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 How to predict binary options revesal

How to predict binary options revesal

Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
submitted by diogenesl to Games [link] [comments]

I created a mathematically optimal team generator!

Hi all,

I've been playing FPL for a few years now, and by no means am I an expert. However, I like math and particularly optimization problems. And a few days ago I thought to use my math knowledge for something useful.

My goal was to start from some metric that predicts the amount of points a player will score (either in the next gameweek, or over the whole season). From that metric, I wanted to generate the mathematically optimal team, aka choose the 15 players that will give me the most points, while staying within budget. I realized this is a constrained knapsack problem, which can be solved by dedicated solvers as long as the optimization problem is properly defined. Note that while I make a big assumption by choosing some metric from which I start, the solver actually finds the most optimal team, without any prior assumptions about best formation, budget spread, etc!

(Warning: from this point onward it gets kinda math-y, so turn back or skip ahead to the results if that's not your thing)

MATH

So first, the optimization variable needed to be defined. For this purpose I introduced a binary variable x which is basically a vector of all players in the game, where a value of 1 indicates that player is part of our dream team and a 0 means it's not.

Secondly, an objective function needs to be defined, which is what we want to maximize. In our case, this is the total expected points our dreamteam will score. I included double captain points and reduced points for bench players here. The objective function is linear, which is nice since it is convex (an important property which makes solving the problem much easier, and is even required for most solvers).

Lastly are the constraints. Obviously, there is the 100M budget constraint. Then we also want the required amount of goalkeepers, defenders, midfielders and forwards. Then we need to keep in mind the formation constraints, and lastly are the max 3 players per club constraints. Luckily, these are all linear (so convex) constraints.

I solved this problem using CVX for MATLAB, particularly with the Gurobi solver since it allows mixed integer programs. It tries to find the optimal variable x* which maximizes the objective function while staying within the constraints. And amazingly, it actually comes up with solutions!

RESULTS
So like I said before, I need to start from some metric that indicates how many points a player will score (if you have any recommendations, let me know!). For a lack of better options, I chose two different metrics:

  1. The total points scored by the player last year
  2. The expected points scored by the player in the next gameweek (ep_next in the FPL API, for fellow nerds)

Obviously, both metrics are not perfect. The first one doesn't take into account transfers, promoted teams, injuries, fixtures, position changes etc. However, it should work decent for making a set-and-forget team with proven PL players.

The second metric seems to have a problem with overrating bench players of top PL teams such as Ozil, Minamino, etc. I'm not really sure why, but it's a metric taken directly from FPL with undisclosed underlying math so it's not my problem. Also, keep in mind that since the first gameweek does not feature City/Utd/Burnley/Villa players, this metric predicts them to score 0 points so they won't feature in the optimal team.

Team 1: Last year's dreamteam
Bench:

Team 2: Next week's dreamteam
Bench:

Both teams cost exactly 100M.

At first glance, there are some obvious flaws with both teams, but most of them are because the metric used as input is flawed, as I explained before. Lundstram is obviously a much worse choice this year due to various reasons, and Team 2 has some top 6 players which are very much not nailed.

However. What I think is interesting is that both teams have only 2 starting midfielders. This despite the trend of people stacking premium midfielders. On the other hand, premium defenders seem to be very good value, and the importance of TAA and Robertson is underlined. Similarly, near-premium forwards in the 7.5-10 price range seem to be a good choice.

CONCLUSION
I'm quite content with my optimal team generator. Using it, I don't need to use vague value metrics such as VAPM. The input can be any metric which relates simply to how many points a player will score. Choices about relative value of e.g. defenders against midfielders, formation, budget spread etc. are all taken out of my hands with this team generator. The team that is generated is only as good as the metric used as input. But given a certain input metric, you can be sure that the generated team is optimal.

I would gladly share my MATLAB code if there is any interest. Also, I'm open to suggestions on how to extend it. EDIT: Here it is.


(Tiny disclaimer: Remember when I said: "without any prior assumptions"? That is a lie. There is one tiny assumption I made, which is how often bench players are subbed on. I guesstimated this to happen approximately 10% of the time.)
submitted by nectri42 to FantasyPL [link] [comments]

Retard Bot Update 2: What is there to show for six months of work?

Retard Bot Update 2: What is there to show for six months of work?
What is there to show? Not shit, that's why I made this pretty 4K desktop background instead:
4K
On the real: I've been developing this project like 6 months now, what's up? Where's that video update I promised, showing off the Bot Builder? Is an end in sight?
Yes sort of. I back-tested 6 months of data at over 21% on a net SPY-neutral, sixteen year span of time including 2 bear, 2 bull, 2 crab months. But that's not good enough to be sure / reliable. I had gotten so focused on keeping the project pretty and making a video update that I was putting off major, breaking changes that I needed to make. The best quant fund ever made, the Medallion fund, was once capable of roughly 60% per year consistently, but in Retard Bot's case 1.5% compounded weekly. "But I make 60% on one yolo" sure whatever, can you do it again every year, with 100% of your capital, where failure means losing everything? If you could, you'd be loading your Lambo onto your Yacht right now instead of reading this autistic shit.

The End Goal

1.5% compounded weekly average is $25K -> $57M in 10 years, securing a fairly comfortable retirement for your wife's boyfriend. It's a stupidly ambitious goal. My strategy to pull it off is actually pretty simple. If you look at charts for the best performing stocks over the past 10 years, you'll find that good companies move in the same general trajectory more often than they don't. This means the stock market moves with momentum. I developed a simple equation to conservatively predict good companies movements one week into the future by hand, and made 100%+ returns 3 weeks in a row. Doing the math took time, and I realized a computer could do much more complex math, on every stock, much more efficiently, so I developed a bot and it did 100% for 3 consecutive weeks, buying calls in a bull-market.
See the problem there? The returns were good but they were based on a biased model. The model would pick the most efficient plays on the market if it didn't take a severe downturn. But if it did, the strategy would stop working. I needed to extrapolate my strategy into a multi-model approach that could profit on momentum during all different types of market movement. And so I bought 16 years of option chain data and started studying the concept of momentum based quantitative analysis. As I spent more and more weeks thinking about it, I identified more aspects of the problem and more ways to solve it. But no matter how I might think to design algorithms to fundamentally achieve a quantitative approach, I knew that my arbitrary weights and variables and values and decisions could not possibly be the best ones.

Why Retard Bot Might Work

So I approached the problem from all angles, every conceivable way to glean reliably useful quantitative information about a stock's movement and combine it all into a single outcome of trade decisions, and every variable, every decision, every model was a fluid variable that machine learning, via the process of Evolution could randomly mutate until perfection. And in doing so, I had to fundamentally avoid any method of testing my results that could be based on a bias. For example, just because a strategy back-tests at 40% consistent yearly returns on the past 16 years of market movement doesn't mean it would do so for the next 16 years, since the market could completely end its bull-run and spend the next 16 years falling. Improbable, but for a strategy outcome that can be trusted to perform consistently, we have to assume nothing.
So that's how Retard Bot works. It assumes absolutely nothing about anything that can't be proven as a fundamental, statistical truth. It uses rigorous machine learning to develop fundamental concepts into reliable, fine tuned decision layers that make models which are controlled by a market-environment-aware Genius layer that allocates resources accordingly, and ultimately through a very complex 18 step process of iterative ML produces a top contender through the process of Evolution, avoiding all possible bias. And then it starts over and does it again, and again, continuing for eternity, recording improved models when it discovers them.

The Current Development Phase

Or... That's how it would work, in theory, if my program wasn't severely limited by the inadequate infrastructure I built it with. When I bought 16 years of data, 2TB compressed to its most efficient binary representation, I thought I could use a traditional database like MongoDB to store and load the option chains. It's way too slow. So here's where I've ended up this past week:
It was time to rip off the bandaid and rebuild some performance infrastructure (the database and decision stack) that was seriously holding me back from testing the project properly. Using MongoDB, which has to pack and unpack data up and down the 7 layer OSI model, it took an hour to test one model for one year. I need to test millions of models for 16 years, thousands of times over.
I knew how to do that, so instead of focusing on keeping things stable so I could show you guys some pretty graphs n shit, I broke down the beast and started rebuilding with a pure memory caching approach that will load the options chains thousands of times faster than MongoDB queries. And instead of running one model, one decision layer at a time on the CPU, the new GPU accelerated decision stack design will let me run hundreds of decision layers on millions of models in a handful of milliseconds. Many, many orders of magnitude better performance, and I can finally make the project as powerful as it was supposed to be.
I'm confident that with these upgrades, I'll be able to hit the goal of 60% consistent returns per year. I'll work this goddamn problem for a year if I have to. I have, in the process of trying to become an entrepreneur, planned project after project and given up half way through when it got too hard, or a partner quit, or someone else launched something better. I will not give up on this one, if it takes the rest of the year or five more.
But I don't think it'll come to that. Even with the 20% I've already achieved, if I can demonstrate that in live trading, that's already really good, so there's not really any risk of real failure at this point. But I will, regardless, finish developing the vision I have for Retard Bot and Bidrate Renaissance before I'm satisfied.

Tl;Dr

https://preview.redd.it/0plnnpkw5um51.png?width=3840&format=png&auto=webp&s=338edc893f4faadffabb5418772c9b250f488336
submitted by o_ohi to retard_bot [link] [comments]

Beginner's critiques of Rust

Hey all. I've been a Java/C#/Python dev for a number of years. I noticed Rust topping the StackOverflow most loved language list earlier this year, and I've been hearing good things about Rust's memory model and "free" concurrency for awhile. When it recently came time to rewrite one of my projects as a small webservice, it seemed like the perfect time to learn Rust.
I've been at this for about a month and so far I'm not understanding the love at all. I haven't spent this much time fighting a language in awhile. I'll keep the frustration to myself, but I do have a number of critiques I wouldn't mind discussing. Perhaps my perspective as a beginner will be helpful to someone. Hopefully someone else has faced some of the same issues and can explain why the language is still worthwhile.
Fwiw - I'm going to make a lot of comparisons to the languages I'm comfortable with. I'm not attempting to make a value comparison of the languages themselves, but simply comparing workflows I like with workflows I find frustrating or counterintuitive.
Docs
When I have a question about a language feature in C# or Python, I go look at the official language documentation. Python in particular does a really nice job of breaking down what a class is designed to do and how to do it. Rust's standard docs are little more than Javadocs with extremely minimal examples. There are more examples in the Rust Book, but these too are super simplified. Anything more significant requires research on third-party sites like StackOverflow, and Rust is too new to have a lot of content there yet.
It took me a week and a half of fighting the borrow checker to realize that HashMap.get_mut() was not the correct way to get and modify a map entry whose value was a non-primitive object. Nothing in the official docs suggested this, and I was actually on the verge of quitting the language over this until someone linked Tour of Rust, which did have a useful map example, in a Reddit comment. (If any other poor soul stumbles across this - you need HashMap.entry().or_insert(), and you modify the resulting entry in place using *my_entry.value = whatever. The borrow checker doesn't allow getting the entry, modifying it, and putting it back in the map.)
Pit of Success/Failure
C# has the concept of a pit of success: the most natural thing to do should be the correct thing to do. It should be easy to succeed and hard to fail.
Rust takes the opposite approach: every natural thing to do is a landmine. Option.unwrap() can and will terminate my program. String.len() sets me up for a crash when I try to do character processing because what I actually want is String.chars.count(). HashMap.get_mut() is only viable if I know ahead of time that the entry I want is already in the map, because HashMap.get_mut().unwrap_or() is a snake pit and simply calling get_mut() is apparently enough for the borrow checker to think the map is mutated, so reinserting the map entry afterward causes a borrow error. If-else statements aren't idiomatic. Neither is return.
Language philosophy
Python has the saying "we're all adults here." Nothing is truly private and devs are expected to be competent enough to know what they should and shouldn't modify. It's possible to monkey patch (overwrite) pretty much anything, including standard functions. The sky's the limit.
C# has visibility modifiers and the concept of sealing classes to prevent further extension or modification. You can get away with a lot of stuff using inheritance or even extension methods to tack on functionality to existing classes, but if the original dev wanted something to be private, it's (almost) guaranteed to be. (Reflection is still a thing, it's just understood to be dangerous territory a la Python's monkey patching.) This is pretty much "we're all professionals here"; I'm trusted to do my job but I'm not trusted with the keys to the nukes.
Rust doesn't let me so much as reference a variable twice in the same method. This is the functional equivalent of being put in a straitjacket because I can't be trusted to not hurt myself. It also means I can't do anything.
The borrow checker
This thing is legendary. I don't understand how it's smart enough to theoretically track data usage across threads, yet dumb enough to complain about variables which are only modified inside a single method. Worse still, it likes to complain about variables which aren't even modified.
Here's a fun example. I do the same assignment twice (in a real-world context, there are operations that don't matter in between.) This is apparently illegal unless Rust can move the value on the right-hand side of the assignment, even though the second assignment is technically a no-op.
//let Demo be any struct that doesn't implement Copy. let mut demo_object: Option = None; let demo_object_2: Demo = Demo::new(1, 2, 3); demo_object = Some(demo_object_2); demo_object = Some(demo_object_2); 
Querying an Option's inner value via .unwrap and querying it again via .is_none is also illegal, because .unwrap seems to move the value even if no mutations take place and the variable is immutable:
let demo_collection: Vec = Vec::::new(); let demo_object: Option = None; for collection_item in demo_collection { if demo_object.is_none() { } if collection_item.value1 > demo_object.unwrap().value1 { } } 
And of course, the HashMap example I mentioned earlier, in which calling get_mut apparently counts as mutating the map, regardless of whether the map contains the key being queried or not:
let mut demo_collection: HashMap = HashMap::::new(); demo_collection.insert(1, Demo::new(1, 2, 3)); let mut demo_entry = demo_collection.get_mut(&57); let mut demo_value: &mut Demo; //we can't call .get_mut.unwrap_or, because we can't construct the default //value in-place. We'd have to return a reference to the newly constructed //default value, which would become invalid immediately. Instead we get to //do things the long way. let mut default_value: Demo = Demo::new(2, 4, 6); if demo_entry.is_some() { demo_value = demo_entry.unwrap(); } else { demo_value = &mut default_value; } demo_collection.insert(1, *demo_value); 
None of this code is especially remarkable or dangerous, but the borrow checker seems absolutely determined to save me from myself. In a lot of cases, I end up writing code which is a lot more verbose than the equivalent Python or C# just trying to work around the borrow checker.
This is rather tongue-in-cheek, because I understand the borrow checker is integral to what makes Rust tick, but I think I'd enjoy this language a lot more without it.
Exceptions
I can't emphasize this one enough, because it's terrifying. The language flat up encourages terminating the program in the event of some unexpected error happening, forcing me to predict every possible execution path ahead of time. There is no forgiveness in the form of try-catch. The best I get is Option or Result, and nobody is required to use them. This puts me at the mercy of every single crate developer for every single crate I'm forced to use. If even one of them decides a specific input should cause a panic, I have to sit and watch my program crash.
Something like this came up in a Python program I was working on a few days ago - a web-facing third-party library didn't handle a web-related exception and it bubbled up to my program. I just added another except clause to the try-except I already had wrapped around that library call and that took care of the issue. In Rust, I'd have to find a whole new crate because I have no ability to stop this one from crashing everything around it.
Pushing stuff outside the standard library
Rust deliberately maintains a small standard library. The devs are concerned about the commitment of adding things that "must remain as-is until the end of time."
This basically forces me into a world where I have to get 50 billion crates with different design philosophies and different ways of doing things to play nicely with each other. It forces me into a world where any one of those crates can and will be abandoned at a moment's notice; I'll probably have to find replacements for everything every few years. And it puts me at the mercy of whoever developed those crates, who has the language's blessing to terminate my program if they feel like it.
Making more stuff standard would guarantee a consistent design philosophy, provide stronger assurance that things won't panic every three lines, and mean that yes, I can use that language feature as long as the language itself is around (assuming said feature doesn't get deprecated, but even then I'd have enough notice to find something else.)
Testing is painful
Tests are definitively second class citizens in Rust. Unit tests are expected to sit in the same file as the production code they're testing. What?
There's no way to tag tests to run groups of tests later; tests can be run singly, using a wildcard match on the test function name, or can be ignored entirely using [ignore]. That's it.
Language style
This one's subjective. I expect to take some flak for this and that's okay.
submitted by crab1122334 to rust [link] [comments]

The Division 2 - Title Update 10 - Patch Notes

Title Update 10 - Patch Notes

*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
 

New Season – Keener’s Legacy

A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
 

New Raid - Operation Iron Horse

The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
  • New bosses, puzzles and rewards!
  • Level 40 version available on June 30th, followed the next week by the level 30 version.
  • Discovery mode will become available at a later date.
  • Unique Rewards
    • 2 new Exotics
    • 2 new Gear Sets
    • New cosmetic rewards
  • Further details will become available closer to the raid’s release in late June.
 

Balance and Bug Fixes

Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
 

Missing Localized Audio

We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized.
If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options.
As work continues, we will update you on the progress of the integration here on the forums and on State of the Game.
Thank you and stay safe!
 

New Exotics

SRS Sniper Rifle: Mantis

  • Your scoped view displays additional information about enemies not targeting you
  • Your scoped view highlights enemy weakpoints
  • Headshot and weak point damage against enemies not targeting you amplified by 50%
  • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
 

Mask: Vile

  • Status effects also apply a damage over time debuff for 10s
  • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
 

Double Barrel Rifle: The Ravenous (Operation Iron Horse)

  • On trigger-pull, fire both barrels at once
  • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
  • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
  • When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
  • Primer effectiveness is doubled at 10 stacks
 

Magnum Pistol: Regulus (Operation Iron Horse)

  • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
  • High accuracy and base damage
 

New Gear Sets

Eclipse Protocol (Season 2)

  • Core: Skill Tier (Yellow)
  • 2: +15% Status Effects
  • 3: +15% Skill Haste and +30% Hazard Protection
  • 4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
  • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
  • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
 

Foundry Bulwark (Operation Iron Horse)

  • Core: Armor (Blue)
  • 2: +10% Armor
  • 3: +3% Armor Regeneration
  • 4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
  • Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
  • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
 

Future Initiative (Operation Iron Horse)

  • Core: Skill Tier (Yellow)
  • 2: +30% Repair Skills
  • 3: +30% Skill Duration and +15% Skill Haste
  • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
  • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
  • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
  • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
 

New Gear Brand

Walker, Harris & Co.

  • Core: Weapon Damage (Red)
  • 1: +5.0% Weapon Damage
  • 2: +5.0% Damage to Armor
  • 3: +5.0% Damage to Health
 

New Named Weapons

  • Mechanical Animal (SIG 556) with Future Perfection
    • Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
  • Harmony (Resolute MK47) with Perfectly In Sync
    • Hitting an enemy grants +20% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.
 

New Named Gear

  • Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
    • When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    • Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

New Skill Variant

  • Repair Trap
    • The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
    • Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
 

New Talents

Weapon Talent: Future Perfect
  • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
  • Weapon kills at skill tier 6 grant overcharge for 15s.
  • Overcharge Cooldown: 90s
 
Weapon Talent: In Sync
  • Hitting an enemy grants +15% skill damage for 5s.
  • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
  • Damage increases are doubled while both buffs are active at the same time.
 
Backpack Talent: Adrenaline Rush
  • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
  • Cooldown: 5s
 
Chest Talent: Headhunter
  • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
  • Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
 

Gameplay Changes

Missions

  • Reduced how many elites will spawn in the following mission:
    • Manning National Zoo
    • Coney Island Ballpark
    • Coney Island Amusement Park
    • Camp White Oak
    • Space Administration HQ
    • Federal Emergency Bunker
    • Wall Street
    • Liberty Island
    • Pathway Park
    • Stranded Tanker
    • The Tombs
 

Loot

  • General
    • Added all new season 2 weapons/gear to general loot pools
  • Item Power
    • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
    • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
  • Difficulty Scaling
    • Regular loot from loot containers in Missions now scale with mission difficulty
    • Targeted loot from loot containers in Missions now scales with mission difficulty
    • Loot containers part of living world activities now scale with global difficulty
  • Targeted loot
    • Increased targeted loot drop chances for all mission and Control Point difficulties
    • Added new season 2 brand to targeted loot rotation
    • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • Named Items
    • Increased named item drop chance in regular Dark Zone loot
    • Increased named item drop chance in targeted loot everywhere
  • Exotics
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
    • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
    • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
  • Control Points
    • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
    • Increased the amount of scaling loot from the big Control Point reward container
  • Legendary
    • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
 

Crafting

  • Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
 

Vendors

  • Added Named Items to both Open World and Dark Zone vendors
  • Increased prices for Named Items
  • Increased item power for all vendors
  • Vendors no longer sell Superior quality items at maximum level
 

SHD Levels

  • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
  • Increased crafting material rewards for spending SHD level points in the Scavenging category
 

Conflict

  • Added Season/SHD experience gain on Conflict level-up
 

Rogue Agent Encounters

  • Every Rogue Agent killed will now drop loot
  • Rogue Agent encounters no longer occur during time trials
 

Control Point Officers

  • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
  • Reduced the likelihood of Control Point Officers being downed in combat
 

Bounties

  • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
  • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
  • Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
 

Projects

  • New Season Pass Holder Project Slot.
    • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
  • Weekly SHD Requisition Project Slot
    • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
  • Legendary Mission Project
    • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
    • Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
 

RPG Balance

 

Incoming Repairs

  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
 

Weapon Handling

  • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
  • Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
  • +8% Accuracy
  • +8% Stability
  • +8% Swap Speed
  • +8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
 

Talent Changes:

  • Leadership: Bonus Armor increased to 15% from 12%
  • Spike: Skill Damage Duration increased to 15s from 8s
  • Reformation: Skill Repair Duration increased to 15s from 8s
  • Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
 

PvP

  • Global Damage Modifiers
    • Reduced all PvP weapon damage by -20%
  • Additional Damage Modifiers
    • Increased MMR PvP weapon damage by 12.5%
    • Reduced Assault Rifle PvP weapon damage by -15%
    • Reduced Shotgun PvP damage by -12.5%
    • Reduced SMG PvP damage by -10%
    • Reduced Pistol PvP damage by -10%
    • Reduced Rifle PvP damage by -5%
 
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.
Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
 
  • Specific Damage Modifiers
    • Increased Double Barrel Shotgun PvP damage by 16.6%
    • Reduced Pestilence PvP damage by -10%
    • Reduced Classic M1A damage by -5%
  • Exotic Modifiers
    • Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
    • Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
      • Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
    • Imperial Dynasty:
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
 
  • * Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
 
  • Gear Set Modifiers
    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
      • Added visual UI feedback when in range of another marked target.
  • Talent Modifiers
    • Efficient: Reduced specialization armor kit bonus from 100% to 50%
    • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
    • Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
      • Note: UI will still show the old duration, but will be fixed in a later update.
    Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
  • Skill Modifiers
    • Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
    • Increased Striker Drone damage by 30%
    • Increased Assault Turret damage by 55%
    • Reduced Firestarter Chem Launcher PvP damage by -20%
    • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
 
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
 

Weapon Balance

 

Assault Rifles

  • AK-M – 15.8% damage increase
  • F2000 – 14.3% damage increase
  • Military AK-M – 13.2% damage increase
  • Black Market AK-M – 13.2% damage increase
  • FAL – 12.0% damage increase
  • FAL SA-58 – 12.0% damage increase
  • FAL SA-58 Para – 12.0% damage increase
  • SOCOM Mk 16 – 11.4% damage increase
  • Tactical Mk 16 – 11.4% damage increase
  • Mk 16 – 11.4% damage increase
  • AUG A3-CQC – 11.2% damage increase
  • Honey Badger – 10.9% damage increase
  • FAMAS 2010 – 10.6% damage increase
  • ACR – 9.7% damage increase
  • ACR-E – 9.7% damage increase
  • Military G36 – 9.5% damage increase
  • G36 C – 9.5% damage increase
  • G36 Enhanced – 9.5% damage increase
  • Carbine 7 – 8.7 % damage increase
  • Military P416 – 7.4% damage increase
  • Custom P416 G3 - 7.4% damage increase
  • Police M4 – 6.8% damage increase
  • CTAR 21 – 8.6% damage increase
 

LMG

  • Classic M60 – 12.5% damage increase
  • Classic RPK-74 – 12.4% damage increase
  • Military RPK-74 M – 12.4% damage increase
  • Black Market RPK-74 E – 12.4% damage increase
  • Military M60 E4 – 9.2% damage increase
  • Black Market M60 E6 – 9.2% damage increase
  • Military L86 LSW – 8.5% damage increase
  • Custom L86 A2 – 8.5% damage increase
  • IWI NEGEV – 2.6% damage increase
  • Stoner LMG – 2.0% damage increase
  • M249 B – No changes
  • Tactical M249 Para – No changes
  • Military MK46 – No changes
  • MG5 – No changes
  • Infantry MG5 – 3.2% damage decrease
 

MMR

  • Model 700 – 14.9% damage increase
  • Hunting M44 – 13.5% damage increase
  • Classic M44 Carbine – 12.5% damage increase
  • G28 – 11.4% damage increase
  • SOCOM Mk20 SSR – 9.3% damage increase
  • SR-1 - 8.6% damage increase
  • Custom M44 – 8.1% damage increase
  • M700 Tactical – 8.1% damage increase
  • M700 Carbon – 8.1% damage increase
  • Covert SRS – 6.0% damage increase
  • SRS A1 – 6.0% damage increase
  • Surplus SVD – 2.9% damage decrease
  • Paratrooper SVD – 2.9% damage decrease
 

Rifles

  • UIC15 MOD – 21.6% damage increase
  • 1886 – 21.3% damage increase
  • LVOA-C – 12.1% damage increase
  • M1A CQB – 10.7% damage increase
  • Lightweight M4 – 10.5% damage increase
  • G 716 CQB – 8.7% damage increase
  • SIG 716 – 6.7% damage increase
  • ACR SS – 3.7% damage increase
  • SOCOM M1A – No changes
  • M16A2 – No changes
  • USC .45 ACP - 2.8% damage decrease
  • Urban MDR – 5.5% damage decrease
  • Military Mk17 – 11.8% damage decrease
  • Police Mk17 - 11.8% damage decrease
  • Classic M1A - 12.6% damage decrease
 

SMG

  • Tommy Gun – 38.8% damage increase
  • PP-19 – 29.6% damage increase
  • Enhanced PP-19 – 29.6% damage increase
  • MP7 – 27.5% damage increase
  • MPX – 17.7% damage increase
  • M1928 – 20.0% damage increase
  • P90 – 15.6% damage increase
  • Converted SMG-9 – 15.8% damage increase
  • Black Market T821 – 15.4% damage increase
  • Police T821 – 15.4% damage increase
  • Vector SBR .45 ACP – 14.7% damage increase
  • CMMG Banshee – 12.5% damage increase
  • Police UMP-45 – 12.0% damage increase
  • Tactical UMP-45 – 12.0% damage increase
  • AUG A3 Para XS – 11.8% damage increase
  • Enhanced AUG A3P – 11.8 % damage increase
  • Tactical AUG A3P – 11.8% damage increase
  • Converted SMG-9 A2 – 11.6% damage increase
  • MP5A2 – 10.0% damage increase
  • MP5-N – 10.0% damage increase
  • MP5 ST – 10.0% damage increase
  • Tactical Vector SBR 9mm – 5.9% damage increase
 

Shotguns

  • M870 Express – 23.3% damage increase
  • Military M870 – 23.3% damage increase
  • Custom M870 MCS – 23.3% damage increase
  • Super 90 – 23.2% damage increase
  • Marine Super 90 – 23.2% damage increase
  • Tactical Super 90 SBS – 23.2% damage increase
  • SASG-12 – 21.3% damage increase
  • Tactical SASG-12 K – 21.3% damage increase
  • Black Market SASG-12 S – 21.3% damage increase
  • SPAS-12 – 18.6% damage increase
  • KSG Shotgun – 9.0% damage increase
 

Sidearms

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase
  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease
 

Exotics Changes

Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
 
The Bighorn
  • Damage increased by +11.2%
  • Increased optimal range from 27m to 40m
  • Optics mod bonus increased from +0% to +30% Headshot Damage
  • Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
 
Eagle Bearer
  • Damage increased by +7.8%
  • Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
 
Chameleon
  • Damage increased by +32.8%
  • Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
  • Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
  • Optimal range increased by 33.3%, from 15m to 20m
  • Long range effectiveness increased by 19%, from 42m to 50m
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 75 body-shots grant +90% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.
 
Bullet King
  • Damage increased by +2.6%
 
Nemesis
  • Damage increased by +11.1%
  • Optics mod bonus increased from +35% to +45% Headshot Damage
  • Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
 
Liberty
  • Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
  • Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
  • Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.
  • No longer highlights enemy weakpoints when aiming.
 
Merciless/Ruthless
  • Damage increased by +12.5%
  • Muzzle mod bonus reduced from +20% to +10% Stability
  • Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
  • Magazine mod bonus reduced from +15% to +10% Reload Speed
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • (New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
 
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
 
Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.
 
Lullaby/Sweet Dreams
  • Damage increased by +11.0%
 
Lady Death
  • Damage increased by +18.9%
  • Optics mod bonus increased from +5% to +10% Critical Hit Chance
  • Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
  • Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
 
The Chatterbox
  • Damage increased by +16.7%
  • Optics mod bonus increased from +5% to +15% Critical Hit Chance
  • Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
  • Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
  • Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
  • Magazine base capacity reduced from 60 to 50
 
Pestilence
  • Muzzle mod bonus changed from +10% Stability to +10% Accuracy
  • Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
 
NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • (New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
 
Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.
 
BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.
 
Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.
 

Gear Set Changes

Hard Wired
  • Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
 
Ongoing Directive
  • Main Talent
    • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
    • Backpack Talent (New)
  • “Trauma Specialist”
    • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
    • Increased 3-piece Reload Speed bonus from +20% to +30%
 
Tip of the Spear
  • Main Talent (PVE)
    • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
  • Main Talent (PVP)
    • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
  • Backpack Talent (New)
    • “Signature Moves”
    • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
 
Aces and Eights
  • Main Talent
    • "Poker Face" backpack talent is now a baseline effect:
    • Flip an additional card on headshots
  • Backpack Talent (New)
    • “Ace in the Sleeve”
    • Amplifies 1 extra shot when revealing your hand
    • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
    • Increased 3-piece Headshot Damage bonus from +20% to +30%
 
System Corruption
  • Main Talent
    • Now repairs 20% of your armor in addition to granting 50% bonus armor
    • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
 
Striker’s Battlegear
  • Main Talent
    • Reduced the number of stacks lost on missed shots from 3 to 2
  • Backpack Talent
    • No longer reduces number of stacks lost on missed shots
    • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
 
Negotiators Dilemma
  • Damage transfers on the initial bullet that marks a new target
 
Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%
 
Brand Set Changes Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%
 
Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%
 
Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%
  • Incoming Repairs brand set bonus increased from +15% to +20%
 
Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%
 
Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%
 
Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%
 
Overlord Armaments
  • Increased 2-piece Accuracy bonus from +10% to +20%
 
Douglas & Harding
  • Increased 2-piece Stability bonus from +10% to +20%
  • Increased 3-piece Accuracy bonus from +10% to +20%
 
Fenris Group AB
  • Increased 2-piece Reload Speed bonus from +10% to +20%
  • Increased 3-piece Stability bonus from +10% to +20%
 

Specialization Changes

  • Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
    • Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
 

Skill Changes

UI
  • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
 
Seeker Mine
  • Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
 
Hive
  • Stinger Hive base damage reduced -20%
  • Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
  • Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
 
Chem Launcher
  • Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
  • Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
 
Firefly
  • Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
  • Blinder Firefly base blind duration reduced from 6s to 5s
 
Pulse
  • Banshee Pulse cooldown increased from 20s to 30s
  • Banshee Pulse base confuse duration reduced from 5s to 4s
  • Jammer Pulse base disrupt duration reduced from 4s to 3s
 
Shock Trap
  • Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
  • Shock Trap base radius increased from 2m to 2.5m
  • When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
 

Further Bugfixes:

=> Source
submitted by JokerUnique to thedivision [link] [comments]

New to deep learning, trying to understand how to approach a network I have in mind

Hey all! I've been fascinated with machine/deep learning for years now, and am finally taking my first steps into this world. I want to take a stab at creating a stock trading AI, and came across this fantastic article that outlines one approach. The goal of the network described in the article is to predict the price on a day-to-day basis, which seems like an obvious starting point. It uses a LSTM network as the generator in a GAN. The first image in the article outlines how the approach is structured.
The thing is, I'm not very interested in predicting the stock price. My ideal system would instead output a "conviction" value for a variety of financial instruments. These would include holding cash, stocks, and options (both calls and puts, likely with a variety of strike prices and time horizons). A higher value would represent a stronger conviction that holding that financial instrument would be more profitable than not. The network would not be optimizing for raw numerical accuracy, but profitability. There would be non-machine learning based logic that translates the conviction values into actions (buy/sell/hold), with the outcome of those actions determining profitability.
An example of the conviction values it might return for a given day are as follows:
If I look at this, it tells me that the network thinks the stock is more likely to go up than not (stock and calls having higher percentages than cash and puts), but that it thinks there's enough of a chance it'll go down that buying some puts to hedge is worth their loss in value if it goes up instead. What to do with this information will depend on each person individually, but let's assume the action logic is pretty basic and allocates the funds proportionally based on the percentages. One note: the percentages don't have to add up to 100%. If it is 100% convinced the stock will go up, the conviction for both stock and calls would be 100%, while cash and puts would be 0%. In that case, with this super naive logic, it would split funds 50/50 between stocks and calls.
That leads me to my question: what would you use as the baseline-truth that the LSTM generator output gets compared to in the discriminator? With stock price it's obviously just the real stock price, but when we're talking about profitability across several financial instruments it's less so. My first thought is to use a 0/1 value based on whether or not holding that instrument through the next day was actually profitable, but it's important to me that the conviction value isn't just a binary YES/NO. I'm not familiar enough with GANs to know if it's possible to have it optimize towards an answer that doesn't necessarily match the baseline-truth it's being discriminated against. My gut reaction based on the little I know tells me it wouldn't be possible. I'm also not familiar enough with deep learning generally to know if another training methodology would be more appropriate in my situation.
How would you approach this?
EDIT: Been mulling this over a bit more and realized that I need to nail down what my ideal end result would be. I said I'd want it to optimize for profit, which means that I would need to calculate the maximum potential profit for each day and use that value as the baseline-truth that the results from the LSTM generator gets compared to. So, we can imagine a day where the stock went up 2%. If going all in on calls would result in $1 more in profit compared to going all in on stock, the maximum potential profit value for that day would be based on going 100% in on calls and 0% in on stocks. As a result, the perfectly optimal conviction values from the LSTM generator would be:
Now, the chance of making a model that predicts/matches this perfectly in a situation where you'd make $1 more going all in on calls is essentially 0. The next best case scenario is the generator acknowledging the fact that it can't predict it perfectly by giving calls a much lower weight and shares a higher weight (the reason being, calls generally lose value every single day you hold them if all else is equal and the price doesn't change). During training, it will run into situations like I described above where there's almost equal profit potential from holding stocks and calls. When it makes the wrong judgement call and says that going all in on calls is the way to go when stocks were actually better, the discrepancy in profit will be higher since the calls actually lost value. Over the training period, it should learn that it needs to be more conservative and allocate more funds to stocks in those situations. In other situations when it's REALLY sure the stock will go up, it will learn that it's safemore profitable to prioritize calls over stock.
Actually, instead of calculating an actual dollar value and using that as the base-line truth, it should be enough to instead choose one financial instrument to have a conviction value of 1 for that day (representing that it's the most profitable instrument), while all the others get a value of 0. This is different to what I said in my original post, which was that I would set the conviction value for each instrument that would produce some profit to 1. In that situation the sum of the convictions could very well be over 100%; whereas, if only one instrument is given a value of 1 in the baseline-truth data, the sum of the conviction values should be close to 100%.
Now that I've written that out, I feel like I have a clearer path forward. If anything I said sounds wrong, please let me know. It's based off of assumptions I'm making about how GANs work, without having any real experience with them.
submitted by EdvardDashD to MLQuestions [link] [comments]

Gravity's Rainbow Group Read | Sections 13-16 | Week 5

Well folks, this was a doozy of a week, wasn’t it? Some of these sections are quite challenging, for a variety of reasons. But we also see some pretty critical plot developments, and some genuine hilarity at poor Slothrop’s expense, too. Gotta love that cubeb.
This is also where the book really takes off in terms of it’s story arc (especially Slothrop’s origin story), as well as its embrace of sexual deviancy in all its forms, so I’m very curious to see the reactions from the first-timers. It’s a lot to take in.
Anyhoo, I’ll start this with a broader summary of themes, then break the summary and analysis down by section, and include some discussion prompts at the end. There’s a lot to work with this week - this section was twice as long as previous weeks. This analysis is going to be lengthy, but I’ll try to keep as focused as I can.
Several broad themes start to crystallize by this point in the narrative, especially opposition, which takes a multitude of forms: 1-0, white-black, death-life, social control-anarchy, Capitalism-black market, division-unification, colonizer-colonized, domination-submission, Elect-Preterite.
My ordering of items in those pairings is intentional. This book (and Pynchon) sees white, Euro-American colonial culture as intimately tied to a need for control, domination, and a belief in salvation (everyone likes to think they’re part of the Elect, nicht wahr?), which results in a culture of death and division. The War is the embodiment of this. Pynchon repeatedly takes the side of the Preterite - the anarchist, the minority, the colonized. Pigs, which Pynch clearly loves, seem to be emblematic of this noble-yet-humble Preterite.
Related to that is the idea of resisting baser desires and human nature vs accepting them vs sublimating them into full-blown pathologies (e.g. colonialism, Crutchfield the Westwardman). Many of the worst symptoms of society stem from our artificial divisions and denial of the natural order.
So, if we have deadly, pervasive, controlling systems, what are us poor folks stuck inside them to do? How do we free ourselves from the System? From Them?
Pynchon brings up at least three options in this week’s reading:
1.Escape (Katje leaving, vs Gottfried’s passive waiting for salvation) 2.Enjoy the good and ignore the negative (Jessica trying to live in her bubble with Roger, vs. Roger’s unhappy focus on the negatives without being able to change them) 3.Blow it all up (Katje’s option for Schußstelle 3, which she decides against, vs what? Death, perhaps?)
Finally, I’d like to discuss an underlying theme based on a separate work that has strongly influenced Pynchon, and Gravity’s Rainbow: T.S. Eliot’s The Waste Land. I never realized this before, but I’ve read the poem probably 75 times since I last read GR, so I’m pretty familiar with it by this point.
I highly recommend reading it, but it’s primarily about the decline of Europe after WWI into a wasteland and the death-and-rebirth cycle. A central theme relates to the ancient belief that the harvest god (or later, the king, such as in Arthurian legend) was fundamentally tied to the land. If the king was young and vibrant, the land would be fertile. As the king became old or fell ill, the land would become barren. Thus the king (or harvest god - see the Hanged Man of the tarot) would be sacrificed, either literally or symbolically, so he could be reborn and the land could be restored. “Death is a debt to nature due…” as ol’ Constant Slothrop’s epitaph read. We see this concept explicitly addressed in section 16 (p. 131):
If he’s not in fact the War then he’s its child-surrogate, living high for a certain term but come the ceremonial day, look out. The true king only dies a mock death. Remember. Any number of young men may be selected to die in his place while the real king, foxy old bastard, goes on.
The king is dead. Long live the king.
So how does this connect to our broader themes? Remember earlier when we discussed the invisible hand of the market, and how the economy and even social order are now hidden, directionless systems with no ruler?
If the king is the land and the land is the king, what do we think would happen to the land, to society, if we replaced the king with an invisible, incomprehensible force that operated under its own rules, outside human control? The chaos of WWII? The mass death without clear cause? The markets taking on a life of their own?
I think that’s what Pynchon’s getting at here. Would love your take.
On to our section summaries…
Section 13
YouTube Recording by u/ShisusBolton: https://www.youtube.com/watch?v=69MV1vafocs
Here we delve further into formal psychology and it’s specific application not just on dogs, but humans.
We are finally shown the origin of Slothrop’s unique ability - psychological conditioning by Professor Jampf on poor “Infant Tyrone,” in an experiment that echoes the very real “Little Albert” experiment. We also learn why the connection is sexual - a simple matter of binary practicality to make it easier for lab assistants to measure the response to stimulus x. But what IS this mysterious stimulus? More importantly, was Infant Tyrone properly de-conditioned? It would appear not. Here we get a direct quote from Pavlov, the source for this part’s title. The concept of a “silent extinction beyond the zero,” the failure of which is the source of Slothrop’s rather intimate connection to the V2.
Slothrop is part of the psychological Preterite - a poor sap doomed from the beginning to be abnormal, no chance for salvation here. Controlled entirely by outside forces he’s not even aware of.
Apparently Slothrop’s “talent” is pretty damn precise, since his stars line up perfectly with the rocket strikes. We see some competing explanations for how this could be - from psychokinesis to some echo back through time of the rocket’s blast. We see characters all desperate to figure out why so they can predict where next? Maybe find out if they’re part of the Elect or not. The one possibility none of them consider, cannot consider: what if it’s all random? That’s too terrifying to contemplate for people who believe in predestination. Of course, only Jessica has the empathy to wonder if the women have all died or not.
As a slight aside, on p. 85 we get a linguistic exploration of the concept of “beyond the zero” by Mexico that I really loved:
Odd, odd, odd - think of the word: such white finality in its closing clap of the tongue. It implies moving past the tongue-stop - beyond the zero - and into the other realm. Of course, you don’t move past. But you do realize, intellectually, that’s how you ought to be moving.
The play on “ought” as the extension of “odd” beyond the zero is delightful. Here we also see “white” (remember our many examples of opposition?) being tied to finality. No death-rebirth cycle here.
We are then witness to a discussion between Pointsman and Mexico where the opposition of their personalities comes into sharp relief. Pointsman seeks binary cause/effect, Mexico seeks alternative between the 1 and the 0 - he proposes to “strike off at some other angle.” That scares Pointsman - it undermines not just his science but his fundamental worldview. His is one of predestination.
This also ties into the broader idea of how everyone’s actions and beliefs are consistently shaped by their (often unconscious) fundamental view of the nature of reality and how the world works. Thus, every character’s actions reflect not just their personalities, but distinct assumptions about the nature of causality, of human behavior, of society, of life and death.
Misc. notes:
The abbey near the White Visitation is described as a ruin on a cliff (p. 86) - it brings to mind the Tower from the Tarot and the related imagery of the Castle Perilous (both referenced in The Waste Land).
On p. 90-91 - I’m not positive, but this jumped out to me as an allusion to the play Waiting for Godot. The phrasing and pace of the segment starting “Why do you need me” and ending on the next page with “Help me” sounds very similar to an early scene in Godot, and the works share the themes of purposelessness, meaningless, invisible control, and the question of salvation.
Section 14
YouTube Recording by u/BodinethePig: https://www.youtube.com/watch?v=x6RFKZPX8rQ
Back to the mansion of the opening scene’s banana breakfast. An anonymous cameraman (is it us, the reader?) lends an element of voyeurism, as Katje models for the camera - but why? Meanwhile, Osbie Feel is busy making psychedelic cigarettes from mushrooms grown on the roof.
Pynchon notes Katje’s dress, and I suspect the focus on the name used for that particular cocoa shade is a subtle example of England’s casual racism and colonial past. A derogatory term repurposed for a product.
A view of Osbie’s oven triggers a flashback for Katje, to her time as a double-agent reporting to Pirate on the rocket battery Schußstelle 3, under the command of the sadistic Captain Blicero. We first heard of him back during the seance. His true name is Weissmann (literally white man), and his code name, Blicero, is the Teutonic name for death.
I mentioned the theme of opposition at the beginning of this increasingly-lengthy post, and Blicero is emblematic of one pole - literally white, male, colonizing death. But his teeth reveal hidden decay behind the white exterior. If Blicero is the personification of white Euro-American colonial culture, Pynchon’s saying there’s rot there, and it ain’t pretty.
Here’s where S&M comes into the narrative, in a darkly graphic way. Pynchon is fully willing to make the reader uncomfortable by confronting the parts of life that we normally avoid talking about or acknowledging, including those on the fringe. On top of that, we get the image of Der Kinderofen, echoing both Grimm’s fairy tale of Hansel and Gretel as well as the ovens of the concentration camps.
The house that Blicero, Katje, and Gottfried inhabit is a microcosm of colonialism and/or modern society. It’s literally referred to as “their Little State.” If that’s the case, Katje and Gottfried represent two responses to such a scenario: Katje decides that quitting the game is only way out, whereas Gottfried waits for salvation. Gottfried is confident he’s part of the Elect, but Katje isn’t so sure, and takes matters into her own hands. Meanwhile, the oven looms in the background - both the base of the State, and its ultimate destruction (p. 99). Is Pynchon implying that the modern state is fundamentally self-destructive? It would seem so.
We also get our first look at the other end of the arc: the rockets being fired. Interestingly, we realize they’re not as all-powerful and precise as they first appear. Deadly, sure, but many are exploding right after launch, even on the launchpad, killing the operators.
The flashback to Blicero’s history in colonial Africa introduces us to the Herero people, including Blicero’s lover, Enzian. Enzian represents an entirely different worldview from Blicero - a non-European, non-binary, non-Christian perspective. One of his gods, Ndjambi Karunga, represents the merging of the opposing forces that are so disconnected in the European’s worldview.
Back to the house, and we get more insight into Gottfried’s character. He’s clearly a passive participant, submissive, willing to do as he’s told. “If you cannot sing Siegfried at least you can carry a spear.” (p. 103). He accepts the suffering he endures as part of the system, a normal stage in life before moving on to some career of his own, some form of autonomy. But he doesn’t see any action required on his part to make this happen. After all, “He knows, like everyone, that captive children are always freed in the moment of maximum danger.” (p. 103). That’s the faith of one convinced he’s part of the Elect.
Here we see one of the most well-known quotes from the book - “Don’t forget the real business of the War is buying and selling…. The true war is a celebration of markets.” (p. 105). In the interest of brevity, I’ll leave it to y’all to delve more into this critical section, but at least on the surface, it gives one of Pynchon’s more direct statements on the nature of war, its function, and its objectification of human life.
We also get a fascinating aside on Katje’s ancestor committing avian genocide against the dodoes, that most unfortunate of birds. Yet again, we’re examining the conflict of Preterite vs Elect, and how the fantasy of salvation is is a way to pacify those who are doomed in their current lives. If not that, then all is chance and the dodoes are “only our prey. God could not be that cruel.” (p. 111). But couldn’t he? The evidence doesn’t appear in god’s favor, does it?
Last but not least, we see Katje’s film being put to use to condition good ol’ octopus Grigori. But again, to what end?
Section 15
YouTube Recording (by yours truly): https://www.youtube.com/watch?v=dPgiptRr-W0
Mrs. Quoad! One of the funniest scenes in the book, and one of my favorites. It showcases both Pynchon’s visceral descriptive abilities as well as the insanity of prewar British candy.
Before the Disgusting English Candy Drill, we see Slothrop’s exit from a controlled, laboratory setting and instead being released “into the wild” for observation. He is moving toward Pointsman’s Rorschach-esque experiment, the nature of which is as-yet unknown, but which occupies much of Book 2.
This also marks the beginning of Slothrop’s (fully justified) paranoia. In the words of my father, “it’s not paranoia if they’re actually watching you.” Slothrop senses he’s being followed, observed, and starts to get a bit jumpy. Wouldn’t you?
My analysis is already far too long, so I’m grateful for this mercifully short and simple section. I think we all needed some levity after Blicero, no? Something tells me Pynchon was thinking the same thing in granting the reader this reprieve.
Section 16
YouTube Recording by u/DanteNathanael: https://www.youtube.com/watch?v=NapZnTK3TRU
In this section, we see more of Roger and Jessica’s history together, and the contrast between his more fearful, negative recognition of the System in which they live, and Jessica’s more carefree willingness to focus on the moments of joy she can find. But even nihilistic Roger finds some beauty on this Christmas eve walk.
An aside: the line, “who are all these people…. Freaks! Freeeeaks!” absolutely cracks me up.
The rest of this section alludes heavily to another poem by our friend T.S. Eliot, Journey of the Magi. It’s fairly short and accessible, and a truly beautiful work. It’s told from the point of view of one of the magi, looking back on his journey:
All this was a long time ago, I remember, / And I would do it again, but set down / This set down / This: were we led all that way for / Birth or Death? There was a Birth, certainly / We had evidence and no doubt. I had seen birth and death, / But had thought they were different; this Birth was / Hard and bitter agony for us, like Death, our death.
We get glimpses into how the War has worn down the population, drained them, recycled even the most mundane objects (e.g. toothpaste tubes) into material for the war. But we also see a reversal of this, with Spam tins recycled into toys for children. An echo of the death/rebirth cycle we previously saw with the king and the land, and in the poem above. A glimmer of hope?
Pynchon discusses how the War relies on the illusion of unity but in fact is founded on disunity, on division. Society and the System depend on broad perception of rational, ordered, mechanistic system. Surrealism, the removal of this illusion of borders, en masse is societal suicide. But also an inextricable part of it. As with the microcosm of Blicero’s oven, the end is baked into the origin. The ordered reality of the System is a facade - even time’s sped up thanks to the War. In fact, Roger’s first moment of optimism, of faith, comes after the choir’s act of “minor surrealism” - the removal of artificial boundaries between race, culture, language (p. 129).
The War destroys the death/rebirth cycle: its death is a finality, with just a gold start as a consolation prize for the dead who lay buried under the snow in a bomb crater, and humans subdivided to the point of being individually numbered. But for a second, for just a second on Christmas eve, people can forget that - even Roger, who enters the ultraparadoxical phase when sound of the choir overcomes his knee-jerk nihilism and actually brings him back around to hope, if just for that night.
Questions
  1. What are your thoughts on Professor Jampf’s experiment on poor Infant Tyrone? What might be variable “x”? Does that even matter?
  2. Is Slothrop “sensing” the rockets before they are launched? Are the rockets somehow drawn to the locations of his sexual forays? Is he reading the minds of the rocket operators? Or worse, and most terrifyingly, is it all somehow coincidence?
  3. What was your initial reaction to the section with Blicero, Katje, and Gottfried? Did your perspective change after you finished the entire section?
  4. Why didn’t Katja give up location of Schußstelle 3?
  5. How does “the Change” that Blicero is fixated on play into our larger themes? There’s an allusion here to both Ovid’s Metamorphoses and several Romantic poets. How would you define Blicero’s desires?
  6. The Mrs. Quoad scene seems to largely be a light aside to break up some pretty heavy material. But is there anything more to it? Any other insights to be pulled from the candy jar?
Well, if you made it all the way to the end of this, thank you. I think I put more energy into this than several college essays I turned in, but it was a lot of fun, and I’m blown away by how much I gained from this exercise. I’m excited to see what insights you have!
Addendum: great discussion so far! Thanks for the excellent insights and observations!
submitted by KieselguhrKid13 to ThomasPynchon [link] [comments]

New to deep learning, trying to understand how to approach a network I have in mind

Hey all! I've been fascinated with machine/deep learning for years now, and am finally taking my first steps into this world. I want to take a stab at creating a stock trading AI, and came across this fantastic article that outlines one approach. The goal of the network described in the article is to predict the price on a day-to-day basis, which seems like an obvious starting point. It uses a LSTM network as the generator in a GAN. The first image in the article outlines how the approach is structured.
The thing is, I'm not very interested in predicting the stock price. My ideal system would instead output a "conviction" value for a variety of financial instruments. These would include holding cash, stocks, and options (both calls and puts, likely with a variety of strike prices and time horizons). A higher value would represent a stronger conviction that holding that financial instrument would be more profitable than not. The network would not be optimizing for raw numerical accuracy, but profitability. There would be non-machine learning based logic that translates the conviction values into actions (buy/sell/hold), with the outcome of those actions determining profitability.
An example of the conviction values it might return for a given day are as follows:
If I look at this, it tells me that the network thinks the stock is more likely to go up than not (stock and calls having higher percentages than cash and puts), but that it thinks there's enough of a chance it'll go down that buying some puts to hedge is worth their loss in value if it goes up instead. What to do with this information will depend on each person individually, but let's assume the action logic is pretty basic and allocates the funds proportionally based on the percentages. One note: the percentages don't have to add up to 100%. If it is 100% convinced the stock will go up, the conviction for both stock and calls would be 100%, while cash and puts would be 0%. In that case, with this super naive logic, it would split funds 50/50 between stocks and calls.
That leads me to my question: what would you use as the baseline-truth that the LSTM generator output gets compared to in the discriminator? With stock price it's obviously just the real stock price, but when we're talking about profitability across several financial instruments it's less so. My first thought is to use a 0/1 value based on whether or not holding that instrument through the next day was actually profitable, but it's important to me that the conviction value isn't just a binary YES/NO. I'm not familiar enough with GANs to know if it's possible to have it optimize towards an answer that doesn't necessarily match the baseline-truth it's being discriminated against. My gut reaction based on the little I know tells me it wouldn't be possible. I'm also not familiar enough with deep learning generally to know if another training methodology would be more appropriate in my situation.
How would you approach this?
EDIT: Been mulling this over a bit more and realized that I need to nail down what my ideal end result would be. I said I'd want it to optimize for profit, which means that I would need to calculate the maximum potential profit for each day and use that value as the baseline-truth that the results from the LSTM generator gets compared to. So, we can imagine a day where the stock went up 2%. If going all in on calls would result in $1 more in profit compared to going all in on stock, the maximum potential profit value for that day would be based on going 100% in on calls and 0% in on stocks. As a result, the perfectly optimal conviction values from the LSTM generator would be:
Now, the chance of making a model that predicts/matches this perfectly in a situation where you'd make $1 more going all in on calls is essentially 0. The next best case scenario is the generator acknowledging the fact that it can't predict it perfectly by giving calls a much lower weight and shares a higher weight (the reason being, calls generally lose value every single day you hold them if all else is equal and the price doesn't change). During training, it will run into situations like I described above where there's almost equal profit potential from holding stocks and calls. When it makes the wrong judgement call and says that going all in on calls is the way to go when stocks were actually better, the discrepancy in profit will be higher since the calls actually lost value. Over the training period, it should learn that it needs to be more conservative and allocate more funds to stocks in those situations. In other situations when it's REALLY sure the stock will go up, it will learn that it's safemore profitable to prioritize calls over stock.
Actually, instead of calculating an actual dollar value and using that as the base-line truth, it should be enough to instead choose one financial instrument to have a conviction value of 1 for that day (representing that it's the most profitable instrument), while all the others get a value of 0. This is different to what I said in my original post, which was that I would set the conviction value for each instrument that would produce some profit to 1. In that situation the sum of the convictions could very well be over 100%; whereas, if only one instrument is given a value of 1 in the baseline-truth data, the sum of the conviction values should be close to 100%.
Now that I've written that out, I feel like I have a clearer path forward. If anything I said sounds wrong, please let me know. It's based off of assumptions I'm making about how GANs work, without having any real experience with them.
submitted by EdvardDashD to learnmachinelearning [link] [comments]

New to deep learning, trying to understand how to approach a network I have in mind

Hey all! I've been fascinated with machine/deep learning for years now, and am finally taking my first steps into this world. I want to take a stab at creating a stock trading AI, and came across this fantastic article that outlines one approach. The goal of the network described in the article is to predict the price on a day-to-day basis, which seems like an obvious starting point. It uses a LSTM network as the generator in a GAN. The first image in the article outlines how the approach is structured.
The thing is, I'm not very interested in predicting the stock price. My ideal system would instead output a "conviction" value for a variety of financial instruments. These would include holding cash, stocks, and options (both calls and puts, likely with a variety of strike prices and time horizons). A higher value would represent a stronger conviction that holding that financial instrument would be more profitable than not. The network would not be optimizing for raw numerical accuracy, but profitability. There would be non-machine learning based logic that translates the conviction values into actions (buy/sell/hold), with the outcome of those actions determining profitability.
An example of the conviction values it might return for a given day are as follows:
If I look at this, it tells me that the network thinks the stock is more likely to go up than not (stock and calls having higher percentages than cash and puts), but that it thinks there's enough of a chance it'll go down that buying some puts to hedge is worth their loss in value if it goes up instead. What to do with this information will depend on each person individually, but let's assume the action logic is pretty basic and allocates the funds proportionally based on the percentages. One note: the percentages don't have to add up to 100%. If it is 100% convinced the stock will go up, the conviction for both stock and calls would be 100%, while cash and puts would be 0%. In that case, with this super naive logic, it would split funds 50/50 between stocks and calls.
That leads me to my question: what would you use as the baseline-truth that the LSTM generator output gets compared to in the discriminator? With stock price it's obviously just the real stock price, but when we're talking about profitability across several financial instruments it's less so. My first thought is to use a 0/1 value based on whether or not holding that instrument through the next day was actually profitable, but it's important to me that the conviction value isn't just a binary YES/NO. I'm not familiar enough with GANs to know if it's possible to have it optimize towards an answer that doesn't necessarily match the baseline-truth it's being discriminated against. My gut reaction based on the little I know tells me it wouldn't be possible. I'm also not familiar enough with deep learning generally to know if another training methodology would be more appropriate in my situation.
How would you approach this?
EDIT: Been mulling this over a bit more and realized that I need to nail down what my ideal end result would be. I said I'd want it to optimize for profit, which means that I would need to calculate the maximum potential profit for each day and use that value as the baseline-truth that the results from the LSTM generator gets compared to. So, we can imagine a day where the stock went up 2%. If going all in on calls would result in $1 more in profit compared to going all in on stock, the maximum potential profit value for that day would be based on going 100% in on calls and 0% in on stocks. As a result, the perfectly optimal conviction values from the LSTM generator would be:
Now, the chance of making a model that predicts/matches this perfectly in a situation where you'd make $1 more going all in on calls is essentially 0. The next best case scenario is the generator acknowledging the fact that it can't predict it perfectly by giving calls a much lower weight and shares a higher weight (the reason being, calls generally lose value every single day you hold them if all else is equal and the price doesn't change). During training, it will run into situations like I described above where there's almost equal profit potential from holding stocks and calls. When it makes the wrong judgement call and says that going all in on calls is the way to go when stocks were actually better, the discrepancy in profit will be higher since the calls actually lost value. Over the training period, it should learn that it needs to be more conservative and allocate more funds to stocks in those situations. In other situations when it's REALLY sure the stock will go up, it will learn that it's safemore profitable to prioritize calls over stock.
Actually, instead of calculating an actual dollar value and using that as the base-line truth, it should be enough to instead choose one financial instrument to have a conviction value of 1 for that day (representing that it's the most profitable instrument), while all the others get a value of 0. This is different to what I said in my original post, which was that I would set the conviction value for each instrument that would produce some profit to 1. In that situation the sum of the convictions could very well be over 100%; whereas, if only one instrument is given a value of 1 in the baseline-truth data, the sum of the conviction values should be close to 100%.
Now that I've written that out, I feel like I have a clearer path forward. If anything I said sounds wrong, please let me know. It's based off of assumptions I'm making about how GANs work, without having any real experience with them.
submitted by EdvardDashD to deeplearning [link] [comments]

Love May Be Blind, But It Blinded Me to a Problem Player

Act I: The New Girl

It all began back in November of 2019 (feels like it was ages ago). I was running a second pass at my first ever campaign, as the original group I had fell apart due to scheduling conflicts and interpersonal drama. This new group had started playing together in August and well... it was a rough start. I made the beginner mistake of taking in more people than I could manage, and by November 3 of those original players had dropped. Having this many players dropping in such a short time was a little disconcerting for me, and as such I tried to foolishly "recoup my losses". The next person I recruited was a pretty cool guy, but after two weeks he just stopped showing up/responding to messages on Discord. To this day, I have no idea if he was just too overwhelmed by school (we're all college students) or he died.
This disappearing player caused my anxiety over the stability of my campaign group to spiral further, causing me to open up my local university's DnD club Discord in desperation. That's when I found her.
Let's call her June. June was posting in the general chat, talking about how she was interested in joining a campaign since she had some extra free time. I then sent her a private message, and she expressed interest in joining my game. In this initial exchange, there was the first of many red flags:
Red Flag #1: She was incredibly inflexible with her character concept and was rarely willing to meet me halfway on things. The character she had in mind for my game was a Victorian-era Elf noble who hunted vampires. The "vampire-hunting" part happened to line up with the next arc of the campaign, but the "Victorian-era noble" part did not. The continent where everything took place did not have much in the way of "nobility", which was something I made very clear to her. Despite this, she would then proceed to reject any of my compromises for 3 HOURS until we both gave up and settled on something equivalent to a "lukewarm idea" concept-wise.
Another thing about the character she pitched to me was that the Elf noble had a retainer who was non-binary. That was totally cool in my book; however, besides the fact they were an alchemist, there was nothing else that was given to me regarding their personality. Remember this, it'll come back up later.

Act II: The Status Quo

After hashing out character details, June then proceeded to tell me that...
Red Flag #2: She couldn't make the day/time we met up for our campaign. Due to some other obligations she had, she wasn't able to make our regularly scheduled time. In all of my infinite wisdom I thought no problem, let's just get everyone to reschedule for this girl. Thankfully, this actually ended up working out and our day changed from Tuesday to Monday.
After June joined, I had become confident that the "balance" had been reset. June was a fantastic RPer and her character had served to be a great thematic foil to one of the other PCs. Until we all went on hiatus for winter break, things were moving smoothly. But in hindsight, it really wasn't.
Red Flag #3/3.5: Constant "below the table" messages and aggressive callouts. During sessions, June would send me Discord DMs constantly asking me questions about the game along with her comments on certain situations. This was highly distracting, and it eventually got to a point where I would ignore them. She would also make comments about encounters, saying stuff along the lines of "this is railroady as hell" or "x monstecheck is bullshit". I also tried my best to ignore these, but at some level, it did get to me.
Then there was winter break. That's where things escalated.

Act III: The Incident

On the night of Christmas Eve, I was browsing through Discord and saw on our campaign Discord a message from June. She appeared to be in distress and needed someone to talk to. I quickly responded and messaged her privately. She told me about the situation and I ended up talking to her and keeping her company until 5 A.M. on Christmas morning.
Now, the reason I mention this specific incident is that after this point we started talking to each other a lot. Sometimes it was every day for multiple hours at a time. At some point during those conversations, I began to catch feelings for her. This led to me eventually confessing to her in February. What was her response? Well...

Act IV: The Fickle Heart

In regards to my feelings, June told me she knew, giving me what equated to a "non-answer". I took this as rejection and carried on with my life. As for how June acted as a player, now that she had been in the campaign for a couple of months, some things were becoming painfully evident:
Red Flag #4: She took wayyyyyyy too long on every single turn of her combat. I get that some people need time to think about their turns, especially if they're playing a spellcaster. However, she was playing a FIGHTER and a BARD. Bard can have some complexity, but most of the fighter is running up and hitting things. She would spend 5 minutes of everyone's time figuring out that her best option was just to run up and hit something or cast an enchantment spell that would end up failing anyway because her bard saves were low.
Red Flag #5: She wanted homebrew, but her stubbornness kept me from coming up with anything for her. I tried. I really did. But when we discussed making homebrew modifications to her character or I gave her character a magical item, she would always complain about it. It didn't matter that I had spent literal hours of my time thinking about/discussing it with her: No, if it didn't fit the very exact flavor she wanted, it was bad.
At some point, I talked to her about these issues along with the issue of her character's NB retainer having zero defining character traits (besides being non-binary). In regards to my concerns, she genuinely felt bad, realizing that she was failing to respect both my time and position as the DM. As for the retainer, she stated that my characterization of them was "not what she envisioned" and that it was "regrettable" that she had introduced them as only being NB. This was true, but I gave up any further discussion of that due to red flags #1 and #5.
Remember that "non-answer" I had mentioned? Well when quarantine hit, I was finally given a response. June told me she had feelings for me and since I was still interested I decided to risk it and had her come over one night. The morning after I went to work, excited at the thought of being in a relationship (after being out of one for two years). However, she then sent me a text while at work telling me how she finally ended her relationship with her ex-GF (whom she was in an open relationship with). Given that I had been cheated on before, this triggered bad memories for me and I ended up breaking up with her right away after that. Even though we remained friends, both our friendship and my campaign started to take a turn for the worse.

Act V: The Fall

Outside of sessions, June and I began to get into fights more and 90% of what we talked about was the fact that she still loved me. She refused to quit my campaign, claiming she was "too invested" and I lacked the courage to kick her out, having just kicked out someone else a few weeks prior. So she stayed in the campaign and I tried my best to weather it out. But then I got a message from one of my other players, Sam, who told me...
Red Flag #6: She had a tendency to "hog the spotlight" with her character. Sam expressed frustration at how June's character was "stealing her character's thunder". Sam was playing a full-on bard, but as a person she tended to be quieter and more introverted than June. As a result, many of the chances that Sam could've had to shine as her bard were squashed by June. When I read this, I was pissed. Sam had been with me through the entire campaign: She showed up on time, told me when she was gonna miss a session far in advance, and overall was a wonderful person to play with. I immediately sent messages to June confronting her about this.
Jump to the final session of the campaign. This was it! The epic final battle against Orcus was upon my players. With a mega-session to accompany it, I invested all of my efforts into making it the most satisfying session yet. I had spent hours practicing my Orcus voice, recorded a "last time on..."-style audio reel recapping events from the entire campaign and meticulously crafted endings for every NPC that the party held near and dear to their hearts. However, despite all of this, June's actions caused the campaign to end on a sour note.
During the Orcus fight, June decided to use an item she had bought from a magic item shop (the Slice of T'pir Weir Isles from TAZ) to try and convince Orcus to trade it for his wand. I told her that Orcus had gotten a natural 20 on his Insight check to tell if it was a good deal or not (which made sense given the fact the party had unanimously refused his previous offers to cooperate with him). She got upset and immediately left the Discord call all of us were on.
This sent me into a panic as I frantically messaged her, begging her to come back. You see, I planned on having her character be a key part of the final vignette of the campaign and with no plan B in sight everything felt like it was falling apart. I managed to get her to come back, but her refusal to speak combined with the hostile energy caused me to have a panic attack. June announced to everyone that we should take 5, and I calmed myself down to continue.
Then, in a move that nobody could have totally predicted, on June's next turn she said to everyone "my character stabs herself and is now dead." At this point I was tired of it so I just let her be a moody bitch and continued on my way with everyone else. After defeating Orcus in his layer of the Abyss and returning to the Prime Material Plane, I attempted to retcon her suicide by saying that her character was with everybody to which she vehemently replied, "no she's not." I did my best to change the final scenes on the fly and once the session was over she left the call again and began messaging me, saying how she should've left when I kicked the last guy out and how I should've let her do the trade since "I reward people for doing OP shit." I remember sending her a message along the lines of "I'm not gonna put up with this horse shit" and then proceeded to kick her off of the server and block her.
TL;DR I fell in love with one of my players, she fell in love with me. After I found out she was still in a relationship, I broke it off, which caused her to be miserable and make my campaign worse for it. Before I confessed to her my desperation to have a new player join my game caused me to ignore all of her red flags as a "problem player" that manifested not only before she joined but ALSO as the campaign went on. Long story short... don't simp.
submitted by MrHackWack to rpghorrorstories [link] [comments]

I think I've figured out how Rask and Rusk are going to work in Kerbal Space Program 2

[WALL OF TEXT INBOUND]
Bit of a primer here. Kerbal Space program calculates your ship's trajectory in a vacuum using what is known as patched conics. Each planet or moon has a "sphere of influence" (or SOI) within which it is the only thing in the universe affecting your ship, gravitationally speaking. The game uses Newton's law of gravitation, Gm1m2r-2, to plot out a line your ship will follow when unpowered.
When you coast from one SOI to another the game records your velocity, direction, and location as you are leaving the old SOI and patches it into the new one- where the new body is now able to exert a pull on the ship rather than the old one. This is in order to save on computation, and to avoid annoying things like station-keeping lest player's precious space station around Laythe come crashing down into the ocean due to orbital pertubations from Tylo pulling on it. Not to mention that the stock system must exist on rails lest moons start flying everywhere were you to really do the math for everything pulling on everything else.
What's new in KSP 2? Well, since the patched conics approximation works better when bodies are similar to distant points from each other it's probably going to remain for the Kerbol system as well as in other systems. As to relative stellar motion I can't say- that may also be on rails. What we do know however, is that there's going to be a binary planetoid pair called Rask and Rusk, so close to each other their interacting tidal forces have melted portions of their surface. Since patched conics relies on only one body pulling on your craft at a time, how will the problem of orbital motion around these bodies be addressed?
I believe the answer will be through something called the restricted 3-body problem. This system of analysis involves two massive bodies orbiting a center of mass or barycenter, and a third body whose mass is so small relative to the first two that the force it exerts on them can be completely neglected. These two bodies can of course be on rails. As a result, computation needs for solving the trajectory of the small mass (the ship) is greatly reduced and I predict that this is how flying within Rask and Rusk's SOI will work.
So what are the implications for gameplay? Well for starters, orbits are almost guaranteed to look nothing like a standard KSP 1 trajectory (whose basic shape is some combination of circles, ellipses, parabolas, and hyperbolas either alone or patched together). Instead, expect orbits to form chaotic and open continuous spirals ending at some prediction limit like those found in Children of a Dead Earth. This trajectory will likely be presented to the player from an inertial reference frame which is centered on the barycenter of Rask and Rusk, and rotates along with the two planetoids. Normally in KSP the reference frame does not rotate with respect to a target body, but in the case of this binary system it likely will have to because the risk of accidental lithobraking is greatly increased. When a blue line intersects one of the two planetoids the player should immediately know that a collision will eventually result. So now you may be asking yourelf, how the hell is a long term orbit possible if I'm going to zigzag around and in between these lobes? Eventually I'll get ejected or crash.
That's where Lagrange Points come in. Exclusively the domain of approximations more accurate than patched conics, Lagrange points are areas in a two body system where a small object can reside in theory indefinitely if no other forces exert on it. These points rotate with the two bodies and any craft placed in them would appear stationary relative to the two bodies. Thus, by introducing the restricted three-body problem it is possible for these areas to exist. In practice there is drift in these areas, but it is likely that there will be some automatic option to station keep while using one unit of monopropellant a year or something.
Edit: added bonus, here's a video I found which has this exact type of simulation. Although they have different masses, the pink and purple points in this simulation are analogous to Rask and Rusk while the yellow point represents a spacecraft.
TL;DR restricted three-body for inside Rask and Rusk's SOI and patched conics everywhere else.
submitted by second_to_fun to KerbalSpaceProgram [link] [comments]

Cryptosoft Review 2020-Is it a Scam?

Cryptosoft Review 2020-Is it a Scam?

Most f the reviews we tend to have come back across reveal that the Cryptp soft platform is easy to
Their client service is very efficient. We did a live check and confirmed that they respond at intervals a moment. Moreover, they are available 24/7.
The Cryptp soft app is secure. They need all the mandatory measures in place to make sure data privacy.
The Cryptp soft System is considered by several among the most effective robots within the market nowadays. We have a tendency to realize this robot to perform virtually the same with Bitcoin Rush, another top bitcoin robot. Read the review of Bitcoin Rush for more data?
Cryptp soft registration method is straightforward, easy, and secure. You only want but 10 minutes to form an account and begin trading. Cryptp soft is a absolutely auto bot and is so accessible to everyone.

https://preview.redd.it/giu6kclgfnn51.jpg?width=1280&format=pjpg&auto=webp&s=f605d84ba2174f831ca825dbaffddf061b3a55b5
You do not want to perceive trading lingo to use Immediate Edge. The following steps can get you started with this robot.
STEP ONE: Fill the Signup type

Visit the Cryptp soft home page and register your name, phone number, and email in the provided kind. You will be asked to verify your phone variety via a text code and email through a link. CryptoVibes will ascertain that the Cryptp soft registration process is secure.

Their web site is SSL secured to confirm that hackers cannot steal personal information submitted through it. Cryptp soft cyber safety policy states that they're GDPR adherent. This suggests that they handle your knowledge with strict privacy.
STEP TWO: Get matched with a broker

The Cryptp soft Software then matches you with one in every of their partner brokers. The role of the broker is to receive deposits and facilitate transactions. We have a tendency to have determined that Cryptp soft only partners with regulated brokers.

With a regulated broker, they guarantee that your cash is safe. Reputable regulators such as the FCA, FSB, ASIC, and CySEC need brokers to segregate deposits and submit periodic reports on deposit usage.
You wold like a deposit of a minimum of $250 to trade with Immediate Edge. Do not confuse this quantity with the value of the robot. Cryptp soft does not need any license fee. The house owners of this robot build money by charging a small commission on the profits generated through the app
Deposits with Cryptp soft should be created through Wire Transfer, Visa, and MasterCard. It takes a few seconds for a deposit to reflect in an exceedingly trader’s account. Cryptp soft does not charge any deposit fees.
The Cryptp soft does provide a demo account to help traders familiarize themselves with its web-trader. CryptoVibes recommends that you are doing demo trading before going to live to trade. Please note that the demo is for demonstrative purposes solely.
The results you receive on the platform are primarily based on historical information and could therefore not mirror what you'll get in live trading.
The Cryptp soft live trader comes with features to help you outline the amount of risk you are willing to require per trade. You wish to go through the demo account to familiarize with these features. As mentioned severally in this review, you do not want specialized skills to use this robot.
Live trading with Cryptp soft involves determining the quantity of capital you plan to risk per trade and clicking the live button. Scan our review of Bitcoin Trader for one more straightforward to use the robot.
*Remember all trading risks and you shouldn’t risk more then you'll be able to afford to lose.
How to get the most out of Cryptp soft App
We have identified the following tips as paramount in guaranteeing that you make the most of Immediate Edge.
Begin with a deposit of $250 – Given the level of risk involved in trading with Immediate Edge, you should start with a tiny investment.
Follow crypto market news – You need to determine the type of reports that drives volatility high and capitalize on them. Cryptp soft claims to form the foremost profits throughout high market volatility.
Trade for eight hours per day – In keeping with Immediate Edge, trading for at least eight hours per day can help maximize profits. Cryptp soft is entirely auto, and hence you'll be able to leave the robot running as you continue together with your daily errands. You are doing not want more than twenty minutes per day to observe your account.
Close trading sessions at the tip of the day – Leaving open positions overnight is doubtless to translate to losses since the markets can change considerably overnight. It is better to shut sessions even if in the negative and start trading again the subsequent day. With a correct risk management strategy, there is no would like to fret concerning periodic losses.
Following our review we tend to realize Cryptp soft to be legit. But, traders ought to take additional caution, provided that this bot comes at a degree of risk. Whereas the app claims it's potential to form profits of up to 50percent per day, you'll be able to additionally lose the complete deposit inside seconds. This is often not sudden for a high-frequency trading robot.
We recommend that you just apply the required risk management measures. As a rule of thumb don't risk more than 10percent of your trading capital per trade. Also, never trade with an amount you cannot afford to lose. It is prudent to start small and add cash as you get conversant with the various features on the platform.
Recently, a brand new trading software was added to the bitcoin investment trade. This software is termed Cryptp soft and it is allegedly created by a corporation or organization called the International Council for Bitcoin.
There is additionally a letter out there on their web site that has been signed by someone named David. This person claims to own earned over 1,000,000 as a results of investing in bitcoins. What’s very shocking concerning this letter is that David claims to have earned that huge quantity in just one trade. If we have a tendency to place it in simple words, David became a millionaire overnight.
We tend to highly doubt that a trading system that has been launched recently will have such potential. To verify the main points of this software and to determine its legitimacy, we have a tendency to conducted our own research and investigation.
Cryptp soft is a bitcoin trading software that’s meant to assist newbie traders get involved in Cryptocurrency trading with less risk than ancient investment opportunities. Cryptp soft software was created by The International Council For Bitcoin who is PRO Bitcoin trader Group behind the Cryptp soft software. Notice out all concerning Cryptp soft software by The International Council For Bitcoin.
Cryptp soft Software may be a nice development by a famous, well established and experienced bitcoin trader Investors with a viewpoint to enable traders to perform different tasks with ease and convenience.

https://preview.redd.it/uuh85yghfnn51.png?width=1238&format=png&auto=webp&s=d0558e6e123114b6624d5a724b3b9b5983e717e1
Cryptp soft Software is essentially a Binary choices trading software that is designed to assist traders win and predict the Binary options trend of their respective choices. Cryptp soft APP works as a code to urge financial success, shows traders how they'll make money on-line, helps them to find different ways in which to induce huge returns on their investment. The Cryptp soft Trading Software additionally provides analyses of Market conditions so that traders will recognize what ought to be their next step. Cryptp soft System gives secret cryptocurrency ways that ultimately help binary traders to create thousands of greenbacks solely for some bucks.
Several individuals can say that Cryptocurrency Trading may be a risky business and tend to remain faraway from it. But from my expertise, high volatility means HIGH RETURN OF INVESTMENT in Crypto Market. But this can be where the Cryptp soft comes into play, the mathematical algorithm used by Cryptp soft Software takes the guesswork out choosing a winning profitable trade. You don’t must be an expert. Like I said earlier, I actually have personally tested the Cryptp soft and found the success rate is about ninety sevenpercent. I don’t apprehend concerning you, but a ninety seven% probability of earning a profitable trade is TERRIBLY GOOD! I’ve never come across something like this trading software before. Keep reading, below are my Cryptp soft results for the past week or so…
Watch over the Shoulder of a Professional Each Day and you'll be able to learn as you trade.
Averaging 97% Winning Weeks With Cryptp soft which suggests that more potential profits for you
Cryptp soft Software Are Fully Transparent
No previous experience with binary choices trading required
Web-based mostly, no need for downloads, additionally works on phones, tablets
You'll be able to Even Watch Cryptp soft Signals From Your Phone (iPhone Users — Photon Browser)
If you are ready to begin making cash online with an on the spot edge, there has never been a better chance than currently. If you enjoy surfing the web for countless hours trying for the next Trading Method Secrets, never being able to urge centered, being overloaded with conflicting information, and not creating cash on-line, you ought to probably leave this page right now and get back to that Cryptp soft System strategy
Cryptp soft bot could be a new cryptocurrency trading invention that comes with options that create this software stand out among others. It is conjointly an automatic trading platform that uses a smart program algorithm to detect favorable trading opportunities. It acts on its own or waits for a prompt command from the user depending on the software’s settings. But what makes this software unique and a favorite to individuals is what we have a tendency to shall unveil in this review.
There have been lots of unverified claims of how totally different cryptocurrency software have helped several people to make massive profits leading to Scam individuals. However, it's pertinent for cryptocurrency traders to verify if a particular trading software may be a scam or legit, which is also ?
After subjecting the features of the Cryptp soft bot software to a series of tests, the software isn't a scam however legit. The Cryptp soft bot is believed to have successful rate of 85%, that is a lot of than the 80percent benchmark for average software. The Cryptp soft bot has helped cryptocurrency traders to make sensible profits, which has been documented as testimonies on the software’s website.
Trading on the platform is straightforward and might not require experience. We had to verify the simplicity of the software, and we tend to discovered that the software is easy to navigate. The demo trading feature of the software makes it potential for brand new users to hold out trading activities in an exceedingly simulated atmosphere while not having to risk their investment. This any gives credence to the legitimacy of the software because it ensures that new users get accustomed to the features of the software before continuing to measure to trade
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Signal For binary option 100% Acurate  Trading in Real Account  iq option strategy 2019 99% PREDICTION PROFIT -Trick very simple binary options 5 Minute How To Predict Binary Options, Best Strategy To ... 100% winning strategy  iq option strategy 2020  moving ... Binary Options - When to Enter Trades - YouTube

What are binary options. A binary option is a type of option with a fixed payout in which you predict the outcome from two possible results. If your prediction is correct, you receive the agreed payout. If not, you lose your initial stake, and nothing more. It's called 'binary' because there can be only two outcomes – win or lose. Binary options can involve the trading and hedging strategies used in trading traditional options. You should always conduct a market analysis prior to each trade. There are many variables to consider when trying to decide whether the price of a stock or other asset is going to increase or decrease within a specific time period. Lesson 2: Tools for Binary Options Trading. Today, we will talk about those tools that a beginner trader must have in order to succeed in binary options trading. The difference between a binary options trader and a gambler is simple. The educated binary options trader does his analysis before he goes into the market. Binary Options Trading Requires Very Little Experience. The common misconception is that binary options trading and forex trading can only be done by one that has a certain amount of experience in the area. There is no requirement to have any previous experience in financial trading and with a little time, any skill level can grasp the concept of binary options trading. However, binary options has much lower entry requirements, as some brokers allow people to start trading with as low as $10. Disadvantages of Binary Trading Reduced Trading Odds for Sure-Banker Trades. The payouts for binary options trades are drastically reduced when the odds for that trade succeeding are very high.

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Signal For binary option 100% Acurate Trading in Real Account iq option strategy 2019

"Binary options are not promoted or sold to retail EEA traders. If you are not a professional client, please leave this page." Reliable Binary Options Broker... Check Out Here: https://bit.ly/2PElByb - 5 Minute How To Predict Binary Options, Best Strategy To Win! Things To Know Before You Buy That stated, do not over... I was watching the market for about 20 minutes and knew there was going to be a spike towards an up trend and put in a trade which was successful. ===== '' subscribe my channel for more video '' ===== This is my binary options strategy channel. Here I always give new tricks of binary options trad... Subscribe for more! The trick to entering trades is predicting, not following. You must watch for warning signals, and then capitalize the opportunity when a...

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