this by Ciro Santilli's cheapness.
But Ciro distinctly remembers one day in his early teens that he couldn't sleep very well, and he got up, and the was decided that he would become the greatest Magic: The Gathering player who ever lived. Can you imagine the incredible loss that this would have been to humankind? And talk about the incredible lack of development opportunity present in poor countries, related:
Meta (game) by Ciro Santilli 35 Updated +Created
The meta of a game is the currently dominating know strategy or set of strategies, see also Section "Nash equilibrium".
Video game difficulty by Ciro Santilli 35 Updated +Created
The perfect video game is an infinitely hard one by Ciro Santilli 35 Updated +Created
Ciro once commented that the best game is an infinitely hard one, where you can progress infinitely. To which his great friend J. replied:
Fine, so the perfect game for you is mathematics. Stage one: prove the Riemann hypothesis!
Or more broadly, one may argue that the perfect video game is life itself, or difficult life goals like making money, becoming famous or changing the world.
Thinking about it, "infinitely hard" is perhaps not a very precise term, as it could be interpreted as impossible. And if you have mathematical proof that something is impossible, it would be "pointless" to try, trying would be equivalent to pure meditation.
Maybe a better way to put it would be in terms of a difficulty curve. Real life also involves a lot of waiting, either for some experiment to finish running, of for you mental energy to restore a bit.
But so be it, you get the idea.
But this is basically what Ciro feels on every video game. It happens too often on PVE games that things are is either:
  • too slow and easy (Ciro would rather skip those with saves made by other)
  • or too fast hard, Ciro would rather tool-assisted speedrun those parts
Not to mention the incredible breach of suspension of disbelief of most PvE games where enemies are unbelievably stupid. E.g., why doesn't Bowser just build one fucking wall 15 tiles high to prevent Mario from coming through to his castle? And then put a gate and a hundred guards in front of it? TODO there was a YouTube video of this, I think it was Toad pointing it out to Mario that it is quite weird that Bowser is so stupid, it almost feels like he wants to be beaten.
Nintendo hard by Ciro Santilli 35 Updated +Created
Multiplayer game by Ciro Santilli 35 Updated +Created
Tool-assisted speedrun by Ciro Santilli 35 Updated +Created
To some extent, the ultimate achievement of a TAS is to achieve arbitrary code execution (ACE) on a game, although this has been becoming rarer and rarer in newer consoles. The Nintendo 64 is the current interesting ACE discovery frontier as of 2020.
Post ACE, you then get into more subtle categories which tend to be more geometric clipping through wall glitches, but those can still be fun.
The most beautiful TAS content ever made are:
Video 1.
Super Mario 64 '120 Stars' in 1:20:41.52 Console Verified by Soul Umbreon (2012)
Source.
Open source video game asset by Ciro Santilli 35 Updated +Created
Video game console company by Ciro Santilli 35 Updated +Created
Pinned article: ourbigbook/introduction-to-the-ourbigbook-project
Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
Video 1.
Intro to OurBigBook
. Source.
We have two killer features:
  1. topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculus
    Articles of different users are sorted by upvote within each article page. This feature is a bit like:
    • a Wikipedia where each user can have their own version of each article
    • a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
    This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.
    Figure 1.
    Screenshot of the "Derivative" topic page
    . View it live at: ourbigbook.com/go/topic/derivative
    Video 2.
    OurBigBook Web topics demo
    . Source.
  2. local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:
    • to OurBigBook.com to get awesome multi-user features like topics and likes
    • as HTML files to a static website, which you can host yourself for free on many external providers like GitHub Pages, and remain in full control
    This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
    Figure 5. . You can also edit articles on the Web editor without installing anything locally.
    Video 3.
    Edit locally and publish demo
    . Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension.
    Video 4.
    OurBigBook Visual Studio Code extension editing and navigation demo
    . Source.
  3. https://raw.githubusercontent.com/ourbigbook/ourbigbook-media/master/feature/x/hilbert-space-arrow.png
  4. Infinitely deep tables of contents:
    Figure 6.
    Dynamic article tree with infinitely deep table of contents
    .
    Descendant pages can also show up as toplevel e.g.: ourbigbook.com/cirosantilli/chordate-subclade
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact