I'm guiot, g?rl (pronouns she or they) from Turin, Italy ; @npisanti and @Merristasis took me here ; i live code electronic music with TidalCycles and SuperCollider, and have fun with tech and code as much as i can ; i'm passionate about music, philosophy, computer science, math, game design.
happy to meet all of you merveilles pals
[github in my bio as soon as i figure mastodon out :3]
i made an 'against the clock' video where I try to make sounds in 30 minutes (in TidalCycles + SuperCollider) and explain what I'm doing, v v fun experience
I love usesthis, some posts give me so much inspiration for dream endgame working/writing/living setups
Been using vimwiki for a month, and the benefits of keeping a personal wiki rather than a series of notes/*.md files are already starting to show. It obviously gets even better with time, as everything becomes hyperlinked and tags start to get populated.
As a side benefit, finally taking actually good digital notes helps me realize what things I need to write on paper: music stuff, diagrams, etc
reminder: don't give your data to corps if you plan to hide and plot Evil Stuff in secret
so basically maybe my fav game of 2019, merveilleux 10/10 i love it
Your goal, then, is to abuse this fact to interpret and classify symbols in a way that will be the most beneficial: the one that will create the most useful categories, that will enable you to work better, that will make categories of the right size compared to the space you want to allocate for them.
The emphasis here is on "decided". In rabbitduck-like situations, where a symbol has ambiguous meaning, an observer has a lot of agency about what they see, and just a little bit of self-talk can influence perception and classification.
Lastly, it's a game about smart rabbitducking.
There are many symbols that have different interpretations, especially the more abstract ones. For example, there is a double-curve symbol that most people just file under "abstract shapes", whereas i *decided* to interpret it as the two humps of a camel, which allowed me to file it under "camel stuff". This was good, since there are many abstract shapes, and offloading some of them to other departments helped me not to overload that category.
(the fact that hierarchical systems (with the extra affordances provided by 2d/3d space at best) leave much to be desired if one wants to create satisfying classifications hints to the idea that operating systems could use much better ways to organize files than a simple filesystem hierarchy / "files inside folders inside folders" metaphor; but more on that at another time)
This is where most of the fun in the game comes in, as it leads to many breakthroughs like "oh, these three things can go together because [implausible but easy to remember reason]".
[...] your tasks are remembering where symbols are and delivering them on time, so the only factors that matter are cognitive ease and ease of retrieval. You want to be creative and make up makeshift 'properties' that allow your memory to remember where a symbol is, and that allow your space to be efficiently organized to the point where it can do some thinking for you.
But there are no links or tagging systems in Wilmot's Warehouse. You have to work in a simple 2d space, with even more limitations than a hapless 17th-century librarian. This requires leaving behind the idea of categorizing by 'perfect science' and embracing a more practical approach, which means you don't care about classifying things by 'what they actually are': [...]
Having seen the limits of classification systems that one can devise by simply arranging books in space, Leibniz dedicated himself to referencing, indexes and catalogs, strongly influencing the authors of the Encyclopédie. He probably would have marveled at modern-day wikis and their hyperlinks.
According to popular legend (i have yet to find a source of this tale; but even as fiction, it is enlightening), Leibniz started losing faith in this project after working for many years as a librarian, and discovering that there is no 'correct' way to classify and organize books. After some decades, he began to take a more 'practical' approach to classification, not seeing it anymore as perfect science.
Leibniz spent many decades working on a "perfect language" that would express every concept as a number. Ideally, any concept would be described as the product of its constituent concepts: for example, 'human' would be the product of 'rational' and 'animal'; obviously, the 'basic' properties would be the prime numbers. This system was meant to represent objective truths: the objective properties of concepts would be found through natural science or philosophical investigation.
This is where you start being more creative and dividing things by more abstract properties: for example, you can sort by function (i had a category called "things that can be useful for sailing, navigation, and orienteering" which served me well), or you can group together all "round" objects, including round abstract shapes, physical balls, balloons and compasses.
But as things go on, you probably discover that there are a lot of things that this method leaves out, and that some groups are too big whereas others are too small, and that sometimes you don't know where to look for something. By this point, you're likely to have a corner where you dump "one-of-a-kind" symbols.
It's also a game about making up properties.
At the beginning, you usually classify symbols by very 'natural' and obvious properties: camels go together, abstract shapes go together, 'sports stuff' goes into a big pile. Maybe you sort your products by color.
Again, this is not done by "actual writing", but merely by taking the objects you have and putting them in the right order. As it turns out, it's actually very possible to stay organized irl just by "taking notes" with your objects, without a need for natural language.
There are a couple of more advanced tricks: for example, since many symbols consist of arrows or other pointy things, you can effectively create "signs" that say things like "camels to the left". This is very important because it allows you to *write down notes* in a game where you always desperately feel a need for notes and pointers. Playing efficiently requires a lot of effort from your memory, so any way you have to reduce that strain by offloading "memory" on the environment helps.
23yo they/she/it haskell generative combinatorial xenharmonic pointfree JI https://github.com/mxmxyz
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