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Cake day: July 18th, 2023

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  • I’m curious what approaches you’re thinking about. When last looking into the matter I found some research in Neural Turing Machines, but they’re so obscure I hadn’t ever heard of them and assume they’re not widely used.

    While you could build a model to answer math questions for a set input space, these approaches break down once you expand beyond the input space.






  • Threads all run on the same core, processes can run on different cores.

    Because threads run on the same core, the only time they can improve performance is if there are non-cpu tasks in your code - usually I/O operations. Otherwise the only thing multi threading can provide is the appearance of parallelism (as the cpu jumps back and forth between threads progressing each in small steps).

    On the other hand, multiprocessing allows you to run code on different cores, meaning you can take full advantage of all your processing power. However, if youre program has a lot of I/O tasks, you might end up bottlenecked by the I/O and never see any improvements.

    For the example you mentioned, it’s likely threading would be the best as it’s got a little less overhead, easier to program, and you’re task is mostly I/O bound. However, if the calculations are relatively quick, it’s possible you wouldn’t see any improvement as the cpu would still end up waiting for the I/O.





  • Don’t know if you ended up watching it, but effectively they’re able to randomly execute code during the loading screen using a bug caused by audio generation vs controller polling. So by using TAS tools they can spam the controller to cause an audio bug that let’s them jump to executing code from Ram that they are able to manipulate using controller inputs.

    TLDR: Using a bug in the audio processing, they can use controller inputs to write arbitrary code that jumps them to the end of the game.