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Difficulty = Value

33,959 görüntüleme • 1 yıl önce •via X (Twitter)

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heiswize profil fotoğrafı
heiswize1 yıl önce

@grok can you elaborate more on this?

AVANZA FREELANCING AGENCY profil fotoğrafı
AVANZA FREELANCING AGENCY1 yıl önce

True

Terrence profil fotoğrafı
Terrence1 yıl önce

@Cobratate

AmandaPanter profil fotoğrafı
AmandaPanter1 yıl önce

@EthanMillerX2 this is crazy good read it like a script structured position hit my yearly goal

GP_SKY profil fotoğrafı
GP_SKY1 yıl önce

Scarcity = value

Egbe⚽️🕊 profil fotoğrafı
Egbe⚽️🕊1 yıl önce

Pure Truth

no profil fotoğrafı
no1 yıl önce

Some woman just gotta go tho, you have to know what is valuable

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One of my all-time favourite games is the original Civilization from 1991. The number of hours I spent playing it is way too high, but the memories are all worth it. At some point, I set myself challenges, for example playing on the highest difficulty against the maximum number of opponents, and limiting my tech choices. Right at the start, the options "Horseback Riding" and "The Wheel" are dead-end choices. It doesn't make them obsolete (Horseback Riding will get you to Chivalry – but the road ends there… and The Wheel will eventually come into play when you research Engineering), but obviously there are much better choices at the start such as "Alphabet", "Masonry", and "Pottery" (though a dead-end tech, you still need it for Granaries). My #1 goal was usually to get to the wonders of Darwin's Voyage (2 tech advances, incredible value) and J.S. Bach's Cathedral (reducing the number of unhappy citizens in your cities by 2, also incredible value). The little animation below shows my standard tech-tree path towards both those goals. What made Civilization so incredibly wonderful and gave it such a high level of replayability was the optionality. Apart from setting planet size and conditions, you could adjust difficulty levels and then also handicap yourself through deliberate self-imposed limitations, just to see what would happen and if you could still win. Man, I love this game. What were your first two or three tech choices and what wonders did you aim for early on?

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My spoiler free thoughts on Saros so far: I’m definitely finishing this way faster than Returnal. I’m almost at 10 hours now, and if tomorrow goes well, I might actually wrap it up. The game is clearly more approachable, especially if you already understand this style of gameplay. That doesn’t mean it’s “easy”. There’s still plenty of challenge, and the boss fights and the whole gameplay loop have been really good so far. It’s just not the same level of punishment as Returnal, where one death could wipe basically everything and make a whole run feel wasted if you didn’t beat the biome boss. The game looks incredible, and the haptic feedback is on point again. Housemarque really knows how to get the most out of the DualSense and make every action feel great. The atmosphere also deserves a mention. The way the environments, sound design, and pacing come together makes every area feel alive. It’s not just pretty visuals, it’s the whole vibe of the world pulling you in. I’ll admit I would’ve loved the difficulty to match Returnal, but I get why they toned it down. A huge percentage of players didn’t even beat the first boss in Returnal, and Saros gives you ways to adjust the experience. You can push it harder or make it more forgiving depending on how you want to play. It’s also the type of game where the quality genuinely matches the price. You can feel the production value everywhere. And without going into spoilers, the story has my attention. It’s not something spectacular, but it’s engaging enough that I actually care about what’s happening, which rarely happens for me in games. I’m genuinely glad I picked it up. I had a great time today and didn’t even notice the hours passing. If you were interested in Returnal but bounced off the difficulty, or you always wanted to finish it but couldn’t, Saros is absolutely worth trying. The boss fights and the gameplay so far have been really good.

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Neuroscientist Dr. Jeff Beck from Noumenal Labs discusses the fundamental nature of representation, understanding, and modelling, comparing biological intelligence with current artificial intelligence. Jeff argues that *how* information is represented dictates predictive ability and that LLMs, while impressive at symbol manipulation and pattern matching (like next-word prediction), lack the *grounded*, causal understanding of the world inherent in biological systems. 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Have We Changed our Approach to Hamstring Injuries? 🎯 Five key points for clinical practice: 1⃣ - Strength and Flexibility are weak risk factors for hamstring injuries and continue to form a small but important part of the causal pathway. Although the evidence for stretching is lacking, multi-faceted prevention programmes might consider including these components to be successful in the prevention of hamstring injuries. 2⃣ - Intrinsic neuromuscular function may be altered post-injury. Clinicians should focus on returning the player to full function during the rehabilitation of hamstring injuries, which may include specific targeted intervention even after return to play. 3⃣ - Our common strength and flexibility tests have poor predictive value, and do not possess the characteristics needed to successfully identify individual players at greater risk of hamstring injury. This is evident in the large amount of variability between seasons, and poor sensitivity and specificity demonstrated for these measurements. The wide overlap in distribution of pre-season strength between injured and uninjured players demonstrates the difficulty in identifying a subgroup of at-risk players that might benefit from targeted intervention. It is therefore recommended that prevention programs be implemented for all players. 4⃣ - Workload monitoring provide another potential way in which we may reduce the risk of injury. The aggregation of chronic workload, as well as careful planning of acute workload increases, may reduce the risk of hamstring injury. However, high-level evidence to support this is lacking. 5⃣ - Understanding the context in which injuries occur and appreciating the complex nature of these injuries are important considerations to better manage players with hamstring injuries 🔗Read the full article 👉 ✍️ Roald Bahr & Nicol van Dyk

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A 4-Sharpe crypto fund. 27 of 28 months positive. Leigh Drogen (Leigh Drogen) is CIO of Starkiller Capital, a crypto quant fund running momentum and market-neutral crypto strategies. His edge is diligence — and a "never lose more than 1%" position rule. We cover: - Why block space is worthless — and the fiber-optics-in-1999 analogy that explains every L1 collapse since blobs launched on Ethereum - Starkiller's "never lose more than 1%" position sizing rule (how it compounds into 27 of 28 positive months) - The Ripple / RLUSD / USCC trade — borrowing at 2.5% against a 5-8% yielding tokenized basis fund, hidden in plain sight on Aave Horizon - How Starkiller dodged the Kelp DAO hack, lending USDC at 17-18% APR while the rest of DeFi was on fire - Why momentum is the only actual persistent alpha (it's the only persistent behavioral characteristic of humans) - "F*ckery risk" on the short book — why Drogen runs a more diversified short book than long book, even when his thesis screams short - Why "sales is way overcompensated" relative to the difficulty of the job — and what that means for ambitious young quants - The 2019 DM from a 21-year-old that became Drogen's biggest career miss — and how Polymarket's Shane Coplin (Shayne Coplan 🦅) actually solved the SEC problem ("USDC and VPNs") Highlights: 00:00 Intro 01:09 Mechanics of a 4 Sharpe market neutral DeFi strategy 03:24 Quantifying protocol risk and code provenance 06:40 Case study: Exploiting incentivized spreads in carry trades 10:53 Three primary sources of alpha in liquid crypto markets 14:28 Capacity constraints and institutional yield compression 18:54 Position sizing via the 1% max loss rule 21:38 Pro-cyclical returns and the risk modulation framework 26:44 Compounding capital through trend following and cross-sectional momentum 33:35 Why momentum is the only persistent behavioral alpha 48:39 Extracting alpha from token unlock schedules and market structure 51:20 Lessons from building Estimize and the SEC/ForceRank fight 55:00 The Polymarket origin story: Arbitraging regulatory hurdles 01:01:45 Career risk premia and the value of "eating sh*t" 01:05:34 Table selection: Positioning your career on the right macro curve

Ethan Kho

259,839 görüntüleme • 1 ay önce

Warren Buffett on why he chose bonds over stocks during the financial crisis: A shareholder asked Buffett why, during the 2009 crisis, he leaned toward debt instruments rather than equity. Specifically, why he invested $300 million in Harley-Davidson at 15% interest instead of buying the stock at $12 (which later traded at $33). Buffett's answer reveals his core investment philosophy: "I don't know whether Harley-Davidson equity is worth 33 or 20 or 45. I just have no view on that. I kind of like a business where your customers tattoo your name on their chest or something, but figuring out the economic value of that, you know, I'm not sure even going on questioning those guys I'd learn much from them." But what he did know was enough: "I do know, or I thought I knew, and I think I'm right, that A: Harley-Davidson was not going out of business, and B: 15% was going to look pretty damned attractive." The lesson is about decision difficulty. Buffett deliberately chose the simpler question: "I knew enough to lend them money. I didn't know enough to buy the equity. And that's frequently the case... I'll go with a simple decision." In other words, he didn't need to predict whether the motorcycle market would shrink or margins would get squeezed. He only needed to answer one question: are they going to go broke or not? Charlie Munger added another dimension to the answer, pointing to their responsibility as fiduciaries: "After all, we are a fiduciary for a lot of people, including people with permanent injuries, etc. And to some extent we are constrained by how aggressively we buy stocks versus something else." Munger also offered a broader insight for investors: "Very often when you're looking at a distressed situation and buy the bonds, you should have bought the stock. So I think you're looking in a promising area." Buffett tied it back to a principle Ben Graham wrote about in 1934: "In the analysis of senior securities, the junior securities usually do better, but you may sleep better with the senior securities." And this is where his philosophy crystallises. Berkshire has $60 billion of insurance liabilities extending out 50 years or more: "We would never have all of our money in stocks. We might have very significant amounts, but we are running this place so that it can stand anything." The payoff for that conservatism came during the crisis itself: "A couple years ago we felt very good about where that philosophy left us. We actually could do things at a time when most people were paralyzed, and we'll keep running it that way."

Black Edge

76,530 görüntüleme • 1 ay önce

Sigh. I just had the credits roll in Pokemon Legends ZA, after 41 hours (i did a lot of side quests) You guys KNOW I am a HUGE Pokemon fan, always been. I grew up with the franchise and it was one of my biggest escapes growing up. I loved Scarlet and Violet, I LOVED Legend Arceus. Pokemon Legends ZA is.. so bad though. The story? Could have been a post main game storyline, barely any substance, barely anything of value. The main story is just the aftermath of X&Y. Some of the side characters stories is nice, other‘s is just annoying or forgettable. Character designs: Mixed opinion, some designs are peak (corbeaue), some are just blatantly awful and an eyesore (jacinthe). Map: ehhh, the map LOOKS small, doesn‘t feel small though. BUT if you take Legend Arceus in comparison, it‘s like 1/4th of the size if even? The parkour is done SO POORLY. It‘s boring and tedious. Looking back at Legend Arceus where you could literally climb mountains, swim and fly, the map traversal is just done poorly and boring. I get that they removed ridable pokemon because then the map would have instantly felt even smaller, but that‘s just an issue the pokemon/gamefreak created for themselves. They decided to have the game ONLY in the capital of Kalos. They also could have simply made the map bigger lol. Gameplay: PERSONALLY I don‘t see why people are praising the gameplay that much, maybe because it‘s finally something different? It‘s alright in normal 1v1 battles, easily becomes unreadable if there‘s multiple parties partaking (think mega battles before the final boss) The rogue mega battles LOOKED good, and they had a good idea, but WHY is the dash button on B, which is tied to the battle commands. Same for dodge being on the Y button. Bear with me, the rogue mega battles are done in a giant arena, and you have to DODGE and RUN a lot, while also ATTACKING the rogue mon. You you can only do ONE, attack, by holding down the left trigger and your A B X Y buttons transform into your moveset, or run and dodge. Just from a game design aspect, this is awful. And don‘t get me started on how buggy the gameplay is at times. Sometimes the trigger button does not even give me the attack moveset? (No its not my switch 2, tested on both switch 1 and 2 with both versions of the game) Right before the final part, my team is around lvl 65-70 and I more or less one shot everything. Now (and spoiler warning) multiple megas attack you, you fight alonsgide NPC trainers and the screen becomes so unreadable and my pokemon just get knocked out one after another? Idk if this is a skill issue, but the sudden spike of difficulty and the cluttered screen made that part really unfun. Final boss was just… awful. Two giant flowers appear, you have to knock them both out, but their damage is ridiculous, and they are super tanky. Then scene switch to Zygarde attacks Ange Floette, and repeat this for like 3 times. The rest of the fight also is just bad and boring. At least the cinematic looked pretty. The alpha pokemon that randomly appear are nice, but nothing of value was added by adding them. (Alphas were a HUGE story part in legend arceus, here it seems they are just throwing players a pity bone) The pokedex quest seems like it wants to be legend arceus so bad but it just misses the point. Legend arceus pokedex felt fun and enjoyable, legend za feels tedious and annoying. Shiny Hunting in this game is SO BORING. No sandwiches, no mass outbreaks, you just reload the area by fast traveling or resting at a bench. Can‘t talk about competitive. yet cuz I haven‘t gotten to it. Finally, this game is a 3,5/10 to me. If anything it made me wanna play Legend Arceus again

Kitsu 🦊💊

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