Transformer – Spreadsheet
byhand.ai
Search PPP Loans by Zip Code
ppploanmap.com
Understanding Reasoning LLMs
magazine.sebastianraschka.com
It is time to standardize principles and practices for software memory safety
cacm.acm.org
Robust autonomy emerges from self-play
arxiv.org
HippoRAG: Neurobiologically Inspired Long-Term Memory for Large Language Models
arxiv.org
Show HN: SQLite disk page explorer
github.com
Mad at Meta? Don't Let Them Collect and Monetize Your Personal Data
eff.org
Simulating water over terrain
lisyarus.github.io
OpenLDK: A Java JIT compiler and runtime in Common Lisp
github.com
PlayAI's new Dialog model achieves 3:1 preference in human evals
play.ht
Steve Meretzky – Working with Douglas Adams on the Hitchhiker's Guide
spillhistorie.no
Complex Systems and Quantitative Mereology
abeljansma.nl
TKey – Security for the New World
tillitis.se
How to prove false statements? (Part 1)
blog.cryptographyengineering.com
Show HN: An homage to Tom Dowdy's 1991 screensaver, "Kaos"
thestrikeagency.com
If your customers don't talk, NPS is a vanity metric
elliotcsmith.com
Show HN: An API that takes a URL and returns a file with browser screenshots
github.com
Aluminum batteries outlive lithium-ion with a pinch of salt
spectrum.ieee.org
Keep 'em (not) separated: detecting discontinuities in grid graphs
holm.dog
This is a very nice writeup, in game engines, they often cache a “nav mesh” that indicates how one point can go to basically any other point. As the author, mentioned, finding a path to a known outer point validates that the point has not been enclosed, so it seems like this could be solved efficiently with a cached pathfinding algorithm I’d also consider forming a graph from the grid cells and using a max flow algorithm, these are very fast! No affiliation but I love this paper on cached pathfinding algorithms for games https://www.gameaipro.com/GameAIPro/GameAIPro_Chapter17_Path...