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🔗 John Titor

🔗 Internet culture 🔗 Skepticism 🔗 Alternative Views 🔗 Paranormal

John Titor (May 5, 6 or 7, 1998) is a name used on several bulletin boards during 2000 and 2001 by a poster claiming to be an American military time traveler from 2036. Titor made numerous vague and specific predictions regarding calamitous events in 2004 and beyond, including a nuclear war, none of which came true. Subsequent closer examination of Titor's assertions provoked widespread skepticism. Inconsistencies in his explanations, the uniform inaccuracy of his predictions, and a private investigator's findings all led to the general impression that the entire episode was an elaborate hoax. A 2009 investigation concluded that Titor was likely the creation of Larry Haber, a Florida entertainment lawyer, along with his brother Morey, a computer scientist.

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🔗 Eigengrau

🔗 Color 🔗 Physiology

Eigengrau (German: "intrinsic gray", lit. "own gray"; pronounced [ˈʔaɪ̯gn̩ˌgʁaʊ̯]), also called Eigenlicht (Dutch and German: "own light"), dark light, or brain gray, is the uniform dark gray background that many people report seeing in the absence of light. The term Eigenlicht dates back to the nineteenth century, but has rarely been used in recent scientific publications. Common scientific terms for the phenomenon include "visual noise" or "background adaptation". These terms arise due to the perception of an ever-changing field of tiny black and white dots seen in the phenomenon.

Eigengrau is perceived as lighter than a black object in normal lighting conditions, because contrast is more important to the visual system than absolute brightness. For example, the night sky looks darker than Eigengrau because of the contrast provided by the stars.

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🔗 List of games that Buddha would not play

🔗 Lists 🔗 Buddhism

The Buddhist games list is a list of games that Gautama Buddha is reputed to have said that he would not play and that his disciples should likewise not play, because he believed them to be a 'cause for negligence'. This list dates from the 6th or 5th century BCE and is the earliest known list of games.

There is some debate about the translation of some of the games mentioned, and the list given here is based on the translation by T. W. Rhys Davids of the Brahmajāla Sutta and is in the same order given in the original. The list is duplicated in a number of other early Buddhist texts, including the Vinaya Pitaka.

  1. Games on boards with 8 or 10 rows. This is thought to refer to ashtapada and dasapada respectively, but later Sinhala commentaries refer to these boards also being used with games involving dice.
  2. The same games played on imaginary boards. Akasam astapadam was an ashtapada variant played with no board, literally "astapadam played in the sky". A correspondent in the American Chess Bulletin identifies this as likely the earliest literary mention of a blindfold chess variant.
  3. Games of marking diagrams on the floor such that the player can only walk on certain places. This is described in the Vinaya Pitaka as "having drawn a circle with various lines on the ground, there they play avoiding the line to be avoided". Rhys Davids suggests that it may refer to parihāra-patham, a form of hop-scotch.
  4. Games where players either remove pieces from a pile or add pieces to it, with the loser being the one who causes the heap to shake (similar to the modern game pick-up sticks).
  5. Games of throwing dice.
  6. "Dipping the hand with the fingers stretched out in lac, or red dye, or flour-water, and striking the wet hand on the ground or on a wall, calling out 'What shall it be?' and showing the form required—elephants, horses, &c."
  7. Ball games.
  8. Blowing through a pat-kulal, a toy pipe made of leaves.
  9. Ploughing with a toy plough.
  10. Playing with toy windmills made from palm leaves.
  11. Playing with toy measures made from palm leaves.
  12. Playing with toy carts.
  13. Playing with toy bows.
  14. Guessing at letters traced with the finger in the air or on a friend's back.
  15. Guessing a friend's thoughts.
  16. Imitating deformities.

Although the modern game of chess had not been invented at the time the list was made, earlier chess-like games such as chaturaji may have existed. H.J.R. Murray refers to Rhys Davids' 1899 translation, noting that the 8×8 board game is most likely ashtapada while the 10×10 game is dasapada. He states that both are race games.

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🔗 Lojban

🔗 Constructed languages

Lojban (pronounced [ˈloʒban] (listen)) is a constructed, syntactically unambiguous human language created by the Logical Language Group and succeeding the Loglan project.

The Logical Language Group (LLG) began developing Lojban in 1987. The LLG sought to realize Loglan's purposes, and further improve the language by making it more usable and freely available (as indicated by its official full English title, "Lojban: A Realization of Loglan"). After a long initial period of debating and testing, the baseline was completed in 1997, and published as The Complete Lojban Language. In an interview in 2010 with The New York Times, Arika Okrent, the author of In the Land of Invented Languages, stated: "The constructed language with the most complete grammar is probably Lojban—a language created to reflect the principles of logic."

Lojban is proposed as a speakable language for communication between people of different language backgrounds, as a potential means of machine translation and to explore the intersection of human language and software.

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🔗 Zugzwang

🔗 Chess

Zugzwang (German for "compulsion to move", pronounced [ˈtsuːktsvaŋ]) is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because they must make a move when they would prefer to pass and not move. The fact that the player is compelled to move means that their position will become significantly weaker. A player is said to be "in zugzwang" when any possible move will worsen their position.

Although the term is used less precisely in games such as chess, it is used specifically in combinatorial game theory to denote a move that directly changes the outcome of the game from a win to a loss. Putting the opponent in zugzwang is a common way to help the superior side win a game, and in some cases it is necessary in order to make the win possible.

The term zugzwang was used in German chess literature in 1858 or earlier, and the first known use of the term in English was by World Champion Emanuel Lasker in 1905. The concept of zugzwang was known to chess players many centuries before the term was coined, appearing in an endgame study published in 1604 by Alessandro Salvio, one of the first writers on the game, and in shatranj studies dating back to the early 9th century, over 1000 years before the first known use of the term.

Positions with zugzwang occur fairly often in chess endgames, especially in king and pawn endgames. According to John Nunn, positions of reciprocal zugzwang are surprisingly important in the analysis of endgames.

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🔗 Gödel's ontological proof

🔗 Philosophy 🔗 Philosophy/Logic 🔗 Philosophy/Contemporary philosophy 🔗 Philosophy/Philosophy of religion 🔗 Christianity 🔗 Christianity/theology 🔗 Military history/European military history

Gödel's ontological proof is a formal argument by the mathematician Kurt Gödel (1906–1978) for the existence of God. The argument is in a line of development that goes back to Anselm of Canterbury (1033–1109). St. Anselm's ontological argument, in its most succinct form, is as follows: "God, by definition, is that for which no greater can be conceived. God exists in the understanding. If God exists in the understanding, we could imagine Him to be greater by existing in reality. Therefore, God must exist." A more elaborate version was given by Gottfried Leibniz (1646–1716); this is the version that Gödel studied and attempted to clarify with his ontological argument.

Gödel left a fourteen-point outline of his philosophical beliefs in his papers. Points relevant to the ontological proof include

4. There are other worlds and rational beings of a different and higher kind.
5. The world in which we live is not the only one in which we shall live or have lived.
13. There is a scientific (exact) philosophy and theology, which deals with concepts of the highest abstractness; and this is also most highly fruitful for science.
14. Religions are, for the most part, bad—but religion is not.

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🔗 Cyc

🔗 Computing 🔗 Computer science 🔗 Cognitive science 🔗 Software 🔗 Software/Computing 🔗 Databases 🔗 Databases/Computer science

Cyc (pronounced SYKE, ) is a long-living artificial intelligence project that aims to assemble a comprehensive ontology and knowledge base that spans the basic concepts and rules about how the world works. Hoping to capture common sense knowledge, Cyc focuses on implicit knowledge that other AI platforms may take for granted. This is contrasted with facts one might find somewhere on the internet or retrieve via a search engine or Wikipedia. Cyc enables AI applications to perform human-like reasoning and be less "brittle" when confronted with novel situations.

Douglas Lenat began the project in July 1984 at MCC, where he was Principal Scientist 1984–1994, and then, since January 1995, has been under active development by the Cycorp company, where he is the CEO.

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  • "Cyc" | 2022-09-28 | 24 Upvotes 2 Comments
  • "Cyc" | 2019-12-13 | 357 Upvotes 173 Comments

🔗 Hilbert's paradox of the Grand Hotel

🔗 Mathematics

Hilbert's paradox of the Grand Hotel (colloquial: Infinite Hotel Paradox or Hilbert's Hotel) is a thought experiment which illustrates a counterintuitive property of infinite sets. It is demonstrated that a fully occupied hotel with infinitely many rooms may still accommodate additional guests, even infinitely many of them, and this process may be repeated infinitely often. The idea was introduced by David Hilbert in a 1924 lecture "Über das Unendliche", reprinted in (Hilbert 2013, p.730), and was popularized through George Gamow's 1947 book One Two Three... Infinity.

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