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<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
<title>Joshua J. Daymude</title>
<link>https://jdaymude.github.io/</link>
<atom:link href="https://jdaymude.github.io/index.xml" rel="self" type="application/rss+xml" />
<description>Joshua J. Daymude</description>
<generator>Wowchemy (https://wowchemy.com)</generator><language>en-us</language><copyright>© 2023 Joshua J. Daymude</copyright><lastBuildDate>Fri, 17 Feb 2023 00:00:00 +0000</lastBuildDate>
<image>
<url>https://jdaymude.github.io/media/logo_hu1dc8deb1865675db905a286e8af9308b_16380_300x300_fit_lanczos_3.png</url>
<title>Joshua J. Daymude</title>
<link>https://jdaymude.github.io/</link>
</image>
<item>
<title>Self-Organizing Particle Systems (SOPS)</title>
<link>https://jdaymude.github.io/project/sops/</link>
<pubDate>Fri, 17 Feb 2023 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/project/sops/</guid>
<description><p>Self-Organizing Particle Systems (SOPS) is an abstraction of <em>programmable matter</em>, a substance with the ability to change its physical properties (shape, density, conductivity, etc.) in a programmable fashion. In order for programmable matter to live up to the dream of being an all-purpose &quot;bucket of stuff&quot; deployable for any task at any scale, we need a rich toolbox of algorithmic primitives upon which we can program more complex behaviors. Although the eventual vision is to control a whole mass of programmable matter as a single entity, our toolbox of primitives should be defined at the level of individual &quot;atoms&quot; of programmable matter to enable arbitrary scalability. Thus, we must take a distributed computing approach to defining micro-scale behaviors that collectively induce macro-scale phenomena.</p>
<p>Towards this goal, self-organizing particle systems abstractly envision programmable matter as an ensemble of tiny computational units called <em>particles</em>. These particles are assumed to be very simple: they have very limited memory, no sense of orientation or direction, and only local movement and communication capabilities. Our formal model for these particle systems is the <em>amoebot model</em>, which provides a theoretical framework for developing and analyzing our distributed algorithms for particle systems.</p>
</description>
</item>
<item>
<title>The Canonical Amoebot Model: Algorithms and Concurrency Control</title>
<link>https://jdaymude.github.io/publication/daymude2023-canonicalamoebot/</link>
<pubDate>Fri, 17 Feb 2023 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/daymude2023-canonicalamoebot/</guid>
<description></description>
</item>
<item>
<title>Invited Paper: Asynchronous Deterministic Leader Election in Three-Dimensional Programmable Matter</title>
<link>https://jdaymude.github.io/publication/briones2023-3dleader/</link>
<pubDate>Wed, 04 Jan 2023 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/briones2023-3dleader/</guid>
<description></description>
</item>
<item>
<title>Fable: Anniversary</title>
<link>https://jdaymude.github.io/review/videogame-fable-anniversary/</link>
<pubDate>Thu, 23 Jun 2022 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/review/videogame-fable-anniversary/</guid>
<description><p>When the original <em>Fable</em> was released in 2004, it made waves.
As Guildford Games wrote in their <a href="https://guildford.games/developers/lionhead-studios" target="_blank" rel="noopener">eulogy for Lionhead Studios</a>:</p>
<blockquote>
<p>The touchstones for <em>Fable</em> were folklore, humour and a desire to offer the player an experience that didn’t demand too much from them, free of complexities&hellip;
Microsoft’s involvement ensured focused marketing in America, but hardly any in the UK, leading it to gaining a substantial fanbase in America.
The US audience were beguiled by the fairy tale nature of the game, they applauded the progressive ‘love is love’ message and welcomed Fable into their hearts.</p>
</blockquote>
<p>Ten years and two celebrated sequels later, <em>Fable: Anniversary</em> was released in 2014, updating the Xbox-era graphics with the power of the Xbox 360 and bringing the content of <em>Fable: The Lost Chapters</em> into the fold.
Nearly another decade after that (well, seven years later, at Xbox&rsquo;s 2021 not-E3), Playground Games <a href="https://youtu.be/jdxE1j0hBJg" target="_blank" rel="noopener">announced a new <em>Fable</em></a>, which is forever fated to be disambiguated as <em>Fable (202x)</em> by game writers everywhere.
So here I am in 2022, having never touched a <em>Fable</em> game, thinking: &ldquo;What an exciting time to cherish an old classic!&rdquo;</p>
<p>Well folks, mistakes were made.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-fable-anniversary/hero_hu368ae3dd97cf64c12c5df8af1390b967_3182096_3be9d77dea25367ae95bec811bc470c7.png 400w,
/review/videogame-fable-anniversary/hero_hu368ae3dd97cf64c12c5df8af1390b967_3182096_9590c421bf4b736d4ea533c6d7cc5b97.png 760w,
/review/videogame-fable-anniversary/hero_hu368ae3dd97cf64c12c5df8af1390b967_3182096_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-fable-anniversary/hero_hu368ae3dd97cf64c12c5df8af1390b967_3182096_3be9d77dea25367ae95bec811bc470c7.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>In all fairness, when I decided to play <em>Fable: Anniversary</em>, I was braindead-tired from a long day of research and stuck in a hotel room with very poor Wi-Fi and a modest TV screen that was inexplicably tilted slightly upwards towards the ceiling.
This was not the vibe for continuing on in the masterwork that is <em>Mass Effect: Legendary Edition</em>, nor for running duos with my wife in <em>Fortnite</em> only to lag out once every five minutes.
No, this slumpy, tired-tech vibe was for an eight year-old remaster of an eighteen year-old classic with a single-player narrative and last-last-generation graphics.
And that&rsquo;s exactly what <em>Fable: Anniversary</em> shaped up to be.</p>
<p>I could go on for too long about what didn&rsquo;t age well: clumsy combat mechanics, early difficulty spikes followed by an obscenely long difficulty plateau, poor inventory management, romance with NPCs lacking any personality, &ldquo;powerful&rdquo; female characters with no agency whatsoever&hellip; there&rsquo;s a lot to suffer through, especially from a modern perspective.</p>
<p>That being said, I think <em>Fable</em> is delightfully nostalgic in two ways: not taking itself too seriously, and applying that same explorative approach to role-playing moral dichotomies.
While the occasional joke is <em>Fable</em> is almost too dumb, the vast majority are good-natured and enjoyable.
Just as I was getting annoyed with <em>Fable</em>&rsquo;s excruciatingly long tutorial, the first side quest outside the Hero&rsquo;s Guild was a triple fetch quest to get a series of haircuts that made me look increasingly stupid—as the mockery of all passerby NPCs confirmed—in order to impress a girl.
Turns out the girl didn&rsquo;t exist, but her &ldquo;father&rdquo; greatly enjoyed making me look like an idiot.
And that&rsquo;s exactly what I was in that instance: fresh out of guild training, ready to take on all of Albion, and already spending all the money I had on haircuts to meet a girl.
Good joke!</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-fable-anniversary/guard_hu671b1a836abdcf1c521e1111c30a6ca9_3028679_9123de145e5b89e0313e0a3b9e07a93e.png 400w,
/review/videogame-fable-anniversary/guard_hu671b1a836abdcf1c521e1111c30a6ca9_3028679_73a40b0811e5ff4084ee4558734a70b7.png 760w,
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src="https://jdaymude.github.io/review/videogame-fable-anniversary/guard_hu671b1a836abdcf1c521e1111c30a6ca9_3028679_9123de145e5b89e0313e0a3b9e07a93e.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>Unlike 2007&rsquo;s <em>Mass Effect</em> which treats choices between good and evil with the narrative and relational seriousness that earned that series its glowing reputation, <em>Fable</em> takes a much more whimsical route.
Flirt with another person in front of your adoring spouse?
That&rsquo;s not even a morally consequential issue.
Eat a crunchy chick or sacrifice a human being to Skorm?
Those are roughly equally bad.
Go on an indiscriminate murdering spree of innocent traders and bloodthirsty bandits?
It&rsquo;ll all balance out.
Donate a crappy old axe to charity to outweigh all your sins?
Sure, why not!
As with everything else in <em>Fable</em>, morality is inconsequential—which is not to say it isn&rsquo;t meaningful, but rather that it&rsquo;s a buffet of experiences to be enjoyed.</p>
<p>Hidden in that treatment of morality is a much appreciated bit of gaming wisdom, one that has fallen out of vogue with modern RPGs (thanks, Bethesda) and one that made playing through this aging classic well worth it:
Good games can be silly.
Good games can be simple.
Good games can be fun.</p>
</description>
</item>
<item>
<title>Donut County</title>
<link>https://jdaymude.github.io/review/videogame-donut-county/</link>
<pubDate>Mon, 23 May 2022 12:00:00 -0700</pubDate>
<guid>https://jdaymude.github.io/review/videogame-donut-county/</guid>
<description><p>This will be a short and sweet review for a short and sweet game.
<em>Donut County</em> is a delightful and comical must-play in which you control as a hole in the ground that&rsquo;s gobbling everything up.
Each hole starts small—fitting only a soda can or a pebble—but grows with each object consumed.
Pretty soon you&rsquo;re dropping whole tables, cars, and houses into the abyss.
Clear the area of any and all objects, and you win!</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-donut-county/lagoon_huae14f9948a41b49dd39a8cc50d1a38b6_750641_31dabf6b3dfdd7d61aacaab82c757cb5.png 400w,
/review/videogame-donut-county/lagoon_huae14f9948a41b49dd39a8cc50d1a38b6_750641_45439be4bc3c9a534bf8e0059212cc9a.png 760w,
/review/videogame-donut-county/lagoon_huae14f9948a41b49dd39a8cc50d1a38b6_750641_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-donut-county/lagoon_huae14f9948a41b49dd39a8cc50d1a38b6_750641_31dabf6b3dfdd7d61aacaab82c757cb5.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>Destroying civilization as a hole in the ground is the most satisfying way of channeling your chaotic evil.
(Do you hate traffic jams but stifle your inner road rage? <em>Donut County</em> has a level for you.)
By methodically working through a location&rsquo;s objects, smallest to largest, I couldn&rsquo;t help but make happy sighs of relief as all the junk slowly disappeared.
The hole does not discriminate among its targets, though; an upstanding farm in the countryside is just as fair game as a roach-infested greasy spoon.
Our consciences get to take a back seat to hilarity on this colorful and minimalist polygon art ride.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-donut-county/roaches_hu37bbe4c4fb81050bf2f28d15d1198476_712798_c902565c223c6b5e5a63d7f700f72415.png 400w,
/review/videogame-donut-county/roaches_hu37bbe4c4fb81050bf2f28d15d1198476_712798_7c9abf128bf1b740b1dc286b99f8d560.png 760w,
/review/videogame-donut-county/roaches_hu37bbe4c4fb81050bf2f28d15d1198476_712798_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-donut-county/roaches_hu37bbe4c4fb81050bf2f28d15d1198476_712798_c902565c223c6b5e5a63d7f700f72415.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>From the surprising physics of retrofitting the hole as a projectile gun to the descriptions of mundane objects—a dog dish is described as &ldquo;drinking from this is like kissing a dog, but not as fun&rdquo;—<em>Donut County</em> kept me laughing throughout its few-hour playtime.
If you need an afternoon pick-me-up or a palette cleanser between longer games, <em>Donut County</em> won&rsquo;t fail to delight.</p>
</description>
</item>
<item>
<title>Bugsnax</title>
<link>https://jdaymude.github.io/review/videogame-bugsnax/</link>
<pubDate>Sun, 22 May 2022 11:00:00 -0700</pubDate>
<guid>https://jdaymude.github.io/review/videogame-bugsnax/</guid>
<description><p><em>Bugsnax</em> tells the story of a ragtag band of grumpuses who followed the charismatic Aussie-explorer Elizabert Megafig to Snaktooth Island.
On arrival, they discover bugsnax—part bug, part snack!—which quickly become their primary source of food and mystery.
Only three things are certain: bugsnax are delicious, eating them changes body parts into the &ldquo;-snax&rdquo; part of bugsnax, and grumpuses are bizarrely okay with having curly fries for biceps and honeycombs for hands.
But just as eating too many bugsnax morphs grumpuses into foodie-Frankensteins, so too does stitching together a glut of individually tasty gaming morsels render <em>Bugsnax</em> more off-putting than enjoyable.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-bugsnax/chandlo_hu67f43246ef3723f28ec9f658b8cbbbb9_11098875_bd59abff18c60c0e3dcec6295e350608.png 400w,
/review/videogame-bugsnax/chandlo_hu67f43246ef3723f28ec9f658b8cbbbb9_11098875_22b7eec29dc315526d8ff4e63c32bd6a.png 760w,
/review/videogame-bugsnax/chandlo_hu67f43246ef3723f28ec9f658b8cbbbb9_11098875_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-bugsnax/chandlo_hu67f43246ef3723f28ec9f658b8cbbbb9_11098875_bd59abff18c60c0e3dcec6295e350608.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>Young Horses, perhaps better known for their indie hit <em>Octodad: Dadliest Catch</em>, write on their website that they&rsquo;re &ldquo;pushing the boundaries of game design in order to create experiences that players have not had before.&rdquo;
I&rsquo;ll give them this much: it&rsquo;s true that I&rsquo;ve never covered a hamster ball in cheese to lure a sentient nacho mantis into fighting a loaded baked potato crab before.
So, novel?
Yes.
Fun?
&hellip;sometimes?
&ldquo;Pushing the boundaries of game design&rdquo;?
Well&hellip;
If <em>Inspector Gadget</em> meets <em>Pokémon</em> meets <em>Slime Rancher</em> meets <em>Sesame Street</em> meets <em>The Sims</em> sounds like your preferred way of pushing boundaries, then by all means <em>Bugsnax</em> is probably a delightful way for you to spend 10–15 hours.
For me, it didn&rsquo;t quite hit the spot.</p>
<p>Gameplay is focused on entering a new area, finding its associated grumpuses who retreated there from the central town, convincing them to return to town via bugsnak-based fetch quests, and then coming back later to catch all the bugsnax you missed the first time.
Hunting bugsnax involves a light amount of physics- and tool-based puzzle solving.
Some need to be melted by tricking them to walk into a hot spring.
Others need to be chased out of their holes using your snak-in-a-hamster-ball.
Perhaps the most overpowered technique in the game is a carefully laid trip wire, ready to stun just about anything it touches.
Figuring out these idiosyncrasies for the first time is good fun— repeating them for another ten hours to catch &lsquo;em all is less rewarding.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-bugsnax/party_hub288d71f368e3316dfa6d690adc1e376_10983763_094bcfa548c58507675cf3e4910ab6aa.png 400w,
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/review/videogame-bugsnax/party_hub288d71f368e3316dfa6d690adc1e376_10983763_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-bugsnax/party_hub288d71f368e3316dfa6d690adc1e376_10983763_094bcfa548c58507675cf3e4910ab6aa.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>You&rsquo;d hope, then, that the grumpuses and their &ldquo;charming&rdquo; personality stereotypes would be the missing ingredients in this mediocre stew.
Instead, they&rsquo;re extra helpings of distraction with a dash of relational weight.
Which is the main course: Chandlo and Snorpy&rsquo;s romantic tension, their outlandish obsessions with fitness and conspiracy theories, or their untreated anxiety?
Do we focus on Wambus and Triffy&rsquo;s pursuits of career or their seemingly untrusting but fine marriage?
Is Beffica a real grumpus worthy of care and concern, or a plot device via which we learn about everyone else?
Without spoilers, the narrative wages a similarly bizarre subterfuge against its most important relationship between Eggabell and Lizbert; I couldn&rsquo;t settle whether I was in their corner or wanted Eggabell to run for the hills.
And don&rsquo;t even get me started on Wiggle.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
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src="https://jdaymude.github.io/review/videogame-bugsnax/wiggle_hue586f5bdd12c1608f3a4e6947390d787_8826702_47d0ac2217c684824986cb63d2101bbb.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>We probably do need more games like <em>Bugsnax</em> made with a huge amount of heart and goodwill.
A basic sense of goodness and grumpus-kindness runs through it all, from the bright and colorful characters to the whimsy and silliness of snak-hunting.
It may not have been the finest of dining, but would it satisfy at a family dinner?
Hopefully so.</p>
</description>
</item>
<item>
<title>Cutting Through the Noise to Infer Autonomous System Topology</title>
<link>https://jdaymude.github.io/publication/leyba2022-cuttingthrough/</link>
<pubDate>Mon, 02 May 2022 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/leyba2022-cuttingthrough/</guid>
<description></description>
</item>
<item>
<title>Adaptive Self-Organization in Anonymous Dynamic Networks</title>
<link>https://jdaymude.github.io/project/dynamic-networks/</link>
<pubDate>Fri, 29 Apr 2022 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/project/dynamic-networks/</guid>
<description><p>Distributed computing theory has matured well beyond its original inspiration of dedicated computers linked together in static networks for message passing and file sharing.
A key theme across modern applications of distributed computing is the impact of <em>dynamics</em>, or frequent changes in the system&rsquo;s members or the connections among them.
This paradigm shift has enabled distributed computing to innovate both within computer science—e.g., in the construction of self-stabilizing overlay networks—and beyond the realm of engineering in, e.g., economics, biology, neurology, and active matter physics.
Motivated by these domains where individuals often have limited to no explicit computational power, we study the <em>algorithmic theory of dynamic networks</em> where nodes are <em>anonymous</em> (lacking unique identifiers), have <em>sublogarithmic memory</em> (insufficient for computing identifiers), and communicate via <em>message passing</em>.</p>
<p>We are specifically interested in <em>asynchronous concurrency</em> and <em>adaptive self-organization</em>.
In studying asynchronous concurrency, we challenge the literature&rsquo;s ubiquitous simplifying assumption that computation and network dynamics remain separated in time, instead designing algorithms that achieve their desired goals in spite of concurrent topological changes.
With adaptive self-organization, we initiate the study of an orthogonal type of dynamics, <em>time-varying system tasks</em>, which require algorithms to simultaneously adapt to the environment and achieve self-stabilization.</p>
</description>
</item>
<item>
<title>Local Mutual Exclusion for Dynamic, Anonymous, Bounded Memory Message Passing Systems</title>
<link>https://jdaymude.github.io/publication/daymude2022-localmutual/</link>
<pubDate>Fri, 29 Apr 2022 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/daymude2022-localmutual/</guid>
<description></description>
</item>
<item>
<title>Reply to de Marchi: Modeling Polarization of Political Attitudes</title>
<link>https://jdaymude.github.io/publication/axelrod2022-polarizationreply/</link>
<pubDate>Thu, 21 Apr 2022 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/axelrod2022-polarizationreply/</guid>
<description></description>
</item>
<item>
<title>Local Mutual Exclusion for Dynamic, Anonymous, Bounded Memory Message Passing Systems</title>
<link>https://jdaymude.github.io/event/2022sand-localmutual/</link>
<pubDate>Tue, 29 Mar 2022 17:20:00 +0000</pubDate>
<guid>https://jdaymude.github.io/event/2022sand-localmutual/</guid>
<description></description>
</item>
<item>
<title>Labor and Delivery Unit Closures in Rural Georgia from 2012 to 2016 and the Impact on Black Women: A Mixed-Methods Investigation</title>
<link>https://jdaymude.github.io/publication/daymude2022-labordelivery/</link>
<pubDate>Fri, 18 Feb 2022 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/daymude2022-labordelivery/</guid>
<description><h3 id="abstract">Abstract</h3>
<p><strong>Background.</strong> Obstetric provider coverage in rural Georgia has worsened, with nine rural labor and delivery units (LDUs) closing outside the Atlanta Metropolitan Statistical Area from 2012 to 2016.
Georgia consistently has one of the highest maternal mortality rates in the nation and faces increased adverse health consequences from this decline in obstetric care.</p>
<p><strong>Objective.</strong> This study explores what factors may be associated with rural hospital LDU closures in Georgia from 2012 to 2016.</p>
<p><strong>Methods.</strong> This study describes differences between rural Georgia hospitals based on LDU closure status through a quantitative analysis of 2011 baseline regional, hospital, and patient data, and a qualitative analysis of newspaper articles addressing the closures.</p>
<p><strong>Results.</strong> LDUs that closed had higher proportions of Black female residents in their Primary Care Service Areas (PCSAs), of Black birthing patients, and of patients with Medicaid, self-pay or other government insurance; lower LDU birth volume; more women giving birth within their PCSA of residence; fewer obstetricians and obstetric provider equivalents per LDU; and fewer average annual births per obstetric provider.
Qualitative results indicate financial distress primarily contributed to closures, but also suggest that low birth volume and obstetric provider shortage impacted closures.</p>
<p><strong>Conclusions for Practice.</strong> Rural LDU closure in Georgia has a disproportionate impact on Black and low-income women and may be prevented through funding maternity healthcare and addressing provider shortages.</p>
</description>
</item>
<item>
<title>Moonglow Bay</title>
<link>https://jdaymude.github.io/review/videogame-moonglow-bay/</link>
<pubDate>Sun, 13 Feb 2022 15:00:00 -0700</pubDate>
<guid>https://jdaymude.github.io/review/videogame-moonglow-bay/</guid>
<description><p>I so badly wanted to love <em>Moonglow Bay</em> from the moment I saw its trailer at Wholesome Direct 2021.
Your late spouse loved the titular Canadian small town until the day they disappeared in its ocean.
Years later, it stands on the brink of economic collapse and it&rsquo;s up to you to combine their passion for fishing with your love of cooking to save it.
Teaming up with your daughter, River, who drags you out of widowed depression, you sail the voxel-art seas in search of fish both familiar and fantastical—and then chop them up into meals for the townspeople.
Reinvesting their lunch money into town renovations slowly transforms a languishing municipality into a booming tourist location, and people love you for it.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
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/review/videogame-moonglow-bay/baylandscape_hu7b85d471563a583bdb0dab532a76c002_9150112_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-moonglow-bay/baylandscape_hu7b85d471563a583bdb0dab532a76c002_9150112_47f501742794d25379e4bcc5a1213465.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>When so many problems in the real world feel insurmountably big, saving a small town by putting homemade fishcakes in a vending machine is exactly the kind of videogame magical escapism I&rsquo;m here for.
Unfortunately, <em>Moonglow Bay</em> plays like my persuasive speech in seventh grade English class: solid for about thirty seconds, and then painfully bad for its long remainder.
By over-emphasizing its most tedious gameplay elements, failing to achieve cohesive design, and retaining a shockingly large number of near-game-breaking bugs months after release, this game scores lower than most I&rsquo;ve reviewed.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-moonglow-bay/townhall_huc774a957b1dfdfd0a2e8e9e312f4aa33_9280176_ae1e913653e8b0d4f5449b1fa1be62f1.png 400w,
/review/videogame-moonglow-bay/townhall_huc774a957b1dfdfd0a2e8e9e312f4aa33_9280176_9036faf82d5a6b1216c9e93281128548.png 760w,
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src="https://jdaymude.github.io/review/videogame-moonglow-bay/townhall_huc774a957b1dfdfd0a2e8e9e312f4aa33_9280176_ae1e913653e8b0d4f5449b1fa1be62f1.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>Let&rsquo;s dive right into this (fish) roast.
After a brief tutorial, you&rsquo;re told to get out there and talk to people; make friends!
I chatted up the twenty-something techy, Haru.
He immediately told me he hoped &ldquo;that vending machine&rdquo; was working out.
What vending machine?
Oh, the one that I won&rsquo;t actually get for another three hours of gameplay.
Cool, cool.
I later buy said vending machine, but the game doesn&rsquo;t register that this happened.
I remain stuck on this quest until I later buy another completely unrelated item from Haru.</p>
<p>An identity crisis starts to emerge when my largely nautical experience is disrupted by the ability to disembark and do some light walking exploration.
In town, this is painful, as any elevation change results in weird voxel-clipping that makes it entirely unclear when I can safely go up or down steps.
Out on the sea, I walk for fifteen minutes along a gigantic ice bluff that&rsquo;s so tall (and evidently not designed to walk on) that it clips out of the camera&rsquo;s range.
Turns out there&rsquo;s nothing to find—not even a cool view—and there was no reason for the game to let me come here.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-moonglow-bay/iceview_hu5f3a252fe0695601f1d01e2bbcbd1fc5_8627159_e7b14a769f785486e5ef114b455d1d3e.png 400w,
/review/videogame-moonglow-bay/iceview_hu5f3a252fe0695601f1d01e2bbcbd1fc5_8627159_4537e7712f8a6f2ea77590422b2d7640.png 760w,
/review/videogame-moonglow-bay/iceview_hu5f3a252fe0695601f1d01e2bbcbd1fc5_8627159_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-moonglow-bay/iceview_hu5f3a252fe0695601f1d01e2bbcbd1fc5_8627159_e7b14a769f785486e5ef114b455d1d3e.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>On my way back, I find a research outpost and a cave with a lever mechanism.
I try interacting with it, only to be scolded by River saying that I obviously don&rsquo;t know what I&rsquo;m doing.
She&rsquo;s never actually animated in the world, but still randomly shows up to yell at me or inch the plot along.
As it happens, her scolding is a useful hint for a late-game quest if you&rsquo;re stuck in the cave at that point, but means nothing for the first 70% of the game where for whatever reason it still triggers.
At this point, my feelings as a player are like:</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-moonglow-bay/questions_hu4384f2f48a3c02d93b63cc8494181e65_8344499_4c60f75de892259bf714dd9b43b10f78.png 400w,
/review/videogame-moonglow-bay/questions_hu4384f2f48a3c02d93b63cc8494181e65_8344499_3bf4656805702a492ee71ed508d21ad9.png 760w,
/review/videogame-moonglow-bay/questions_hu4384f2f48a3c02d93b63cc8494181e65_8344499_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-moonglow-bay/questions_hu4384f2f48a3c02d93b63cc8494181e65_8344499_4c60f75de892259bf714dd9b43b10f78.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>Narrative discontinuity and quest progression issues aside, you&rsquo;d think that <em>Moonglow Bay</em> could at least nail its core fishing mechanic.
Taken in isolation, catching a big one is, in fact, satisfying.
There&rsquo;s a nice balance of reeling in the right direction with timing of strong pulls that makes the minigame feel more like a cartoon simplification of fishing in <em>Red Dead Redemption 2</em> than a beefed up version of <em>Animal Crossing</em> or <em>Stardew Valley</em>.</p>
<p>But so much of this game is catching specific fish—you need at least 90 species to complete the story and a good variety to cook the more advanced meals—and <em>Moonglow Bay</em> chooses to make that experience deeply frustrating.
Listening to townspeople&rsquo;s tall tales gives hints about possible species locations, but fails to narrow down the numerous combinations of rod type, lure type, bait type, specific fishing hole, and time of day at which to catch said fish at said location (there can easily be over 50 unique combinations of the above factors—per fish!).
Some locations aren&rsquo;t locations at all, but rather regions that take up an entire quarter of the map.
Other information is only accessible after bonding with certain friends (fair enough), but come in the form of one-time hints that aren&rsquo;t recorded in your fishing journal.
Either you realize you need to take notes yourself, or you&rsquo;re resorting to Google later.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-moonglow-bay/dinghys_hufd5745a5dc9c56669ccb2f89dc592811_9568549_08684c86021ad74ca3a9e37d1b64a487.png 400w,
/review/videogame-moonglow-bay/dinghys_hufd5745a5dc9c56669ccb2f89dc592811_9568549_dbef886ca1cbeeaa7bbc21dca33af807.png 760w,
/review/videogame-moonglow-bay/dinghys_hufd5745a5dc9c56669ccb2f89dc592811_9568549_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-moonglow-bay/dinghys_hufd5745a5dc9c56669ccb2f89dc592811_9568549_08684c86021ad74ca3a9e37d1b64a487.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>Cooking is yet another decent idea turned tedious.
Each recipe has some fish ingredients to gather and then a series of steps to prepare.
Each step (washing, chopping, filleting, frying, boiling, and baking) is a dexterity-based minigame.
While your fellow Moonglow residents simply tell you that the more you cook, the more likely you are to be inspired to invent new recipes, the reality is that you need to cook each recipe perfectly (no dexterity mistakes!) up to nine(!) times to unlock yet another repetitive cooking experience composed of the same minigames.
There is an option to &ldquo;batch cook&rdquo; multiple meals of the same recipe simultaneously, but wait, those only count as one meal cooked towards the new recipe unlocks.
And did I mention there are 60 recipes in the game?
You do the math on that time sink.</p>
<p>Then there&rsquo;s the fact that the boat handles like crap, especially in a certain late-game region, which leads to complete jank like this:</p>
<div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;">
<iframe src="https://www.youtube.com/embed/xtuPntWQcpM" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" allowfullscreen title="YouTube Video"></iframe>
</div>
<br/>
<p>I succeed in suspending my boat in midair, fishing some inanimate objects, and then sending my boat careening off map where a cutscene that I&rsquo;ve already seen replays, this time with River talking to no one.</p>
<p><em>Moonglow Bay</em>&rsquo;s bright voxel art, excellent gender representation, and ostensibly chill vibes should have made it an easy win in my book.
Too bad it seized every opportunity to take that vision down with the ship.</p>
</description>
</item>
<item>
<title>Crying in H Mart</title>
<link>https://jdaymude.github.io/review/book-crying-in-h-mart/</link>
<pubDate>Wed, 05 Jan 2022 13:00:00 -0800</pubDate>
<guid>https://jdaymude.github.io/review/book-crying-in-h-mart/</guid>
<description><p>I came to <em>Crying in H Mart</em> with questions I&rsquo;ve been asking my entire race- and ethnicity-conscious life.
Questions of place and perception, where I fit and how others see me.
Questions of whether people like me, my siblings, and Michelle Zauner will ever find ourselves in a world where we don&rsquo;t have to explain ourselves as 한국사람 하고 미국사람, a biracial Korean and white person.
Or, more to the point:</p>
<p>우리 엄마 한국사람, 아빠 미국사람.</p>
<p><em>My mom is Korean and my dad is white.</em></p>
<p>Zauner processes these same questions during a span of years where her 할머니 (grandmother), 이모 (aunt), and finally her 어머니 (mother) all die of cancer, leaving her to ask what it means to be Korean when her blood ties have all passed on.</p>
<blockquote>
<p>Within five years, I lost both my aunt and my mother to cancer.
So, when I go to H Mart, I&rsquo;m not just on the hunt for cuttlefish and three bunches of scallions for a buck; I&rsquo;m searching for memories.
I&rsquo;m collecting the evidence that the Korean half of my identify didn&rsquo;t die when they did.
H Mart is the bridge that guides me away from the memories that haunt me, of chemo head and skeletal bodies and logging milligrams of hydrocodone.
It reminds me of who they were before, beautiful and full of life, wiggling Chang Gu honey-cracker rings on all ten of their fingers, showing me how to suck a Korean grape from its skin and spit out the seeds.</p>
<p>— <em>Crying in H Mart</em>, pages 10–11</p>
</blockquote>
<p>This is also—as the title suggests—a book about food, for food is the universal and accessible medium of cultural understanding.
Unlike the unique challenge of learning new languages, food graciously grants fluency in exchange for an adventurous will to try.
For a foreigner to communicate wonder with their eyes wide open as their mouth busily works to understand what they&rsquo;ve just bitten into instantly makes them one with the table and those around it, even if just for a moment.
Zauner discovered this powerful language of love to be a bridge between herself and her mother, one that could transcend cultural divide and the many ways Zauner&rsquo;s mother showed love in seemingly less than loving ways.</p>
<p>It would be easy for an outsider to dismiss this disconnect between what a parent gives and what their child receives as typical familial misunderstanding.
Perhaps those with some sensitivity might also perceive the complexities of immigrant parents relating to their children raised in the United States.
But the tension of biraciality is finding identity not only in the collision of two historically separate worlds but also in the new, rare thing that is distinct from and more than the sum of its parts.
Being biracial is as much a both-and of the parent cultures as it is neither-nor, marked by a struggle to navigate two worlds that are our inheritance but have no box to put us in.</p>
<blockquote>
<p>I had spent my adolescense trying to blend in with my peers in suburban America, and had come of age feeling like my belonging was something to prove.
Something that was always in the hands of other people to be given and never my own to take, to decide which side I was on, whom I was allowed to align with.
I could never be of both worlds, only half in and half out, waiting to be ejected at will by someone with greater claim than me.
Someone full.
Someone whole.</p>
<p>— <em>Crying in H Mart</em>, page 107</p>
</blockquote>
<p>With age comes wisdom and suffering.
I don&rsquo;t know which of the two proceeds from the other, or if together they form an <a href="https://symbolsandmeanings.net/ouroboros-snake-eating-its-tail-infinity-symbol-meaning-origin/" target="_blank" rel="noopener">ouroboros</a>, locked in a never-ending cycle.
Zauner experiences a great deal of both in the painful decline and death of her mother, a loss that took away more than just the love and stability of a parent.
Earlier in the memoir, Zauner describes visiting a Korean bathhouse with her mother, father, and boyfriend.
The spectacle in this scene are her white father and boyfriend stripping nude in the men&rsquo;s partition—not Zauner&rsquo;s identity.
Next to her mother, Zauner makes sense.
No one looks at her twice or asks her if she&rsquo;s lost.
But years later, without her mother to implicitly justify her, Zauner is forced to explain herself in that familiar and humiliating admittance of other-ness.</p>
<blockquote>
<p>[An ajumma] looked into my face as if searching for something.
I knew what she was looking for.
It was the same way the kids at school would look at me before they asked me what I was, but from the opposite angle.
She was looking for the hint of Koreanness in my face that she couldn&rsquo;t quite put a finger on.
Something that resembled her own.</p>
<p>&hellip;It was ironic that I, who once longed to resemble my white peers and desperately hoped my Koreanness would go unnoticed, was now absolutely terrified that this stranger in the bathhouse could not see it.</p>
<p>— <em>Crying in H Mart</em>, pages 225–226</p>
</blockquote>
<p>Like Zauner, I have a Korean mother and a white father.
She and I both excitedly rushed off to examine our eyes in the mirror after our mothers taught us about the double eyelid envied by Koreans.
We&rsquo;ve found some shred of Korean belonging in knowledge of its cuisine, perhaps especially when we share it with our white spouses.
We&rsquo;ve lost our elders to time and asked ourselves what hope for belonging we lost with them, even if we carry them with us in our middle names.
We&rsquo;ve tried to explain what being half-Korean feels like to our loving full-Korean mothers, only for them to tell us in a moment of blindsiding misunderstanding that we&rsquo;re American, not Korean.
And in all this, we&rsquo;ve come to learn that there are no clean answers to questions of half-white biraciality in a nation that has barely even begun its reckoning with its oppression of single-race minorities.</p>
<p>Even still, it&rsquo;s nice to not be alone.</p>
</description>
</item>
<item>
<title>Hades</title>
<link>https://jdaymude.github.io/review/videogame-hades/</link>
<pubDate>Tue, 04 Jan 2022 13:00:00 -0800</pubDate>
<guid>https://jdaymude.github.io/review/videogame-hades/</guid>
<description><p>It&rsquo;s very difficult at this point to say anything about <em>Hades</em> that hasn&rsquo;t already been said, not because of any lack on the part of this Underworld roguelite, but because <a href="https://www.polygon.com/reviews/2020/9/24/21453043/hades-review-switch-windows-early-access-supergiant-roguelite-impressions" target="_blank" rel="noopener">so</a> <a href="https://kotaku.com/hades-the-kotaku-review-1845204803" target="_blank" rel="noopener">many</a> <a href="https://www.thegamer.com/hades-relationships/" target="_blank" rel="noopener">others</a> <a href="https://pandemics-and-games-essay-jam.pubpub.org/pub/t2elcdwu/release/3" target="_blank" rel="noopener">before</a> <a href="">me</a> have loved and effusively written about this game.
A week after its early access release in September 2020, it had already <a href="https://www.gamespot.com/articles/hades-has-sold-1-million-copies-nearly-one-third-sold-in-last-few-days/1100-6482388/" target="_blank" rel="noopener">sold 1,000,000 copies</a>.
It was listed as just about everyone&rsquo;s 2020 game of the year and even won the <a href="http://www.thehugoawards.org/hugo-history/2021-hugo-awards/" target="_blank" rel="noopener">first ever Hugo award given to a videogame</a> (for the unfamiliar, those are literary awards for sci-fi and fantasy).
Suffice it to say, <em>Hades</em> is critically and personally well-loved.</p>
<p>&ldquo;But wait!&rdquo; you say, &ldquo;I&rsquo;m no lemming. What is <em>Hades</em>, really? And is it&hellip; actually good?&rdquo;
Fair enough.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
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src="https://jdaymude.github.io/review/videogame-hades/asphodel_hu3e02d9993d6b7ca16ff38861c80eebe3_5590285_1bffddde67e3c2b3d40146fb6fbb9d94.png"
width="760"
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loading="lazy" data-zoomable /></div>
</div></figure>
<p><em>Hades</em> is a narrative-driven roguelite set in Greek mythology that tells the story of Zagreus, son of Hades, shortly after he discovers a surprising truth about his parentage.
Determined to put his anger about being lied to and his frustration with his stern, cold, and impatient father to better use, he attempts to escape from the House of Hades and his Underworld home, aided by his godly relatives on Olympus.
Standing between Zagreus and the surface are the many monsters and hazards that Hades put in place to keep the dead from escaping, often resulting in Zagreus&rsquo;s death and return to the House via the river Styx.
Therein lies the game&rsquo;s core mechanic of repeated and semi-randomized runs, each an opportunity for Zagreus to claw ever closer to the surface and the answers to his many questions.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
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src="https://jdaymude.github.io/review/videogame-hades/sisyphus_hua9bb2ec1a17a0c56258d9845936e41e0_5787638_46bcd29625a6c8c887e36fd7b583a184.png"
width="760"
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loading="lazy" data-zoomable /></div>
</div></figure>
<p>Along the way, Zagreus forms relationships with his Chthonic relatives and friends in the House of Hades and with the gods of Olympus as they aid him in his escape.
In true Supergiant Games style, these characters are each distinct personalities unto themselves with beautifully rendered portraits and top-notch voice acting.
Largely thanks to the game&rsquo;s writing and length, relationships grow and change in believable ways, taking the player on an emotional journey that mirrors Zagreus&rsquo;s own.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
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src="https://jdaymude.github.io/review/videogame-hades/cerberus_hu09e94034d8f80ca905a103b16ab3fb11_6258964_70287b34a73678d1504d5ad86776b4fe.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p>The long character arcs are supported by fast combat and seamlessly integrating progression systems that create the &ldquo;just one more run&rdquo; hook.
Resources gathered in a run can be used to make Zagreus permanently stronger, spent on decorations and new features for the House, or given as gifts to improve relationships (represented as heart meters a la <em>Stardew Valley</em>).
Rare goods earned from defeating bosses can unlock new &ldquo;aspects&rdquo; of various weapons, changing their play style or fusing with other mechanics in Zagreus&rsquo;s repertoire.
Keepsakes given to Zagreus by his friends can make the difference between living and dying, and like the relationships they represent, they grow stronger as Zagreus spends more time with them.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
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src="https://jdaymude.github.io/review/videogame-hades/houseofhades_hu617251975e2bd76a982738a8a3da9036_9977131_a8a7c98f51bc6e2696ce3099c1f81275.png"
width="760"
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loading="lazy" data-zoomable /></div>
</div></figure>
<p>As rewarding as it is to deepen relationships and have initially punishing runs become second nature over the course of repetition, <em>Hades</em> is a <a href="https://www.gameinformer.com/review/hades/hades-review-the-highs-and-lows-of-repetition" target="_blank" rel="noopener">touch too long for its own good</a>.
For the 40 hours it took to me to reach the main ending—triggered by escaping to the surface 10 times—I was dazzled by the interlocking progression systems, character development, and random surprises and quirks (like stealing from Charon).
The 25-hour-long road through the epilogue to the full narrative conclusion, however, seemed to stretch out even longer than the first.
I completed runs on autopilot, sped along by the Pact of Punishment&rsquo;s time limits for easy heat, no longer surprised at the ease with which I navigated my way through hell.</p>
<p>Perhaps this is the nature of finding one&rsquo;s self and place: we trade the head-spinning thrill and crises of the search for the safety and security of knowing, and from the space of knowing we choose our ventures selectively.
The epilogue shows us how Zagreus&rsquo;s potential for redemptive, generous, and loving acts are discovered only after finding his place within community.</p>
</description>
</item>
<item>
<title>Preventing Extreme Polarization of Political Attitudes</title>
<link>https://jdaymude.github.io/publication/axelrod2021-preventingpolarization/</link>
<pubDate>Tue, 14 Dec 2021 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/axelrod2021-preventingpolarization/</guid>
<description><ul>
<li><a href="https://icccr.tc.columbia.edu/blog/how-might-individual-interactions-lead-to-polarization-in-a-society/" target="_blank" rel="noopener">Science-Practice Blog: How might individual interactions lead to polarization in a society?</a> Nancy Lewis. <em>The Morton Deutsch International Center for Cooperation and Conflict Resolution</em>, June 2022.</li>
<li><a href="https://www.eurekalert.org/news-releases/937038" target="_blank" rel="noopener">Like a natural system, democracy faces collapse as polarization leads to loss of diversity.</a> Princeton University. <em>EurekaAlert!</em>, December 2021.</li>
<li><a href="https://santafe.edu/news-center/news/preventing-extreme-polarization-political-attitudes" target="_blank" rel="noopener">Preventing extreme polarization of political attitudes.</a> <em>Santa Fe Institute</em>, December 2021. (Also featured in <a href="https://www.eurekalert.org/news-releases/937259" target="_blank" rel="noopener"><em>EurekaAlert!</em></a>).</li>
<li><a href="https://fullcircle.asu.edu/research/computing-scenarios-for-defusing-polarizing-politics/" target="_blank" rel="noopener">Computing scenarios for defusing polarizing politics.</a> Joe Kullman. <em>ASU FullCircle</em>, December 2021. (Also featured in <a href="https://news.asu.edu/20211207-solutions-computing-scenarios-defusing-polarized-politics" target="_blank" rel="noopener"><em>ASU News</em></a>).</li>
<li><a href="https://www.brookings.edu/blog/techtank/2022/01/26/reducing-extreme-polarization-is-key-to-stabilizing-democracy/" target="_blank" rel="noopener">Reducing extreme polarization is key to stabilizing democracy.</a> Stephanie Forrest and Joshua Daymude. <em>Brookings TechTank</em>, January 2022. (Reposted by <a href="https://www.facebook.com/602667646/posts/10158520474532647/" target="_blank" rel="noopener">Bishop Jennifer Reddall</a>).</li>
<li><a href="https://azpbs.org/horizon/2022/01/researchers-look-to-technology-to-find-out-whats-increasing-the-countrys-social-and-political-divide/" target="_blank" rel="noopener">Researchers look to technology to find out what’s increasing the country’s social and political divide.</a> <em>Arizona Horizon</em>, January 2022.</li>
</ul>
</description>
</item>
<item>
<title>Elegant Derivatives of Large Products</title>
<link>https://jdaymude.github.io/post/elegant-derivatives-of-large-products/</link>
<pubDate>Tue, 30 Nov 2021 11:57:40 -0700</pubDate>
<guid>https://jdaymude.github.io/post/elegant-derivatives-of-large-products/</guid>
<description><p>An ongoing research project on modeling computer security has thrown me back into calculus for the first time since my undergraduate differential equations course in 2014, which as an aside was the only college course that forced me to buy the professor&rsquo;s custom textbook just to get access to homework problems.
(I&rsquo;m still mad about that.)
Anyway, my research led me to take the derivative of an expression of the form:</p>
<p>$$\prod_{i=1}^n f_i(x)$$</p>
<p>For the uninitiated, $\prod$ is a mathematical symbol meaning &ldquo;product&rdquo; (and is analogous to the $\sum$ symbol meaning &ldquo;sum&rdquo;).
It says to look at each $f_i$ term as $i$ goes from $1, 2, \ldots, n$ and multiply them all together:</p>
<p>$$\prod_{i=1}^n f_i(x) = f_1(x) \times f_2(x) \times \cdots \times f_n(x)$$</p>
<p>Taking this derivative is something high-school me was much better prepared for than current postdoc me, but after some head scratching I found the elegant solution:</p>
<p>$$\frac{d}{dx} \prod_{i=1}^n f_i(x) = \prod_{i=1}^n f_i(x) \cdot \sum_{i=1}^n \frac{f_i'(x)}{f_i(x)}$$</p>
<p>As is common in mathematics, there&rsquo;s a direct but tedious way to get this answer and another more elegant way to get the same thing.
I&rsquo;m not the first to derive this solution, but I&rsquo;m writing it up for posterity because I will inevitably forget this trick in a few days.
A PDF of the two derivations without all the handholding I&rsquo;m about to do is available <a href="https://jdaymude.github.io/uploads/elegant-derivatives-of-large-products.pdf" target="_blank">here</a>.</p>
<h2 id="method-1-product-rule">Method 1: Product Rule</h2>
<p>I had to sweep away years of mental cobwebs to remember the <a href="https://en.wikipedia.org/wiki/Product_rule" target="_blank" rel="noopener">product rule</a> for derivatives.
My expression is a product, after all, so why not start there?
The product rule states:</p>
<p>$$\frac{d}{dx}(u \cdot v) = u' \cdot v + u \cdot v'$$</p>
<p>This works for the product of two terms, but $\prod_{i=1}^n f_i(x)$ has $n$ terms.
Let&rsquo;s try peeling off terms one-by-one, starting with $f_1(x)$, and then applying the product rule.</p>
<p>$$\begin{align*}
\frac{d}{dx} \prod_{i=1}^n f_i(x) &amp;= \frac{d}{dx} \left(f_1(x) \cdot \prod_{i=2}^n f_i(x)\right) \\
&amp;= f_1'(x) \cdot \prod_{i=2}^n f_i(x) + f_1(x) \cdot \frac{d}{dx} \left(\prod_{i=2}^n f_i(x)\right)
\end{align*}$$</p>
<p>That&rsquo;s progress, but now we have to repeat the process to deal with the $\frac{d}{dx} \left(\prod_{i=2}^n f_i(x)\right)$ term, peeling off $f_2(x)$ and applying the product rule again:</p>
<p>$$\begin{align*}
\frac{d}{dx} \prod_{i=1}^n f_i(x) &amp;= f_1'(x) \cdot \prod_{i=2}^n f_i(x) + f_1(x) \cdot \frac{d}{dx} \left(\prod_{i=2}^n f_i(x)\right) \\
&amp;= f_1'(x) \cdot \prod_{i=2}^n f_i(x) + f_1(x) \\
&amp;\quad \cdot \left(f_2'(x) \cdot \prod_{i=3}^n f_i(x) + f_2(x) \cdot \frac{d}{dx} \left(\prod_{i=3}^n f_i(x)\right)\right)
\end{align*}$$</p>
<p>This expression&rsquo;s going to have <a href="https://media.giphy.com/media/22eVpVYpRhaE0/giphy.gif" target="_blank" rel="noopener">more layers than an ogre</a>!
If we were to do the peel-and-product rule strategy $n-1$ times, we would arrive at:</p>
<p>$$\begin{align*}
\frac{d}{dx} \prod_{i=1}^n f_i(x) &amp;= f_1'(x) \cdot \prod_{i=2}^n f_i(x) + f_1(x) \\
&amp;\quad \cdot \left(f_2'(x) \cdot \prod_{i=3}^n f_i(x) + f_2(x) \right. \\
&amp;\quad \cdot \left(f_3'(x) \cdot \prod_{i=4}^n f_i(x) + f_3(x) \cdots + f_{n-2}(x) \right. \\
&amp;\quad \left. \left. \cdot \left(f_{n-1}'(x) \cdot f_n(x) + f_n'(x) \cdot f_{n-1}(x)\right) \cdots \right) \right)
\end{align*}$$</p>
<p>Do you see the pattern?
If we distribute the $f_i(x)$ terms at the end of each of the lines above into the parentheses that immediately follow,</p>
<p>$$\begin{align*}
\frac{d}{dx} \prod_{i=1}^n f_i(x) &amp;= f_1'(x) \cdot \prod_{i=2}^n f_i(x) + f_2'(x) \cdot f_1(x) \cdot \prod_{i=3}^n f_i(x) \\
&amp;\quad + f_3'(x) \cdot f_1(x) \cdot f_2(x) \cdot \prod_{i=4}^n f_i(x) \\
&amp;\quad + f_{n-1}'(x) \cdot f_1(x) \cdots f_{n-2}(x) \cdot f_n(x) \\
&amp;\quad + f_n'(x) \cdot f_1(x) \cdots f_{n-1}(x)
\end{align*}$$</p>
<p>We&rsquo;re adding up a bunch of terms, each of which is a derivative $f_i'(x)$ multiplied by all the other $f_j(x)$&rsquo;s, where $j \neq i$.
Landing this messy, notation-heavy plane, we can rewrite this long sum as</p>
<p>$$\frac{d}{dx} \prod_{i=1}^n f_i(x) = \sum_{i=1}^n f_i'(x) \cdot \frac{\prod_{j=1}^n f_j(x)}{f_i(x)}
= \prod_{i=1}^n f_i(x) \cdot \sum_{i=1}^n \frac{f_i'(x)}{f_i(x)},$$</p>
<p>which is the solution we came for.</p>
<h2 id="method-2-leveraging-logarithms">Method 2: Leveraging Logarithms</h2>
<p>Mathematicians crave elegance, and Method 1 wasn&rsquo;t that.
We had to keep keen eyes out for patterns as they emerged and carefully distribute/rearrange many terms to get the solution.
This second method will be much cleaner, but as many clever methods do, it begins with an unintuitive step.</p>
<p>Let $F(x) = \prod_{i=1}^n f_i(x)$.
Taking the <a href="https://en.wikipedia.org/wiki/Natural_logarithm" target="_blank" rel="noopener">natural logarithm</a> of both sides,</p>
<p>$$\ln(F(x)) = \ln\left(\prod_{i=1}^n f_i(x)\right) = \sum_{i=1}^n \ln(f_i(x)),$$</p>
<p>where the last equality follows from the fact that the logarithm of a product is equal to the sum of logarithms.
The derivative of the natural logarithm is:</p>
<p>$$\frac{d}{dx}\ln(x) = \frac{1}{x}$$</p>
<p>Using <a href="https://en.wikipedia.org/wiki/Chain_rule" target="_blank" rel="noopener">chain rule</a> to take the derivative of both sides of the above equality,</p>
<p>$$\begin{align*}
\frac{d}{dx}\ln(F(x)) &amp;= \frac{d}{dx}\sum_{i=1}^n \ln(f_i(x)) \\
\frac{1}{F(x)} \cdot \frac{dF}{dx} &amp;= \sum_{i=1}^n \frac{1}{f_i(x)} \cdot f_i'(x) \\
\frac{dF}{dx} &amp;= F(x) \cdot \sum_{i=1}^n \frac{f_i'(x)}{f_i(x)}
\end{align*}$$</p>
<p>If we plug $F(x) = \prod_{i=1}^n f_i(x)$ back in, out pops the solution:</p>
<p>$$\frac{d}{dx} \prod_{i=1}^n f_i(x) = \prod_{i=1}^n f_i(x) \cdot \sum_{i=1}^n \frac{f_i'(x)}{f_i(x)}$$</p>
<h2 id="concluding-thoughts">Concluding Thoughts</h2>
<p>Having initially stumbled upon Method 1, I was surprised that this derivative came out so beautifully in the end.
Credit where it&rsquo;s due: I adapted the elegant Method 2 from <a href="https://www.quora.com/What-is-the-first-derivative-of-an-infinite-product-of-factors" target="_blank" rel="noopener">this post</a> regarding infinite products.
I have some technical notes at the end of the <a href="https://jdaymude.github.io/uploads/elegant-derivatives-of-large-products.pdf" target="_blank">linked PDF</a> about when Method 2 breaks down, though I believe Method 1 does not have any of these problems.</p>
<p>Hopefully this was fun (and if it wasn&rsquo;t, I doubt you read this far 😉).
This is one of many examples in mathematics of finding multiple solutions to the same problem and learning something different each time.
Next time you emerge victorious from a tedious derivation, see if you can find a clever alternative!</p>
</description>
</item>
<item>
<title>Deadlock and Noise in Self-Organized Aggregation Without Computation</title>
<link>https://jdaymude.github.io/event/2021sss-deadlockaggregation/</link>
<pubDate>Wed, 17 Nov 2021 09:40:00 -0500</pubDate>
<guid>https://jdaymude.github.io/event/2021sss-deadlockaggregation/</guid>
<description></description>
</item>
<item>
<title>Deadlock and Noise in Self-Organized Aggregation Without Computation</title>
<link>https://jdaymude.github.io/publication/daymude2021-deadlockaggregation/</link>
<pubDate>Tue, 09 Nov 2021 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/daymude2021-deadlockaggregation/</guid>
<description></description>
</item>
<item>
<title>The Canonical Amoebot Model: Algorithms and Concurrency Control</title>
<link>https://jdaymude.github.io/event/2021disc-canonicalamoebot/</link>
<pubDate>Tue, 05 Oct 2021 18:20:00 +0200</pubDate>
<guid>https://jdaymude.github.io/event/2021disc-canonicalamoebot/</guid>
<description></description>
</item>
<item>
<title>The Canonical Amoebot Model: Algorithms and Concurrency Control</title>
<link>https://jdaymude.github.io/publication/daymude2021-canonicalamoebot/</link>
<pubDate>Mon, 04 Oct 2021 00:00:00 +0000</pubDate>
<guid>https://jdaymude.github.io/publication/daymude2021-canonicalamoebot/</guid>
<description></description>
</item>
<item>
<title>Control</title>
<link>https://jdaymude.github.io/review/videogame-control/</link>
<pubDate>Fri, 03 Sep 2021 19:08:32 -0700</pubDate>
<guid>https://jdaymude.github.io/review/videogame-control/</guid>
<description><p><em>Control</em> exerts full mastery over videogames as a unique narrative form, blending motion-capture acting performances, live-action filmed skits and monologues, puppet shows, radio programs, rock albums, short stories, technical documentation, a whole slew of homages to other videogame genres, and — of course — shooting weird shit that needs to be shot.
While not a must, <em>Control</em> and its Oldest House are best experienced in the progressive revelations and immersive weirdness so carefully crafted by its developers.
The remainder of this review may contain atmospheric and thematic spoilers.</p>
<figure >
<div class="d-flex justify-content-center">
<div class="w-100" ><img alt="" srcset="
/review/videogame-control/darlinglab_hu471d3b84ad02b33ff440bd4b1443ac0c_13269229_4a4e2ded0cf0e2069c1d4191dec0dcb3.png 400w,
/review/videogame-control/darlinglab_hu471d3b84ad02b33ff440bd4b1443ac0c_13269229_da53c9220be5e207c05b6876b4e21d25.png 760w,
/review/videogame-control/darlinglab_hu471d3b84ad02b33ff440bd4b1443ac0c_13269229_1200x1200_fit_lanczos_3.png 1200w"
src="https://jdaymude.github.io/review/videogame-control/darlinglab_hu471d3b84ad02b33ff440bd4b1443ac0c_13269229_4a4e2ded0cf0e2069c1d4191dec0dcb3.png"
width="760"
height="428"
loading="lazy" data-zoomable /></div>
</div></figure>
<p><em>Control</em> should be remembered, if not for any of its other solid qualities, as a milestone in storytelling with the gaming medium.
It&rsquo;s one thing to have high quality voice acting and motion capture — especially for facial expressions — so that your game characters can converse more naturally than, say, Siri.
It&rsquo;s another thing entirely to film talented actors and put that footage in the game, a technique Remedy continues here from their past work in <em>Quantum Break</em> and, to a lesser extent, <em>Alan Wake</em> and <em>Bright Falls</em>.
The narrative tricks needed to pull this off (namely, the Hotline and littering the Oldest House with instructional films and research updates) are clever.
Weaving tie-ins between those short films and the mass of mixed-medium work throughout the rest of the game is impressive.
But slowly coming to grips with the collective efforts of directors, writers, actors, visual artists, programmers, managers, and the many, many others involved in developing a game of this caliber is staggering.
To experience artistry that feels genuinely new is a deep joy.</p>
<p>Jesse Faden (Courtney Hope), our protagonist, is solid ground in the physically and metaphorically shifting strangeness of the Oldest House.
We get to watch the depth of her inner worries and assessments balance with her do-what-we-came-to-do attitude to round out a reasonably believable human being.
She&rsquo;s relational, witty, and exceptionally brave: unlike me, she does not freak out when ambushed by shrieking resonance zombies.
The player may be holding the controller, but this is Jesse&rsquo;s story and she is in control.</p>
<figure >
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<p>Control, aside from being the literal name of the game, is a central theme under exploration.
What does it mean to have control?
Who had it before and who has it now?
What do you do with control when it&rsquo;s yours?</p>
<p>Power, the story posits, is not the same as control.
Control is more elusive.
It requires understanding, trust, and genuine leadership — qualities that Jesse&rsquo;s predecessors Northmoor and Trench traded away in their pursuit of, ironically, control.
But instead of probing this theme more deeply (for example, asking whether control itself is just an illusory sense of security), the game&rsquo;s conclusion is satisfied with replacing entrenched, toxic leaders with Jesse and other critically thinking young people and calling it a day.
The <em>Foundation</em> and <em>AWE</em> DLCs do a little more work in this direction, but fall short of staking out a thoughtful value claim to complement the robust narrative creativity.
I&rsquo;d hoped for more.</p>
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<div class="w-100" ><img alt="" srcset="
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<p>Amidst all this focus on artistry, narrative, and hopes for philosophy, it&rsquo;s still worth mentioning that the gunplay and paranatural combat abilities feel great.
Returning to other games after being Jesse Faden is markedly disappointing.
Said another way, you know how exhilarating the combat in <em>Control</em> is going to be from the first moment you accidentally bump into a table and the physics engine sends it flying into a wall, papers thrust into the air.</p>
<p>I&rsquo;m excited to know the talented folks at Remedy are already working on <a href="https://www.polygon.com/22556019/control-sequel-multiplayer-spinoff-pc-xbox-ps5" target="_blank" rel="noopener">new stories</a> in the <em>Control</em> universe, and for what other developers and artists this quality of videogame storytelling might inspire.</p>
<h2 id="bugs">Bugs</h2>
<p>It&rsquo;s minor, but there was an occasional issue where the floor would just&hellip; disappear.