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I'm going to go out on a limb and suggest that number is not actually employee income tax, even though the report seems to suggest the same. Employee income tax is an expense of the employee, not the employer. If it is income tax withholding, it's way too small for $150k+ of employee comp, which is another reason I don't think it's that. Instead, I expect this tax line item to be primarily the employer share of FICA tax, which is typically considered a payroll tax instead of an income tax.


codingthematrix.com


Really interested in seeing this movie, but lol at the thought that the owners of the mall ever saw a single cent from envelopes of cash stuffed under an office door.


Ok but then who is stealing?


Watched your Linear Assignment video, and the whole time I'm thinking why would one ever contemplate a meta-heuristic for Linear Assignment when Hungarian/Munkres runs in polynomial time? I think I must be missing some context.


Because you can also have additional restrictions (for example cumulative capacities) in which case the Hungarian method is not valid anymore.

In real life you rarely encounter the vanilla book version of a problem.

Algorithmic approaches tend to break completely if your problem does not follow the exact assumptions.

Model based approaches are more flexible. You just add more variables and constraints, and you use the same solver.


I talk briefly about this in my video on Heuristic Functions (I won't link just to stop shameless plugging), but its a combination of funding, knowledge, and team.

Scheduling problems are a specific type of Optimization problem and many of those problems are NP-hard to exponential in complexity. For example a 25x25 Linear Assignment Problem has 25! potentially configurations, which would take longer than the heat death of the universe to find the global maxima. It doesn't matter what algorithm you use, finding the absolute best solution and proving it is impossible.

I'm not super familiar with Hungarian/Munkres but a quick GPT conversation points out that its O(n^3) isn't really good for those types of large problem sizes. Even if 25! isn't bad, I can always increase my N.

Again, how do you decide if Hungarian is better than Simulated? You find a bunch of problems that both can do and test the algorithms against them. If you get decent enough results, I'm sure there's a science journal out there that would also publish the results.


> which would take longer than the heat death of the universe to find the global maxima

Sure, if you're using brute force, instead of a polynomial time algorithm.

> It doesn't matter what algorithm you use, finding the absolute best solution and proving it is impossible.

Hard disagree: https://en.wikipedia.org/wiki/Hungarian_algorithm

Linear Assignment seems a very strange choice to illustrate the utility of meta-heuristics, when that particular problem has a polynomial-time solution algorithm that has been known for 70 years.


I mostly use Linear Assignment because it was a simple problem that I could present to my students to serve as a foundation for learning about these algorithms and how they operate within a problem space. One aspect I believe helps in the learning process is to see an algorithm in action and to work through it at the base level.

The course is meant to serve as an intro to AI for students just coming out of a data structures course. Hungarian may be better for producing the optimal answer, I don't know I'd have to try it out. But I know that for my section on meta-heuristics Linear Assignment works as a great vehicle for demonstrating those algorithms.



There are people with giant hiatal hernias and no GERD and there are people with bad GERD and no hiatal hernia. Hiatal hernia seems to at least make GERD worse, but is not the only factor and the causal link between hiatal hernia and GERD seems to run both ways (i.e. people with GERD also develop hiatal hernia over time instead of just hiatal hernia causing GERD).

Other possible explanations found in the literature are at least: small intestine bacterial overgrowth; dysbiosis of the esophagus; food intolerances; postural problems; incorrectly (for some reason) functioning LES (or other related) muscle etc.

It's possible that all of these contribute a little bit to GERD and whether you get problems depends in all of these factors in some non-trivial way.


> "The turns do not take very long at all and teams of players can get in 2-3 turns in a normal work day."

Game does sound very cool, but lol, author has different game-playing expectations than I do.


Is that “in a normal work day” as in playing the game as their normal work day, or playing the game while they do their normal work over the course of the day?


A work day of military people using this wargame as a simulation tool for analysis.


It's not a game and it's not supposed to be fun. It's a military simulation, a tool for military people. 2-3 turns in one day may be entirely within reasonable range for military analysis.

You cannot buy it in a store. You need to work for the DoD to have access to it.


In war games the terms “turn” and “round” are inverted from how board gamers usually use them.


Yeah for real. So much for "one more turn" syndrome ala Civilization


It's not uncommon for 4X to be Played By E-Mail (or any other way to transfer save files these days), in which case 1 turn per day is a common agreement.

P.S.: The most recent thread for MP Civ4 on the biggest Civ forums is literally this :

https://forums.civfanatics.com/threads/new-returning-players...

> Please note this is a long term commitment of multiple months requiring you to play a turn every day. We all realize life happens and when it does we just ask you post and ask for an extension.


Is that one player per day, or all players complete 1 turn in a day? If the latter, how does that work with player turns needing to be made serially?


There are several concepts here :

- Orders can be executed either immediately

(you select a unit, tell it to move to another tile, it moves immediately, which also changes the state of your fog of war, or even starts combat),

or during turn processing on the server/host

(you select a unit, give it an order, but it will only execute it during turn processing).

- Play can be either sequential turns (one player after another), or simultaneous turns (everyone at the same time).

- Play can be either in real time, or in hotseat / by transferring saves (either to the next player, or the server/host).

All of the 6 combinations are in theory possible, though of course some are more common and make more sense than others, and will be more supported than others. For instance various Civilizations support both sequential or simultaneous turns (Later Heroes of Might and Magic even support simultaneous until players meet, then sequential !), and Space Empires 4/5 supports both immediate or delayed orders.

Then it gets even more complicated depending on whether the tactical combat happens directly on the strategic map, or is instanced on separate, tactical maps. Some games even have instanced combat where the game becomes an RTS when unit groups meet ! (Like Total War or Sword of the Stars or Space Empires 5.)

I have played PBEM with sequential turns and 1 turn per day, though of course these games then tend to limit the number of players.


Some PBEM games, like the venerable VGA Planets, had all players complete their turns and then play those simulatenously by the host program, resulting in the next universe state.

There are rules within the game engine to disambiguate in which order some interactions resolve. If I remember correctly, the classic boardgame Diplomacy plays the same way (all orders are simultaneously, with some precedence rules for conflicts).


Oh I know, I've observed more day-by-day War In the Pacific Let's Play's than I care to admit.


Hmmm. The original, in fact, does NOT have the 0x0a at the end of the file; however, in process of deleting first part of file up through and including "1.#####", my linux command line tools (or vim?) added one there (unbeknownst to me at the time). I proceeded to solve first puzzle with the 0x0a there at the end in the head-shortened ciphertext, and I got readable plaintext, but my sha256sum does not match yours. If I remove the 0x0a, I get neither readable plaintext nor a matching sha256sum.

(btw, love this project, thanks for sharing it)


This is odd! We can visually troubleshoot this, and see that the first characters following 1.##### are «Cnrtltos » and the final characters at the end of the (original) file are «!niauago». Taking [SPOILER] alternately the first of the first and the last of the last gives us C, o, n, g, r, a, t, u, l, a, t, i, o, n, s, !. If there is an extraneous character inserted at the end, e.g. a newline, the transformation should be spoiled and illegible: C, newline, n, o, r, g, t, a, l, u, t, a, o, i, s, n, space, !.


Dunno if it's helpful for diagnosis, but my 01.txt that yields the expected sha256 sum ...

... is 0x3E1051 bytes long

... starts with <<Congratulations>>, as you already knew it should

... ends with <<IX%7M3+]vW7+zB]{\>>

(It couldn't be line-ending issues, could it? Do you have any 0x0D bytes?)

And, just in case it helps, my original text file (before stripping everything up to 1.#####, and _without_ the spurious 0x0A byte) is 0x3E404D bytes long and ends with << vhuY!niauago>>.


Hm. My 01.txt that yields the expected SHA256 sum of a2e617919bc0b981a4f9bb8470ed37d189958e4c5b167e58b417a84c29a66c29

is:

... 0x3e1175 bytes long

... starts with «Congratulations!»

... ends with «ZO?-m[FmGp-+;KM»


Am I working with an older version of the file or something, perhaps? My copy of the initial file says:

01: 851fa86ed725c26b712ca1218cdec5782259240e403166c5c6c379b22656290b

and that's the sha256sum of my 01.txt .


(I bet I am working with an older version -- I ran across an error in one of the puzzles, and presumably you've fixed that now.)


Ah ha! That's an older version alright.

Latest at https://github.com/larryboyko/dimityjones/blob/main/DimityJo...

(I hope I've fixed the error ...!)


I had a very similar problem this week, trying to encode 5**13 states in a 32-bit int. Should be doable with this. What is this encoding called? I haven't seen it before.


An efficient method would be groupping 13 items into groups of 3, 3, 3, 3 and 1 item(s) each, and then encoding 5^3 = 125 possibilities into 7 bits. That leaves 4 bits which can be used to encode the last group without any additional coding. This kind of numerical coincidences is widely used in bitwise encoding (e.g. QR code's numeric and alphanumeric modes make use of the fact that 2^10 / 10^3 and 2^11 / 45^2 are both close to 1 while no less than 1).


It's closely related to baseN coding. The principle is same as more widely know base64 or base58 schemes.


Epic comment and diagram, thanks. From this, how can we calculate bearing and distance from one of our locations to the source? Edit: I see that we can use multilateration suggested by parent-sibling comment if we just had distance to source (ie radius of unique tangent circle).


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