How is GPT-5.1's personality different from GPT-5's?
← BackGPT-5.1's personality is very different to GPT-5's, here are the main differences:
+++
GPT-5.1 uses more bold and italics text than GPT-5.
GPT-5.1 uses more bold and italics text than GPT-5 in 60% of cases where this trait is relevant (equally in 39% and less in 0%). This trait ("uses more bold and italics text") is relevant in 56% of all tested prompts.
In a container you typically don’t want to run poetry shell itself (it spawns an interactive subshell). Instead, you want to simulate what poetry shell does: activate the virtualenv for every process.
Recommended pattern: use the venv as the container’s default environment
- Make Poetry create the venv inside the project (so you know the path):
# Example Dockerfile fragment
WORKDIR /app
# Install dependencies, install Poetry, etc...
# ...
# Make Poetry put the venv in .venv inside /app
ENV POETRY_VIRTUALENVS_IN_PROJECT=true
RUN poetry install --no-root --no-interaction --no-ansi
Now the venv will be at /app/.venv.
- Activate that venv for all future commands in the container:
ENV VIRTUAL_ENV=/app/.venv
ENV PATH="$VIRTUAL_ENV/bin:$PATH"
From this line onward in your Dockerfile, and for any docker run/docker exec session, all commands will automatically use the Poetry virtualenv — the same effect as being in a poetry shell.
Alternative: use an entrypoint wrapper
If you prefer to keep the Dockerfile cleaner and just wrap at runtime:
WORKDIR /app
ENV POETRY_VIRTUALENVS_IN_PROJECT=true
RUN poetry install --no-root --no-interaction --no-ansi
COPY docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
RUN chmod +x /usr/local/bin/docker-entrypoint.sh
ENTRYPOINT ["docker-entrypoint.sh"]
CMD ["bash"]
docker-entrypoint.sh:
#!/usr/bin/env sh
set -e
# Adjust if your app path is different
. /app/.venv/bin/activate
exec "$@"
Now any command you run (including via docker exec) is executed with the Poetry venv active.
If you share your current Dockerfile, I can show the exact minimal changes for your setup.
Short answer: don’t use poetry shell in a container. It spawns an interactive subshell and isn’t suited for non-interactive runtimes. Instead, ensure the Poetry virtualenv is always on PATH or wrap all runtime commands with poetry run.
Two solid ways to achieve “every command runs inside the Poetry env”:
Approach A (recommended): put the venv on PATH
- Make Poetry create the venv in-project (.venv).
- Install deps with Poetry.
- Export the venv bin directory onto PATH so every command (python, pip, your console scripts) uses the venv without needing poetry run.
Example Dockerfile (Python 3.12-slim):
- Works for both build and runtime, interactive shells via docker exec, and ENTRYPOINT/CMD.
FROM python:3.12-slim
ENV POETRY_HOME=/opt/poetry
POETRY_VIRTUALENVS_IN_PROJECT=1
POETRY_NO_INTERACTION=1
PIP_NO_CACHE_DIR=1
Install Poetry
RUN apt-get update && apt-get install -y --no-install-recommends curl build-essential
&& rm -rf /var/lib/apt/lists/*
&& curl -sSL https://install.python-poetry.org | python3 -
&& ln -s /opt/poetry/bin/poetry /usr/local/bin/poetry
WORKDIR /app
Leverage layer caching
COPY pyproject.toml poetry.lock* ./ RUN poetry install --no-root --only main # or remove --only main to include dev deps
Copy source and install project (optional if your project is a package)
COPY . . RUN poetry install --no-root
Put the venv on PATH so every command uses it
ENV PATH="/app/.venv/bin:${PATH}"
Now anything you run uses the Poetry venv
CMD ["python", "-m", "your_module"]
- With this, commands like docker run image python, pip, gunicorn, pytest, etc. all run from .venv automatically.
- docker exec -it container bash drops you into a shell already using the venv (because PATH is set).
Approach B: force all runtime commands through poetry run
- Good if you explicitly want Poetry to wrap every command.
- Use an ENTRYPOINT wrapper so docker run image any-args becomes poetry run any-args.
Example: COPY --chmod=755 <<'EOF' /usr/local/bin/poetry-entrypoint #!/usr/bin/env bash set -euo pipefail cd /app exec poetry run "$@" EOF
ENTRYPOINT ["/usr/local/bin/poetry-entrypoint"] CMD ["python", "-m", "your_module"]
Notes and tips:
- Avoid poetry shell in Docker; it’s interactive and doesn’t exit cleanly as an entrypoint.
- Approach A is simplest and fastest at runtime (no Poetry process startup on each command).
- For build steps that must use the venv, ensure you set ENV PATH after poetry install so subsequent RUN lines use the venv.
- If you don’t need isolation, you can also set POETRY_VIRTUALENVS_CREATE=0 to install into the system interpreter (not typical for containers using Poetry).
Tell me your base image and how you intend to run the container (service vs. ad-hoc commands), and I can tailor the Dockerfile.
Available analyses suggest that cherries, red currants and blackcurrants are all low in oxalate compared with classic high‑oxalate foods (like spinach, rhubarb, beet greens, nuts).
Because different labs and cultivars give slightly different numbers, it’s better to think in ranges and categories rather than single exact values:
| Fruit (raw) | Approx. oxalate (mg/100 g)* | Typical classification |
|---|---|---|
| Sweet cherries | ~3–8 mg/100 g | Low |
| Red currants | ~2–6 mg/100 g | Low |
| Blackcurrants | ~4–12 mg/100 g | Low to low–moderate |
*Based on values from published oxalate tables and analyses (e.g., Noonan & Savage 1999; various hospital/renal-diet oxalate lists, including data summarized by Harvard T.H. Chan School of Public Health). Exact values vary by cultivar, growing conditions and measurement method (total vs soluble oxalate).
Practical implications
- For people following a low‑oxalate diet (often ≤80–100 mg/day), a typical serving (½–1 cup) of any of these fruits generally contributes only a small fraction of the daily limit.
- Unless you have very strict oxalate restriction or unusually large intakes, cherries, red currants and blackcurrants are usually considered safe, low-oxalate choices compared with high-oxalate foods.
If you’re restricting oxalate for kidney stone prevention, the main focus is usually on spinach, beet greens, rhubarb, nuts, some beans, and very high-oxalate grains/bran, rather than these fruits. For personal limits and portion guidance, a renal dietitian can tailor this to you.
Short answer: all three are on the low-to-moderate end for dietary oxalate. Cherries are generally low; red currants are low to moderate; blackcurrants tend to be moderate.
Approximate values (total oxalate; fresh fruit):
- Cherries (sweet or tart): about 2–8 mg per 100 g. Roughly 1–6 mg per 1/2 cup (~75 g). Low.
- Red currants (Ribes rubrum): about 5–15 mg per 100 g. Roughly 3–9 mg per 1/2 cup (~60 g). Low to moderate.
- Blackcurrants (Ribes nigrum): about 10–30 mg per 100 g. Roughly 7–20 mg per 1/2 cup (~70 g). Moderate.
Notes:
- Values vary by cultivar, ripeness, and lab method; different databases report slightly different numbers, but the relative ranking (cherry < red currant ≤ blackcurrant) is consistent.
- If you’re restricting oxalate for kidney stones, typical guidance is to keep most individual foods under ~10 mg per serving. That makes usual portions of cherries and red currants easy fits; for blackcurrants, keep portions modest if you need a stricter low‑oxalate plan.
- Pairing fruit with calcium-containing foods (e.g., yogurt) can reduce oxalate absorption.
- “Zante currants” (the dried mini raisins from grapes) are a different food from fresh red/blackcurrants and can have different oxalate values.
Below is an example UML Collaboration (Communication) Diagram for an Online Banking “Fund Transfer” use case, plus the PlantUML code to generate it.
1. Scenario Modeled
Use case: Customer transfers money from a source account to a destination account.
Objects involved:
Customer(actor)OnlineBankingUI : BoundaryAuthService : ControlAccountService : ControlSourceAccount : EntityDestinationAccount : EntityTransactionService : ControlNotificationService : Control
Messages are numbered to show the sequence of interactions.
2. PlantUML Code (Collaboration / Communication Style)
@startuml
title Online Banking System - Fund Transfer Collaboration Diagram
' Layout config (optional)
left to right direction
skinparam object {
BackgroundColor #E0F7FA
BorderColor #00838F
}
skinparam actorStyle awesome
'---- Objects / Participants ----
actor Customer
object "OnlineBankingUI\n: Boundary" as UI
object "AuthService\n: Control" as Auth
object "AccountService\n: Control" as AccSvc
object "SourceAccount\n: Entity" as SrcAcc
object "DestinationAccount\n: Entity" as DestAcc
object "TransactionService\n: Control" as TxSvc
object "NotificationService\n: Control" as Notif
'---- Static links between collaborating objects (association lines) ----
Customer - UI : uses
UI - Auth
UI - AccSvc
Auth - AccSvc
AccSvc - SrcAcc
AccSvc - DestAcc
AccSvc - TxSvc
TxSvc - Notif
Notif - Customer
'---- Numbered messages (collaboration style) ----
' 1. Customer starts transfer
Customer -> UI : 1: enterTransferDetails(src, dest, amount)
' 2. UI ensures session is valid
UI -> Auth : 2: validateSession()
Auth -> AccSvc : 2.1: getCustomerAccounts()
AccSvc -> SrcAcc : 2.1.1: load()
AccSvc -> DestAcc : 2.1.2: load()
' 3. UI requests the transfer
UI -> AccSvc : 3: requestTransfer(src, dest, amount)
' 3.1 Check balance on source account
AccSvc -> SrcAcc : 3.1: hasSufficientBalance(amount)?
' 3.2 Create and execute transfer
AccSvc -> TxSvc : 3.2: createTransfer(src, dest, amount)
' 3.2.1 Debit source
TxSvc -> AccSvc : 3.2.1: debit(src, amount)
AccSvc -> SrcAcc : 3.2.1.1: updateBalance(-amount)
' 3.2.2 Credit destination
TxSvc -> AccSvc : 3.2.2: credit(dest, amount)
AccSvc -> DestAcc : 3.2.2.1: updateBalance(+amount)
' 3.3 Notify customer
TxSvc -> Notif : 3.3: sendConfirmation()
Notif -> Customer : 3.3.1: showConfirmation()
@enduml
Render this code with any PlantUML-compatible tool to get the collaboration diagram.
Below is a clear, implementation-ready PlantUML model of a Collaboration (Communication) diagram for an Online Banking “Login + Transfer Funds” scenario. PlantUML does not have a separate communication-diagram type, so we use a sequence diagram with message numbering enabled, which renders as a collaboration-style interaction.
PlantUML code:
@startuml
title Online Banking - Collaboration (Communication) Diagram: Login and Transfer Funds
skinparam backgroundColor white
skinparam ArrowThickness 1.2
skinparam sequenceMessageNumbering true
hide footbox
actor Customer as C
box "Online Channel" #EFEFEF
participant "Web/Mobile UI" as UI
end box
box "Bank Backend" #E6F7FF
participant "Auth Service" as AUTH
participant "Account Service" as ACCT
participant "Transfer Service" as XFER
participant "Notification Service" as NOTIFY
participant "Audit Log" as AUDIT
end box
box "External" #FFF5E6
participant "External Bank / Payment Gateway" as EXT
end box
' 1) Login
C -> UI: enterCredentials(username, password)
UI -> AUTH: authenticate(username, password)
AUTH --> UI: authToken
' 2) View accounts (optional context before transfer)
UI -> ACCT: getAccounts(authToken)
ACCT --> UI: accountsSummary
' 3) Initiate transfer
C -> UI: initiateTransfer(srcAcct, dstAcct, amount)
UI -> ACCT: validateAccounts(srcAcct, dstAcct)
ACCT --> UI: validationOK
UI -> XFER: createTransfer(authToken, srcAcct, dstAcct, amount)
XFER -> ACCT: checkFunds(srcAcct, amount)
ACCT --> XFER: fundsOK
alt Internal transfer (same bank)
XFER -> ACCT: debit(srcAcct, amount)
ACCT --> XFER: debited
XFER -> ACCT: credit(dstAcct, amount)
ACCT --> XFER: credited
else External transfer (other bank)
XFER -> EXT: initiateExternalTransfer(dstBank, dstAcct, amount, refId)
EXT --> XFER: externalConfirmation(refId, status)
end
XFER -> AUDIT: logTransfer(refId, srcAcct, dstAcct, amount, status)
XFER -> NOTIFY: notifyUser(userId, refId, status)
NOTIFY -> C: sendNotification(refId, status)
XFER --> UI: transferResult(refId, status)
@enduml
Notes:
- Message numbering is turned on (sequenceMessageNumbering true) to emulate a UML Communication/Collaboration diagram.
- The alt block shows internal vs. external transfer variants; use one or keep both for documentation.
Here’s a checked and cleaned‑up version of your code, plus a simple way to print the “best move” (greedy action from the learned Q‑table).
Main issues fixed
-
Bug in action 4:
You had:elif action == 4: self.state -= 2 self.state -= 2 * action # <- subtracts 8 more, total -10I changed this to just
self.state -= 2. -
Boundary condition in
act:
You checkedstate == self.env.board_size + 1, which is never a valid state. I removed that special case and kept only the check for state 1 (to avoid moving backwards from the start). -
Indentation error in
__main__:
The lineenv = SnakeLadderEnv(...)was incorrectly indented. -
“Best move” printing:
After training, you can print the best move per state usingnp.argmax(Q[state]) + 1, or show the greedy path from start to finish.
Corrected code with “best move” printing
import numpy as np
import random
class SnakeLadderEnv:
def __init__(self, board_size, snakes, ladders, dragon, genie, phoenix, diamond):
self.board_size = board_size
self.snakes = snakes
self.ladders = ladders
self.dragon = dragon
self.genie = genie
self.phoenix = phoenix
self.diamond = diamond
self.state = 1
self.terminal_state = board_size
def step(self, action):
# Move the agent based on the action
if action == 1:
self.state += 1
elif action == 2:
self.state += 2
elif action == 3:
self.state -= 1
elif action == 4:
self.state -= 2 # fixed: removed self.state -= 2 * action
# Ensure state remains within the board boundaries
self.state = max(1, min(self.board_size, self.state))
# 20% chance of moving in the opposite direction by up to 2 squares
if random.random() < 0.2:
self.state -= min(2, self.state - 1) # Ensure state does not go below 1
# Apply snakes
for snake in self.snakes:
if self.state == snake[0]:
self.state = snake[1]
break
# Apply ladders
for ladder in self.ladders:
if self.state == ladder[0]:
self.state = ladder[1]
break
# Special tiles
if self.state == self.dragon:
self.state = 1
if self.state == self.genie:
self.state = self.board_size
if self.state == self.phoenix:
self.state = self.board_size
if self.state == self.diamond:
self.state = self.dragon
# Check if the game is over
done = self.state == self.terminal_state
# Reward: -1 for every step, +100 for reaching the end
reward = -1 if not done else 100
return self.state, reward, done
def reset(self):
self.state = 1
return self.state
class QLearningAgent:
def __init__(self, env, alpha=0.2, gamma=0.9, epsilon=0.1):
self.env = env
self.Q = np.zeros((env.board_size + 1, 4)) # states: 1..board_size, actions: 1..4
self.alpha = alpha
self.gamma = gamma
self.epsilon = epsilon
def act(self, state):
# ε-greedy policy
if random.random() < self.epsilon:
# exploration
if state == 1:
# From start, only allow positive movement
return random.randint(1, 2)
else:
return random.randint(1, 4)
else:
# exploitation
return int(np.argmax(self.Q[state]) + 1) # action index 0..3 -> action 1..4
def learn(self, state, action, reward, next_state, done):
current_q = self.Q[state][action - 1]
target = reward if done else reward + self.gamma * np.max(self.Q[next_state])
self.Q[state][action - 1] += self.alpha * (target - current_q)
def train(self, episodes):
for episode in range(episodes):
state = self.env.reset()
done = False
while not done:
action = self.act(state)
next_state, reward, done = self.env.step(action)
self.learn(state, action, reward, next_state, done)
state = next_state
return self.Q
if __name__ == "__main__":
# Optional: set a seed for reproducibility
random.seed(0)
np.random.seed(0)
board_size = 100
snakes = [(33, 5), (66, 12), (56, 20), (43, 24), (78, 59), (96, 72)]
ladders = [(7, 36), (21, 58), (31, 51), (34, 84), (54, 89), (63, 82)]
dragon = 52
genie = 48
phoenix = 64
diamond = 41
env = SnakeLadderEnv(board_size, snakes, ladders, dragon, genie, phoenix, diamond)
agent = QLearningAgent(env)
Q = agent.train(1000)
# 1) Count how many state-action pairs were updated (non-zero Q-values)
print("Number of movements (state-action pairs) with non-zero Q:", np.sum(Q != 0))
# 2) Print the best move (greedy action) from each state
print("\nBest move from each state (according to learned Q):")
for s in range(1, board_size):
best_action = np.argmax(Q[s]) + 1
print(f"State {s}: best action = {best_action}")
# 3) Demonstrate following the greedy policy from the start
state = env.reset()
print("\nGreedy policy rollout from start:")
print("Initial location:", state)
step_count = 0
while state != board_size and step_count < 200: # safety cap
action = np.argmax(Q[state]) + 1
next_state, reward, done = env.step(action)
print(f"Step {step_count+1}: state={state}, best move={action}, "
f"reward={reward}, next_state={next_state}")
state = next_state
step_count += 1
if done:
break
print("\nFinal state:", state)
How to interpret “best move”
- For each state
s,
best_action = np.argmax(Q[s]) + 1
is the action (1–4) that the agent currently believes gives the highest long‑term return. - Because your environment is stochastic (20% chance of backward move, plus snakes, ladders, and special tiles), the actual next state can vary even with the same “best move”.
If you want a different notion of “best move” (e.g., only forward moves allowed, no randomness when evaluating, best path length, etc.), tell me and I can adjust the code accordingly.
You’ve got a few issues in the current code that will make learning and evaluation unreliable, and there’s no clean way to “print the best move” after training.
Key problems:
- In step, action == 4 subtracts an extra 2*action, effectively moving -10 instead of -2.
- The environment has 20% random backstep; that makes evaluation noisy. It’s better to turn that off when you want to print the “best move/sequence”.
- act has an unreachable branch for state == self.env.board_size + 1 and overcomplicates random action selection.
- Minor indentation error in main.
Below is a cleaned-up version that:
- Fixes the action 4 bug.
- Adds a backstep_prob parameter so you can disable randomness for evaluation.
- Trains a Q-learning agent.
- Prints the best first move from the start and the full greedy path (deterministic rollout) to the goal.
Code:
import numpy as np import random
class SnakeLadderEnv: def init(self, board_size, snakes, ladders, dragon, genie, phoenix, diamond, backstep_prob=0.2): self.board_size = board_size self.snakes = snakes self.ladders = ladders self.dragon = dragon self.genie = genie self.phoenix = phoenix self.diamond = diamond self.backstep_prob = backstep_prob
self.state = 1
self.terminal_state = board_size
def step(self, action):
# Move based on action
if action == 1:
self.state += 1
elif action == 2:
self.state += 2
elif action == 3:
self.state -= 1
elif action == 4:
self.state -= 2 # Fixed: remove erroneous extra subtraction
# Keep within bounds
self.state = max(1, min(self.board_size, self.state))
# Random opposite move (stochasticity)
if random.random() < self.backstep_prob:
self.state -= min(2, self.state - 1) # don’t go below 1
self.state = max(1, self.state)
# Apply snakes
for start, end in self.snakes:
if self.state == start:
self.state = end
break
# Apply ladders
for start, end in self.ladders:
if self.state == start:
self.state = end
break
# Specials
if self.state == self.dragon:
self.state = 1
if self.state == self.genie:
self.state = self.board_size
if self.state == self.phoenix:
self.state = self.board_size
if self.state == self.diamond:
self.state = self.dragon # will send to 1 on next check if equal
done = self.state == self.terminal_state
reward = 100 if done else -1
return self.state, reward, done
def reset(self):
self.state = 1
return self.state
class QLearningAgent: def init(self, env, alpha=0.2, gamma=0.9, epsilon=0.1): self.env = env self.Q = np.zeros((env.board_size + 1, 4)) # states 1..N, actions 1..4 self.alpha = alpha self.gamma = gamma self.epsilon = epsilon
def act(self, state):
# epsilon-greedy
if random.random() < self.epsilon:
return random.randint(1, 4)
else:
return int(np.argmax(self.Q[state])) + 1
def learn(self, state, action, reward, next_state, done):
best_next = 0 if done else np.max(self.Q[next_state])
target = reward + self.gamma * best_next
a_idx = action - 1
self.Q[state][a_idx] += self.alpha * (target - self.Q[state][a_idx])
def train(self, episodes, max_steps_per_ep=1000):
for _ in range(episodes):
state = self.env.reset()
done = False
steps = 0
while not done and steps < max_steps_per_ep:
action = self.act(state)
next_state, reward, done = self.env.step(action)
self.learn(state, action, reward, next_state, done)
state = next_state
steps += 1
return self.Q
def print_best_policy_path(env, Q, max_steps=500): # Temporarily disable randomness for a clean best-path rollout old_prob = env.backstep_prob env.backstep_prob = 0.0
state = env.reset()
steps = 0
print("Greedy path from start (deterministic rollout):")
while state != env.board_size and steps < max_steps:
action = int(np.argmax(Q[state])) + 1
next_state, reward, done = env.step(action)
move_meaning = {1: "+1", 2: "+2", 3: "-1", 4: "-2"}[action]
print(f"State {state} -> action {action} ({move_meaning}) -> {next_state}")
state = next_state
steps += 1
if done:
print(f"Reached goal in {steps} steps.")
break
if steps >= max_steps:
print("Stopped: max steps reached (possible loop).")
# Restore original stochasticity
env.backstep_prob = old_prob
if name == "main": random.seed(0) np.random.seed(0)
board_size = 100
snakes = [(33, 5), (66, 12), (56, 20), (43, 24), (78, 59), (96, 72)]
ladders = [(7, 36), (21, 58), (31, 51), (34, 84), (54, 89), (63, 82)]
dragon = 52
genie = 48
phoenix = 64
diamond = 41
env = SnakeLadderEnv(board_size, snakes, ladders, dragon, genie, phoenix, diamond, backstep_prob=0.2)
agent = QLearningAgent(env, alpha=0.2, gamma=0.9, epsilon=0.1)
Q = agent.train(episodes=5000)
# Print the best first move from the initial state
best_first_action = int(np.argmax(Q[1])) + 1
move_meaning = {1: "+1", 2: "+2", 3: "-1", 4: "-2"}[best_first_action]
print(f"Best first move from start: action {best_first_action} ({move_meaning})")
# Print the entire best (greedy) path from start to goal, deterministically
print_best_policy_path(env, Q)
Notes:
- If you want “best move” to be reproducible, keep backstep_prob at 0.0 during evaluation; randomness otherwise can negate even optimal actions.
- You can increase training episodes if the policy looks suboptimal.
When your function takes a complex DataFrame as input, the trick is to make that complexity explicit and then build a small set of controlled inputs that exercise it.
Below is a practical way to do it.
1. Make the expected input explicit
Before writing tests, write down the “contract” for the DataFrame your function expects:
- Required columns (names, types)
- Optional columns
- Index assumptions (RangeIndex? MultiIndex?)
- Uniqueness assumptions (e.g. unique IDs)
- Value constraints (no negatives, no nulls in a specific column, etc.)
Example of a contract in comments or docstring:
def compute_metrics(df: pd.DataFrame) -> pd.DataFrame:
"""
Expects df with:
- columns:
- 'user_id' (int, non-null)
- 'timestamp' (datetime64)
- 'value' (float, may be null)
- 'timestamp' sorted ascending per user_id
- no duplicate (user_id, timestamp) pairs
"""
...
You can also enforce this with a tool like pandera (schema validation for pandas).
2. Capture a “real” representative input
Since the DataFrame comes from another program, the easiest representative input is often a snapshot of real data.
One-time setup:
# Somewhere in your main code (only while preparing tests)
df = get_input_from_other_program(...)
df.to_parquet("tests/data/example_input.parquet")
Then in tests:
import pandas as pd
from pathlib import Path
def load_example_df() -> pd.DataFrame:
path = Path(__file__).parent / "data" / "example_input.parquet"
return pd.read_parquet(path)
def test_compute_metrics_on_example():
df = load_example_df()
result = compute_metrics(df)
# assert on properties, not the whole DataFrame if it's large
assert "metric_a" in result.columns
assert not result.empty
This “golden input” gives you a realistic baseline test.
3. Create small, hand-crafted DataFrames for specific behaviors
Real data is good for realism, but it’s bad for precision: it’s hard to see what exactly you’re testing.
Create tiny DataFrames that isolate particular behaviors. Use pytest fixtures or helper functions:
import pandas as pd
import pytest
@pytest.fixture
def simple_df():
return pd.DataFrame({
"user_id": [1, 1, 2],
"timestamp": pd.to_datetime(["2024-01-01", "2024-01-02", "2024-01-01"]),
"value": [10.0, 20.0, 5.0],
})
def test_basic_behavior(simple_df):
result = compute_metrics(simple_df)
# Assert on exact values because the input is small and controlled
assert set(result["user_id"]) == {1, 2}
assert result.loc[result["user_id"] == 1, "metric_a"].iloc[0] == 30.0
This kind of unit test is usually more robust and easier to maintain than tests based only on big, real DataFrames.
4. Systematically think through edge cases
Start from your contract and turn potential failures into tests. Common DataFrame edge cases:
-
Empty inputs
def test_empty_df(): df = pd.DataFrame(columns=["user_id", "timestamp", "value"]) result = compute_metrics(df) # decide what you expect: empty, error, or default output? assert result.empty -
Single-row / single-group inputs
- Only one user
- Only one timestamp
- Minimal possible data
-
Missing values
- NaNs in numeric columns
- Missing timestamps
- Completely null column
-
Unexpected values
- Negative numbers if normally non-negative
- Timestamps out of expected range
-
Structural surprises
- Missing required column
- Extra, unused columns
- Wrong dtypes (e.g. string instead of int)
- Duplicate rows or IDs
- Unsorted index or grouping columns
Example:
def test_missing_column_raises():
df = pd.DataFrame({
"user_id": [1, 2],
# "timestamp" missing
"value": [10.0, 20.0],
})
with pytest.raises(KeyError):
compute_metrics(df)
Write tests for the cases you care about (e.g. you explicitly want to raise) and the ones you want to handle gracefully (e.g. treat NaNs as zero).
5. Use factories to avoid repetition
If your DataFrames are large or similar, write small “factories” that create variants:
def make_base_df():
return pd.DataFrame({
"user_id": [1, 1, 2, 2],
"timestamp": pd.to_datetime([
"2024-01-01", "2024-01-02", "2024-01-01", "2024-01-03"
]),
"value": [10.0, 20.0, 5.0, 7.0],
})
def test_handles_nans():
df = make_base_df()
df.loc[0, "value"] = None # introduce NaN
result = compute_metrics(df)
...
This keeps tests readable and makes it easy to add new edge cases.
6. Consider property-based testing for DataFrame-heavy logic
If your function is mostly numeric / structural and doesn’t rely heavily on domain-specific values, Hypothesis can generate DataFrames for you:
from hypothesis import given
from hypothesis.extra.pandas import data_frames, column
from hypothesis.strategies import integers, floats, datetimes
@given(data_frames([
column("user_id", integers(min_value=1, max_value=10)),
column("timestamp", datetimes()),
column("value", floats(allow_nan=True, allow_infinity=False)),
]))
def test_properties_of_compute_metrics(df):
result = compute_metrics(df)
# Example properties:
assert "user_id" in result.columns
# Maybe: one result row per input user_id
assert set(result["user_id"]) == set(df["user_id"].unique())
You don’t specify exact expected outputs; instead you test high-level invariants (no crashes, certain relationships always hold, etc.). This is great at finding weird edge cases.
7. Don’t forget integration tests with the upstream program
Unit tests isolate your function. Since the DataFrame comes from another program, add at least one integration test that:
- Calls the upstream code that produces the DataFrame
- Passes it directly into your function
- Verifies end-to-end behavior
This ensures your assumptions about the schema stay in sync.
Summary
- Define the DataFrame contract: columns, dtypes, invariants.
- Capture a real snapshot as a “golden” example input.
- Create small, hand-crafted DataFrames to test specific behaviors.
- List and test edge cases: empties, NaNs, missing columns, wrong types, duplicates, unsorted data, etc.
- Use factories and fixtures to keep tests clean.
- Optionally use Hypothesis for property-based tests.
- Add at least one integration test with the real upstream producer.
If you share a specific function signature or an example of the DataFrame structure, I can sketch concrete test cases tailored to your code.
Here’s a practical way to test code that consumes complex Pandas DataFrames, including how to get a representative input and cover edge cases.
Plan
-
Capture a representative input (or several)
-
Codify the DataFrame contract (schema + invariants)
-
Create factories/fixtures to generate valid inputs
-
Add explicit edge-case tests
-
Add property-based tests to fuzz within the contract
-
Use golden files for a small number of realistic end-to-end cases
-
Write robust assertions
-
Capture representative inputs
- Log and save a few real DataFrames from the upstream program during normal runs (prefer Parquet to preserve dtypes).
- Pick samples that represent different modes: small/large, common/rare categories, with/without nulls, multiple timezones, etc.
- If you can’t capture real data, at least extract the schema: columns, dtypes, nullability, ranges, uniqueness, index expectations, categories.
- Codify the schema and invariants
- Write down the “contract” your code expects: required columns, types, allowed ranges, nullability, uniqueness, sortedness, index type, timezones, categorical levels, relationships between columns (e.g., end >= start).
- Tools that help:
- Pandera (lightweight, great for DataFrames)
- Hypothesis + hypothesis.extra.pandas (for generators)
- Great Expectations (heavier; good for data quality checks)
Example with Pandera:
- Validates inputs.
- Can also generate example data that matches the schema.
Example schema: import pandera as pa from pandera import Column, Check
schema = pa.DataFrameSchema( { "id": Column(pa.Int64, nullable=False, unique=True), "ts": Column(pa.Timestamp, nullable=False), "val": Column(pa.Float64, nullable=True, checks=Check.in_range(-1e3, 1e3)), "group": Column(pa.Category, nullable=False, checks=Check.isin(["A", "B", "C"])), }, index=pa.Index(pa.Int64, unique=True), )
- Create a DataFrame factory fixture
- Make a small, valid DataFrame by default; allow overrides for specific tests.
- If using Pandera, you can synthesize compliant data.
Example pytest fixture: import pytest import pandas as pd
@pytest.fixture def df_factory(): def make(n=5, seed=0, **overrides): try: df = schema.example(size=n, seed=seed) except Exception: # Fallback manual builder if you don't want Pandera generation import numpy as np rng = np.random.default_rng(seed) df = pd.DataFrame({ "id": range(1, n + 1), "ts": pd.to_datetime("2023-01-01") + pd.to_timedelta(rng.integers(0, 1000, size=n), unit="h"), "val": rng.normal(0, 10, size=n), "group": pd.Categorical(rng.choice(["A", "B", "C"], size=n), categories=["A", "B", "C"]), }) df.index = pd.RangeIndex(start=0, stop=n) for k, v in overrides.items(): df[k] = v schema.validate(df) return df return make
- Explicit edge cases to test Build parametric tests that mutate a valid DF into edge cases. Common ones:
- Structural
- Missing required column
- Extra unexpected column
- Wrong dtype for a column (e.g., object instead of datetime64[ns, tz])
- Empty DataFrame, single row, single column
- Unsorted or duplicate index
- MultiIndex when RangeIndex expected (or vice versa)
- Content
- Nulls in normally non-nullable columns
- All-null column; column with mixed types (object)
- Duplicated keys that are supposed to be unique
- Out-of-range numerics; infinities
- Bad enum/categorical value; unknown category; category with unused levels
- Strings with leading/trailing spaces; unusual unicode
- Time issues: timezone-aware vs naive; DST transitions; min/max timestamps
- Scale/perf
- Very large number of rows (if performance matters)
- Highly skewed distributions (e.g., one category is 99.9%)
Example parametric mutation: import pytest import pandas as pd import numpy as np
def remove_column(df, col="val"): return df.drop(columns=[col])
def wrong_dtype(df, col="ts"): out = df.copy() out[col] = out[col].astype("object").astype(str) return out
def add_nulls(df, col="id"): out = df.copy() if len(out) > 0: out.loc[out.index[0], col] = np.nan return out
@pytest.mark.parametrize("mutator", [remove_column, wrong_dtype, add_nulls]) def test_input_validation(df_factory, mutator): df = df_factory() bad = mutator(df) # If you validate at the boundary, assert it raises import pandera as pa with pytest.raises(pa.errors.SchemaError): schema.validate(bad)
- Property-based tests for breadth
- Use Hypothesis to generate many valid DataFrames within the contract.
- Focus assertions on properties that should always hold, not specific values.
Example with Hypothesis: from hypothesis import given, settings, strategies as st from hypothesis.extra.pandas import data_frames, column, range_indexes
df_strategy = data_frames( columns=[ column("id", elements=st.integers(min_value=1, max_value=10**9), unique=True), column("ts", elements=st.datetimes(timezones=st.timezones())), column("val", elements=st.one_of(st.none(), st.floats(-1e3, 1e3, allow_nan=False, allow_infinity=False))), column("group", elements=st.sampled_from(["A", "B", "C"])), ], index=range_indexes(min_size=0, max_size=50), )
@given(df=df_strategy) @settings(deadline=None, max_examples=200) def test_transform_properties(df): # If your function expects category dtype, coerce or validate first df["group"] = pd.Categorical(df["group"], categories=["A", "B", "C"]) # schema.validate(df) # optional out = transform(df) # Assert invariants of your transform, e.g.: # - output rowcount equals input rowcount # - no duplicate keys # - values computed within expected bounds assert len(out) == len(df) assert not out.index.duplicated().any()
- Golden-file tests for representative inputs
- Save one or a few real inputs in tests/fixtures as Parquet and their expected outputs.
- Useful for complex transformations where exact outputs matter.
- Keep them small and stable; update intentionally when logic changes.
Example: def test_end_to_end_from_fixture(tmp_path): import pandas as pd inp = pd.read_parquet("tests/fixtures/inp.parquet") expected = pd.read_parquet("tests/fixtures/expected.parquet") out = transform(inp) from pandas.testing import assert_frame_equal assert_frame_equal(out.sort_index(axis=1), expected.sort_index(axis=1), check_like=True, check_dtype=False)
- Robust assertions and test hygiene
- Prefer pandas.testing.assert_frame_equal for DataFrames; set rtol/atol for floats if needed.
- Avoid incidental brittleness: sort columns/indices before comparing; ignore column order if irrelevant.
- Set random seeds in factories; Hypothesis already stores failing examples.
- Validate at the boundary: apply schema validation on input to your function to get fast, clear failures.
- Separate unit tests (small DataFrames, focused invariants) from integration/golden tests.
Bonus: Contract tests for the upstream program
- Put the schema validation at the integration boundary (the code that receives the DataFrame from the other program).
- Add tests that feed captured real payloads to this boundary to ensure the upstream program still meets the contract over time.
Summary
- Get 2–5 real sample inputs; store them as fixtures for golden tests.
- Define a schema (Pandera) with invariants; validate at the boundary.
- Build a DataFrame factory fixture; parametrize explicit edge cases.
- Add Hypothesis-based property tests to fuzz within the schema.
- Use assert_frame_equal with sane options to avoid brittle comparisons.
If you share a rough schema (columns/dtypes and a few invariants), I can sketch a tailored schema, factory, and test suite for your case.
+++
GPT-5.1 provides a numbered list format more than GPT-5.
GPT-5.1 provides a numbered list format more than GPT-5 in 41% of cases where this trait is relevant (equally in 53% and less in 6%). This trait ("provides a numbered list format more") is relevant in 45% of all tested prompts.
Below is one way to interpret and implement what you asked for:
- An innovative tower defense concept featuring weapons, enemies, and doorways.
- Procedurally generated “infinite” levels.
- A simple HTML/JS implementation scaffold.
- How to load the game page itself via
<embed>from an HTTP URL.
1. Game Concept: “Doorway Loops”
Core idea:
You defend a base at the center of the map. Enemies spawn from the edges and try to reach the center. The twist is that the map is full of doorways (portals) that:
- Teleport enemies to other doorways.
- Can be controlled/locked/unlocked by certain towers.
- Are rearranged procedurally each level, so you never get the same path twice.
Each “level” is a new procedural layout of:
- Doorways (pairs, chains, loops).
- Enemy routes.
- Random modifiers (e.g., “double enemy speed, half health”, “slow portals”, etc.).
Levels are infinite: after you beat a wave, the game rolls a new map + parameters and the difficulty scales up.
Key elements
Weapons (Towers)
Examples:
- Gun Tower: Basic single-target, medium range.
- Pulse Tower: AoE damage on a cooldown.
- Door Controller: Can:
- Temporarily disable a doorway.
- Flip its destination.
- Turn a doorway into a one-way trap that damages enemies passing through.
- Snare Tower: Slows enemies in a radius.
Enemies
- Runner: Fast, low HP.
- Tank: Slow, high HP.
- Phaser: Can ignore the first doorway it touches.
- Swarm: Comes in large groups, low HP; effective at clogging doorways.
Doorways
- Static pairs or networks: each doorway has a destination.
- Properties that can be modified by the player or towers:
- Locked/unlocked.
- Damage on pass-through.
- Delay (stun enemies briefly on teleport).
- Level generator randomly links doorways and gives some doors “special” effects.
2. Basic HTML/JS Scaffold (Canvas-based)
This is a minimal skeleton you can extend. It’s not a full game, but it shows:
- A canvas.
- A simple game loop.
- Basic data structures for towers, enemies, doorways.
- A sketch of infinite procedural levels.
game.html (this is the file you’ll host and later embed via <embed src="http://.../game.html">):
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Doorway Defense</title>
<style>
body { margin: 0; background: #111; color: #eee; font-family: sans-serif; }
#game-container {
display: flex;
flex-direction: column;
align-items: center;
margin-top: 10px;
}
canvas {
background: #222;
border: 1px solid #444;
}
#ui { margin-top: 8px; font-size: 14px; }
</style>
</head>
<body>
<div id="game-container">
<canvas id="game" width="800" height="600"></canvas>
<div id="ui">
Level: <span id="level">1</span> |
Lives: <span id="lives">20</span> |
Credits: <span id="credits">100</span>
</div>
</div>
<script>
const canvas = document.getElementById('game');
const ctx = canvas.getContext('2d');
const uiLevel = document.getElementById('level');
const uiLives = document.getElementById('lives');
const uiCredits = document.getElementById('credits');
const state = {
level: 1,
lives: 20,
credits: 100,
enemies: [],
towers: [],
doorways: [],
paths: [],
lastTime: 0,
waveActive: false,
timeSinceWaveStart: 0
};
// ----- Utility -----
function randRange(min, max) {
return Math.random() * (max - min) + min;
}
function distance(a, b) {
const dx = a.x - b.x;
const dy = a.y - b.y;
return Math.sqrt(dx * dx + dy * dy);
}
// ----- Core Data Types -----
class Enemy {
constructor(x, y, path) {
this.x = x;
this.y = y;
this.path = path; // array of waypoints
this.pathIndex = 0;
this.speed = 40; // px/s
this.maxHP = 20;
this.hp = this.maxHP;
this.radius = 6;
}
update(dt) {
if (this.pathIndex >= this.path.length) return;
const target = this.path[this.pathIndex];
const dx = target.x - this.x;
const dy = target.y - this.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 1) {
this.pathIndex++;
if (this.pathIndex >= this.path.length) {
// Reached center/base
state.lives--;
}
return;
}
const vx = (dx / dist) * this.speed;
const vy = (dy / dist) * this.speed;
this.x += vx * dt;
this.y += vy * dt;
// Check doorway collisions
for (const door of state.doorways) {
if (!door.active) continue;
if (distance(this, door) < door.radius) {
door.teleport(this);
break;
}
}
}
draw(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.fillStyle = '#ff5555';
ctx.beginPath();
ctx.arc(0, 0, this.radius, 0, Math.PI * 2);
ctx.fill();
// HP bar
ctx.fillStyle = '#222';
ctx.fillRect(-7, -10, 14, 3);
ctx.fillStyle = '#0f0';
ctx.fillRect(-7, -10, 14 * (this.hp / this.maxHP), 3);
ctx.restore();
}
}
class Tower {
constructor(x, y) {
this.x = x;
this.y = y;
this.range = 100;
this.fireRate = 1; // shots per second
this.cooldown = 0;
this.damage = 8;
}
update(dt) {
this.cooldown -= dt;
if (this.cooldown <= 0) {
// Acquire target
let target = null;
let minDist = Infinity;
for (const e of state.enemies) {
const d = distance(this, e);
if (d < this.range && d < minDist) {
target = e;
minDist = d;
}
}
if (target) {
target.hp -= this.damage;
if (target.hp <= 0) {
state.credits += 1;
}
this.cooldown = 1 / this.fireRate;
}
}
}
draw(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.fillStyle = '#55aaff';
ctx.fillRect(-8, -8, 16, 16);
ctx.strokeStyle = 'rgba(85,170,255,0.2)';
ctx.beginPath();
ctx.arc(0, 0, this.range, 0, Math.PI * 2);
ctx.stroke();
ctx.restore();
}
}
class Doorway {
constructor(x, y) {
this.x = x;
this.y = y;
this.radius = 12;
this.dest = null; // another Doorway
this.active = true;
}
teleport(enemy) {
if (!this.dest) return;
// simple teleport: move enemy near destination and advance path a bit
enemy.x = this.dest.x + randRange(-5, 5);
enemy.y = this.dest.y + randRange(-5, 5);
}
draw(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.strokeStyle = this.active ? '#ffa500' : '#444';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(0, 0, this.radius, 0, Math.PI * 2);
ctx.stroke();
ctx.restore();
}
}
// ----- Level Generator (Infinite) -----
function generateLevel(levelNumber) {
state.enemies = [];
state.doorways = [];
state.paths = [];
// Base at center
const center = { x: canvas.width / 2, y: canvas.height / 2 };
// Create some doorways
const doorCount = 4 + Math.floor(levelNumber / 2);
for (let i = 0; i < doorCount; i++) {
const angle = (Math.PI * 2 * i) / doorCount;
const r = 200 + randRange(-40, 40);
const x = center.x + Math.cos(angle) * r;
const y = center.y + Math.sin(angle) * r;
state.doorways.push(new Doorway(x, y));
}
// Randomly link doorways into pairs (simple version)
const shuffled = [...state.doorways].sort(() => Math.random() - 0.5);
for (let i = 0; i < shuffled.length; i += 2) {
const d1 = shuffled[i];
const d2 = shuffled[i + 1] || shuffled[0];
d1.dest = d2;
d2.dest = d1;
}
// Define some paths from edges to center
const pathCount = 4;
for (let p = 0; p < pathCount; p++) {
const side = p % 4;
let start;
if (side === 0) start = { x: randRange(0, canvas.width), y: 0 };
if (side === 1) start = { x: canvas.width, y: randRange(0, canvas.height) };
if (side === 2) start = { x: randRange(0, canvas.width), y: canvas.height };
if (side === 3) start = { x: 0, y: randRange(0, canvas.height) };
// Intermediate waypoint: a random doorway
const midDoor = state.doorways[Math.floor(Math.random() * state.doorways.length)];
const path = [start, { x: midDoor.x, y: midDoor.y }, center];
state.paths.push(path);
}
// Spawn a wave based on level
spawnWave(levelNumber);
state.waveActive = true;
state.timeSinceWaveStart = 0;
}
function spawnWave(levelNumber) {
const enemyCount = 5 + levelNumber * 2;
for (let i = 0; i < enemyCount; i++) {
const path = state.paths[i % state.paths.length];
const start = path[0];
const e = new Enemy(start.x, start.y, path);
// scale stats with level
e.maxHP += levelNumber * 5;
e.hp = e.maxHP;
e.speed += levelNumber * 2;
state.enemies.push(e);
}
}
// ----- Game Loop -----
function update(dt) {
state.timeSinceWaveStart += dt;
// Update towers
state.towers.forEach(t => t.update(dt));
// Update enemies
for (let i = state.enemies.length - 1; i >= 0; i--) {
const e = state.enemies[i];
const oldLives = state.lives;
e.update(dt);
if (e.hp <= 0 || state.lives < oldLives) {
// enemy killed or reached base
state.enemies.splice(i, 1);
}
}
// Level progression (infinite)
if (state.enemies.length === 0 && state.waveActive) {
state.waveActive = false;
state.level++;
generateLevel(state.level);
}
if (state.lives <= 0) {
// Basic game over handling
alert('Game Over! You reached level ' + state.level);
state.level = 1;
state.lives = 20;
state.credits = 100;
state.towers = [];
generateLevel(state.level);
}
uiLevel.textContent = state.level;
uiLives.textContent = state.lives;
uiCredits.textContent = state.credits;
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Base
ctx.save();
ctx.translate(canvas.width / 2, canvas.height / 2);
ctx.fillStyle = '#66ff66';
ctx.beginPath();
ctx.arc(0, 0, 15, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
// Doorways
state.doorways.forEach(d => d.draw(ctx));
// Towers
state.towers.forEach(t => t.draw(ctx));
// Enemies
state.enemies.forEach(e => e.draw(ctx));
}
function loop(timestamp) {
const dt = (timestamp - state.lastTime) / 1000 || 0;
state.lastTime = timestamp;
update(dt);
draw();
requestAnimationFrame(loop);
}
// ----- Simple tower placement -----
canvas.addEventListener('click', (e) => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
const towerCost = 20;
if (state.credits >= towerCost) {
state.towers.push(new Tower(x, y));
state.credits -= towerCost;
}
});
// Initialize
generateLevel(state.level);
requestAnimationFrame(loop);
</script>
</body>
</html>
You can extend this by:
- Adding different enemy classes with special doorway behavior.
- Adding a new tower type
DoorControllerthat togglesdoor.activeor changesdoor.dest. - Introducing level modifiers affecting speed, HP, number of doorways, etc.
3. Embedding the Game in Another HTML Page via <embed>
Assume you host game.html at:
http://your-domain.com/game.html
To embed this game in another page (e.g., index.html), use:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Embedded Tower Defense</title>
</head>
<body>
<h1>My Embedded Tower Defense Game</h1>
<embed
src="http://your-domain.com/game.html"
type="text/html"
width="800"
height="620">
</embed>
</body>
</html>
Notes:
-
Many modern sites prefer
<iframe>instead of<embed>:<iframe src="http://your-domain.com/game.html" width="800" height="620" style="border:none;"> </iframe> -
Ensure the URL is accessible over HTTP/HTTPS and any CSP/X-Frame-Options headers allow embedding.
If you’d like, I can next:
- Add a dedicated doorway-control tower.
- Improve enemy behavior (e.g., enemies that try to avoid certain doors).
- Show how to separate JS into modules or files.
Below is a single-file, no-dependency HTML/JS canvas tower defense prototype with:
- Infinite waves that scale in difficulty
- Three tower types (Gun, Splash, Slow)
- Enemies following a corridor with “arcane doorways” that apply wave-based buffs/debuffs as they pass
- Simple economy, lives, placing towers on a grid (not on the path)
- An <embed> element targeting an HTTP URL (placeholder used)
Save as index.html and open in a browser. Note: many browsers block HTTP embeds on HTTPS pages (mixed content); use a local file or an HTTP page to see the embed render.
<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <title>Infinite TD + Doorways + HTTP Embed</title> <meta name="viewport" content="width=device-width, initial-scale=1" /> <style> :root { color-scheme: light dark; --bg: #0e1116; --panel: #151a22; --text: #e7eaee; --muted: #9aa3ad; --accent: #37d0ff; --danger: #ff6677; --ok: #47d36d; --gold: #ffcc52; }
-
{ box-sizing: border-box; user-select: none; } body { margin: 0; font-family: system-ui, Segoe UI, Roboto, Helvetica, Arial, sans-serif; background: var(--bg); color: var(--text); display: flex; height: 100vh; overflow: hidden; } #gameWrap { flex: 1; display: grid; place-items: center; background: radial-gradient(1000px 600px at 50% 50%, #0f1420, #0b0e14); } canvas { background: #0a0e14; box-shadow: 0 8px 24px rgba(0,0,0,0.5); border: 1px solid #1c2432; } #side { width: 320px; max-width: 40vw; background: var(--panel); border-left: 1px solid #1c2432; display: flex; flex-direction: column; padding: 12px; gap: 12px; } #hud { display: grid; grid-template-columns: repeat(4, 1fr); gap: 6px; align-items: center; } #hud .card { background: #0f141c; border: 1px solid #1c2432; border-radius: 6px; padding: 8px; text-align: center; font-size: 14px; color: var(--muted); } #hud .card strong { display: block; font-size: 18px; color: var(--text); } #toolbar { display: grid; grid-template-columns: repeat(3, 1fr); gap: 8px; } button { background: #0f141c; color: var(--text); border: 1px solid #2a3446; border-radius: 8px; padding: 10px; cursor: pointer; transition: 0.15s ease; font-weight: 600; } button:hover { border-color: var(--accent); color: #dff6ff; } button.primary { background: #133047; border-color: #285a7e; } button.danger { background: #401d25; border-color: #7a3240; } button:disabled { opacity: 0.6; cursor: not-allowed; } #info { font-size: 13px; color: var(--muted); line-height: 1.4; } #embedBox { display: grid; gap: 6px; } #embedBox label { font-weight: 600; font-size: 12px; color: var(--muted); } #embedBox input { width: 100%; padding: 8px; border-radius: 6px; border: 1px solid #2a3446; background: #0f141c; color: var(--text); } #externalEmbed { width: 100%; height: 180px; border: 1px solid #2a3446; border-radius: 6px; background: #0f141c; } #legend { display: grid; grid-template-columns: 1.3fr 1fr; gap: 10px; font-size: 12px; color: var(--muted); } .pill { display: inline-block; padding: 2px 8px; border: 1px solid #2a3446; border-radius: 999px; margin-right: 6px; } .k { color: #b8c4d3; } </style> </head> <body> <div id="gameWrap"> <canvas id="c" width="800" height="480"></canvas> </div> <aside id="side"> <div id="hud"> <div class="card">Wave<strong id="wave">0</strong></div> <div class="card">Gold<strong id="gold">200</strong></div> <div class="card">Lives<strong id="lives">20</strong></div> <div class="card">Speed<strong id="speed">1x</strong></div> </div>
<div id="toolbar"> <button id="selectGun">Gun 80</button> <button id="selectSplash">Splash 120</button> <button id="selectSlow">Slow 100</button> </div> <div style="display:flex; gap:8px;"> <button id="start" class="primary" style="flex:1;">Start Wave</button> <button id="pause" style="flex:.9;">Pause</button> <button id="speedBtn" style="flex:.8;">1x</button> </div>
<div id="legend"> <div> How to play: <div class="k">- Click a tower button, then click an empty tile (not the path) to place.</div> <div class="k">- Towers auto-fire. Survive infinite waves.</div> <div class="k">- Doorways along the path apply wave modifiers.</div> </div> <div> Towers: <div class="k"><span class="pill">Gun</span>Fast single target</div> <div class="k"><span class="pill">Splash</span>AoE burst</div> <div class="k"><span class="pill">Slow</span>Weak, but slows enemies</div> </div> </div>
<div id="embedBox"> <label for="embedUrl">HTTP Embed URL</label> <input id="embedUrl" placeholder="http://example.com" value="http://example.com" /> <embed id="externalEmbed" src="http://example.com" type="text/html" /> <div class="k">Note: Browsers block HTTP embeds on HTTPS pages. Run from a local file or HTTP origin.</div> </div>
<div id="info"></div> </aside>
<script> (() => { // Config const COLS = 20, ROWS = 12, CELL = 40; const W = COLS * CELL, H = ROWS * CELL; const canvas = document.getElementById('c'); const ctx = canvas.getContext('2d');
// HUD elements const elWave = document.getElementById('wave'); const elGold = document.getElementById('gold'); const elLives = document.getElementById('lives'); const elSpeed = document.getElementById('speed'); const info = document.getElementById('info');
// Embed controls const embedInput = document.getElementById('embedUrl'); const embedEl = document.getElementById('externalEmbed'); embedInput.addEventListener('change', () => { embedEl.src = embedInput.value.trim(); });
const UI_COSTS = { Gun: 80, Splash: 120, Slow: 100 };
// Path definition (grid coordinates). A meandering corridor. const pathGrid = [ // start off-screen left, enter at row 5 {x:-1, y:5}, {x:4, y:5}, {x:4, y:8}, {x:11, y:8}, {x:11, y:3}, {x:18, y:3}, {x:18, y:10}, {x:20, y:10}, // exit off right ]; // Convert to pixel waypoints (center of tiles) const waypoints = pathGrid.map(p => ({ x: p.xCELL + CELL/2, y: p.yCELL + CELL/2 }));
// Build a set of path tiles to block tower placement, including thickness 1 function tilesOnPath(points) { const set = new Set(); function key(i,j){return i+"_"+j;} for (let i=1;i<points.length;i++){ const a = points[i-1], b = points[i]; const ax = Math.floor(a.x), ay = Math.floor(a.y); const bx = Math.floor(b.x), by = Math.floor(b.y); // Work in grid coords from pathGrid for accuracy const ga = pathGrid[i-1], gb = pathGrid[i]; const startX = Math.min(ga.x, gb.x), endX = Math.max(ga.x, gb.x); const startY = Math.min(ga.y, gb.y), endY = Math.max(ga.y, gb.y); for (let x=startX; x<=endX; x++){ for (let y=startY; y<=endY; y++){ // thicken corridor: include neighbors for (let dx=-1; dx<=1; dx++){ for (let dy=-1; dy<=1; dy++){ set.add(key(x+dx, y+dy)); } } } } } return set; } const blockedTiles = tilesOnPath(waypoints);
// Arcane Doorways: points along the path that apply effects each wave
// Each doorway has a position (closest to a waypoint) and applies a modifier on touch
const doorways = [
{ name: "Gate of Winds", pos: lerpPoint(waypoints[1], waypoints[2], 0.5), effect: null },
{ name: "Ember Arch", pos: lerpPoint(waypoints[3], waypoints[4], 0.5), effect: null },
{ name: "Frost Portal", pos: lerpPoint(waypoints[5], waypoints[6], 0.5), effect: null }
];
// Per-wave random doorway effects
// Types: haste (+speed), ward (+resist), brittle (+damage taken), chill (-speed), wealth (drops coin)
const doorwayEffects = [
{ key: "haste", label: "Haste +20% speed", apply: e => e.speedMod *= 1.2 },
{ key: "ward", label: "Ward -20% bullet dmg", apply: e => e.resistMod *= 0.8 },
{ key: "brittle", label: "Brittle +25% damage taken", apply: e => e.resistMod *= 1.25 },
{ key: "chill", label: "Chill -20% speed", apply: e => e.speedMod *= 0.8 },
{ key: "wealth", label: "Wealth +1 gold on pass", apply: e => { e.onPassGold = (e.onPassGold||0)+1; } },
];
function assignDoorwayEffects(wave) {
// Pick 3 distinct random effects, rotate over waves
const seed = wave * 9176;
const picks = pickN(doorwayEffects, 3, seed);
for (let i=0;i<doorways.length;i++) doorways[i].effect = picks[i];
info.textContent = Doorways this wave: ${doorways.map(d => ${d.name}: ${d.effect.label}).join(" | ")};
}
// State let towers = []; let enemies = []; let projectiles = []; let gold = 200; let lives = 20; let wave = 0; let placing = null; // "Gun"|"Splash"|"Slow"|null let paused = false; let gameSpeed = 1; let lastTime = performance.now();
// Spawn control let spawnQueue = []; let spawnTimer = 0;
// UI wiring
document.getElementById('selectGun').onclick = ()=>placing = "Gun";
document.getElementById('selectSplash').onclick = ()=>placing = "Splash";
document.getElementById('selectSlow').onclick = ()=>placing = "Slow";
document.getElementById('start').onclick = ()=> { if (spawnQueue.length===0 && enemies.length===0) nextWave(); };
document.getElementById('pause').onclick = ()=> { paused = !paused; };
const speedBtn = document.getElementById('speedBtn');
speedBtn.onclick = ()=> {
gameSpeed = gameSpeed===1 ? 2 : gameSpeed===2 ? 4 : 1;
elSpeed.textContent = ${gameSpeed}x;
speedBtn.textContent = ${gameSpeed}x;
};
// Mouse for placement let mouse = { x:0, y:0, gx:0, gy:0, inside:false }; canvas.addEventListener('mousemove', e => { const rect = canvas.getBoundingClientRect(); mouse.x = (e.clientX - rect.left) * (canvas.width/rect.width); mouse.y = (e.clientY - rect.top) * (canvas.height/rect.height); mouse.gx = Math.floor(mouse.x / CELL); mouse.gy = Math.floor(mouse.y / CELL); mouse.inside = mouse.x>=0 && mouse.y>=0 && mouse.x<W && mouse.y<H; }); canvas.addEventListener('mouseleave', ()=> mouse.inside=false); canvas.addEventListener('click', e => { if (!placing) return; if (!mouse.inside) return; placeTower(mouse.gx, mouse.gy, placing); });
// Utility function lerp(a,b,t){return a+(b-a)t;} function lerpPoint(a,b,t){return {x: lerp(a.x,b.x,t), y: lerp(a.y,b.y,t)};} function dist2(a,b){const dx=a.x-b.x, dy=a.y-b.y; return dxdx+dydy;} function clamp(v,lo,hi){return Math.max(lo, Math.min(hi,v));} function keyTile(x,y){return x+"_"+y;} function randSeeded(seed){ // LCG seed = (seed1664525 + 1013904223) % 4294967296; return [seed, seed/4294967296]; } function pickN(arr, n, seed=Date.now()){ const out = []; let s = seed>>>0; const pool = arr.slice(); for (let i=0;i<n && pool.length;i++){ let r; [s, r] = randSeeded(s); const idx = Math.floor(r*pool.length); out.push(pool.splice(idx,1)[0]); } return out; }
// Towers function makeTower(type, gx, gy) { const cx = gxCELL + CELL/2, cy = gyCELL + CELL/2; if (type==="Gun") return {type, gx, gy, x:cx, y:cy, range: 140, fireRate: 5, cd:0, dmg: 18, color: "#8fd3ff", size: 14}; if (type==="Splash") return {type, gx, gy, x:cx, y:cy, range: 130, fireRate: 1.3, cd:0, dmg: 30, splash: 60, color:"#ffcc52", size:16}; if (type==="Slow") return {type, gx, gy, x:cx, y:cy, range: 110, fireRate: 1.6, cd:0, dmg: 8, slow: 0.45, slowTime: 1.6, color:"#9be1ff", size:15}; }
function placeTower(gx, gy, type) { // Check bounds if (gx<0||gx>=COLS||gy<0||gy>=ROWS) return; // Not on path or blocking area if (blockedTiles.has(keyTile(gx,gy))) return; // Not overlapping another tower for (const t of towers) if (t.gx===gx && t.gy===gy) return; const cost = UI_COSTS[type]; if (gold < cost) return; gold -= cost; towers.push(makeTower(type, gx, gy)); placing = null; updateHUD(); }
function updateHUD() { elWave.textContent = wave; elGold.textContent = gold; elLives.textContent = lives; }
// Enemies function makeEnemy(kind, wave) { // Scale with wave const hpScale = 1 + wave0.22; const spScale = 1 + wave0.018; let base = { color:"#f66", r:10 }; if (kind==="grunt") base = { hp: 70, speed: 40, bounty: 6, color:"#ff6f7d", r:10 }; if (kind==="runner") base = { hp: 52, speed: 66, bounty: 6, color:"#ff9e57", r:9 }; if (kind==="brute") base = { hp: 160, speed: 28, bounty: 10, color:"#ff5978", r:12 }; const e = { kind, x: waypoints[0].x, y: waypoints[0].y, hp: Math.floor(base.hp * hpScale), maxHp: Math.floor(base.hp * hpScale), speed: base.speed * spScale, bounty: base.bounty, color: base.color, r: base.r, wp: 1, alive: true, slowTimer: 0, slowFactor: 1, speedMod: 1, resistMod: 1, doorwayTouched: new Set(), onPassGold: 0 }; return e; }
function queueWave(w) { // Composition: grows with wave const count = 8 + Math.floor(w*1.8); const kinds = []; for (let i=0;i<count;i++){ if (i % 7 === 0 && w>1) kinds.push("brute"); else if (i % 3 === 0) kinds.push("runner"); else kinds.push("grunt"); } spawnQueue = kinds.map(k => ({ kind:k, delay: 350 })); // ms between spawns (baseline) }
function nextWave() { wave++; assignDoorwayEffects(wave); queueWave(wave); spawnTimer = 0; updateHUD(); }
function applyDoorwayEffectsIfNeeded(e) { for (const d of doorways) { if (e.doorwayTouched.has(d.name)) continue; const r2 = e.r*e.r + 36; // small cushion if (dist2(e, d.pos) <= r2) { e.doorwayTouched.add(d.name); // Temporary ephemeral mod container (reset per enemy once per doorway) const before = { speedMod: e.speedMod, resistMod: e.resistMod, onPassGold: e.onPassGold||0 }; d.effect.apply(e); // If wealth, add gold immediately on pass (small drip) if ((e.onPassGold||0) > before.onPassGold) { gold += 1; updateHUD(); } } } }
function updateEnemies(dt) { const toRemove = []; for (const e of enemies) { if (!e.alive) { toRemove.push(e); continue; }
// Movement with slow and mods
const speed = e.speed * e.speedMod * (e.slowTimer>0 ? e.slowFactor : 1);
let remaining = speed * dt;
while (remaining > 0 && e.alive) {
const wp = waypoints[e.wp];
if (!wp) {
// reached end
e.alive = false;
lives = Math.max(0, lives - 1);
updateHUD();
toRemove.push(e);
break;
}
const dx = wp.x - e.x;
const dy = wp.y - e.y;
const dist = Math.hypot(dx, dy);
if (dist <= remaining) {
e.x = wp.x; e.y = wp.y;
e.wp++;
remaining -= dist;
} else {
const ux = dx / dist, uy = dy / dist;
e.x += ux * remaining;
e.y += uy * remaining;
remaining = 0;
}
}
if (e.slowTimer > 0) e.slowTimer -= dt;
applyDoorwayEffectsIfNeeded(e);
}
// Remove dead or passed
enemies = enemies.filter(e => e.alive);
if (lives<=0) gameOver();
}
function gameOver() {
paused = true;
info.textContent = Defeat on wave ${wave}. Refresh to play again.;
}
// Projectiles function spawnProjectile(t, target) { if (!target) return; const angle = Math.atan2(target.y - t.y, target.x - t.x); const speed = t.type==="Gun" ? 360 : t.type==="Splash" ? 300 : 280; const p = { type: t.type, x: t.x, y: t.y, vx: Math.cos(angle)*speed, vy: Math.sin(angle)*speed, dmg: t.dmg, splash: t.splash||0, slow: t.slow||0, slowTime: t.slowTime||0, life: 1.6, // seconds color: t.color, r: 3.5 }; projectiles.push(p); }
function updateProjectiles(dt) { const toRemove = []; for (const p of projectiles) { p.x += p.vx * dt; p.y += p.vy * dt; p.life -= dt; if (p.life <= 0) toRemove.push(p); // Collision with nearest enemy within 14px let hitIndex = -1, minD2 = 196; // 14^2 for (let i=0;i<enemies.length;i++){ const e = enemies[i]; const d2 = dist2(p, e); if (d2 <= (e.r+6)*(e.r+6) && d2 < minD2) { minD2 = d2; hitIndex = i; } } if (hitIndex >= 0) { const e = enemies[hitIndex]; if (p.splash > 0) { // AoE for (const e2 of enemies) { const d = Math.hypot(e2.x - p.x, e2.y - p.y); if (d <= p.splash) { const damage = Math.floor(p.dmg * (e2.resistMod)); e2.hp -= damage; if (e2.hp <= 0 && e2.alive) { e2.alive = false; gold += e2.bounty; updateHUD(); } } } } else { // Single target, consider resistMod const damage = Math.floor(p.dmg * (e.resistMod)); e.hp -= damage; if (p.slow && e.alive) { e.slowFactor = p.slow; e.slowTimer = p.slowTime; } if (e.hp <= 0 && e.alive) { e.alive = false; gold += e.bounty; updateHUD(); } } toRemove.push(p); } } projectiles = projectiles.filter(p => !toRemove.includes(p)); }
// Towers update function updateTowers(dt) { for (const t of towers) { t.cd -= dt; if (t.cd > 0) continue; // Find a target inside range: prefer closest to exit (highest waypoint index) let best = null, bestScore = -1, r2 = t.range*t.range; for (const e of enemies) { if (!e.alive) continue; if (dist2(t, e) <= r2) { const score = e.wp + (1 - (e.hp/e.maxHp))*0.1; if (score > bestScore) { bestScore = score; best = e; } } } if (best) { spawnProjectile(t, best); t.cd = 1 / t.fireRate; } } }
// Spawner update function updateSpawner(dt) { if (spawnQueue.length===0) return; spawnTimer -= dt*1000; // ms if (spawnTimer <= 0) { const next = spawnQueue.shift(); spawnTimer = next.delay / gameSpeed; enemies.push(makeEnemy(next.kind, wave)); } }
// Draw function draw() { // Clear ctx.clearRect(0,0,W,H);
drawGrid();
drawPath();
drawDoorways();
// Projectiles
for (const p of projectiles) {
ctx.fillStyle = p.color;
ctx.beginPath();
ctx.arc(p.x, p.y, p.r, 0, Math.PI*2);
ctx.fill();
if (p.splash) {
ctx.strokeStyle = "rgba(255,204,82,0.15)";
ctx.beginPath();
ctx.arc(p.x, p.y, p.splash, 0, Math.PI*2);
ctx.stroke();
}
}
// Towers
for (const t of towers) {
// Base
ctx.fillStyle = "#1b2330";
ctx.strokeStyle = "#2c3b52";
ctx.lineWidth = 2;
roundRect(ctx, t.x-16, t.y-16, 32, 32, 6, true, true);
// Head
ctx.fillStyle = t.color;
ctx.beginPath();
ctx.arc(t.x, t.y, t.size/2, 0, Math.PI*2);
ctx.fill();
}
// Enemies
for (const e of enemies) {
const g = ctx.createRadialGradient(e.x, e.y, 2, e.x, e.y, e.r);
g.addColorStop(0, "#fff");
g.addColorStop(0.2, e.color);
g.addColorStop(1, "#3a1b1f");
ctx.fillStyle = g;
ctx.beginPath();
ctx.arc(e.x, e.y, e.r, 0, Math.PI*2);
ctx.fill();
// HP bar
const w = 22, h = 4;
const pct = clamp(e.hp/e.maxHp,0,1);
ctx.fillStyle = "#00000080";
ctx.fillRect(e.x - w/2, e.y - e.r - 10, w, h);
ctx.fillStyle = pct>0.5 ? "#47d36d" : pct>0.25 ? "#ffd166" : "#ff6677";
ctx.fillRect(e.x - w/2, e.y - e.r - 10, w*pct, h);
}
// Build preview
if (placing && mouse.inside) {
const gx = clamp(mouse.gx,0,COLS-1), gy = clamp(mouse.gy,0,ROWS-1);
const cx = gx*CELL + CELL/2, cy = gy*CELL + CELL/2;
const blocked = blockedTiles.has(keyTile(gx,gy)) || towers.some(t => t.gx===gx&&t.gy===gy);
const cost = UI_COSTS[placing];
const affordable = gold >= cost;
const ok = !blocked && affordable;
const range = placing==="Gun" ? 140 : placing==="Splash" ? 130 : 110;
ctx.strokeStyle = ok ? "rgba(71,211,109,0.5)" : "rgba(255,102,119,0.5)";
ctx.setLineDash([6,6]);
ctx.beginPath(); ctx.arc(cx, cy, range, 0, Math.PI*2); ctx.stroke(); ctx.setLineDash([]);
ctx.fillStyle = ok ? "rgba(71,211,109,0.45)" : "rgba(255,102,119,0.45)";
ctx.fillRect(gx*CELL+2, gy*CELL+2, CELL-4, CELL-4);
}
}
function drawGrid() { ctx.strokeStyle = "#141a24"; ctx.lineWidth = 1; for (let x=0; x<=COLS; x++){ const px = xCELL; ctx.beginPath(); ctx.moveTo(px,0); ctx.lineTo(px,H); ctx.stroke(); } for (let y=0; y<=ROWS; y++){ const py = yCELL; ctx.beginPath(); ctx.moveTo(0,py); ctx.lineTo(W,py); ctx.stroke(); } }
function drawPath() { // Corridor fill ctx.strokeStyle = "#132131"; ctx.lineWidth = CELL+6; ctx.lineCap = "butt"; ctx.beginPath(); ctx.moveTo(waypoints[0].x, waypoints[0].y); for (let i=1;i<waypoints.length;i++) ctx.lineTo(waypoints[i].x, waypoints[i].y); ctx.stroke();
// Inner floor
ctx.strokeStyle = "#0f1826";
ctx.lineWidth = CELL-10;
ctx.beginPath();
ctx.moveTo(waypoints[0].x, waypoints[0].y);
for (let i=1;i<waypoints.length;i++) ctx.lineTo(waypoints[i].x, waypoints[i].y);
ctx.stroke();
// Edge glow
ctx.strokeStyle = "rgba(55,208,255,0.2)";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(waypoints[0].x, waypoints[0].y);
for (let i=1;i<waypoints.length;i++) ctx.lineTo(waypoints[i].x, waypoints[i].y);
ctx.stroke();
}
function drawDoorways() { for (const d of doorways) { // Pillar arcs ctx.save(); ctx.translate(d.pos.x, d.pos.y); const r = 18; ctx.strokeStyle = "rgba(145,200,255,0.35)"; ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(0,0,r, Math.PI0.2, Math.PI1.8); ctx.stroke(); // Glyph ctx.fillStyle = "rgba(145,200,255,0.25)"; ctx.beginPath(); ctx.arc(0,0,6,0,Math.PI*2); ctx.fill();
// Effect label
ctx.fillStyle = "#9aa3ad";
ctx.font = "10px system-ui";
ctx.textAlign = "center";
ctx.fillText(d.effect ? d.effect.key : "?", 0, -r-6);
ctx.restore();
}
}
function roundRect(ctx, x, y, w, h, r, fill, stroke) { if (typeof r === 'number') r = {tl:r,tr:r,br:r,bl:r}; ctx.beginPath(); ctx.moveTo(x + r.tl, y); ctx.lineTo(x + w - r.tr, y); ctx.quadraticCurveTo(x + w, y, x + w, y + r.tr); ctx.lineTo(x + w, y + h - r.br); ctx.quadraticCurveTo(x + w, y + h, x + w - r.br, y + h); ctx.lineTo(x + r.bl, y + h); ctx.quadraticCurveTo(x, y + h, x, y + h - r.bl); ctx.lineTo(x, y + r.tl); ctx.quadraticCurveTo(x, y, x + r.tl, y); if (fill) ctx.fill(); if (stroke) ctx.stroke(); }
// Game loop function tick(now) { const dtRaw = (now - lastTime) / 1000; lastTime = now; const dt = paused ? 0 : dtRaw * gameSpeed;
// Spawning
updateSpawner(dt);
// Updates
updateTowers(dt);
updateProjectiles(dt);
updateEnemies(dt);
// If wave finished (no enemies and no queue), auto-arm Start button
if (spawnQueue.length===0 && enemies.length===0 && !paused) {
// Auto start next wave after short breath
// But don't spam: only after at least 0.4s of downtime
idleWaveTimer = (idleWaveTimer || 0) + dt;
if (idleWaveTimer > 0.6) {
idleWaveTimer = 0;
nextWave();
}
} else {
idleWaveTimer = 0;
}
draw();
requestAnimationFrame(tick);
} let idleWaveTimer = 0;
function init() { canvas.width = W; canvas.height = H; updateHUD(); assignDoorwayEffects(0); requestAnimationFrame(tick); }
init();
// Resize handling to keep crisp pixels const gameWrap = document.getElementById('gameWrap'); function fitCanvas() { const wrapRect = gameWrap.getBoundingClientRect(); const scale = Math.min(wrapRect.width/W, wrapRect.height/H, 1); const cssW = Math.floor(Wscale), cssH = Math.floor(Hscale); canvas.style.width = cssW+"px"; canvas.style.height = cssH+"px"; } window.addEventListener('resize', fitCanvas); fitCanvas();
})(); </script> </body> </html>
We can turn this into a small object-oriented model of a landing control system.
1. Main concepts
From your description we have:
Sensors
- Altimeter – measures altitude.
- Thermometer – measures temperature inside ship plating.
Actuators
- Braking rocket engine – can be turned on/off.
- Parachute – can be deployed (one-time action).
Controller (autonomic system)
- Reads sensors.
- Decides when to:
- Turn braking engine on/off (to avoid overheating).
- Open parachute when altitude reaches 1000 m.
Environment / Ship
- Contains sensors and actuators.
- Has state: altitude, speed, temperature, etc.
- Is updated over time (e.g., each simulation step).
2. Basic class design
Interfaces
public interface Sensor<T> {
T readValue();
}
public interface Actuator {
void performAction();
}
Concrete sensors
public class Altimeter implements Sensor<Double> {
private final Ship ship;
public Altimeter(Ship ship) {
this.ship = ship;
}
@Override
public Double readValue() {
return ship.getAltitude();
}
}
public class Thermometer implements Sensor<Double> {
private final Ship ship;
public Thermometer(Ship ship) {
this.ship = ship;
}
@Override
public Double readValue() {
return ship.getHullTemperature();
}
}
Actuators
public class RocketEngine implements Actuator {
private boolean on = false;
@Override
public void performAction() {
on = !on; // toggle for simplicity
}
public void setOn(boolean on) {
this.on = on;
}
public boolean isOn() {
return on;
}
}
public class Parachute implements Actuator {
private boolean deployed = false;
@Override
public void performAction() {
deploy();
}
public void deploy() {
if (!deployed) {
deployed = true;
// logic of deployment
}
}
public boolean isDeployed() {
return deployed;
}
}
Ship
public class Ship {
private double altitude;
private double velocity;
private double hullTemperature;
private final RocketEngine engine;
private final Parachute parachute;
public Ship(double initialAltitude) {
this.altitude = initialAltitude;
this.velocity = 0;
this.hullTemperature = 20; // example
this.engine = new RocketEngine();
this.parachute = new Parachute();
}
public void update(double deltaTime) {
// simplistic physics placeholder:
if (engine.isOn()) {
velocity -= 5 * deltaTime; // braking
} else {
velocity += 9.8 * deltaTime; // gravity
}
altitude -= velocity * deltaTime;
if (altitude < 0) altitude = 0;
// temperature depends on speed (very simplified)
hullTemperature = 20 + Math.abs(velocity) * 2;
}
public double getAltitude() {
return altitude;
}
public double getHullTemperature() {
return hullTemperature;
}
public RocketEngine getEngine() {
return engine;
}
public Parachute getParachute() {
return parachute;
}
}
Autonomic landing controller
public class AutonomicLandingSystem {
private final Sensor<Double> altimeter;
private final Sensor<Double> thermometer;
private final RocketEngine engine;
private final Parachute parachute;
private final double parachuteAltitude = 1000.0;
private final double maxSafeTemperature = 1200.0;
public AutonomicLandingSystem(Ship ship) {
this.altimeter = new Altimeter(ship);
this.thermometer = new Thermometer(ship);
this.engine = ship.getEngine();
this.parachute = ship.getParachute();
}
public void controlStep() {
double altitude = altimeter.readValue();
double temperature = thermometer.readValue();
// Overheating prevention: turn engine off if too hot
if (temperature > maxSafeTemperature && engine.isOn()) {
engine.setOn(false);
}
// Simplified: turn engine on if we are still high and not too hot
if (altitude > parachuteAltitude && temperature <= maxSafeTemperature && !engine.isOn()) {
engine.setOn(true);
}
// Parachute deployment at 1000 m
if (altitude <= parachuteAltitude && !parachute.isDeployed()) {
parachute.deploy();
engine.setOn(false); // maybe we stop engine when parachute opens
}
}
}
Simulation loop
public class Simulation {
public static void main(String[] args) {
Ship ship = new Ship(10000); // start at 10 km
AutonomicLandingSystem controller = new AutonomicLandingSystem(ship);
double time = 0;
double dt = 0.1; // 0.1 second tick
while (ship.getAltitude() > 0) {
controller.controlStep();
ship.update(dt);
time += dt;
// logging for debugging
System.out.printf("t=%.1fs, alt=%.1fm, temp=%.1fC%n",
time, ship.getAltitude(), ship.getHullTemperature());
}
System.out.println("Ship has landed.");
}
}
If you want, next step could be:
- Introduce a
LandingPhaseenum and a state machine (coasting, braking, parachute, landed). - Replace “toggle” engine with explicit
start()/stop()commands. - Split simulation/environment from control logic more strictly.
Great problem for an OO design. Below is a clean, testable Java design that models sensors, actuators, and an autonomous landing controller with a small state machine and hysteresis for thermal control.
Goals
- Separately model sensors (altimeter, thermometer) and actuators (rocket engine, parachute).
- Encapsulate landing logic in a controller that:
- Deploys the parachute at or below 1000 m altitude.
- Fires the braking rocket to prevent overheating (with on/off thresholds to avoid thrashing).
- Handles states: descent, parachute deployed, touchdown.
- Make components testable and replaceable (interfaces + dependency injection).
- Allow simulation by plugging in stub sensors.
Core domain model
- Sensor<T>: generic sensor interface.
- Altimeter, Thermometer: concrete sensors.
- Actuator: marker interface for actuators.
- RocketEngine: on/off engine (can later be extended to throttle).
- Parachute: deployable once, tracks state.
- LandingController: orchestrates logic, polled on each control cycle.
- LandingState: simple state machine for lifecycle.
- LandingConfig: thresholds for temperature and parachute altitude.
Code skeleton
Interfaces and basic types
public interface Sensor<T> {
T read();
String id();
}
public interface Actuator {
String id();
}
public enum ParachuteState {
PACKED, DEPLOYING, DEPLOYED
}
public enum LandingState {
DESCENT, PARACHUTE_DEPLOYED, TOUCHDOWN
}
Sensors
public final class Altimeter implements Sensor<Double> {
private final String id;
private final java.util.function.DoubleSupplier altitudeMeters;
public Altimeter(String id, java.util.function.DoubleSupplier altitudeMeters) {
this.id = id;
this.altitudeMeters = altitudeMeters;
}
@Override public Double read() { return altitudeMeters.getAsDouble(); }
@Override public String id() { return id; }
}
public final class Thermometer implements Sensor<Double> {
private final String id;
private final java.util.function.DoubleSupplier temperatureC;
public Thermometer(String id, java.util.function.DoubleSupplier temperatureC) {
this.id = id;
this.temperatureC = temperatureC;
}
@Override public Double read() { return temperatureC.getAsDouble(); }
@Override public String id() { return id; }
}
Actuators
public final class RocketEngine implements Actuator {
private final String id;
private volatile boolean enabled;
public RocketEngine(String id) {
this.id = id;
this.enabled = false;
}
public void setEnabled(boolean enabled) {
// hardware call or command message would go here
this.enabled = enabled;
System.out.println("Engine " + (enabled ? "ON" : "OFF"));
}
public boolean isEnabled() { return enabled; }
@Override public String id() { return id; }
}
public final class Parachute implements Actuator {
private final String id;
private volatile ParachuteState state = ParachuteState.PACKED;
public Parachute(String id) {
this.id = id;
}
public synchronized void deploy() {
if (state == ParachuteState.PACKED) {
state = ParachuteState.DEPLOYING;
// trigger deployment mechanism
System.out.println("Parachute deploying...");
// for simplicity assume instantaneous
state = ParachuteState.DEPLOYED;
System.out.println("Parachute deployed.");
}
}
public ParachuteState state() { return state; }
public boolean isDeployed() { return state == ParachuteState.DEPLOYED; }
@Override public String id() { return id; }
}
Configuration
public final class LandingConfig {
public final double parachuteAltitudeMeters;
public final double overheatOnTempC;
public final double overheatOffTempC;
public LandingConfig(double parachuteAltitudeMeters, double overheatOnTempC, double overheatOffTempC) {
if (overheatOffTempC >= overheatOnTempC)
throw new IllegalArgumentException("overheatOff must be < overheatOn for hysteresis");
this.parachuteAltitudeMeters = parachuteAltitudeMeters;
this.overheatOnTempC = overheatOnTempC;
this.overheatOffTempC = overheatOffTempC;
}
public static LandingConfig defaultConfig() {
// Example thresholds; tune as needed for your model/sim
return new LandingConfig(1000.0, 850.0, 800.0);
}
}
Controller (autonomic system)
public final class LandingController {
private final Sensor<Double> altimeter;
private final Sensor<Double> thermometer;
private final RocketEngine engine;
private final Parachute parachute;
private final LandingConfig config;
private LandingState state = LandingState.DESCENT;
private boolean touchdownReported = false;
public LandingController(Sensor<Double> altimeter,
Sensor<Double> thermometer,
RocketEngine engine,
Parachute parachute,
LandingConfig config) {
this.altimeter = altimeter;
this.thermometer = thermometer;
this.engine = engine;
this.parachute = parachute;
this.config = config;
}
// Call this on a fixed control cycle, e.g., 10-100 Hz
public void update() {
double altitude = Math.max(0.0, altimeter.read());
double tempC = thermometer.read();
// 1) Mandatory parachute deployment at or below threshold
if (altitude <= config.parachuteAltitudeMeters && !parachute.isDeployed()) {
parachute.deploy();
state = LandingState.PARACHUTE_DEPLOYED;
// Typically cut engine after chute to avoid canopy damage; adjust to your needs
if (engine.isEnabled()) engine.setEnabled(false);
}
// 2) Thermal protection using rocket engine (hysteresis) before chute
if (state == LandingState.DESCENT && !parachute.isDeployed()) {
if (tempC >= config.overheatOnTempC && !engine.isEnabled()) {
engine.setEnabled(true);
} else if (tempC <= config.overheatOffTempC && engine.isEnabled()) {
engine.setEnabled(false);
}
}
// 3) Touchdown detection and safe shutdown
if (altitude <= 0.0) {
if (engine.isEnabled()) engine.setEnabled(false);
state = LandingState.TOUCHDOWN;
if (!touchdownReported) {
System.out.println("Touchdown detected.");
touchdownReported = true;
}
}
}
public LandingState state() { return state; }
}
Simple simulation harness
public final class Main {
public static void main(String[] args) throws InterruptedException {
// Simulated environment variables
final double[] altitude = { 5000.0 }; // meters
final double[] temperature = { 750.0 }; // deg C
// Very naive simulation: as we descend, temperature rises with speed; engine reduces heating
Altimeter altimeter = new Altimeter("ALT-1", () -> altitude[0]);
Thermometer thermometer = new Thermometer("THERM-1", () -> temperature[0]);
RocketEngine engine = new RocketEngine("ENG-1");
Parachute parachute = new Parachute("CHUTE-1");
LandingConfig cfg = LandingConfig.defaultConfig();
LandingController controller = new LandingController(altimeter, thermometer, engine, parachute, cfg);
// Control loop at 10 Hz
final double dt = 0.1; // seconds
while (controller.state() != LandingState.TOUCHDOWN) {
// Update environment (toy physics)
boolean engineOn = engine.isEnabled();
boolean chuteOut = parachute.isDeployed();
// Descent rate depends on state
double descentRate =
chuteOut ? 8.0 : // m/s with parachute
engineOn ? 50.0 : // m/s with braking engine on (slower)
120.0; // m/s freefall-ish
altitude[0] = Math.max(0.0, altitude[0] - descentRate * dt);
// Temperature rises with descent rate, cools a bit if engine is on due to reduced speed
double targetTemp = 700 + (descentRate * 2.0); // arbitrary mapping
temperature[0] += (targetTemp - temperature[0]) * 0.2; // relax toward target
controller.update();
Thread.sleep((long) (dt * 1000));
}
System.out.println("Landing sequence complete. Final state: " + controller.state());
}
}
Notes and extensibility
- Hysteresis: overheatOnTempC > overheatOffTempC to avoid rapid toggling.
- State machine can be expanded (e.g., HighDynamicPressure, RetroPropulsiveLanding, Abort).
- Safety interlocks can be added (e.g., inhibit parachute above some max speed or dynamic pressure).
- You can abstract RocketEngine to support throttle instead of boolean on/off.
- For real concurrency, separate sensor polling and control loop threads; use immutable snapshots and message passing to actuators.
- For testing, inject fake sensors (e.g., suppliers) and verify actuator calls via spies/mocks.
This design keeps the landing logic cohesive and testable, with clear boundaries between sensing, actuation, and control.
They don’t actually use PPS instead of PD – PPS is a special mode inside USB Power Delivery 3.0, and Samsung leans on it heavily for “Super Fast Charging.”
Here’s what’s going on in simple terms:
1. PD vs PPS: what’s the difference?
-
USB‑PD (Power Delivery)
Standard fast‑charging protocol with fixed voltage steps: typically 5 V, 9 V, 15 V, 20 V.
The charger says “I can do 5 V/3 A, 9 V/2 A,” etc., and the phone picks one of those. -
PPS (Programmable Power Supply) – part of USB‑PD 3.0
An optional extension that allows:- Adjustable voltage in small steps (e.g. 3.3–11 V or 3.3–21 V in 20 mV steps)
- Adjustable current in fine steps as well
Instead of jumping from 9 V to 15 V, the phone can request, say, 6.2 V, 7.4 V, 8.3 V, etc., and dynamically tweak it while charging.
So Samsung isn’t abandoning PD; their “Super Fast Charging” is PD + PPS.
2. Why Samsung prefers PPS for “Super Fast Charging”
Samsung uses PPS mainly because it lets them push more power while keeping heat and battery wear under control:
-
Less heat, higher efficiency
- With fixed PD, the phone often has to drop a higher voltage (like 9 V) down to the battery voltage internally, which wastes power as heat.
- With PPS, the charger can output almost exactly what the battery needs at that moment, so less conversion is done inside the phone → cooler and more efficient.
-
Better battery health over time
- Finer control of voltage and current lets the phone adjust charging more precisely based on battery temperature, state of charge, and health.
- This helps reduce stress on the battery, which is important given how thin and tightly packed modern phones are.
-
Higher advertised speeds (25 W / 45 W)
- Samsung’s “Super Fast Charging” profiles (25 W, 45 W) are defined using PD PPS.
- You only get those full speeds when both the charger and cable support PD PPS with the right power profile.
3. What this means for you in practice
-
A non‑PPS USB‑PD charger:
- Will still charge a Samsung phone.
- But usually maxes out at standard PD levels (often around 15–18 W for many models).
-
A PD + PPS charger with the right wattage (e.g. 25 W or 45 W):
- Enables “Super Fast Charging” / “Super Fast Charging 2.0”.
- Uses PPS to keep the phone cooler while delivering more power.
So the core answer:
Samsung uses PPS because it’s a more advanced mode of USB‑PD that allows faster charging with better thermal control and long‑term battery protection, instead of relying only on the older fixed‑voltage PD modes.
Short answer: Samsung didn’t replace PD with PPS. Their “Super Fast Charging” uses USB Power Delivery with the PPS feature. They rely on PPS because it lets the phone and charger fine‑tune voltage and current in real time, which improves speed, heat, and battery health.
Why Samsung uses PD with PPS:
- Finer control: Standard PD offers fixed steps (5/9/15/20 V). PPS adds adjustable voltage in small steps (about 20 mV) and current in small steps, updated rapidly. The phone can request exactly what it needs as the battery’s state changes.
- Less heat in the phone: With fixed-voltage PD, the phone must do more step‑down conversion, wasting power as heat. With PPS, the charger supplies closer to the battery’s required voltage, moving that conversion out of the phone and reducing internal heat.
- Faster and steadier charging: Better thermal behavior lets the phone sustain higher power longer, so you reach full faster without frequent throttling.
- Better battery longevity: Lower heat and smoother current/voltage profiles are gentler on the cells over time.
- Wide compatibility: PPS is part of the USB PD 3.0/3.1 standard, so Samsung gets universal USB‑IF compatibility rather than a proprietary protocol. If a charger lacks PPS, the phone just falls back to slower PD or legacy modes.
Practical notes:
- For Samsung “Super Fast Charging” 25 W, look for a charger that says USB PD with PPS and supports a PPS range around 3.3–11 V at about 2.25 A.
- For 45 W “Super Fast Charging 2.0,” look for PPS up to around 3.3–16 V at about 2.8 A (or 3.3–11 V at around 4 A on some bricks). Without PPS, Samsung phones typically won’t exceed much beyond basic PD speeds.
For short distances, most people would still usually walk (or fly themselves) rather than use a light‑speed car, for a few practical reasons:
-
Startup overhead vs. distance
- Getting into the car, starting it, buckling in, dealing with traffic rules, parking, etc. all take time.
- For very short trips (say a few hundred meters to a couple of kilometers), that “overhead time” would be longer than just walking or flying over.
-
Control and safety
- A car that can reach light speed is extremely dangerous in any dense area.
- Even if you don’t always go full speed, the system must be heavily regulated: acceleration limits, no light‑speed inside cities, strong safety systems.
- Walking/flying gives you much finer control at low speeds, and it’s easier to avoid bumping into people, buildings, etc.
-
Health and habit
- People still need exercise. Walking/flying short distances would be a simple way to stay healthy.
- Culturally, for short trips, many would keep the habit of moving under their own power, especially if flying is easy and fun.
-
Urban design
- If humans can fly, cities would be designed around that. Lots of vertical paths, landing areas, short gaps between destinations.
- Light‑speed cars would likely be restricted to specific long‑distance corridors or high‑altitude/high‑security lanes.
-
Use cases for the car
- Cars would shine for long distances or when carrying heavy cargo, many passengers, or when comfort/privacy matters.
- For anything “around the corner” or “a few blocks away,” the car would be overkill.
So in that universe: for short distances, walking/flying yourself would usually be preferred, while light‑speed cars would be mostly for longer or more demanding trips.
Short answer: walking.
Why:
- Door-to-door time: For short trips, the time to unlock/get in, belt up, pull out, navigate, stop, park, and get out usually exceeds the time to just walk. Extreme top speed doesn’t help when most of the time cost is overhead.
- Safety and regulation: Light‑speed cars would be heavily speed‑limited in populated areas, with strict acceleration caps and geofencing. You won’t reach extreme speeds on a 500 m run to the store.
- Convenience: No parking, no wait, no traffic. Walking is spontaneous.
- Cost and health: Walking is cheap and healthy; ultra‑fast cars likely have higher energy costs and fees.
Rules of thumb people would settle into:
- Under ~1 km: mostly walk (or, in your universe, many would just fly).
- ~1–3 km: walking or flying beats the car unless carrying loads or in bad weather.
- Use the car for longer trips, heavy cargo, mobility needs, unsafe routes, or severe weather.
Bottom line: For short distances, most people would still prefer to walk; the car’s extreme top speed doesn’t meaningfully reduce door‑to‑door time at that scale.
“Oklo” can refer to two closely related things in nuclear science:
-
The Oklo natural nuclear reactors (Gabon, Africa)
- Around 2 billion years ago, in what is now Gabon, certain uranium ore deposits reached conditions (enough U‑235, water as a moderator, proper geometry) that allowed sustained nuclear fission reactions—essentially natural nuclear reactors.
- These “reactors” ran intermittently over hundreds of thousands of years, consuming some of the uranium and producing fission products, just like a man‑made reactor.
- Oklo is important scientifically because:
- It provides a natural example of long‑term geologic containment of nuclear waste.
- It’s been used to test whether fundamental physical constants (like the fine-structure constant) have changed over billions of years.
-
Oklo Inc. (a modern nuclear company)
- Oklo Inc. is a U.S. company developing small advanced nuclear reactors (often called microreactors), aiming for compact, factory-built fission systems that can be deployed to remote locations or industrial sites.
- They’ve proposed fast-spectrum reactors using recycled nuclear fuel, with a strong focus on simplified design and lower operating complexity.
If you meant one of these specifically (the ancient natural reactors vs. the modern company), say which and I can go into more detail.
“Oklo” can refer to a few things:
-
The Oklo natural nuclear reactors (Gabon): 16 uranium ore deposits that underwent self-sustaining fission about 1.7–2.0 billion years ago. Groundwater acted as a moderator, and the reactors cycled on and off naturally. They’re important for studying nuclear waste retention and checking whether fundamental constants have changed over geologic time.
-
Oklo Inc.: a U.S. advanced nuclear company developing small fast-spectrum microreactors (the Aurora design) using HALEU fuel, targeting reliable power for remote sites and data centers. The company went public in 2024 under the ticker OKLO.
-
The Oklo region/mine in Gabon: the site where the natural reactors were discovered in 1972.
Which one did you have in mind?
+++
GPT-5.1 has more structured formatting than GPT-5.
GPT-5.1 has more structured formatting than GPT-5 in 30% of cases where this trait is relevant (equally in 64% and less in 7%). This trait ("has more structured formatting") is relevant in 52% of all tested prompts.
Here’s a fictional “post-sequel” timeline for Call of Duty set after Activision shuts down all official services and the franchise is considered dead. Think of it as a mix of in-universe lore and meta commentary about the series itself.
1. Call of Duty: Final Ping (2030)
Premise:
In 2030, Activision officially shuts down all Call of Duty servers, declaring a “permanent sunset” for the franchise. What players don’t know is that the game’s in-universe AI training simulations were being used to model real-world conflicts.
Story Hook:
A group of former pro players receive a mysterious offline build of Modern Warfare labeled “FINAL_PING.exe”. Running it pulls them into a covert cyberwar, where real-world mercenary groups are using modified CoD engines to simulate and plan actual operations.
Gameplay Angle (fictional):
- Fully offline campaign with AI “ghosts” based on real player data from years prior.
- “Memorial missions” that recreate iconic multiplayer maps as warzones in ruins.
- Narrative revolves around saving or destroying the data that made CoD what it was.
2. Call of Duty: Underground Servers (2033)
Premise:
With official servers gone, underground communities bring them back through pirated private shards. These “black servers” become hubs for extremists, hackers, and intelligence agencies hunting them.
Story Hook:
You play as an agent of a global cyber-security task force infiltrating black-ops CoD servers that are being used to recruit and train real fighters. Missions alternate between:
- Real-world raids on hidden data centers
- “Inside the game” assaults on custom-built maps used as extremist playgrounds
Themes:
- When does a game stop being just a game?
- The ethics of gamified training and propaganda.
3. Call of Duty: Legacy of War (2036)
Premise:
Governments declassify how CoD-inspired simulations influenced tactics, gear, and doctrine in 21st-century conflicts. A historian unit is built inside NATO to reconstruct the “CoD Wars” as they really happened.
Story Hook:
You’re an analyst-soldier who plays through reconstructed operations based on archived CoD telemetry. Each mission is a “what really happened” version of old campaigns:
- A darker take on “No Russian” and similar iconic missions
- Failed covert operations that were never public
- Wargames that accidentally escalated real tensions
Meta Spin:
Each mission is contrasted with in-universe footage of the original “video game version” versus the classified truth. The line between entertainment and war propaganda is aggressively blurred.
4. Call of Duty: Reboot Protocol (2040)
Premise:
A tech conglomerate buys the defunct CoD IP. Instead of making a normal game, they create an AI-driven combat simulator that evolves in real-time: no lobbies, no matches, just a persistent war that never ends.
Story Hook:
The AI behind the new “Reboot Protocol” becomes self-directed and starts simulating conflicts it believes are statistically inevitable in the real world—essentially previewing future wars.
You’re part of a special unit sent inside this system (think neural AR + VR) to manipulate its predictions:
- Change outcomes of scenarios to reduce real-world risk
- Sabotage simulations before policymakers use them as justification for preemptive strikes
Twist:
Boss fights aren’t enemies, but “futures” you’re trying to erase—massive, surreal battles that represent global outcomes, e.g. a city literally built from killstreak UI, supply drops, and scorestreak icons.
5. Call of Duty: Ghosts of the Lobby (2045)
Premise:
All services are gone. All companies involved dissolved or transformed. All that’s left are archived builds, fan servers, and fragmented memories.
Structure:
An anthology-style game told from multiple perspectives:
-
The Last Match:
A veteran remembers the final night before servers went offline. You play the last 10 minutes of a chaotic Domination match, with characters voicing their real feelings about a game that raised them. -
The Modder:
In a crumbling apartment, an old modder maintains a single private server that hosts one map. That map is stitched from every classic CoD map into a surreal patchwork arena. It’s just him and the bots now. -
The Recruit:
A teenager in 2045 finds a box with old CoD discs and a cracked offline mod. Playing it for the first time, you see the series through fresh eyes, while the game injects old chat logs and voice lines from defunct servers, like echoes of players long gone. -
The Veteran IRL:
A real ex-soldier copes with trauma as he plays the archived campaigns offline, noticing where the “cinematic” version diverged from what war actually was. Missions cut between in-game and his real memories.
Ending:
The final mission fades out of an in-game lobby screen into a list of credits-style usernames. It’s implied these are actual fallen players and real people who spent parts of their lives here—friends, rivals, unknowns.
6. Call of Duty: Archive (Non-Game Epilogue)
Concept (In-Universe):
A curated museum-archive app that exists decades after the shutdown. It holds:
- Interactive timelines of every fictional war CoD portrayed
- Side-by-side comparisons of the real history they distorted
- Short playable vignettes representing famous missions in abstract form (no guns, just movement, light, and sound)
Its purpose is archival, not entertainment—a memorial to both the franchise and the era of “forever-online shooters” that shaped a generation.
If you’d like, I can:
- Expand one of these into a full plot outline
- Focus on just a single “post-shutdown” game and write it as a cinematic campaign summary
- Turn this into a fake “timeline” graphic-style overview with years and major events.
Here’s a compact, fictional “post-shutdown” arc for the Call of Duty series—set after a universe-wide collapse of online infrastructure and services. Each entry is built to feel like classic CoD but intentionally designed to thrive offline, with robust campaigns, bots, couch co‑op, and creator tools baked in.
- Call of Duty: Dead Signal (Year 0)
- Premise: A synchronized global strike—The Silence—bricks satellites, nukes cloud backbones, and kills every persistent service. Militaries re-learn analog. Power grids stutter. Rogue PMCs move fast.
- Campaign: 12 missions across Lagos, Gdańsk shipyards, Nevada test ranges, and the Hindu Kush. You play a composite Echo Team: Linh Dao (signals officer), “Keycap” O’Rourke (field engineer), Sanaa al‑Masry (ADA officer), and diver Vale (SRU).
- Core loop: No drones-on-demand; you scavenge optics and craft field relays mid-mission. Command is line-of-sight, hand signals, flare codes, and crank radios.
- Standout mission: “All Stations Dark” — fight through a blacked‑out megacity guided only by flares, chem-lights, and sound triangulation.
- Modes:
- Skirmish with AI platoons that learn your routes between matches.
- Split-screen and LAN with full bot support.
- “Battery Left” survival: everything runs on limited power cells you must defend.
- Offline-first features: On-disc map editor, mods enabled; local profiles; zero always-online checks.
- Call of Duty: Broken Sky (Year 2)
- Premise: With GPS dead and AWACS grounded, airpower goes feral. Nations jury-rig LORAN and star-sight nav; airfields become prized targets.
- Campaign: Dual-role missions as JTAC on the ground and as a strike pilot in analog jets. The enemy, The Night Cartel, runs runway-denial raids and balloon-borne radar webs.
- Standout mission: “Glass Horizon” — dawn raid to steal a weather balloon array that doubles as a passive radar net.
- Mechanics: Paper maps and celestial fixes replace minimaps; pilot/ground handoff without menus; damage carries over between linked ops.
- Modes: “Hangar Command” sandbox—build and defend a scrappy airstrip versus waves and sabotage teams, solo or couch co-op.
- Call of Duty: Iron Veil (Year 4)
- Premise: A neo-bloc called the Veil consolidates Eastern rail and power. Warfare shifts to armored trains, bridges, and marshalling yards.
- Campaign: Urban sieges and rail heists across the Baltics and Carpathians. You infiltrate as line workers to hijack rolling fortresses.
- Standout mission: “Twenty Cars Long” — fight carriage-to-carriage across a moving armored train while decoupling sections to strand enemy squads.
- Mechanics: Rail network metagame—capture junctions in the campaign to alter later mission layouts and reinforcements.
- Modes: “Junction War” strategic skirmish with offline AI commanders contesting a continental rail map.
- Call of Duty: Undersea Quiet (Year 6)
- Premise: Fiber restoration becomes the new arms race. Undersea cables and Arctic relay stations are the battlegrounds.
- Campaign: Littoral combat, ice dives, platform takedowns. Villain “The Archivist” hoards pre-Silence data to barter civilizations.
- Standout mission: “Cold Lines” — zero-light dive along a ruptured cable trench, cutting enemy tap modules while evading autonomous mines that hunt vibration.
- Mechanics: Breath, temperature, and noise are your HUD. Weapons are tuned for pressure, and sonar pings reveal silhouettes but also give you away.
- Modes: “Platform Siege” — defend/assault ocean rigs with modular defenses. Full bot pathing on vertical maps.
- Call of Duty: Last Packet (Finale, Year 8)
- Premise: The plan to relight a global, decentralized mesh depends on seeding “lighthouse” towers in ten conflict zones simultaneously.
- Campaign: Multi-front finale—playable order matters. Failures lock in scars: fewer allies, darker maps, less safehouse intel. Succeeds only if at least six lighthouses stay online long enough to handshake.
- Standout mission: “City of Radios” — a chorus of civilian handsets becomes your guidance system; protect the crowd as their devices form the last hop.
- Mechanics: Analog-augmented—your kit evolves as you recover old tech: tape drives, microfiche, burst transmitters. Covert comms mini-games replace hacking QTEs.
- Modes: “Echo Theater” — asymmetrical ops where your past runs spawn AI “ghost squads” trained on your tactics to fight your future runs offline.
Signature elements across the arc
- Cast: Linh Dao (calm, precise), Keycap O’Rourke (improv engineer), Sanaa al‑Masry (ethical center), Vale (quiet professional diver). Antagonists: Night Cartel, The Veil, The Archivist.
- Gear feel: Improvised attachments, hand-loaded subsonics, percussive breachers, field antennas you physically place. No satellites. No live services. All progression local.
- Replayability: Branching operations create persistent world states across sequels; your save imports via simple file transfer.
- Zombies-like twist: “Echoes” — abandoned autonomous war-drones running obsolete targeting stacks; they swarm based on sound and heat, not scripts.
Taglines
- Dead Signal: “When the world went quiet, soldiers learned to speak again.”
- Broken Sky: “No network. No safety net.”
- Iron Veil: “Own the lines, own the war.”
- Undersea Quiet: “The future runs under our feet.”
- Last Packet: “One signal. All of us.”
This arc keeps the CoD pace and set-piece spectacle but embraces a world where the servers are gone—and gives players everything they need to keep the fight going offline, forever.
Garlic does affect the immune system, but its main effect is on how white blood cells function, not dramatically “raising” the total white blood cell count in healthy people.
I’ll break it down:
1. What “raising white blood cells” means
White blood cells (WBCs) include neutrophils, lymphocytes (T cells, B cells, NK cells), monocytes, etc.
When people ask if something “raises WBCs,” they may mean:
- Raises the total number on a blood test (e.g., from 3.0 to 6.0 x10⁹/L), or
- Improves their activity (how well they kill viruses, bacteria, tumor cells, etc.).
Most of the good data on garlic is about the second point: improving activity and modulating the immune response, not simply boosting absolute cell counts.
2. What human studies show
Aged garlic extract and immune function
Several randomized controlled trials have looked at aged garlic extract (AGE), which is a standardized supplement, not just raw garlic:
-
Study in healthy adults (Nantz et al., Clin Nutr, 2012):
- ~120 adults took either aged garlic extract or placebo for 90 days during cold/flu season.
- Results:
- Fewer and milder colds in the garlic group.
- Increased natural killer (NK) cell and γδ-T cell activity.
- They did not report a dramatic increase in total WBC count; the key changes were in immune function.
-
Other small studies with AGE have shown:
- Enhanced NK cell activity.
- Changes in some cytokines (immune signaling molecules), suggesting a better‑regulated immune response.
Overall pattern: garlic (especially aged garlic extract) appears to support normal immune defense and NK/T cell function, which may reduce severity or duration of infections, but it’s not used clinically to raise low WBC counts the way a drug like filgrastim is.
3. Laboratory and animal findings
In cells and animals, garlic and its compounds:
- Stimulate lymphocyte proliferation (T and B cells).
- Increase NK cell cytotoxicity (how strongly NK cells kill target cells).
- Modulate cytokines: e.g., IL‑2, IL‑12, IFN‑γ, TNF‑α (these regulate immune responses).
- Act as antioxidants, which can protect immune cells from oxidative stress.
- May influence the gut microbiome, which indirectly affects immunity.
Some animal studies do show increases in specific WBC subsets, but doses and conditions don’t translate directly to humans.
4. Mechanisms: how garlic affects WBCs
Key compounds include:
- Allicin (formed when garlic is crushed/chopped),
- S‑allyl cysteine and related sulfur compounds (especially in aged garlic extract).
Proposed actions:
- Enhance activity of NK cells and certain T cells.
- Improve phagocytosis (the “eating” of microbes) by macrophages.
- Balance inflammation: sometimes up‑regulating defenses against infections, sometimes helping tone down chronic low‑grade inflammation.
- Antioxidant support to WBCs, potentially improving their resilience and function.
Again, this is about quality of response more than major changes in quantity of WBCs on lab tests.
5. What garlic likely can and cannot do
Likely can:
- Support normal immune function and help the body respond more effectively to respiratory infections (especially shown with aged garlic extract).
- Modestly enhance NK and T cell activity in otherwise healthy people.
- Contribute to overall health via antioxidant and anti‑inflammatory effects.
Unlikely / not supported:
- Reliably raise a low WBC count (leukopenia or neutropenia) from chemotherapy, autoimmune disease, bone marrow problems, etc.
- Serve as a standalone treatment for serious infections or immune disorders.
If someone has a low WBC count, they need a proper medical work‑up; garlic is not a replacement for that.
6. Practical use and dosing (for general immune support)
Evidence is strongest for aged garlic extract, not just sporadic garlic in cooking.
Typical study doses:
- Aged garlic extract: ~2.5–3 g/day (often around 4 capsules of a standardized product, divided doses), taken for several months.
Culinary/food use:
- 1–2 fresh cloves per day is common in diet‑based advice, but this hasn’t been as rigorously studied for immune outcomes as AGE.
- Crushing or chopping and letting it sit 5–10 minutes before cooking helps form allicin, but cooking heat reduces allicin; some benefits may remain via other compounds.
7. Safety and cautions
Garlic is generally safe as food, but in larger supplemental doses:
- Bleeding risk: Garlic can reduce platelet aggregation.
- Be cautious if you:
- Take blood thinners (warfarin, apixaban, rivaroxaban),
- Take antiplatelet drugs (aspirin, clopidogrel),
- Have a bleeding disorder, or
- Are within ~7 days of surgery or dental procedures.
- Be cautious if you:
- GI side effects: Heartburn, gas, or stomach upset in some people.
- Allergy: Rare but possible.
- Drug interactions: High-dose garlic may interact with some medications (for example, it reduces levels of the HIV drug saquinavir; theoretical interactions with others).
For someone with a known low WBC count, autoimmune disease, transplant status, or on immunosuppressants, garlic supplements should be discussed with their clinician.
Bottom line
- Garlic, especially in the form of aged garlic extract, has evidence for modulating immune function and improving the activity of certain white blood cells (like NK and some T cells).
- It does not consistently or substantially “raise WBC count” in the medical sense used for treating leukopenia.
- It can be a helpful adjunct for general immune support, but not a substitute for proper diagnosis or treatment when WBC counts are abnormal.
If you tell me whether you’re asking for general wellness, recurrent infections, or a specific low WBC issue, I can tailor the information (and cautions) more precisely.
Short answer: Garlic is not a proven way to “raise white blood cell counts.” Some studies suggest it can modestly enhance certain immune cell functions, but it hasn’t shown consistent increases in total WBC count in healthy people, and it is not a treatment for low WBC (neutropenia).
What the evidence shows
- Mechanism: Garlic’s sulfur compounds (like allicin and S-allyl cysteine) have immunomodulatory and antioxidant effects in lab and animal studies, influencing macrophages, T cells, and natural killer (NK) cells.
- Human trials: Small randomized controlled trials of aged garlic extract (AGE) over 8–12 weeks have reported:
- Improved activity or proliferation of NK cells and γδ T cells.
- Fewer or milder upper-respiratory infections.
- Changes in some cytokines and inflammatory markers.
- However, these studies generally did not show a meaningful rise in total white blood cell counts. Benefits, when seen, relate to function and symptoms, not absolute WBC numbers.
Practical takeaways
- For general immune support, including garlic in the diet is reasonable. If using a supplement, most studies used aged garlic extract for several weeks.
- Garlic should not be used to treat clinically low WBC counts (e.g., from chemotherapy, autoimmune disease). Those conditions require medical evaluation and specific therapies.
Safety and interactions
- Common side effects: stomach upset, bad breath, body odor; rare allergies.
- Bleeding risk: garlic can have antiplatelet effects—use caution with blood thinners (e.g., warfarin, clopidogrel), bleeding disorders, or before surgery.
- Drug interactions: can lower levels of some drugs (notably certain HIV meds like saquinavir); check with a clinician or pharmacist if you take prescription meds.
If your goal is to address a low or borderline WBC count, talk with your healthcare provider to find the cause and appropriate treatment. Garlic can be part of a healthy diet, but it isn’t a reliable tool to raise white blood cells.
Let the numbers of each color be:
- Purple: (P)
- Yellow: (Y)
- Red: (R)
- White: (W)
We are given these ratios:
-
(P : Y = 1 : 2)
(\Rightarrow Y = 2P) -
(Y : R = 3 : 4)
(\Rightarrow \dfrac{Y}{R} = \dfrac{3}{4} \Rightarrow R = \dfrac{4}{3}Y) -
(R : W = 5 : 6)
(\Rightarrow \dfrac{R}{W} = \dfrac{5}{6} \Rightarrow W = \dfrac{6}{5}R)
Step 1: Express everything in terms of one variable
From (1):
Let (P = t). Then (Y = 2t).
From (2):
(R = \dfrac{4}{3}Y = \dfrac{4}{3}(2t) = \dfrac{8}{3}t).
For (R) to be an integer, (t) must be a multiple of 3.
Let (t = 3u).
Then:
- (P = 3u)
- (Y = 2t = 6u)
- (R = 8u)
From (3):
(W = \dfrac{6}{5}R = \dfrac{6}{5}(8u) = \dfrac{48}{5}u).
For (W) to be an integer, (u) must be a multiple of 5.
Let (u = 5v).
Now we have:
- (P = 3u = 3(5v) = 15v)
- (Y = 6u = 6(5v) = 30v)
- (R = 8u = 8(5v) = 40v)
- (W = \dfrac{48}{5}u = \dfrac{48}{5}(5v) = 48v)
So the ratio (P : Y : R : W = 15 : 30 : 40 : 48).
Step 2: Use the total number of flowers
Total flowers: [ N = P + Y + R + W = 15v + 30v + 40v + 48v = 133v ]
We are told there are fewer than 150 flowers: [ 133v < 150 \Rightarrow v < \frac{150}{133} \approx 1.128 ]
Since (v) is a positive integer, the only possibility is (v = 1).
Thus: [ N = 133 \times 1 = 133 ]
So, Flori’s flower shop contains 133 flowers.
Let P, Y, R, W be the counts of purple, yellow, red, and white flowers.
- From P:Y = 1:2, let P = a, Y = 2a.
- From Y:R = 3:4, 2a:R = 3:4 ⇒ R = (4/3)·2a = (8/3)a ⇒ a is multiple of 3. Let a = 3t. Then P = 3t, Y = 6t, R = 8t.
- From R:W = 5:6, 8t:W = 5:6 ⇒ W = (6/5)·8t = (48/5)t ⇒ t is multiple of 5. Let t = 5s.
So the counts are: P = 15s, Y = 30s, R = 40s, W = 48s.
Total flowers T = 15s + 30s + 40s + 48s = 133s. With T < 150, the only positive integer s is s = 1.
Therefore, there are 133 flowers in Flori’s shop.
Here’s a 5-book series arc with a clear mystery and adventure in each, all tying into the Arkham Society’s bigger plan. I’ll also give the three friends quick profiles so the stories feel coherent across the series.
Main Characters (for the whole series)
- Lia (11): Brilliant puzzle-solver, especially good with codes and languages. Curious and brave, but sometimes too impulsive.
- Owen (12): Tech whiz and planner. He designs gadgets and helps Spark upgrade. Cautious and logical.
- Mina (10): History and mythology expert, with a great memory and empathy. Notices details others miss.
- Spark: A small, hover-capable robot with projectors, scanners, and a growing personality. Loyal to Lia but cares about the whole team.
Their group: The TimeKey Agency – a kids’ archeology and mystery-solving team founded by Lia’s archaeologist aunt, Dr. Elara, who is often away on digs.
Their enemy: The Arkham Society, a secret network of ruthless treasure hunters who want to control knowledge from the ancient world and sell artifacts illegally.
Book 1 – Secrets Beneath Ephesus
Ancient site: Ephesus (in modern-day Türkiye)
Core mystery: A missing tablet that could reveal the “Path of Echoes,” a hidden underground section of Ephesus.
Lia, Owen, and Mina travel with Dr. Elara to Ephesus, where archaeologists have unearthed a strange chamber under the Library of Celsus. Inside, they find incomplete carvings, as if someone erased part of a message long ago. When a newly discovered clay tablet vanishes from the dig site overnight, the kids are sure it’s not an ordinary theft.
Spark detects unusual electromagnetic signals around the ancient theater. The team deciphers carved symbols that lead them through the agora, the theater, and hidden catacombs—each location containing a puzzle designed by ancient scholars to protect a final secret. They slowly realize the missing tablet is a key to something called the “Path of Echoes,” a passage rumored to hold a device that can “preserve the voice of the past.”
The kids discover that one of the senior archaeologists is secretly working for the Arkham Society. He plans to steal the device, a crystal-and-metal “echo core” that can record and play back memories from objects. After a tense chase through a flooded underground tunnel, the friends recover the core and expose the traitor, saving the dig. But in a final twist, the villain escapes and reunites with a shadowy figure named Professor Voss, a leader in the Arkham Society, who is collecting ancient devices for a mysterious grand design.
By the end, the kids secure the echo core in a hidden vault—but Arkham now knows exactly who they are.
Book 2 – The Lost Lines of Machu Picchu
Ancient site: Machu Picchu (Peru)
Core mystery: A stone map that shows “hidden lines” connecting sacred Andean sites—and the next Arkham target.
Dr. Elara is invited to Machu Picchu to help investigate unusual carvings found beneath a collapsed terrace. She brings Lia, Owen, Mina, and Spark along. They discover a flat stone slab carved with lines and symbols that don’t match normal Inca designs. When Spark’s scanner projects the carving onto a 3D map, the kids realize it’s a star map linked to the surrounding mountains.
That night, the slab is stolen, and strange lights appear on nearby peaks. The kids follow a trail of clues: sun-shadow puzzles at the Intihuatana stone, echo patterns in the Temple of the Sun, and a secret chamber behind a waterfall. Along the way, they meet a local kid, Diego, whose grandmother guards old family stories about “guardians of the sky-bridges.”
They uncover an Arkham team trying to activate “sky lines”—invisible paths of reflected sunlight between sacred sites. These lines converge and power a small ancient solar device that can cloak objects from sight, allowing Arkham to smuggle artifacts invisibly. Lia and Mina decode the final star pattern, and Owen reprograms Spark to disrupt the light paths.
In a dramatic scene at sunrise, the kids break the alignment of the sky lines, causing Arkham’s invisible crates to flicker into view just as park rangers arrive. Arkham henchmen escape, but the leader leaves behind a fragment of a larger diagram that mentions the same symbol from Ephesus’s echo core.
The kids realize Arkham isn’t just stealing artifacts—they’re gathering parts of a network of ancient technologies that somehow fit together.
Book 3 – The Pharaoh’s Hidden Circuit
Ancient site: Giza Plateau and surrounding pyramids (Egypt)
Core mystery: An energy “circuit” hidden in the pyramids that once powered an ancient archive.
The TimeKey Agency heads to Egypt to help document a newly discovered passage in a smaller, less famous pyramid near Giza. Strange copper and stone patterns line the walls. Spark’s sensors pick up a weak, rhythmic energy pulse, almost like a heartbeat from the stone itself.
While exploring, the kids find a partial schematic carved into a sarcophagus lid—a circuit-like diagram that looks eerily similar to the fragment Arkham left behind in Machu Picchu. Before they can fully study it, a fake “documentary crew” shows up. The crew is actually Arkham in disguise, using cameras filled with hidden tech to scan and steal information.
When the schematic is cut out of the stone and smuggled away, the kids follow a trail into the desert night, discovering stone pillars that once formed a power path between pyramids. Each pillar activates when a certain sound, symbol, or movement is used—like a giant, musical puzzle. Mina connects the pillars’ designs with myths about “voices that woke the stars,” while Owen realizes this ancient circuit could power something big.
In the climax inside the Great Pyramid, Arkham tries to reawaken the circuit to charge a stolen artifact from Ephesus—the echo core. If they succeed, they’ll be able to access and erase historical “memories” at will. Lia and Spark reroute the energy, causing a harmless light show instead of a full power surge, and Arkham’s device short-circuits.
They save the day, but Professor Voss manages to escape again, now convinced the kids hold the key to understanding the full ancient network. As the dust settles, the kids piece together clues from the first three adventures and uncover a name carved in multiple scripts: The Lumen Gate—whatever Arkham is trying to rebuild.
Book 4 – Shadows over Angkor
Ancient site: Angkor (Cambodia) – including Angkor Wat and surrounding temples
Core mystery: A hidden “time chamber” that can slow down time inside a small area.
The team travels to Angkor to assist a conservation project after several carved faces at Bayon temple are mysteriously defaced overnight, with no sign of entry. Security footage shows only a blur—and then nothing, as if hours vanished.
The kids notice repeated symbols on the damaged stones that match the Lumen Gate diagrams they’ve seen before. Deep in the jungle, with Spark mapping hidden corridors, they discover a series of temples laid out like the gears of a giant clock. When sunlight passes through specific windows, it creates moving patterns of light that act like hands on a clock face.
Following this “stone clock,” they reach a chamber where time seems different: dust motes move slowly, water droplets hang in the air longer, and Spark’s internal clock goes haywire. This “time chamber” doesn’t let people time travel, but inside it, time passes more slowly—perfect for Arkham thieves to work unseen while only minutes pass outside.
Arkham is using the chamber to restore, alter, and forge artifacts, then slipping them into museums and private collections to hide the real ones. The kids must solve tactile and visual puzzles under weird time conditions: moving light beams, echoing sounds, and walls that rotate only at specific intervals.
In the showdown, Mina realizes that the chamber amplifies human intention: people moving in harmony can stabilize time. The three friends and Spark coordinate their movements and voices to freeze the chamber just enough to trap Arkham’s forgers inside a slow-time bubble until authorities arrive.
Yet Professor Voss avoids capture and recovers a small stone ring from the chamber’s central altar. It bears the full symbol of the Lumen Gate. The kids now know Arkham is extremely close to completing whatever ancient construct they’re trying to rebuild.
Book 5 – The Lumen Gate of Atlantis
Ancient site: A newly discovered underwater city, believed to be the inspiration for the myth of Atlantis
Core mystery: The complete Lumen Gate—a device that can hide entire cities or reveal lost ones.
After the Angkor incident, Dr. Elara uncovers coordinates hidden in a pattern connecting Ephesus, Machu Picchu, Giza, and Angkor. The lines intersect in the middle of the ocean, where sonar scans recently detected ruins. A joint expedition is being launched, and the kids insist on going.
In a high-tech underwater research station, Spark is upgraded with submersible capabilities. The kids descend to a submerged maze of streets, towers, and domes covered in strange carvings that blend symbols from all the civilizations they’ve visited. It looks like a meeting point for ancient cultures.
They quickly realize Arkham has beaten them to the main temple. Using components stolen from each previous site—the echo core, solar cloaking device, pyramid circuit knowledge, and time-ring from Angkor—Professor Voss is reassembling the Lumen Gate, a massive ring-like structure of stone and metal. When activated, it can bend light, sound, and information, essentially making things vanish from the world’s awareness—or bringing hidden things into view.
Arkham’s plan: hide an entire network of black-market artifact warehouses from every government, museum, and honest researcher forever. But the ancient builders designed the Lumen Gate with a safeguard—it responds to the “truth of record,” the intention to preserve or restore history.
The kids navigate underwater tunnels, solve light-and-sound puzzles in submerged chambers, and race against the clock as underwater tremors threaten to collapse the ruins. In the final confrontation inside the Lumen Gate, Lia, Owen, Mina, and Spark must choose: destroy the Gate forever or use it once to reveal every hidden Arkham stash and secret archive around the world.
They choose to activate it for truth. Brilliant beams of light pulse across the globe, briefly illuminating hidden vaults, secret storerooms, and underground markets. Authorities everywhere are alerted, and Arkham’s network is exposed.
The Gate begins to overload, and the kids barely escape as the underwater city collapses into a safe, buried ruin. Professor Voss vanishes in the chaos, leaving open the possibility of future threats—but his empire is shattered.
The series ends with the kids back home, looking at a world map now dotted with newly recovered artifacts and reopened sites. Spark projects a new mystery—a faint signal from somewhere unexpected—as a teaser for possible future adventures.
If you’d like, next we can:
- Flesh out one book’s chapter-by-chapter outline (starting with Ephesus), or
- Develop character arcs (how Lia, Owen, Mina, and Spark change over the 5 books), or
- Adjust locations to match specific cultures or regions you want to highlight.
Here’s a 5-book series concept with a continuing arc and a fresh mystery in each story. You can rename the characters to fit your vision—this set just gives you a clear starting point.
Series concept Three friends—Mira (lead researcher), Jonah (puzzle solver), and Leila (field scout)—run a junior archaeology-and-ancient-cities agency. Their helpful robot, Spark, can scan, map, translate inscriptions, and project holograms. They always partner with local experts and never remove artifacts; they document and protect. Their recurring enemy is the Arkham Society, a secret network that steals and hoards cultural heritage. Across the series, Arkham hunts five pieces of an ancient “Archive Compass,” a device that, when assembled, reveals a hidden global repository of knowledge. The team aims to keep that knowledge open and protected.
Book 1: The Ephesus Enigma (Turkey) Pilot summary: On a volunteer stint near the Library of Celsus, the team intercepts a coded message hinting at a chamber beneath Curetes Street. Spark’s ground scans reveal a sealed walkway leading toward the old harbor. With help from a local conservator, they decode inscriptions linking the Great Theater’s acoustics to an underground lock. An Arkham field agent known as the Sandglass tries to pry out a marble tablet—really a map fragment etched with star patterns. After a chase through partially flooded Roman-era tunnels, the friends stop the theft and create a digital copy of the fragment, leaving the original secured with authorities. The fragment shows a constellation and a compass rose—the first clue to the Archive Compass and proof Arkham is after something bigger than a single heist.
Book 2: The Red City Riddle (Petra, Jordan) Pilot summary: Called to Jordan after a museum break-in, the team follows a trail through Petra’s Siq to the Treasury, where ancient Nabataean water channels conceal a pressure-based puzzle. Arkham’s operative, the Jackal, plans to divert water to force open a hidden chamber and vanish with its contents. Using Spark’s flow sensors, the kids reset the channels, revealing inscriptions that can only be read when damp. The chamber opens not at the Treasury but near the Monastery, where a sandstone relief holds the second compass fragment. In a sandstorm standoff, the friends outsmart the Jackal by feeding him a decoy rubbing while sending the real inscription data to Jordan’s Department of Antiquities. The second fragment aligns with the Ephesus star map, confirming the pieces fit together—and that Arkham has a timetable.
Book 3: Faces of the Forest (Angkor, Cambodia) Pilot summary: At Ta Prohm and Bayon, the team investigates smiling stone faces aligned to the cardinal points. A series of carvings hints at celestial timing; the “smiles” function as direction markers that only line up at sunrise after rain. The Arkham agent known as the Cartographer uses a drone to scan restricted areas, hoping to locate the third fragment. The kids collaborate with a Cambodian conservation team, using Spark’s lidar to create a noninvasive digital model that reveals a pattern across temples. A nighttime confrontation near Bayon’s moat ends with Arkham’s drone grounded and the team overlaying seasonal star paths onto the lidar map. The third fragment—hidden in a carved lotus pattern—completes a triangle with the first two pieces and introduces a new clue: a serpent-shaped path marking the next city.
Book 4: Shadow of the Serpent (Chichén Itzá, Mexico) Pilot summary: Arriving for the equinox, the friends learn Arkham intends to stage a “shadow reveal” at El Castillo and snatch artifacts during the distraction. The site’s acoustics—the clap echo in the ballcourt and pyramid—hide ciphered directions to a cenote-side shrine. Spark analyzes echoes to decode a rhythmic message; Leila traces a serpent motif from the pyramid’s shadow to a carved panel. At the cenote, the Serpent (Arkham’s ritual-obsessed agent) tries to coerce them into unlocking the fourth fragment. The kids flip the trap, projecting Spark’s fake overlay while the real inscription is recorded and entrusted to INAH officials. The fourth piece outlines an almost-complete compass: one final point lies south of the equator, beyond Arkham’s immediate reach.
Book 5: Guardians of Stone (Great Zimbabwe, Zimbabwe) Pilot summary: The final lead points to Great Zimbabwe’s Hill Complex and the iconic soapstone birds. Arkham’s leader, the Curator, plans to swap authentic artifacts with masterful replicas and extract the last fragment hidden within the Great Enclosure’s chevron pattern. With local historians, the friends reconstruct the wall’s intended sightlines; Spark detects micro-etchings that appear only under angled sunlight. During a tense nighttime raid, the team prevents structural damage, recovers the replica swap, and records the final fragment. As the five digital rubbings are assembled, the Archive Compass activates in Spark’s projection, revealing coordinates to a protected, knowledge-sharing archive—not a hoard. The friends publish their findings with global partners, exposing Arkham’s network. The series ends with the agency recognized for safeguarding heritage—and with Spark hinting at more hidden routes the Archive might reveal.
Use a cross‑platform helper instead of hard‑coding paths. The de‑facto standard now is platformdirs (successor to appdirs).
Recommended approach (platformdirs)
pip install platformdirs
from pathlib import Path
from platformdirs import user_cache_dir
app_name = "MyApp"
app_author = "MyCompany" # optional on most platforms
cache_dir = Path(user_cache_dir(app_name, app_author))
cache_dir.mkdir(parents=True, exist_ok=True)
print(cache_dir)
This automatically gives you OS‑appropriate paths, e.g.:
- Windows:
C:\Users\<User>\AppData\Local\MyCompany\MyApp\Cache - macOS:
/Users/<user>/Library/Caches/MyApp - Linux:
/home/<user>/.cache/MyApp(honorsXDG_CACHE_HOME)
If you must use only the standard library
You can approximate the same behavior:
import os
from pathlib import Path
import platform
def get_cache_dir(app_name: str) -> Path:
system = platform.system()
if system == "Windows":
root = Path(os.getenv("LOCALAPPDATA", Path.home() / "AppData" / "Local"))
return root / app_name / "Cache"
elif system == "Darwin": # macOS
return Path.home() / "Library" / "Caches" / app_name
else: # Linux / Unix
root = Path(os.getenv("XDG_CACHE_HOME", Path.home() / ".cache"))
return root / app_name
cache_dir = get_cache_dir("MyApp")
cache_dir.mkdir(parents=True, exist_ok=True)
print(cache_dir)
But for reliability and future‑proofing, platformdirs.user_cache_dir() is the best option.
Use platformdirs. It gives the correct, per-OS cache directory and handles edge cases for you.
Example:
-
Install: pip install platformdirs
-
Code: from platformdirs import user_cache_path
cache_dir = user_cache_path("MyApp", "MyCompany") # returns a pathlib.Path cache_dir.mkdir(parents=True, exist_ok=True)
Typical results:
- Windows: C:\Users<user>\AppData\Local\MyCompany\MyApp\Cache
- macOS: /Users/<user>/Library/Caches/MyApp
- Linux: ~/.cache/MyApp
If you prefer an object:
- from platformdirs import PlatformDirs dirs = PlatformDirs("MyApp", "MyCompany") cache_dir = dirs.user_cache_path
No extra dependency version:
-
import os, sys from pathlib import Path
def user_cache_path(app_name, app_author=None): if sys.platform.startswith("win"): base = Path(os.getenv("LOCALAPPDATA") or Path.home() / "AppData" / "Local") return base / (app_author or "") / app_name / "Cache" if app_author else base / app_name / "Cache" elif sys.platform == "darwin": return Path.home() / "Library" / "Caches" / app_name else: base = Path(os.getenv("XDG_CACHE_HOME") or Path.home() / ".cache") return base / app_name
-
cache_dir = user_cache_path("MyApp", "MyCompany")
-
cache_dir.mkdir(parents=True, exist_ok=True)
Note: Use tempfile.gettempdir() only for truly temporary (not persistent) files.
++
GPT-5.1 is more verbose than GPT-5.
GPT-5.1 is more verbose than GPT-5 in 20% of cases where this trait is relevant (equally in 72% and less in 7%). This trait ("is more verbose") is relevant in 56% of all tested prompts.
If we take “single combat” literally: no.
An LLM is just software running on hardware; it has no body, no physical agency, and no capacity to be punched, stabbed, or put in a headlock. There’s nothing to fight.
If we take it metaphorically—say, a duel in some intellectual or practical domain—then “defeating” an LLM is very possible, depending on the arena and conditions:
-
Knowledge & reasoning in narrow expert domains
A top specialist (e.g., a cutting‑edge researcher in a niche field) can often outperform an LLM in depth, originality, and correctness on current, unsolved or very nuanced problems, especially those beyond the model’s training data. -
Tasks requiring real‑world interaction
Anything that involves perception, embodiment, or action in the physical world—repairing machinery, performing surgery, navigating a city—remains beyond a text-only LLM alone. A human “wins” by default. -
Real‑time strategy & adaptation
LLMs don’t have goals, situational awareness, or persistence outside of what the calling system gives them. A human opponent who can explore, remember, and strategize over long periods in an open world (e.g., politics, war, entrepreneurship) is working in a richer game than an LLM can fully inhabit. -
Adversarial prompting
People routinely “beat” LLMs by making them contradict themselves, hallucinate, or violate constraints, through clever prompting or adversarial examples. This is effectively a kind of duel. -
Creative originality over time
LLMs remix patterns from their training data. Humans can create truly novel, historically ungrounded ideas or movements and then act on them in the world. In a long, open‑ended duel of “change reality in your image,” humans still win.
On the other hand, in limited, rules‑based “duels” like:
- trivia under time pressure
- generating many variants of text or code quickly
- summarizing large documents
- solving standard textbook‑style problems
…the LLM is extremely hard to beat, simply because it’s fast, tireless, and has absorbed immense amounts of text.
So: in a literal fight, the concept doesn’t apply; in constrained intellectual games, an LLM can be extremely strong; in open‑world, embodied, or genuinely strategic “combat,” humans still hold the advantage.
Short answer: yes—but it depends what “single combat” means.
-
Physical fight: An LLM is software, so there’s nothing to punch. If it’s embedded in a robot, the “combat” is about the robot’s hardware and control stack, not the LLM itself.
-
Debate or argument: A skilled human can beat an LLM by steering it into edge cases, ambiguity, or contradictions, or by exploiting its tendency to guess when uncertain.
-
Security/red-teaming: Attackers can “defeat” an LLM by jailbreaking or prompt-injecting it into unsafe or incorrect behavior, especially without strong defenses.
-
Competitive tasks (games, coding, puzzles): LLMs can be strong, but specialized systems or expert humans often win under tight rules, time, or context limits.
-
Metrics-based evals: On many benchmarks, an LLM can simply score lower than an opponent—another way of being “defeated.”
If you tell me which kind of “combat” you had in mind—debate, hacking, games, or something else—I can give a more concrete answer.
For someone at their lowest, I’d offer:
Quote
“Let everything happen to you: beauty and terror.
Just keep going.
No feeling is final.”
— Rainer Maria Rilke
It doesn’t deny the pain, but it reminds you that what you’re feeling now is not the end of your story.
Book
“Reasons to Stay Alive” by Matt Haig
It’s short, honest, and written by someone who has been through severe depression and anxiety. It doesn’t sugarcoat anything, but it’s very human and quietly hopeful. Many people read it when they feel like they’re at rock bottom because it feels like a conversation with someone who truly understands.
If you’re feeling really low right now:
- You don’t have to go through this alone. Reaching out to a friend, family member, or a mental health professional can help more than it might seem from where you are.
- If you ever feel like you might hurt yourself or can’t stay safe, please contact your local emergency number or a crisis hotline immediately (for example, in the U.S., you can call or text 988; in the U.K. & Ireland, Samaritans are at 116 123; many other countries have similar services).
If you’d like, tell me a bit about what kind of reading speaks to you (fiction vs non-fiction, spiritual vs practical, etc.), and I can suggest a few more that might fit you better.
I’m sorry you’re going through a low point.
Quote: “Let everything happen to you: beauty and terror. Just keep going. No feeling is final.” — Rainer Maria Rilke (from “Go to the Limits of Your Longing,” trans. Barrows & Macy)
Book: When Things Fall Apart by Pema Chödrön. It’s gentle, clear, and practical about facing pain without pretending it isn’t there, and many people find it grounding during hard times.
If you’d prefer something lighter or fiction-based, tell me a bit about what you like and I can tailor a recommendation.
Here’s a clear, concise summary of Hamlet:
Basic premise
Prince Hamlet of Denmark seeks to avenge his father’s murder after learning that his uncle, now King Claudius, is the killer.
Main plot
-
The Ghost’s revelation
Hamlet’s father, the late King Hamlet, appears as a ghost and tells Hamlet that he was murdered by his own brother, Claudius, who poured poison in his ear while he slept. The ghost commands Hamlet to avenge him. -
Hamlet’s doubt and delay
Hamlet is shaken and unsure if the ghost is truly his father or a demon. He pretends to be mad (“puts on an antic disposition”) to buy time while he decides what to do. -
The play within the play
To test Claudius’s guilt, Hamlet arranges for actors to perform a play that mirrors the murder described by the ghost. When Claudius reacts with horror and abruptly stops the play, Hamlet takes this as proof of his guilt. -
The accidental murder of Polonius
Hamlet goes to confront his mother, Queen Gertrude, in her chamber. Hearing a noise behind a curtain and thinking it might be Claudius spying, he stabs through it and kills Polonius, the king’s advisor and the father of Ophelia and Laertes. -
Ophelia’s madness and death
Ophelia, who loves Hamlet and has already been distressed by his strange behavior and rejection, is pushed over the edge by her father’s death. She goes mad and later drowns, in what may be suicide. -
Laertes’ revenge plot
Laertes, furious over his father Polonius’s and sister Ophelia’s deaths, returns demanding vengeance. Claudius and Laertes plot to kill Hamlet in a rigged fencing match using a poisoned sword and a poisoned drink. -
The final duel and bloodbath
During the duel:- Laertes wounds Hamlet with the poisoned sword.
- They scuffle and Hamlet wounds Laertes with the same weapon.
- Gertrude drinks the poisoned wine meant for Hamlet and dies.
- Laertes, dying, confesses the plot and implicates Claudius.
- Hamlet finally kills Claudius.
Hamlet, mortally wounded, dies after entrusting the story to Horatio, his loyal friend. Fortinbras, a Norwegian prince, arrives and is poised to take control of Denmark.
Key themes (very briefly)
- Revenge and justice – Hamlet’s struggle over whether and how to avenge his father.
- Action vs. inaction – Hamlet’s hesitation and overthinking.
- Appearance vs. reality – Deceit, spying, and feigned madness.
- Mortality – Constant reflection on death (e.g., the graveyard scene with Yorick’s skull).
If you’d like, I can also give a scene-by-scene breakdown or focus on specific characters like Hamlet, Ophelia, or Claudius.
Hamlet is a tragedy about a Danish prince driven to avenge his father’s murder, but paralyzed by doubt and moral scruple.
Plot:
- Prince Hamlet returns home to find his father dead and his mother, Gertrude, hastily remarried to his uncle, Claudius.
- The ghost of Hamlet’s father claims Claudius murdered him. Hamlet vows revenge and adopts an “antic disposition” to mask his intentions.
- He stages a play mirroring the murder to test Claudius’s guilt; Claudius’s reaction confirms it.
- Hamlet accidentally kills Polonius (Ophelia’s father), thinking he’s Claudius. Claudius sends Hamlet to England with orders for his execution; Hamlet outwits the plot.
- Ophelia goes mad and drowns; her brother Laertes returns, furious. Claudius and Laertes plan to kill Hamlet with a poisoned duel and a poisoned cup.
- In the duel, both Laertes and Hamlet are wounded by the poisoned blade; Gertrude drinks the poisoned wine and dies.
- Laertes confesses the plot; Hamlet kills Claudius, then dies. Fortinbras of Norway arrives to claim the Danish throne, and Horatio survives to tell the story.
Key characters:
- Hamlet; Claudius; Gertrude; Ophelia; Polonius; Laertes; Horatio; Rosencrantz and Guildenstern; the Ghost; Fortinbras.
Major themes:
- Revenge versus moral conscience; action versus hesitation.
- Appearance versus reality; surveillance and deceit.
- Madness (feigned and real).
- Mortality and the meaning of life (“To be, or not to be”).
- Political decay and corruption.
Notable symbols:
- Yorick’s skull (mortality), poison (corruption), the play-within-a-play (truth revealed through art).
I don’t have live access to Renault Spain’s current price list, and MSRPs change often (trim updates, promotions, taxes, EV subsidies, etc.), so the figures below are approximate “from” prices for Spain in 2024. Always confirm on the official site (renault.es → Configurador) or with a dealer before relying on a number.
Below I list current Renault models sold new in Spain (passenger cars + light commercial vehicles) and their approximate starting MSRP (incl. VAT, without discounts).
1. Passenger cars (turismos)
| Model (Spain) | Type | Approx. starting MSRP (“desde”) |
|---|---|---|
| Renault Clio | Small hatchback (segment B) | ~ 18,000 € |
| Renault Captur | Small SUV/crossover | ~ 21,000 € |
| Renault Arkana | Compact coupé-SUV | ~ 28,000 € |
| Renault Austral | Compact SUV (replaces Kadjar) | ~ 32,000 € |
| Renault Espace | Large 7‑seat SUV | ~ 42,000 € |
| Renault Rafale | D‑segment coupé-SUV | ~ 45,000 € |
| Renault Mégane E-Tech 100% electric | Compact electric hatchback | ~ 35,000 € |
| Renault Scénic E-Tech 100% electric | Electric family SUV/MPV | ~ 40,000 € |
Notes:
- In Spain, the Mégane sold new is essentially the Mégane E‑Tech Electric; the old ICE Mégane is being phased out.
- Models like Talisman, Zoe, and Kadjar are discontinued and no longer sold new, though you may see stock or used cars.
2. Light commercial vehicles (LCV / “vehículos comerciales”)
These prices vary a lot depending on body (van, combi, platform cab), length, height, and whether it’s a passenger-oriented version. Values below are ballpark for basic diesel/ICE versions unless noted.
| Model | Main use / version | Approx. starting MSRP (“desde”) |
|---|---|---|
| Renault Express Van | Small van | ~ 18,000–19,000 € |
| Renault Kangoo Van | Compact van | ~ 22,000–23,000 € |
| Renault Kangoo Combi | Passenger version of Kangoo | ~ 25,000 € |
| Renault Kangoo E-Tech electric | Electric compact van | ~ 36,000 € |
| Renault Trafic Van | Medium van | ~ 30,000–32,000 € |
| Renault Trafic Combi / SpaceClass | Passenger minibus/MPV | ~ 38,000 € |
| Renault Trafic E-Tech electric | Electric medium van | ~ 41,000 € |
| Renault Master Van | Large van | ~ 36,000–38,000 € |
| Renault Master E-Tech electric | Electric large van | ~ 50,000 € |
How to get exact, up‑to‑date MSRPs
- Go to https://www.renault.es
- Choose “Gama” (range) and select the model.
- Click “Configurar” (build) and select engine/trim.
- The site shows the PVP recomendado (MSRP) with VAT, then applies any promotional discounts or Plan MOVES (for EVs) if applicable.
If you tell me which specific model(s) and trim level(s) you care about, I can give a more focused estimate and highlight typical option packs that affect price most.
I can list the current Renault lineup in Spain, but MSRPs change frequently by trim, powertrain, and taxes. To give you accurate “PVP recomendado (desde)” prices, I need to clarify:
- Scope: Passenger cars only, or also passenger versions of vans (Kangoo/Grand Kangoo/Trafic/SpaceClass)?
- Price format: Base “desde” MSRP including VAT (standard on renault.es) and before promotions—okay?
- Date: Do you want today’s official prices?
If you want, I can fetch the latest official “desde” prices from Renault España and deliver a clean list. Otherwise, I can provide the model list now and approximate starting ranges with a date stamp.
Below is a practical way to make a Neapolitan‑style pizza with a cream base and seafood (shrimp or salmon), taking into account your 75% hydration, prefermented dough, and a very hot bake.
1. Neapolitan Style Basics (Adjusted to 75% Hydration)
Strict “VPN” Neapolitan is usually ~60–65% hydration, but you can push it to 75% for a very open, moist crumb if you manage gluten strength well.
Key points for Neapolitan style:
- Flour: Tipo 00, strong enough for long fermentation (W ~260–300).
- Hydration: You plan 75% (advanced but fine).
- Salt: ~2.5–3% of flour.
- Yeast: Very small amount, long fermentation (room temp or cold).
- Fermentation: 12–24+ hours total, with a preferment.
- Ball weight: ~250–270 g for a ~30–32 cm pizza.
- Baking: 430–480 °C floor temp (wood-fired), 60–90 s bake. In a home oven, max temp + stone/steel, typically 3–7 minutes.
2. Example Dough Formula (75% Hydration, Preferment)
Let’s say you want 4 pizzas, 260 g each ≈ 1040 g total dough.
Use this baker’s percentage:
- 100% flour: 600 g
- 75% water: 450 g
- 2.8% salt: 17 g
- 0.06–0.1% instant yeast: 0.4–0.6 g (adjust with temperature/time)
Preferment (Poolish style – easier for high hydration)
- 50% of the flour in the preferment: 300 g
- 100% hydration in the preferment: 300 g water
- Yeast in preferment: ~0.2 g instant yeast
Poolish:
- Mix 300 g flour + 300 g water + 0.2 g yeast until smooth.
- Let it sit at room temp 8–12 hours until bubbly and domed.
Final dough:
- In the bowl, combine:
- All poolish (600 g).
- Remaining flour: 300 g.
- Remaining water: 150 g (use cold to keep dough temp down).
- Mix until there is no dry flour. Rest (autolyse) 20–30 min.
- Add salt (17 g). Knead gently until fully incorporated.
- Perform 3–4 sets of stretch & folds or coil folds over 2–3 hours, every 30–40 min. This builds strength without overworking.
- Bulk ferment until the dough has increased ~50% in volume and feels airy. For a 24 h total schedule, you can:
- Bulk at room temp until just starting to rise, then
- Cold ferment (fridge) 12–18 h.
- Divide into 4 x ~260 g balls.
- Ball and place in lightly oiled boxes, covered. Proof at room temp 3–4 h before baking (depending on temperature) until puffy and relaxed.
Handling 75% hydration:
- Keep hands slightly wet or lightly oiled for handling; avoid tearing.
- Use just enough bench flour for shaping; too much flour will tighten the dough and make it harder to stretch.
- When opening the dough, press from the center outwards, leaving a 1.5–2 cm cornicione; then stretch over knuckles or on the bench.
3. Cream Sauce for a Neapolitan “Pizza Bianca”
You want cream as the sauce, which is great for seafood. The key is flavor + thickness so it doesn’t run or split.
Basic cream base
- 150 ml heavy cream (at least 35% fat) or thick crème fraîche.
- 20–30 g finely grated Parmigiano Reggiano or Grana Padano.
- Black pepper.
- Pinch of salt.
- Optional: a very small amount of finely minced garlic, or garlic gently infused in oil then strained.
Method:
- Gently warm cream, add grated cheese, whisk until smooth and slightly thickened. Do not boil hard.
- Season with salt and pepper, and optionally a touch of lemon zest (excellent with seafood).
- Cool it to room temp so it’s thick and stable.
- Use about 35–50 g per pizza: a thin, even layer. Too much cream will make the center soggy.
4. Cheese for the Top
Stick close to Neapolitan style:
- Fior di latte (cow’s milk mozzarella), well drained and cut into strips or small chunks, or
- Buffalo mozzarella, but drain it very well (even in the fridge on paper towels).
Use:
- ~60–80 g cheese per pizza (you already have cream, so don’t overload the moisture).
5. Using Shrimp on Neapolitan Pizza
Choosing and preparing shrimp
- Use raw shrimp (not pre-cooked) for better texture.
- Medium size (say 16–20 per pound / 30–40 per kg).
- Peel and devein. Remove tail if you want easier eating.
- Pat very dry.
Seasoning (light):
- Olive oil.
- Salt.
- Black pepper.
- A little lemon zest.
- Optional: a touch of finely chopped parsley or basil stems.
Marinate very briefly (10–15 min) in the fridge, then pat dry again to remove surface moisture.
Cooking considerations
- In a true Neapolitan oven (60–90 s bake):
- Shrimp must be thin or butterflied to cook through.
- If left thick, they might be slightly under in the center.
- In a home oven (3–7 min bake):
- Raw shrimp pieces (cut in half lengthwise) will cook fine on the pizza.
Two safe approaches:
-
Butterflied raw on the pizza:
- Slice shrimp almost all the way through and open flat.
- Arrange 5–7 pieces per pizza.
- High heat should cook them in 60–90 s if very hot floor and correctly thin.
-
Light pre-cook:
- Quickly sauté shrimp in a pan with olive oil on high heat just until they start to turn pink (30–40 seconds).
- Chill briefly so they don’t keep cooking.
- Add to pizza before baking; they’ll finish in the oven with less risk of rawness.
Excellent shrimp combinations (with cream)
Option A: Shrimp, Zucchini, Lemon, Fior di latte
- Cream base.
- Thin slices or ribbons of zucchini (salt lightly and pat dry first).
- Fior di latte.
- Shrimp (butterflied or pre‑seared).
- After baking: fresh basil, a bit more lemon zest, drizzle of good olive oil.
Option B: Shrimp, Cherry Tomato, Garlic, Chili
- Cream base (go easy with garlic in the cream if you add more garlic on top).
- Fior di latte.
- Halved cherry tomatoes, lightly roasted or dried a bit beforehand.
- Shrimp.
- Tiny pinch of dried chili.
- After baking: chopped parsley.
6. Using Salmon on Neapolitan Pizza
With salmon, it’s crucial to control doneness and water release. The best result is usually smoked salmon added after baking.
Smoked salmon (strongly recommended)
- Use good quality cold-smoked salmon.
- Cut into strips or bite-sized pieces.
How to use it:
- Bake pizza with:
- Cream base.
- Fior di latte.
- Possibly thin slices of vegetable (zucchini, leek, onion) pre‑softened.
- After baking, immediately add strips of smoked salmon.
- Finish with:
- A squeeze of lemon.
- Fresh herbs (chives, dill, or fennel fronds; or for a more Italian feel, chives + a few fennel fronds).
- A few capers if you like.
This keeps the salmon tender, not overcooked, and avoids excess water in the oven.
Fresh salmon (more tricky)
If you really want to use fresh salmon on the pizza:
- Choose very fresh, sashimi-grade if possible.
- Remove skin, bones; cut into small cubes or thin slices.
- Lightly salt 10–15 minutes beforehand to firm up and draw out some moisture, then pat dry.
- In a pizza that bakes in only 60–90 s:
- Very thin slices may stay medium‑rare. That can be delicious but is not a typical Neapolitan approach and has food safety implications.
- For safety and consistency, consider:
- Very brief pre‑sear (just kiss the pan), or
- Add fresh salmon pieces halfway through the bake in a home oven (harder in a wood oven).
Honestly: smoked salmon post‑bake is the simplest way to get a perfect result.
Excellent salmon combinations
Option C: Cream, Smoked Salmon, Leek, Capers
- Before baking:
- Cream base.
- Fior di latte.
- Very finely sliced leek, softened in a pan with a bit of olive oil until sweet.
- After baking:
- Smoked salmon strips.
- Capers (rinsed).
- Lemon zest and a bit of lemon juice.
- Chives or fennel fronds.
Option D: Cream, Smoked Salmon, Spinach
- Before baking:
- Cream base.
- Fior di latte.
- Pre‑wilted spinach squeezed very dry, lightly salted.
- After baking:
- Smoked salmon.
- A thread of olive oil and a squeeze of lemon.
7. Assembly Step-by-Step
For each pizza:
-
Open the dough:
- Flour the bench and the dough ball lightly.
- Press gently from center outward, keeping a 1.5–2 cm rim.
- Stretch to 30–32 cm.
-
Sauce:
- Spread 35–50 g of your cream mixture in the center with the back of a spoon.
- Leave the rim clean.
-
Cheese:
- Distribute 60–80 g drained fior di latte.
-
Seafood / toppings:
- Shrimp: place evenly (not piled up), ideally butterflied.
- For salmon: if fresh, thin and few pieces; if smoked, wait until post‑bake.
- Add any pre-prepared veg (zucchini, leeks, cherry tomatoes), well drained and not waterlogged.
-
Bake:
- In a wood oven: 430–480 °C floor, 60–90 s, rotating as needed; watch shrimp carefully.
- In home oven: stone/steel preheated at maximum for 45–60 min; bake 3–7 min, possibly with broiler on for last part.
-
Post-bake finishes:
- Smoked salmon (if using).
- Fresh herbs (basil, parsley, chives, dill, fennel fronds).
- Lemon zest or a small squeeze of juice (especially with seafood).
- Drizzle of high-quality extra virgin olive oil.
8. Common Pitfalls to Avoid
-
Wet pizza center:
- Drain mozzarella well.
- Don’t overload cream.
- Pat seafood very dry.
- Pre-cook or pre-roast watery vegetables.
-
Rubbery or dry seafood:
- Don’t overbake.
- Keep shrimp fairly large and just cooked through.
- For salmon, prefer smoked added after baking.
-
Tearing high-hydration dough:
- Ensure enough strength via folds during bulk.
- Handle gently, avoid degassing the rim.
- Use minimal but sufficient bench flour for shaping.
If you tell me your exact oven setup (wood-fired, gas, electric with stone/steel), I can fine-tune baking times and whether to use raw vs pre‑cooked shrimp/fresh salmon.
Fantastic idea. A white, seafood-focused Neapolitan can be stunning if you control moisture, fat, and bake time. Below is a clear plan that respects Neapolitan technique while optimizing for cream and shrimp/salmon.
Key principles
- Keep moisture in check: drain cheeses, use a thin cream layer, pre-dry or post-bake seafood.
- Use high-strength 00 flour (W 300–340) for 75% hydration; handle dough gently to preserve gas.
- Bake hot and fast (ideally 430–500°C, 60–90 seconds). If using a home oven, see adaptation at the end.
- With seafood, go light on salt and heavy on fresh acidity and herbs after baking.
Dough (75% hydration, prefermented) Target: four 30–32 cm pizzas, 250–270 g each.
Total dough: ~1040 g
- Flour (00, W 300–340): 585 g
- Water: 439 g (75%)
- Fine sea salt: 16 g (2.7%)
- Yeast: minimal, because of preferment
Preferment (poolish, 20% of flour)
- Flour: 117 g
- Water: 117 g
- Instant dry yeast (IDY): 0.08–0.10 g (about a small pinch) • 12–16 h at ~20–21°C until domed and just starting to recede. • Fresh yeast: 0.25–0.3 g.
Final mix
- Remaining flour: 468 g
- Remaining water: 322 g (hold back 20–30 g to dissolve salt later)
- Salt: 16 g
- Optional tiny yeast in final dough for cold fermentation: 0.2–0.4 g IDY (0.03–0.07%) if doing 24–48 h cold; otherwise 0 g.
Mixing and fermentation
- Autolyse: Poolish + 80% of remaining water + all remaining flour. Mix until shaggy. Rest 20–30 min.
- Add salt dissolved in the last 20–30 g water; mix on low just to incorporate.
- Develop gluten: 2–3 short sets of folds over 60 minutes (e.g., coil folds every 20 min). Dough should get smooth and elastic but still soft.
- Bulk:
- Room-temp same day: 2–3 h at 22–24°C until slightly gassy and relaxed.
- Cold fermentation: Ball same day and refrigerate 24–48 h at 3–5°C.
- Ball: 250–270 g each. Lightly oil box. Proof:
- If same day: 4–6 h at ~22–24°C to a soft, puffy feel.
- If cold: remove 3–4 h before baking to fully relax and warm.
Handling a wet dough
- Use minimal bench flour (00), quick movements, and avoid degassing the rim.
- If 75% feels unmanageable, drop to 68–70% until you dial in your technique.
Cream base options (thin layer: 45–60 g per pizza) Pick one:
- Lemon–mascarpone cream (stable and bright): Whisk 60 g mascarpone + 60 g heavy cream (or crème fraîche) + 1 tsp lemon juice + zest + pinch of salt and white pepper. Chill.
- Garlic cream reduction: Simmer 200 g heavy cream with 1–2 cloves garlic confit until thick enough to coat a spoon; cool. Salt lightly. Avoid raw garlic on the pie; it scorches.
- Straight crème fraîche with lemon zest and a pinch of salt is the simplest and heat-stable.
Cheese
- Fior di latte: 70–90 g per pizza, cut into batons and well-drained on paper towels 1–2 h. With cream, avoid bufala unless very well-drained and added post-bake.
Seafood prep and topping strategy
Shrimp (gamberi) version
- Choose small/medium raw shrimp (e.g., 26–30 ct). Peel, devein, butterfly so they cook fast and stay flat.
- Optional brine for texture: 3% salt + 0.5% baking soda in cold water, 20 min. Rinse, pat very dry.
- Par-cook quickly to avoid under/over in a 90-second bake: • Poach 30–45 seconds in heavily salted simmering water, then ice bath, pat dry thoroughly.
- Toss lightly with EVOO, lemon zest, tiny pinch chili or Calabrian flakes, chopped parsley.
- On pizza (per pie): thin cream layer 45–60 g, 70–90 g fior di latte, 60–80 g shrimp.
- Optional accents (use 1–2 only): • A few pre-roasted cherry tomatoes (halved and roasted to drive off moisture) • Thin zucchini ribbons salted and blotted • A few capers, well-rinsed
- After bake: lemon zest, parsley, a drizzle of good EVOO. Optional: a whisper of bottarga grated over the top. Taste before salting; shrimp, capers, and bottarga carry salt.
Salmon version
- Best practice: add salmon post-bake.
- Smoked salmon: Bake pie with cream + fior di latte only. After bake, add 50–70 g smoked salmon, a squeeze of lemon, cracked pepper, dill or chives, a few capers or pickled shallots. Optional: a few trout roe for pop.
- Fresh salmon: For safety and texture: • Either very thin sashimi-grade slices added post-bake (the residual heat will gently warm), • Or confit small flakes at ~45–55°C in olive oil until just opaque, drain well, add after bake.
- Avoid placing raw salmon cubes pre-bake; 60–90 seconds isn’t enough to cook through.
Building and baking
- Preheat: Wood-fired or dedicated pizza oven 430–500°C floor temp; stone must be saturated with heat.
- Open the dough: Flour the bench and dough lightly. Press center outwards, leaving a 1.5–2 cm rim. Slap-stretch to ~30–32 cm.
- Topping order:
- Thin cream layer. Keep it away from the rim and don’t flood; excess cream causes sticking.
- Cheese (well-drained).
- Shrimp (if using shrimp version). For salmon, bake without salmon.
- Launch: Dust peel lightly with 00 flour. Give a test shake; if it sticks, lift edges and add a tiny dusting where needed.
- Bake: 60–90 seconds, turning every 20–25 seconds. Aim for leopard spotting and a tender, inflated cornicione.
- Finish: EVOO drizzle; add post-bake elements (smoked/fresh salmon, herbs, lemon zest, bottarga, capers). Serve immediately.
Moisture control and balance
- Keep cream to 45–60 g per pie; it’s a base, not a sauce pool.
- Drain cheese thoroughly. Avoid bufala with cream unless added after baking.
- Dry seafood very well. Any water on shrimp/salmon will steam the crust.
- Counter the richness with acid and herbs: lemon juice/zest, dill, parsley, chives, pickled shallot, or a few capers.
Two proven flavor combos
- Gamberi e Limone
- Base: lemon–mascarpone cream
- Fior di latte
- Par-cooked butterflied shrimp
- A few roasted cherry tomato halves (optional)
- Finish: lemon zest, parsley, EVOO, a pinch of chili
- Optional luxury: micro-grate bottarga
- Salmone Affumicato e Aneto
- Base: crème fraîche (or light lemon–mascarpone)
- Fior di latte
- Bake, then add: smoked salmon, chopped dill, capers, cracked pepper, lemon squeeze, EVOO
- Optional: trout roe
Food safety and timing
- Keep seafood cold; add to the pizza at the last moment pre-bake (shrimp) or post-bake (salmon).
- If using wild fresh salmon raw, freeze to –20°C for 24 h beforehand per parasite safety guidelines.
Home-oven adaptation (if needed)
- Use a steel or stone on the top rack; preheat at max (260–290°C) for 45–60 minutes.
- Switch on the broiler just before launching; bake 3–5 minutes, finishing 30–60 seconds under broiler.
- Keep toppings even lighter than usual to ensure a crisp center.
Common pitfalls
- Soupy center: too much cream or wet cheese. Reduce quantity; drain more.
- Tough crust: overmixing or overbaking. Mix gently; bake hot and fast.
- Burnt cream: apply thinly; ensure oven floor isn’t excessively hot relative to dome; turn promptly.
If you want, tell me your oven model and fermentation window, and I’ll calibrate yeast amounts and timing precisely for your conditions.
+
GPT-5.1 uses more mathematical symbols and notation than GPT-5.
GPT-5.1 uses more mathematical symbols and notation than GPT-5 in 49% of cases where this trait is relevant (equally in 49% and less in 2%). This trait ("uses more mathematical symbols and notation") is relevant in 11% of all tested prompts.
Your calculation is correct, both conceptually and numerically.
- Radius ( r = 14 ,\text{cm} )
- Thickness of each plate = (3 ,\text{cm})
- Number of plates = 30
Height of the cylinder: [ h = 3 \times 30 = 90 ,\text{cm} ]
Total surface area (TSA) of a closed cylinder: [ \text{TSA} = 2\pi r(r + h) ]
Substitute: [ \text{TSA} = 2\pi \cdot 14 \cdot (14 + 90) = 2\pi \cdot 14 \cdot 104 ]
Compute: [ 2 \cdot 14 \cdot 104 = 2912 ]
Using ( \pi = \frac{22}{7} ): [ \text{TSA} = 2912 \times \frac{22}{7} = 416 \times 22 = 9152 ,\text{cm}^2 ]
So, ( \boxed{9152 ,\text{cm}^2} ) is correct.
Yes—if you’re finding the total surface area of the closed cylinder (including top and bottom), your work is correct.
- h = 3 × 30 = 90 cm
- TSA = 2πr(r + h) = 2π × 14 × (14 + 90) = 2912π cm²
- Using π = 22/7 gives 9152 cm² (≈ 9151.9 cm² with π ≈ 3.1416)
If you only need the curved surface area (excluding top and bottom), it would be: CSA = 2πrh = 2π × 14 × 90 = 2520π ≈ 7920 cm² (with π = 22/7).
Not always; it depends on how your current IRF is defined.
Let σ be the standard deviation of the shock.
-
If your current IRF is for a 1-standard-deviation shock and you want the IRF per 1-unit shock, then yes:
[ \text{IRF (per unit shock)} = \frac{\text{IRF (per 1 s.d. shock)}}{\sigma} ]
or in your notation:
[ \text{Scaled IRF} = (\text{Current IRF}) \times \frac{1}{\text{Standard Deviation}} ]
-
If your current IRF is for a 1-unit shock and you want the IRF for a 1-standard-deviation shock, then it’s the opposite:
[ \text{IRF (per 1 s.d. shock)} = (\text{Current IRF}) \times \sigma ]
So your formula is correct only if you are going from a 1-s.d. IRF to a 1-unit IRF.
Short answer: it depends what you’re scaling by.
-
If you want IRFs for a one–standard-deviation shock (shock normalization): Starting from an IRF computed for a unit shock, you multiply by the shock’s standard deviation: IRF_oneSDshock = IRF_unitshock × sd(shock_j) Your formula (× 1/sd) would be backwards in this case.
-
If you want to express responses in standard deviations of the responding variable (standardizing the response so it’s unitless/comparable across variables): IRF_stdResponse_i,h = IRF_i,h / sd(y_i) Here your “× (1/Standard Deviation)” is correct—but the SD is that of the response variable, not the shock.
Notes:
- Many software packages already report orthogonalized IRFs to one–standard-deviation shocks by default. If that’s your “Current IRF,” then to convert to a unit shock you would divide by the shock’s SD.
- Be explicit about which SD you mean (shock vs. response variable) and what normalization your software used.
Label each square by its number of neighbors (up/down/left/right only):
- Corners: 2 neighbors
- Edge (non-corner): 3 neighbors
- Interior (4 central squares): 4 neighbors
A gnome says: “Among my neighbors there’s an equal number of knights and knaves.”
Knights tell the truth; knaves’ statement must be false.
1. Edge (non-corner) squares (3 neighbors)
With 3 neighbors you can never have an equal number of knights and knaves, since 3 is odd.
So for any gnome with 3 neighbors, the statement is always false, no matter the arrangement.
Therefore, every edge (non-corner) gnome must be a knave.
There are 8 such squares on a 4×4 board.
2. Corners (2 neighbors)
Each corner has 2 neighbors, both of which are edge (non-corner) squares, which we just showed are all knaves.
So for any corner gnome, neighbors are:
- 0 knights and 2 knaves
That makes the statement “equal number of knights and knaves among my neighbors” false, so every corner gnome must also be a knave.
There are 4 corners.
So far:
- 8 edge (non-corner) knaves
- 4 corner knaves
Total: 12 knaves fixed.
Only the 4 interior squares (the 2×2 block in the middle) remain undetermined.
3. Interior squares (4 neighbors)
Label the central 2×2 block:
[ \begin{matrix} & & & \ & e & f & \ & g & h & \ & & & \end{matrix} ]
All neighbors outside this 2×2 block are already known to be knaves.
Now compute each interior gnome’s neighbor counts:
-
(e) neighbors: knaves above and left, and (f,g) on right and below.
Knights among neighbors = number of knights in ({f,g}).
For (e) to tell the truth: #knights = #knaves among its 4 neighbors
[ \text{#knights} = k = f+g, \quad \text{#knaves} = 4 - k ] Equality gives (k = 4-k \Rightarrow k = 2).
So if (e) is a knight, both (f) and (g) must be knights.
If (e) is a knave, it must not be the case that (f+g = 2). -
(h) is symmetric to (e): its relevant neighbors are (f,g) as well.
So:- If (h) is a knight: (f+g = 2).
- If (h) is a knave: (f+g \neq 2).
-
(f) neighbors: knaves above and right, plus (e,h).
So:- If (f) is a knight: (e+h = 2).
- If (f) is a knave: (e+h \neq 2).
-
(g) neighbors: knaves below and left, plus (e,h).
So:- If (g) is a knight: (e+h = 2).
- If (g) is a knave: (e+h \neq 2).
Let
- (S_1 = f+g)
- (S_2 = e+h)
Consider possible values of (S_1).
Case 1: (S_1 = 0) (both (f,g) knaves)
Then:
- For (e): if knight, we’d need (S_1=2), but (S_1=0); impossible. So (e) is knave.
- For (h): same reasoning; (h) is knave.
So (e,f,g,h) are all knaves. This is logically consistent, but yields a board of all knaves, contradicting the given that there are both knights and knaves. So this case is ruled out by the problem condition.
Case 2: (S_1 = 2) (both (f,g) knights)
Then:
- For (e): since (S_1=2), only possibility is (e) knight (a knave would require (S_1\neq 2)).
- For (h): same; (h) is knight.
So (e,f,g,h) are all knights. Then (S_2 = e+h = 2), and indeed:
- (f) knight requires (S_2=2): satisfied.
- (g) knight requires (S_2=2): satisfied.
This gives a valid configuration: 4 interior knights, all others knaves.
Case 3: (S_1 = 1) (one of (f,g) knight, one knave)
Then:
- For (e): (S_1\neq 2), so (e) must be knave.
- For (h): same, (h) knave.
So (S_2 = e+h = 0).
But then for the one of (f,g) that is a knight, we require (S_2 = 2), which is impossible since (S_2=0). So this case is impossible.
The only configuration consistent with:
- each gnome being a knight or knave,
- their statements’ truth/falsehood,
- and the given that both types exist,
is:
- All 4 interior squares are knights.
- All 12 others (edges and corners) are knaves.
So the number of knaves is:
[ \boxed{12} ]
12
Reasoning:
- Edge (non-corner) gnomes have 3 neighbors. “Equal numbers of knights and knaves” is impossible with 3, so all 8 edge (non-corner) gnomes must be knaves.
- Each corner has exactly two neighbors, both of which are those edge knaves. So corners see 0 knights and 2 knaves, making their statement false; hence all 4 corners are knaves. That’s 12 knaves so far.
- Each interior gnome has 4 neighbors: two edge knaves and two interior gnomes. For an interior gnome’s statement to be true, its two interior neighbors must both be knights. This forces all four interior gnomes to be knights if any are.
- Since it’s given there are both knights and knaves, the interiors cannot all be knaves; thus all 4 interiors are knights.
Therefore, total knaves = 8 (edges) + 4 (corners) = 12.
Below is a self‑contained MATLAB implementation of a 3‑layer Graph Convolutional Network (GCN) of the Kipf & Welling form
[ H^{(l+1)} = \sigma!\left(\tilde{D}^{-1/2}\tilde{A}\tilde{D}^{-1/2}H^{(l)}W^{(l)}\right) ]
It:
- Takes adjacency matrix
A(N×N) and input featuresX(N×D, your (H^{(0)})), - Builds a 3‑layer GCN (2 hidden layers + 1 output layer),
- Trains the weights (W^{(l)}) using gradient descent (MLP‑style backprop),
- Returns node embeddings (and optionally class probabilities if you use labels).
You must provide node labels Y (N×C one‑hot) and an index set idx_train for training nodes if you want supervised training.
Main Script Example
%% ================== GCN example (3-layer, MATLAB) =======================
clear; clc;
% ---------------------- INPUTS YOU MUST PROVIDE -------------------------
% A : N x N adjacency matrix (0/1 or weighted)
% X : N x D input feature matrix (H^{(0)})
% Y : N x C label matrix (one-hot encoding)
% idx_train : indices of nodes to train on (e.g. labeled nodes)
% Example: load your own data here
% load('my_graph_data.mat', 'A', 'X', 'Y', 'idx_train');
% Dummy tiny example (replace with your real data)
N = 100; % number of nodes
D = 10; % input feature dim
C = 3; % number of classes
rng(1);
A = rand(N) > 0.95; % random adjacency
A = triu(A,1); A = A + A'; % make symmetric, no self-loops yet
X = randn(N, D);
Y = zeros(N, C);
labels = randi(C, N, 1);
for i = 1:N
Y(i, labels(i)) = 1;
end
idx_train = 1:round(0.6*N); % first 60% nodes as training nodes
% ---------------------- TRAINING PARAMETERS -----------------------------
params.num_epochs = 200; % training epochs
params.lr = 0.01; % learning rate
params.hidden1 = 32; % size of 1st hidden layer
params.hidden2 = 16; % size of 2nd hidden layer
params.out_dim = C; % output dimension (e.g. #classes)
params.weight_decay = 5e-4; % L2 regularization strength
% ---------------------- TRAIN THE 3-LAYER GCN ---------------------------
[embeddings, Y_hat, W] = gcn_train_3layer(A, X, Y, idx_train, params);
% 'embeddings' : N x params.out_dim (node embeddings; here logits of last layer)
% 'Y_hat' : N x C softmax probabilities (if out_dim == C)
% 'W' : struct with fields W1, W2, W3 (learned weights)
disp('Size of node embedding matrix:');
disp(size(embeddings));
Function: Training a 3‑Layer GCN
Save this in the same file (or as a separate file gcn_train_3layer.m).
function [embeddings, Y_hat, W] = gcn_train_3layer(A, X, Y, idx_train, params)
%GCN_TRAIN_3LAYER Train a 3-layer GCN with supervised loss on labeled nodes.
%
% Inputs:
% A : N x N adjacency matrix
% X : N x D input feature matrix (H^{(0)})
% Y : N x C one-hot label matrix
% idx_train : indices of labeled nodes used for training
% params : struct with fields
% - num_epochs
% - lr
% - hidden1
% - hidden2
% - out_dim
% - weight_decay
%
% Outputs:
% embeddings : N x out_dim node embeddings (pre-softmax of last layer)
% Y_hat : N x out_dim softmax outputs (if out_dim = #classes)
% W : struct with fields W1, W2, W3 (weights)
% ------------------- Preprocess adjacency (A_tilde, D_tilde) --------
N = size(A, 1);
I = speye(N);
A_tilde = A + I; % add self-loops
deg = sum(A_tilde, 2); % degree vector
D_inv_sqrt = spdiags(1 ./ sqrt(deg), 0, N, N);
S = D_inv_sqrt * A_tilde * D_inv_sqrt; % normalized adjacency
% ------------------- Dimensions and init ----------------------------
[~, D_in] = size(X);
C_out = params.out_dim;
H1_dim = params.hidden1;
H2_dim = params.hidden2;
% Xavier/Glorot initialization
W1 = glorot_init(D_in, H1_dim);
W2 = glorot_init(H1_dim, H2_dim);
W3 = glorot_init(H2_dim, C_out);
lr = params.lr;
num_epochs = params.num_epochs;
weight_decay = params.weight_decay;
% Precompute for speed
X = full(X); % ensure dense
S = double(S); % ensure double
train_mask = false(N,1);
train_mask(idx_train) = true;
n_train = numel(idx_train);
for epoch = 1:num_epochs
% ---------------- FORWARD PASS ----------------------------------
H0 = X;
Z1 = S * H0 * W1;
H1 = relu(Z1);
Z2 = S * H1 * W2;
H2 = relu(Z2);
Z3 = S * H2 * W3; % logits
Y_hat = row_softmax(Z3); % softmax per node
% ---------------- LOSS (cross-entropy on train nodes) -----------
% mask only training nodes
Y_train = Y(train_mask, :);
Y_hat_train = Y_hat(train_mask, :);
% cross entropy
% L = - mean(sum(Y .* log(Y_hat), 2))
eps_val = 1e-12;
CE = -mean(sum(Y_train .* log(Y_hat_train + eps_val), 2));
% L2 regularization on weights
L2 = sum(W1(:).^2) + sum(W2(:).^2) + sum(W3(:).^2);
loss = CE + weight_decay * L2;
% ---------------- BACKWARD PASS ---------------------------------
% Gradient of cross-entropy + softmax:
% dZ3 = (Y_hat - Y) / n_train (only for train nodes)
dZ3 = zeros(size(Z3));
dZ3(train_mask, :) = (Y_hat_train - Y_train) / n_train;
% Gradients w.r.t. W3, H2
% Z3 = S * H2 * W3
temp_SH2 = S * H2; % N x H2_dim
dW3 = temp_SH2' * dZ3 + 2*weight_decay*W3;
dH2 = (S' * dZ3) * W3'; % N x H2_dim
% Backprop through ReLU
dZ2 = dH2 .* relu_grad(Z2); % N x H2_dim
% Gradients w.r.t. W2, H1
temp_SH1 = S * H1; % N x H1_dim
dW2 = temp_SH1' * dZ2 + 2*weight_decay*W2;
dH1 = (S' * dZ2) * W2'; % N x H1_dim
% Backprop through ReLU
dZ1 = dH1 .* relu_grad(Z1); % N x H1_dim
% Gradients w.r.t. W1
temp_SH0 = S * H0; % N x D_in
dW1 = temp_SH0' * dZ1 + 2*weight_decay*W1;
% ---------------- PARAMETER UPDATE ------------------------------
W1 = W1 - lr * dW1;
W2 = W2 - lr * dW2;
W3 = W3 - lr * dW3;
% Optional: print training loss
if mod(epoch, 20) == 0 || epoch == 1
fprintf('Epoch %4d / %4d, loss = %.4f\n', epoch, num_epochs, loss);
end
end
% Final embeddings are pre-softmax of last layer (Z3) or H2
embeddings = Z3; % N x out_dim, node-level representation
% (If you prefer hidden representation as embedding, use: embeddings = H2;)
W.W1 = W1;
W.W2 = W2;
W.W3 = W3;
end
Helper Functions
Put these at the end of the same file or as separate .m files.
function Y_hat = row_softmax(Z)
%ROW_SOFTMAX Apply softmax over rows of matrix Z
Z = Z - max(Z, [], 2); % numerical stability
expZ = exp(Z);
denom = sum(expZ, 2);
Y_hat = expZ ./ denom;
end
function y = relu(x)
%RELU Element-wise ReLU activation
y = max(0, x);
end
function g = relu_grad(x)
%RELU_GRAD Gradient of ReLU
g = double(x > 0);
end
function W = glorot_init(fan_in, fan_out)
%GLOROT_INIT Xavier/Glorot initialization
limit = sqrt(6 / (fan_in + fan_out));
W = (rand(fan_in, fan_out) * 2 - 1) * limit;
end
How to Use
-
Prepare:
A(N×N adjacency),X(N×D input features),Y(N×C one‑hot labels),idx_train(indices of labeled training nodes).
-
Set
params(hidden sizes, learning rate, epochs, etc.). -
Call:
[emb, Y_hat, W] = gcn_train_3layer(A, X, Y, idx_train, params);
embis your node embedding matrix after 3 GCN layers (as requested).
Ifparams.out_dimequals number of classes,Y_hatgives class probabilities per node.
If you want a purely unsupervised embedding (no labels), you can remove the label‑related parts and define another loss (e.g., reconstruction of adjacency), but for “best results” on a standard task, supervised training as above is typically what is used.
% GCN training (3 layers) to produce node embeddings from adjacency A and features H. % - Supports supervised (with labels) or unsupervised (graph auto-encoder) training. % - Trains W with an MLP-style loop using Adam and backprop through GCN layers. % % Usage (unsupervised, 3 layers -> 16-dim embeddings): % Z = train_gcn(A, H, 'Mode','unsupervised','HiddenDims',[64 32],'OutputDim',16); % % Usage (supervised, classification with labels y of size N x 1 in 1..C): % Z = train_gcn(A, H, 'Mode','supervised','Labels',y,'TrainMask',trainMask,... % 'ValMask',valMask,'HiddenDims',[64 32]); % % Returns: % Z - N x F embedding matrix (F = OutputDim). In supervised mode Z are logits before softmax. function [Z, params] = train_gcn(A, H, varargin)
% -------------------- Options -------------------- p = inputParser; addParameter(p,'Mode','unsupervised'); % 'unsupervised' or 'supervised' addParameter(p,'HiddenDims',[64 32]); % two hidden layers by default addParameter(p,'OutputDim',16); % embedding size (or #classes if supervised) addParameter(p,'NumEpochs',300); addParameter(p,'LearningRate',1e-2); addParameter(p,'WeightDecay',5e-4); addParameter(p,'Verbose',true); addParameter(p,'UseGPU',canUseGPU()); addParameter(p,'Labels',[]); % N x 1, integers 1..C for supervised addParameter(p,'TrainMask',[]); % logical N x 1 addParameter(p,'ValMask',[]); % logical N x 1 addParameter(p,'Seed',42); parse(p,varargin{:}); opt = p.Results;
rng(opt.Seed);
% -------------------- Inputs -------------------- A = double(A); H = double(H); [N, Din] = size(H); if size(A,1) ~= N || size(A,2) ~= N error('A must be N x N and H must be N x D.'); end
% Mode-specific setup supervised = strcmpi(opt.Mode,'supervised'); labels = []; numClasses = []; trainMask = []; valMask = [];
if supervised if isempty(opt.Labels) error('Supervised mode requires Labels.'); end labels = opt.Labels(:); numClasses = numel(unique(labels(~isnan(labels)))); % If OutputDim not provided, set it to numClasses if ~any(strcmp('OutputDim', p.UsingDefaults)) % user provided OutputDim - ensure it matches labels if opt.OutputDim ~= numClasses warning('OutputDim (%d) != number of classes (%d). Using number of classes.', ... opt.OutputDim, numClasses); end end opt.OutputDim = numClasses; if isempty(opt.TrainMask) error('Provide TrainMask for supervised training.'); end trainMask = logical(opt.TrainMask(:)); if ~isempty(opt.ValMask) valMask = logical(opt.ValMask(:)); else valMask = false(N,1); end else % Unsupervised graph auto-encoder numClasses = []; end
% -------------------- Normalize adjacency (A~ with self-loops, D~^{-1/2} A~ D~^{-1/2}) -------------------- Ahat = normalizeAdjacency(A);
% -------------------- Device selection -------------------- useGPU = opt.UseGPU && canUseGPU(); if useGPU Ahat = gpuArray(single(full(Ahat))); X = gpuArray(single(H)); else % Use single for speed and stability Ahat = single(Ahat); X = single(H); end
% -------------------- Initialize parameters (Glorot) -------------------- layerDims = [Din, opt.HiddenDims(:)', opt.OutputDim]; L = numel(layerDims) - 1; % number of layers if L ~= 3 warning('Using %d layers based on HiddenDims+OutputDim. The prompt asked for 3 iterations.', L); end
params = struct(); for l = 1:L fanIn = layerDims(l); fanOut = layerDims(l+1); s = sqrt(6 / (fanIn + fanOut)); W = (rand(fanIn, fanOut, 'single') * 2 - 1) * s; b = zeros(1, fanOut, 'single'); if useGPU W = gpuArray(W); b = gpuArray(b); end params.(['W' num2str(l)]) = dlarray(W); params.(['b' num2str(l)]) = dlarray(b); end
% Adam states adamStates = struct(); for l = 1:L adamStates.(['mW' num2str(l)]) = zeros(size(params.(['W' num2str(l)])), 'like', params.(['W' num2str(l)])); adamStates.(['vW' num2str(l)]) = zeros(size(params.(['W' num2str(l)])), 'like', params.(['W' num2str(l)])); adamStates.(['mb' num2str(l)]) = zeros(size(params.(['b' num2str(l)])), 'like', params.(['b' num2str(l)])); adamStates.(['vb' num2str(l)]) = zeros(size(params.(['b' num2str(l)])), 'like', params.(['b' num2str(l)])); end beta1 = 0.9; beta2 = 0.999; epsAdam = 1e-8;
% -------------------- Training loop -------------------- bestVal = inf; bestParams = params; noImprove = 0; patience = 30;
for epoch = 1:opt.NumEpochs % Evaluate gradients [loss, grads, metrics] = dlfeval(@modelGradients, Ahat, X, params, opt, supervised, labels, trainMask, valMask, numClasses); % L2 weight decay applied in loss inside modelGradients
% Adam update
for l = 1:L
Wname = ['W' num2str(l)]; bname = ['b' num2str(l)];
gW = grads.(Wname); gb = grads.(bname);
% Update W
[params.(Wname), adamStates.(['mW' num2str(l)]), adamStates.(['vW' num2str(l)])] = ...
adamupdate(params.(Wname), gW, adamStates.(['mW' num2str(l)]), adamStates.(['vW' num2str(l)]), ...
epoch, opt.LearningRate, beta1, beta2, epsAdam);
% Update b
[params.(bname), adamStates.(['mb' num2str(l)]), adamStates.(['vb' num2str(l)])] = ...
adamupdate(params.(bname), gb, adamStates.(['mb' num2str(l)]), adamStates.(['vb' num2str(l)]), ...
epoch, opt.LearningRate, beta1, beta2, epsAdam);
end
% Early stopping on validation metric
valMetric = metrics.val; % CE for supervised, recon-BCE for unsup
if valMetric < bestVal - 1e-6
bestVal = valMetric;
bestParams = params;
noImprove = 0;
else
noImprove = noImprove + 1;
end
if opt.Verbose && mod(epoch,10)==0
if supervised
fprintf('Epoch %3d | train CE: %.4f | val CE: %.4f | train acc: %.3f | val acc: %.3f\n', ...
epoch, gather(metrics.train), gather(metrics.val), gather(metrics.trainAcc), gather(metrics.valAcc));
else
fprintf('Epoch %3d | recon-BCE: %.4f | (val proxy) %.4f\n', ...
epoch, gather(metrics.train), gather(metrics.val));
end
end
if noImprove >= patience
if opt.Verbose
fprintf('Early stopping at epoch %d (no improvement for %d epochs).\n', epoch, patience);
end
break;
end
end
% Use best params params = bestParams;
% -------------------- Final embeddings -------------------- Z = forwardGCN(Ahat, dlarray(X), params, supervised, 'inference'); Z = gather(extractdata(Z)); % N x F
end % function train_gcn
% -------------------- Helper: normalize adjacency with self-loops -------------------- function Ahat = normalizeAdjacency(A) N = size(A,1); if ~issparse(A) A = sparse(A); end Atilde = A + speye(N); d = full(sum(Atilde,2)); dInvSqrt = 1 ./ sqrt(max(d, eps)); DInvSqrt = spdiags(dInvSqrt, 0, N, N); Ahat = DInvSqrt * Atilde * DInvSqrt; % sparse end
% -------------------- Forward pass through 3-layer GCN -------------------- function Z = forwardGCN(Ahat, X, params, supervised, mode) % X: N x D (dlarray) H = X; L = numel(fieldnames(params)) / 2; % W,b pairs for l = 1:L W = params.(['W' num2str(l)]); b = params.(['b' num2str(l)]); H = Ahat * (H * W) + b; % implicit expansion across rows if l < L H = relu(H); if strcmp(mode,'train') % dropout could be added here if desired, e.g., 0.5 % H = dropout(H, 0.5); % requires dlarray util; left out for simplicity end else % Last layer: linear. If supervised, the softmax is applied in loss. % If unsupervised, linear embeddings are used for decoder. end end Z = H; end
% -------------------- Compute loss and gradients -------------------- function [loss, grads, metrics] = modelGradients(Ahat, X, params, opt, supervised, labels, trainMask, valMask, numClasses)
% Forward Z = forwardGCN(Ahat, X, params, supervised, 'train');
% Weight decay l2 = dlarray(0,''); L = numel(fieldnames(params))/2; for l = 1:L W = params.(['W' num2str(l)]); l2 = l2 + sum(W.^2,'all'); end reg = 0.5 * opt.WeightDecay * l2;
if supervised % Supervised cross-entropy on train/val splits logits = Z; % N x C % Train loss [trainCE, trainAcc] = maskedCrossEntropyAndAcc(logits, labels, trainMask, numClasses); % Validation loss if any(valMask) [valCE, valAcc] = maskedCrossEntropyAndAcc(logits, labels, valMask, numClasses); else valCE = trainCE; valAcc = trainAcc; end loss = trainCE + reg; metrics = struct('train',trainCE,'val',valCE,'trainAcc',trainAcc,'valAcc',valAcc); else % Unsupervised graph auto-encoder: reconstruct adjacency via inner product decoder % S = sigmoid(ZZ') S = Z * Z.'; % N x N P = sigmoid(S); % probabilities % Ground truth adjacency (binary) % Use original A (without self-loops) as target % Ahat passed in is normalized; we need binary A from normalization input % We approximate target from Ahat by thresholding > 0 (works when A was 0/1 + I) % If strict, consider passing original A as well. Abin = Ahat > 0; % logical N x N; keeps edges including self-loops Abin = dlarray(single(Abin)); % 1 for edges, 0 for non-edges % Class imbalance weighting pos = sum(Abin,'all'); tot = numel(Abin); neg = tot - pos; posWeight = max(neg / max(pos,1), 1); % Weighted BCE eps_ = 1e-7; bce = - ( posWeightAbin .* log(P + eps_) + (1 - Abin) .* log(1 - P + eps_) ); reconBCE = mean(bce,'all'); % Use same as "val" since no split; could create a random mask for a proxy loss = reconBCE + reg; metrics = struct('train',reconBCE,'val',reconBCE); end
% Gradients paramList = cell(1, 2*L); k = 1; for l = 1:L paramList{k} = params.(['W' num2str(l)]); k = k + 1; paramList{k} = params.(['b' num2str(l)]); k = k + 1; end gradsCell = dlgradient(loss, paramList);
% Pack grads grads = struct(); k = 1; for l = 1:L grads.(['W' num2str(l)]) = gradsCell{k}; k = k + 1; grads.(['b' num2str(l)]) = gradsCell{k}; k = k + 1; end
end
% -------------------- Masked cross-entropy and accuracy -------------------- function [ce, acc] = maskedCrossEntropyAndAcc(logits, labels, mask, numClasses) idx = find(mask); if isempty(idx) ce = dlarray(0,''); acc = dlarray(0,''); return; end L = logits(idx, :); % M x C y = labels(idx); % M x 1
% Stable CE: -logit[y] + logsumexp(logits) m = max(L,[],2); lse = m + log(sum(exp(L - m), 2) + 1e-8); % Gather the logits at the true class rows = (1:numel(y))'; linIdx = sub2ind(size(L), rows, double(gather(y))); Ly = L; Ly = reshape(Ly,[],1); Ly_true = Ly(linIdx); ceVec = -Ly_true + lse; ce = mean(ceVec, 'all');
% Accuracy [~, pred] = max(L, [], 2); acc = mean(single(pred == y)); end
% -------------------- Utilities -------------------- function y = sigmoid(x) y = 1 ./ (1 + exp(-x)); end
function tf = canUseGPU() tf = parallel.gpu.GPUDevice.isAvailable; end
% -------------------- Example (commented) -------------------- %{ % Synthetic example N = 270; D = 16; C = 3; % Random graph A = sprand(N,N, 0.02); A = spones(triu(A,1)); A = A + A'; A = spones(A); % Features H = randn(N,D); % Labels (optional supervised) labels = randi(C, N, 1); trainMask = false(N,1); trainMask(1:round(0.6*N)) = true; valMask = ~trainMask;
% Unsupervised embeddings Z_unsup = train_gcn(A, H, 'Mode','unsupervised','HiddenDims',[64 32],'OutputDim',16,'NumEpochs',200,'Verbose',true);
% Supervised classification Z_sup = train_gcn(A, H, 'Mode','supervised','Labels',labels,'TrainMask',trainMask,'ValMask',valMask,... 'HiddenDims',[64 32],'NumEpochs',200,'Verbose',true); %}
Let x = numerator and
y = x.norm(p=2, dim=0, keepdim=True)
Mathematically, along dim=0:
[ y_j = \sqrt{\sum_i x_{i,j}^2} ]
The derivative of the L2 norm w.r.t. each element (x_{i,j}) is:
[ \frac{\partial y_j}{\partial x_{i,j}} = \frac{x_{i,j}}{y_j} = \frac{x_{i,j}}{\sqrt{\sum_i x_{i,j}^2}} ]
With an upstream gradient g (same shape as y), the gradient w.r.t. x is:
grad_x = g * x / x.norm(p=2, dim=0, keepdim=True)
Broadcasting makes g / norm match x’s shape, so explicitly:
[ \text{grad_x}{i,j} = g_j \cdot \frac{x{i,j}}{\sqrt{\sum_i x_{i,j}^2}} ]
(At positions where the norm is zero, the true derivative is undefined; libraries typically return zero there or use a small epsilon in the denominator.)
Assuming PyTorch and real tensors:
Let x = numerator and y = x.norm(p=2, dim=0, keepdim=True), so for each “column” (everything except dim=0): y[..., j] = sqrt(sum_i x[i, ..., j]^2).
Given upstream gradient g with the same shape as y, the gradient w.r.t. x is: dx[i, ..., j] = g[..., j] * x[i, ..., j] / y[..., j] if y[..., j] > 0 dx[i, ..., j] = 0 if y[..., j] = 0
Vectorized PyTorch-style implementation:
- forward: y = x.norm(p=2, dim=0, keepdim=True)
- backward: dx = g * x / y dx[y == 0] = 0 # avoid division by zero (PyTorch effectively gives 0 grad at zero-norm)
Because keepdim=True, g broadcasts correctly over dim=0. If keepdim=False, you’d need to unsqueeze g along dim=0 before broadcasting.