https://www.newyorkfed.org/research/college-labor-market#--:...
1,260 karma · joined June 25, 2013
https://www.newyorkfed.org/research/college-labor-market#--:...
https://docs.lookingglassfactory.com/keyconcepts/how-it-work...
If you wanted to create an llm that significantly improved on this you would probably need to make sure to massively clean up / reorganize your training data so that you always provide sufficient context and the llm is disincentived from baking in "facts". But I'm not sure this is tractable to do currently at the scale of data needed.
For example, if outside developers had more capability to explore different ways of managing files on an iPad, it's likely that someone would stumble upon a really great way of handling it that gains traction, and that Apple could adopt more widely.
I think you are being extremely irrational in expecting people to not feel passionately about random things. Companies spend insane amounts of money influencing consumer sentiment for good reasons.
Also if you look at algorithms like Boyer-Moore, they effectively DO skip spaces, but do so in a manner that is language / content agnostic. (https://www-igm.univ-mlv.fr/~lecroq/string/node14.html)
It's somewhat similar to how having a handful of remote individuals in a mostly in-person company can lead to significant communication issues, but a fully/mostly remote company builds and leverages tools and processes to reduce these issues significantly.
One could hypothesize that people might be more willing to share an unexpected "windfall", the perception of which could feasibly scale with one's emotional perception of wealth.
According to another comment, the best puzzle with a high number of 6 is [1,6,3] with a minimum of 14 moves.
This would mean you have 6 total rods, and two gutters. The puzzle gutter with a length of 10, and the storage gutter with a length of 11.
If you want more visual symmetry a high number of 7 allows you potentially 2 gutters of length 14.
The biggest issue with this game is that there's no guarantee that any arbitrary starting state has a valid solution. A much needed improved would be a simple rule for guaranteed reversible starting formations (if one even exists).
If you want to convince a general audience that your approach is worth the additional cognitive overhead then compare it with code that is equivalently robust, not some low effort straw-man example.
I think the other missing pieces I've found are upscaling and stem splitting. While existing tool exist for splitting stems exist, my testing found that this didn't work well in practice (at least on Suno music), likely due to a combination of encoder-specific artifacts and the overall low sound quality. Existing upscaling approaches also faced similar issues.
My naive guess is that these are things that will benefit from being closely intertwined with the generation process. Eg when splitting up stems, you can use the diffusion model(s) to help jointly converge individual stems into reasonable standalone tracks.
I'm excited about the potential of these tools. I've definitely personally found uses cases for small independent game projects where a paying for musicians is far out of budget, and the style of music is not one I can execute on my own. But I'm not willing to sacrifice on quality of results to do so.
I think it's better to think of the process of finding the right song as a search algorithm through the space of all possible songs. The current approach just uses a "pick a random point in a general area". Once we find something that is roughly correct we need something that lets us iteratively tweak the aspects that are not quite right, decreasing the search space and allowing us to iteratively take smaller and smaller steps in defined directions.
The idea of "Harmony" is strongly connected to collectivist ideology. In the west, mainstream political parties tend to embody particular aspects of collectivism, while parties that completely embrace or reject it are relegated to the fringe (eg. Communist or Libertarian parties). In the US, the right-wing tends to be highly collectivist when it comes to the military/law enforcement (eg. "Support our troops"), religious practice, and national identity (eg. "Patriots") while the left-wing tends to be more collectivist when it comes to government programs and policy (eg. Universal Healthcare).