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Openreview is nice. I guess it could integrate with arxiv to allow preprints but someone needs to pay for moderation if we are to keep a high standard of comments.

Your statements such as

> We know that there’s only one 1 in the rational numbers, then it must be the same 1 object as the 1 in the integers. > The statement “3/3 is in Z” is true.

make it sound very trivial while in reality it is not. I do not quite understand your example with R^3 but the defined applies equally to your statements. There are many ways to define and think about the objects you mentioned -- there is not one single truth. Unless you are a devoted platonist, in which case, it's still like your opinion, man.


If the model is properly regularised, it can be trained indefinitely without overfitting. E.g., you can add adversarial perturbations to images and train a visual model for a very long time.

I don't know if the current LLM architectures have any explicit regularisation or if it happens to be an intrinsic part.


There are a number of forms of regularization used, obviously L1/L2 and also dropout. It's not as effective as scaling/perturbing patches in the image space.


Thanks a lot for these! As someone who grew up watching How It's Made, I found it surprisingly difficult to scratch the same itch since.


Absolutely. He also scratches my How It's Made itch. Another one to look at would be Practical Engineering, for the Civil Engineering side of things.

As a Mechanical Engineer, I love how Bill able to present technical subjects in a way that accessible to people up and down the mechanical aptitude spectrum. More than once I've considered "How would Bill say it?" when I needed to communicate technical things.

https://www.youtube.com/@PracticalEngineeringChannel


Looks amazing! What would be the best way for someone to start making maps with these with no prior experience?


I remember reading Paul Kidby's intro, to one of his Terry Pratchett graphic novels, where he talked about working with Sir Terry, in developing Discworld maps.

Pratchett was a geologist, by training. That meant he was pretty demanding, as to the realism of the maps (of a giant disc, on the back of four elephants, on the back of a giant turtle).

He mentioned being corrected for not having rain shadows, for example.

Making realistic fantasy maps is a bit more involved than one might think.


God, yes. I remember when I had a lot more free time in high school and college and was doing a lot of world building for D&D campaigns I had not the skill to actually run. I learned so much about geology, geography, hydrology... just to make a map I wouldn't even finish, let alone use. Extremely fun though!



There are lots of examples on YouTube. Naturally, they make this all look easy! And, it seems to me, that it can be, indeed, "simple", but I wouldn't call it "easy".

It's just a bunch of techniques. Follow some of those, make some throw away maps, and I bet you can get the hang of it.


> with no prior experience?

Grab the PNG bundles and copy/paste those into your graphics editor of choice.


Oh that I had time... I really wish I had the time to make a web-based map-drawing tool that would already know how to access all of these amazing CC0 and Public Domain assets...

Seriously, honestly, if I were a billionaire, I'd be a patron of the arts like this, all the time, hiring people who want to make tools like this.

/sigh/


I have this bookmarked. I'm not sure if any of them meet your criteria, but...

https://blog.reedsy.com/fantasy-map-generators/

15-year old me would probably fail out of school playing with these


Real question: What features do you think would be necessary for an MVP of what you're wanting built?


It's hard to not take the M in MVP too seriously...

But I have to take it seriously...

I've broken into MVP 1, MVP 2, etc..

* I suspect HTML5 Canvas is the easiest tool that would get the job done - I mention this because in my mind, I know the limitations of Canvas, and I think they line up quite while with what I'm imagining. It's possible something else could be easier to start with, but might not be able to easily implement ALL of these features I've laid out... But I think it's possible to get started with just CSS. [1]

* An open source and easily appended list of tile families and their descriptors (size of tiles, positions of them, etc.) and the link to their licensing

* Let you pick a tile family

* Let you select a tile as your current brush - every click places a tile

---

* Select an eraser that deletes tiles that you click within

* Pick the background to use (such as parchment [respect their licensing, too], or just solid colors)

* Select a tool to move existing tiles by clicking within them, dragging them

---

* A way to filter tile families (and backgrounds) by licensing ("show me only CC0", "show CC0 or CCBY3.0 etc.")

* change the size of your image map

* image map can be bigger than your browser window (with scrolling)

---

* Change the size of the tiles you are about to paint

* Change the color of the tiles you are about to paint

* Change the opacity of the tiles you are about to paint

* Change the rotation of the tiles you are about to paint

---

* Pick a font, size, color, bold, italic

* Type text

* The Eraser can delete text

* The Mover can move text

---

* The Eraser can also drag through things to erase them

* Turn on and off a grid to snap tiles to

* Save as JSON button (x, y, tile id)

* Load from JSON button

* Save as Image button (otherwise people can use a screen scraper themselves)

* The image is a PNG which has the JSON encoded in it as EXIF so it's easy to restore and continue

[1] : https://stackoverflow.com/questions/13526712/make-div-dragga...


Right on. So it seems like you want a tilemap editor that includes a lot of assets from permissively licensed content?

That's a bit of a taller order than the first glance because you would necessarily need to split the free packages into tiles. Feels like the better move would be for someone to just make tilesets of these brushes, and then just use an already-existing tilemap editor for the rest of the functionality.

But if it's worth anything, I agree that both a simple map editor using the brushes for blitting onto a canvas, and a tilemap editor that defaults to these permissively licensed assets should be pretty easy to put together. The former is more aligned with things I'm already working on, which is why I asked.


Or you could stop tooling and optimizing, have some fun with a nice thing someone already made.


The linked #NoBadMaps blog post describes some of this, but ultimately there's very little to it: https://kmalexander.com/2019/02/27/nobadmaps/

> Using my brushes is easy: you load them in Photoshop, create a document, and place what you want where you want it with a few mouse clicks. Point-and-click. There’s very little drawing, no scanning, nothing complicated. In fact using any of my brush sets you can make super cool maps in minutes. That’s intentional.

The best way to get started is to just grab a piece of paper, scribble a weird shape on it, and sketch on it where you think certain features go. Everything after that is an implementation detail that tools like these brushes help to solve.

If you've never made maps in any tool that applies symbols or uses "brushes" like this, play around with something like Inkarnate[1] or Wonderdraft[2] first. It's a web tool for fantasy mapping with a basic free version and similar palette of brush-like features that you can paint onto maps, but strips down a lot of the non-mapping tooling and interface that you'd wade through in something like Photoshop or GIMP.

Inkarnate should help give you a hands-on idea of what's possible, and it might be all you want or need out of the process (in which case its "pro" subscription is about $25/year). If you want more flexibility or power after playing around with it, then it's a matter of learning related features in the tool you have or want to use - looking up tutorials on Photoshop brushes, custom brushes in GIMP, brushes and bundles in Krita, etc.

They all work just differently enough to not have a blanket recommendation. These brush packs are in the somewhat well-supported ABR format, but each tool that supports them also has different features for configuring how they're applied. The packs are also available as piles of PNG images that you can place manually or make into brushes yourself, if you're so motivated.

Once you get a feel for "painting" symbols as brushes, it's mostly up to you how you apply them. You might like to draw the outlines of landmasses and bodies of water on paper, scan them, and then apply the features with the brushes. For instance, when I was starting out with mapping I followed Jonathan Roberts's blog[3], which steps through and explains a lot of his process for different types of maps and mapping features from a very basic level of understanding. Each brush set here also includes an "in use" section that links to other brushes the artist used to apply certain effects, like watercolors and textures, in the sample maps.

Maybe you prefer to draw the landmasses in the same tool that you're using the brushes, or maybe you're more comfortable in a different drawing tool. (Some people even use GIS tools to draw maps in a data format transformable to different projections, but that's not a great starting point.) Maybe you'd even prefer to use a random landmass generator to skip the drawing step entirely.

The brushes ultimately exist to save you the tedium of filling in those spaces with repetitive shapes like mountains, tress, buildings, etc., that are all slightly different each time while also maintaining a consistent aesthetic style across the map.

[1]: https://inkarnate.com/

[2]: https://www.wonderdraft.net/

[3]: http://www.fantasticmaps.com/


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