2,794 karma · joined October 1, 2010
The word you're looking for is "deterministic", rather than solved. Solved is usually used to mean the exhaustive computation has been done. Deterministic would mean it could be if enough computing power existed, but for chess it doesn't.
(Bad as in quality, not as in pessimistic. Bad meaning emotional and inciteful rather than informative and constructive. Humans have proven they respond more to the former.)
Of course 2020 saw an increase, but it was smeared over a week or a month rather than being a big jump in a single day after everyone's holidays.
For every possible state, there is an expected value of your outcome, from the current state averaged over all possible continuations of the game or match, if you make perfect moves and your opponent also does. (This can be denominated in either cash/points value within one game, or in expected match-win value across a match of multiple games.)
The swing of backgammon is in the imperfect moves, and in how much expected value each one costs you. It's not that hard to study checker strategy well enough that you're rarely losing more than 1% or so of a game's value; even if you make imperfect moves, they're generally still pretty good. But the doubling cube can account for much greater swings; a mistake like doubling too early or incorrectly responding to your opponent's can easily cost 20% equity or more.
I would say this isn't any different than any other greed at any other place or time. It's simply a cost-benefit tradeoff decision. If people perceive that being in California makes more money than the wealth tax costs, they will stay. If not, they will leave. There doesn't have to be any moral or principled component to this, just simple self-interest.
Also don't overlook the deterrence factor. The wealthy currently in CA may stay there if moving represents a greater overall cost. But anyone not currently in CA would have a great disincentive to never move there.
What you do is set the stack pointer to that video register, compare on the object's Y-coordinate, then push the flags register to turn the object on or off! So the code needs no shifts or conditions or branches. It's even cycle invariant which is a great property on this machine.
The video hardware was deliberately designed to do this (by chip legend Jay Miner), and Combat's code does. Also, the registers for the two missiles and the ball are adjacent, so you can do this trick to all of them in succession without resetting the stack pointer.
It's not so much a mapping as a lack of mapping. The hardware simply doesn't decode address line 8. So accessing 0x002F and 0x012F are the same video register for example. If you push something to 0x01FF, you can read it from 0x00FF.
There are more duplications within the address space as well. Address lines 13 and above don't exist in hardware on the 2600, so 0x20FF and 0x40FF and 0x60FF etc also access the same thing. The video registers from 0x00 through 0x3F are also duplicated from 0x40 through 0x7F, by not decoding address line 6 either. The important one is address line 12, which enables the cartridge ROM instead of the video/RAM; in fact that line is wired directly to the chip-enable pin on the cartridge slot.
Source: I know the 2600 well, I wrote and published a homebrew game: http://dos486.com/atari/
But this pretty well isn't real. There's no way you could drive a workable Ethernet connection just from an RF output. Also the "screenshot" is completely fake, the 2600 has nowhere near enough video objects to output all of that.
There's more tricks with the stack pointer on this machine too. Set it to point to the top of a sequence of video registers, and then you can rapidly write values to that sequence of registers just by issuing push instructions, which are faster than load/store/decrement!
(Unless you specifically go looking for it, in discussions about what was deleted or whatever.)
And on a global scale, there are many differences in pressure and wind speeds and temperature that do slightly alter the speed of sound. I don't know the magnitude of that, but it would further disperse the arrival times at the antipode to at least some extent.
Suppose you have 52 friends who all go on vacation one week out of the year. Every week you will compare yourself to whichever one who is posting their fabulous vacation photos. This doesn't mean you're having a worse life or missing out, you're completely average. You just only notice the 51 comparisons in that direction and don't notice the 51 comparisons during your own vacation week.
It's the same adverse-selection effect as "why are all my job candidates terrible?" Because you're only interviewing the people who have failed to get a job.
The best way to describe it is that the home keys aren't ASDF, but more like WEFV with my forearm angled so it's straight from elbow to fingertip. This exaggerates the effect but demonstrates it clearly; the real home positions are more like intermediate points between keys.
This thread has a surprising amount of not knowing the difference between HTML and HTTP. The original post is entirely about HTML and does not involve HTTP transmission at all.
HTML <meta> tags are a thing, to invoke browser behavior typically associated with HTTP headers. I'm not sure if that can get you there; I would guess that to visually output the meta tag would require the same * { display:block } shenanigan that the original post is about.