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"Note: This method probably won’t work very well in cases when game_tick can take a very significant amount of time, or the game state is gigantic, e.g. in a big AAA game which needs to run the physics engine and whatnot."

So, the Stroop Effect!


Check out the Data Warehouse Toolkit. You might want to look into natural vs surrogate keys.

https://www.amazon.com/Data-Warehouse-Toolkit-Complete-Dimen...


Found a pdf copy (just to browse, I promise!) and it looks great. Ordered a used copy, thanks.

Edit: no instances of candidate key when I ctrl+f though, still looks pretty good.


What do you call the team that creates, operates, maintaines, and improves the "sanitised (filtered for sensitive personal information) data and analytics infrastructure"? That feels more like an appropriate fit for the data team moniker, and the "autonomous" team described is something like a BI team. Thoughts?


I've always looked forward to this being applied to music. Imagine searching for all possible generations of notes composed on pages.


But what would you expect that "search" to give you? If you search this library for "to be or not to be", it will give you a page containing the phrase "to be or not to be" preceded and followed by random gibberish.

You could similarly build an analogous music library that you could search for the opening motif of Beethoven's 5th. But the notes surrounding it would also just be random noise; you wouldn't find anything interesting in them.

You don't need a "search" to generate random notes, you can have that more directly by writing a program to do it.


You might enjoy Chris Ford's talk "Kolmogorov Music" from this year's Strange Loop conference: https://www.youtube.com/watch?v=Qg3XOfioapI

I recommend the whole thing, but he starts talking about infinitely generated music at about 26:30 into the talk, and plays a sample at 31:30

And his source for the talk is at https://github.com/ctford/kolmogorov-music


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