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2:00 PM
Can you not generate the solutions when you need them?
 
probably
but I'm not clever enough to work out how
 
Can you explain what a 'solution' looks like to me?
in short.
 
that's probably too much detail though
essentially there are 2 functions I can use, call them a and b
 
:O that's amazing
(I'm glad Rainbolt isn't here now)
 
@MartinBüttner that's the 4bit prime-finder, set up to check 13
(takes about 5seconds for my machine to solve it)
and a solution is a tree of these as and bs
with the leaves of tree being either 1, or any of the (in this case 4) inputs
 
2:04 PM
okay
 
the complexity of the solver is essentially a function of the number of inputs
 
yeah
 
for 4 inputs, there are 2^4 possible inputs
 
a and b always take two inputs?
 
I could watch that gif all day
 
2:05 PM
and then you do 2^(2^4) for some reason
and you get 65577 or w/e
and that is the search space for a 4iput thing
with 6 inputs, you get 1.8*10^19 possible solutions
 
That's a toughie
 
but that's the number of all possible 6bit functions, right?
 
the solutions are built up by starting with just the inputs (not quite true but doesn't matter) and then for i=2;i++<inf we build all the functions of i size
@MartinBüttner if my maths is correct, yeah
 
some solutions with 2 inputs are equivqlent though, right?
 
@overactor indeed
so I have binary tree which stores all the current soltuions
 
2:07 PM
I'm just gonna throw "Karnaugh map" in the room and leave for now.
 
so I can quickly see if that result has an existing solution and ignore it
 
@overactor I updated the post
 
can you build every 3 input solution out of 2 two input solutions?
@NathanMerrill, I'll check it out
 
@overactor by definition yes
because the functions a and b only take 2 inputs and provide a single output
(sorry, I forgot to say that!)
 
So In stead of using functions a and b to solve a three input problem
why not use combinations of 2 possible 2 input solutions?
 
2:10 PM
well, eventually the solver will find all 2input functions, there are only 2^(2^2) of them, afterall
 
Oh, I see the problem
I wasn't thinking right
google whatever @MartinBüttner said
That'll be more helpful than what I'm saying
 
my 4-way paity checker is currently on iteration 13
@overactor it sounds like the name of some clever and generalizable technique, and I suffer from NIH syndrome badly
I'd be unhappy if I use a technique I hadn't come up with as the bulk of my solution :P
 
for the domino circuit challenge, it seems like coming up with the logic circuit based on the truth table is a wholly separate (and solved elsewhere on the internet) problem from implementing the circuit with the minimal number of dominoes
 
National Institutes of Health syndrome?
 
not-invented here syndrome
 
2:14 PM
@Sparr yes there are definitely two distinct stages of the problem, and using existing approaches for the first stages is totally fair game
(especially since that can't be solved optimally anyway)
 
@Sparr I made it so the entire layout of the pacman maze is given at the beginning, and the contents are given via line-of-sight
Does that seem better?
 
@Sparr however, I'm suspecting that in general it will even be possible to come up with setups which don't even have any discernable gates
so there might be a way around that
 
@NathanMerrill it seems like a less contrived problem :)
 
unless I have some inspired idea my results aren't going to look much different to that gif
 
@MartinBüttner that's very very likely. using discrete "gate" blocks is definitely not the ideal approach.
 
2:16 PM
@Sparr it's just the simpler one I think
I think for M = 2 you can probably even brute-force the smaller grid sizes to find a setup that works
 
@NathanMerrill Looks good to me, maybe be a bit more clear about the initial input
Do you have a controller written?
 
overactor, debugging it now
overactor, the initial input seems clear to me. Can you expound?
 
I could always ship a 10Exabyte RAID array with the code, that might be cheaper than the RAM....
 
w**2 characters, representing the wall configuration (starting from top left, and heading right).
 
(and I could pre-compute everything, so it wouldn't be CPU intensive)
 
2:23 PM
And after it meets the wall, it goes to second row, leftmost square?
0
Q: When was the last time the date was divisible by n?

overactorA date can be represented by an unsigned integer as such: YYYYMMDD. What you need to do, is write the shortest program that figures out the most recent date whose number was divisible by a given number n (including today's date) and then returns that date in the format showed above. If there has ...

For those interested
 
ok, will update overactor
 
other than that, I have see no real problems
@NathanMerrill maybe mention time limits?
both every turn and when they first get the map.
@Martin, you darned sniper
 
;)
did it during my lunch break, so I just had to post it now :D
 
2:40 PM
@overactor that's mentioned at the end...would it be better with the post?
 
whoa github has a new interface for issues
 
I don't know how people feel about redundant information
but I feel liek repeating important information can't harm.
 
3:26 PM
Hey, speaking of redundant information, would it be kosher to repost an answer to a KOTH challenge with one variable changed? I want to post this again, but with MODE set to 0. I'm curious which one would do better.
 
@undergroundmonorail you could just edit the second version into the same post
at least then no one could accuse you of farming for rep with it ;)
as for the game itself it seems fair to me
 
Oh, true. I hadn't thought of that. :P
Thanks :)
 
loads of people did that on good-vs-evil because no one was sure if they were good enough to stick with the minority
 
@MartinBüttner which rule am I specifically breaking?
 
the one in bold :D
"The program must output a definition of your word in 36 characters or more."
 
3:36 PM
anyone here doing the dogfight challenge and not in the dogfight chat room?
 
oh
I totally missed that
my parser is a bit dodgy sometimes ;-)
 
@EoinCampbell I added another bot to my answer with the Gambler. I know you don't get a notification for edits, so I'm pinging you :)
I've never had to ping someone with a space in their name before. Will that work?
 
@undergroundmonorail most contest runners will view the answer list sorted by activity, so they see edits first
 
True, but I want to make sure he doesn't miss it, you feel? Probably not a big deal :P
 
:)
 
4:01 PM
@undergroundmonorail No problem man... will include it tonight.
 
Thanks :)
 
4:19 PM
Can someone help me with some C++? I'm just trying to print out a random number, but...
$ cat random.cpp
#include <iostream>
#include <random>

using namespace std;

int main()
{
        cout << rand() << '\n';
}
$ g++ -std=c++11 random.cpp
$ ./a.out
1804289383
$ ./a.out
1804289383
$ ./a.out
1804289383
$ ./a.out
1804289383
$ ./a.out
1804289383
 
Don't you have to seed it?
 
How do I do that? I'm very very new.
 
I'm not a C++ programmer
So no clue
 
8
A: C++ - Random seed at runtime

Loki Astarisrand() As others have mentioned. srand() seeds the random number generator. This basically means it sets the start point for the sequence of random numbers. Therefore in a real application you want to call it once (usually the first thing you do in main (just after setting the locale)). int ma...

 
But I am 150% positive you can Google search "C++ seed random number" and bam, it works
 
4:21 PM
@Geobits @KyleKanos Thanks :)
 
@KyleKanos The above is proof that your 150% is not too high :D
 
@Geobits I was thinking that right as I read it
^My thoughts on pets
 
:D that's amazing
 
Oh! I was looking for this‌​. I watched it because it was interesting even though I'd never touched C++, but I was looking for it today to help me with random numbers.
I can't believe that out of all the things I searched, "rand() Considered Harmful" wasn't one of them.
I never bothered to make this computer understand most unicode, so I'm always surprised when the "I don't know what this is" rectangle shows up in the weirdest places...
 
@undergroundmonorail I feel your pain. Especially on the posts that convert to unicode.
 
5:02 PM
yay, beaten PHP again
2
A: When was the last time the date was divisible by n?

Martin BüttnerMathematica, 81 bytes For[d=Date[],!n∣(r=FromDigits@DateString[d,{"Year","Month","Day"}]),--d[[3]]];r Expects the input to be stored in n. Oh Mathematica, you and your lovely function and option names. Note that the vertical line ∣ is the unicode character for "divides", which I've counted as...

@KyleKanos your submission doesn't work
(also yay Unicode! :D)
you're decrementing the number, but you should be decrementing dates
 
@MartinBüttner Oh poop, you are right
 
5:16 PM
I'm writing a wrapper so a java-only contest can accept other language entrants. It will talk to those entries via stdin/out. Do you guys think JSON or a flat text format would be more appropriate?
 
If the object of a wrapper is to be as inclusive as possible, flat text seems better IMO.
Otherwise if a language requires a JSON library, the OP would have to install that along with the language itself.
 
base64 encoded binary ;)
 
Assuming a library is even available. If not, then JSON has no advantage over flat text for them.
 
ok, forget json
so, flat text
this is for dogfight, btw
each round you get info about four planes
would you want that on one line or four lines?
 
Doesn't matter much to me, I know Java ;)
But four lines is probably better in general.
 
5:37 PM
@MartinBüttner Fixed :D
 
aaaaand Mathematica takes the lead... :)
have an upvote though
I don't actually like 1:1 mappings for golfing, but I like Lua, so you're lucky :P
 
@MartinBüttner Only by 9 chars
 
I kinda like 1:1 because I can write it in Lua & then replace keywords
Then delete all whitespace
(so glad Geany allows regex for Find+Replace)
 
I just prefer languages competing the way they are. If someone did a single-unicode-character mapping of all Mathematica functions all other languages could go home and cry.
2
I realise Lua as it is is at a bit of a disadvantage when it comes to golfing but so is Java, and people don't seem to have a problem with that
 
5:41 PM
@MartinBüttner Do it & call it Martinica
 
I'd just call it M
 
If I used that I'd get so many downvotes by butthurt GolfScript users :D
2
(which would also be a nice alias for MandelbrotSetPlot)
 
@Geobits That's a waaaaaaay too short for a particular Trope
 
@MartinBüttner I like
@KyleKanos I have a problem with any golf-specific language that has a name longer than one character. It just seems wrong.
Yes, that includes most (all?) of them.
 
J? that wasn't intended to be golfspecific though, was it?
I guess most of the single-letter ones were already taken
 
5:47 PM
Yea, I don't think it counts, it's just good at it.
 
these are left: A, H, I, M, N, O, P, U, V, W, X, Y, Z
if you create one named "A" or "I" I'll give you the googlability award
"I" might even still work when searching for "I language", but "A language" is just a lost case
 
For ultimate googlability, name a language "nude models".
 
as soon as you add "programming language" that would still work
but I'm pretty sure google just ignores "a" in english language search queries
 
maybe.... but I still wouldn't try it at work
Or do the whole mapping with various curse/terrible keywords and name it NSFW
 
anyone avoiding Dogfight because it's java only and want to test a wrapper I'm writing?
 
5:54 PM
the code would look like written by a voice-to-text programmer with Tourette's
@Sparr yes on the former, but I gotta get to work on Revival attempt number 3 :D
also I'd still have to get the controller running ^^
I'll use your wrapper when it's working though ;)
 
ah, the parity checker has been solved
had to explore 65418 of the 65536 possible solutions, isn't that nice
 
nice! how long did it take?
haha, that's kinda sad
 
too long ;)
 
Gah! parallelisation sux
 
I think 4hours or something, I can't remember
let's see what it looks like...
 
5:59 PM
@EoinCampbell There are three hard things concurrency, in computer science: cache invalidation, naming things, off-by-one errors and .
2
 
yup.
though I think in this case it's MS specific...
 
love it
 
wow my brain must have been so wrecked last night... this is what I did in Ruby to figure out if there are no zeroes in an array:
array.reduce(:*) > 0
 
everyone loves even parity
 
Oh, no, I get that. I was trying to figure out what it was doing. Like I said, I don't know ruby.
 
6:02 PM
oh they were definitely all non-negative
but a simple array.count(0) == 0 would have sufficed ^^
lol
 
wtf...
I must have pressed up accidentally.
 
I've got a decent idea for a KOTH, but it's going to be all in Fortran :(
 
concurrency, man
@KyleKanos as long as you don't require people to write their bots in Fortran ^^
@Geobits but yes, that did multiply them all together
 
@MartinBüttner But I'd give the subroutine template......
No, Fortran has a system subroutine that allows you to run terminal commands
 
Why not Malbolge? I hear that's a fun language.
 
6:05 PM
But I don't have every language, nor bleeding edge compilers/interpreters
 
@KyleKanos btw I started on that project I mentioned... the first week was fun... I found some old code that did parts of what I was trying to do... problem is: the code was in F77 and for Clawpack 4.6 (current version is 5.2, I wasn't familiar with either)... also I haven't even used Python productively...
so with that background I ported F77 code written for Clawpack 4.6 in parts to F90 and in parts to Python such that it works with Clawpack 5.2 ...
 
Yeah. Good old Randy LeVeque. Programming Fortran 77 in the 2000's. So sad :(
 
well they switched to F90 with Clawpack 5 now
at last
 
@MartinBüttner Not much worse than Castro
Made up of C, C++, and Fortran 77 and Fortran 90
 
lovely
well now I can Python
 
6:08 PM
Similarly with Enzo.
 
and I also can a bit of Fortran
 
Fortran is the best language out there for Array-based programming.
(Waiting for some "hey Matlab....")
 
god no
although Python with numpy and co is pretty damn awesome
of course in Python you have to vectorise everything to get any decent speed at all
 
@MartinBüttner Might look awesome, but it's horrendously slow...
 
@KyleKanos well yes, for most high performance stuff none of those are an option. but I could imagine that a nice vectorised Python routine could actually be faster than something very naive in compiled languages... because the vectorised stuff does happen in compiled and optimised C code after all
(it does, doesn't it?)
also Julia :) ... but they've still got a lot of work to do
 
6:18 PM
I'm pretty sure vectorization is standard at optimization level >O0 for Fortran, not at all sure about C
Something like the n-body simulation, Fortran & C dominate: benchmarksgame.alioth.debian.org/u32q/…
While Python sucks
16 minutes for Python to solve the same thing it took less than 10 seconds on C/C++/Fortran
 
no no no, don't get me thinking about re-writing this abomination
 
8
Q: How did they take photos of Jupiter?

user56328How did they take photos of Jupiter - I mean Jupiter is illuminated and that's a lot of light to produce. Am I missing something, and there was some sort of dark photo technology used, or was there simply enough light from Sun to begin with? Or is this photo a fake?

Great question with 8 upvotes. Two answers (mine included) have 20+ each
That's sad
 
@KyleKanos Well that's obviously well optimised code in all languages. In that case Python has no chance (but that's "just" an order of magnitude difference, that's not even too bad). I'm just saying if I wrote bad (cache inefficient, unoptimised) C code, that can easily be a factor of 10 as well.
 
@KyleKanos The linked youtube video showing an example of over-photoshopping made the entire thing worth it, imo.
 
@MartinBüttner That brings us to one of the criticisms: CLBG forces people to use the same algorithm. Something could make Python3 move a lot faster than 16 minutes, but they don't allow it.
@Geobits I <3 Pizza. It is beautiful :D
 
6:32 PM
slightly off topic, but pertinent to a codegolf/koth project I'm trying to tackle. I'm having trouble with pauses on buffered I/O between processes in Java. Specifically:
moveString = reader.readLine(); <-- this is using a BufferedReader, using an InputStreamReader. Execution of my program appears to pause at this point. When I ctrl+c the process, execution resumes with the input read and runs a few more lines of code before actually stopping on/before this line: Pattern p = Pattern.compile("([NSWEDU]+) ([01]) ([01])");
 
so, it doesn't read it all, it just stops?
what character does readLine() pause on?
 
@Sparr does the program you're reading from not flush the STDOUT?
 
Or, does it actually contain a newline character?
 
@MartinBüttner you're a genius :)
 
;)
been there
took me forever to figure out when doing the Vector Racing challenge, because I assumed all the time there was a problem with flushing in the controller, but I forgot to add the flush to the solver as well
 
6:40 PM
how does this look for a flat text format for non-java dogfight planes?

NEW CONTEST 14 100
NEW OPPONENT 10
NEW FIGHT 0 0 0
ROUNDS LEFT 99
NEW TURN
alive 13 8 13 N 0
alive 13 5 13 N 0
alive 0 5 0 S 0
alive 0 8 0 S 0
[get 2 lines of input of a format similar to "N 0 0"]
ROUNDS LEFT 98
NEW TURN
alive 12 8 13 N 0
alive 12 5 13 N 0
alive 1 6 1 SEU 0
alive 1 7 1 SWU 0
[get 2 lines of input of a format similar to "N 0 0"]
...
[no explicit output for the end of the fight]
NEW FIGHT 1 0 1
ROUNDS LEFT 99
it's basically just a dump of the data that goes into the methods of the java planes
 
It's also a bad challenge, I think.
oh, I remember where I've seen him before codegolf.stackexchange.com/q/25329/8478 :-/
 
6:57 PM
@MartinBüttner Too broad for sure
 
@MartinBüttner ok, if you get time to write a plane for dogfight, give my wrapper a shot. github.com/sparr/Dogfight-KOTH/commit/…
 
7:18 PM
this dude is really good with criticism codegolf.stackexchange.com/questions/35418/…
and I tried really hard neither to be condescending nor telling him that is challenge is crap
@Lembik, do you still get pings in here?
@Doorknob, could you superping Lembik? I'd like to tell him that there was no need to delete his challenge in panic.
 
7:50 PM
I'm thinking this would be a good capture-the-flag map
 
you'll have to elaborate a bit on the ctf mechanics/rules before we can judge that
 
That's coming, working out the mechanics now.
 
be vague now? :)
 
Three troop types, attacker/defender/scout. 500 total troops, team size varies by number of entries per team.
More entries for team A mean fewer troops for team A.
Each entry chooses a troop type and team.
Objective: grab the flag and bring it back "home".
 
I wonder where you got the idea to choose from one of three bots ;)
 
7:54 PM
so I'm writing a bot that has to cooperate with other people's bots on my team?
 
I was going to have 5 types, but figured it wasn't needed.
@Sparr Yes
Also, each troop gets one mine to place during the game.
 
so if I'm on team A and you are both on team B, there are maybe 300 copies of my bot and 100 copies of each of yours?
(assuming a three entry match)
 
It's team level = 500 * (other / (team + other))
Where team is your team entry count, other is the other's count.
 
ah, how much a bash solution beating you can inspire you to greatness :D codegolf.stackexchange.com/a/35394/8478
if that's not an improvement
 
So for 1v2 it would end up being 266v133
 
7:56 PM
(I've rarely been so proud of finding a golfing trick)
 
Obviously I'm hoping for more than 3 entries :)
 
do I decide which team my entry goes on, or does it decide at runtime? every match?
 
You decide, but it has to be constant. Same for troop type. You can't choose at runtime, you just tell the controller at runtime.
Also, you can have multiple entries, but only for the same team.
 
@MartinBüttner: Wow, cutting off 30% of your byte count....very impressive
 
@KyleKanos actually 7 more characters
I don't even need ~Take~3
 
8:02 PM
Having to choose a team permanently seems... not awesome. Sorry if that seems insulting.
how do you pick the winning entry?
 
1) Flip-flopping is less awesome IMO 2) No "winning" entry exactly, just winning team. So, no green checkmark.
Or at least, no way to pick one that I can see.
Hopefully people don't feel that's such a big deal.
 
It's not exactly a KOTH then, is it?
since KOTH implies a victory condition
You could make it a KOTH popcon combination
highest voted from the winning team wins
 
@KyleKanos there's the fixed version and explanation
 
Exactly, but I don't know of a better way to describe it, and no tag yet for something like this. The koth tag-wiki doesn't explicitly give a winning condition.
 
if an entry could choose to switch teams (like good vs evil) that would make it much more KOTH-y
 
8:07 PM
@MartinBüttner I was about to ask for an explanation
 
@overactor that would be horrible
 
I do like the idea of highest voted from winning team.... maybe.
 
I'd say put it up on meta
 
The problem with that is EmoWolf
 
what people think about a team-based KotH
 
8:07 PM
alternately, you could arbitrarily team up entries, and give them cummulative scores.
 
@MartinBüttner I see your point
 
@Sparr That would get quite messy with a lot of entries. Testing every combination of teams would take forever.
 
I had already suggested rerunning the trial once for each bot from the winning team without that bot, and give the green checkmark to the bot with the worst resulting trial
 
Maybe actions give you points?
 
@Geobits don't test every combination, then. randomize it, if you have to.
 
8:09 PM
winner is one with most points
 
(since you could argue that that was the best bot from that team)... but even that would take too long
 
a bit like in world of tanks
 
@overactor it's going to be hard to balance the different troops against each other
 
@overactor What gains a point, though?
 
depends on the nature of the game
 
8:10 PM
With attackers, defenders, and scouts...
 
@MartinBüttner why would that take too long? with 50 entries that means running 50 copies of the contest. an hour or two?
 
spotting an enemy and alerting your team of it's position
carrying the flag
killing an enemy with the flag
or taking it from the enemy
 
@Sparr You're assuming that a whole contest only takes a minute or two with 50 entries?
 
@overactor bad idea. no scoring metrics would be immune to game-ing
 
What about best score from winning team?
 
8:12 PM
@Geobits maybe? you'd want to choose a format that optimizes runtime. no process-per-player-per-round like caveman duels. something like dogfight.
 
That way you have to balance helping your team and playing for yourself
 
@overactor still very game-able. the winner would definitely not be someone who helped their team the most.
 
@Sparr I was planning on doing it with pipes like I did with Hunger Gaming.
 
@Sparr still... with 50 entries I'd expect the game itself to take an hour at least
@Geobits how long did hunger gaming trials take?
 
~10 entries, around 20 minutes, but it was highly dependent on exactly which bots played and how fast they ate.
The ones that ate quickly shrunk the time. The ones that ate only when needed made it last much longer.
The main drag on time for that one was the huge flocks involved.
 
8:14 PM
ok, so you run your 25vs25 match for an hour. then you run a bunch of 24vs25 matches that are much shorter to figure out which entries are contributing the most. Then you only need to run maybe 4 more full-length matches. 5 hours, total?
 
Okay, assuming I do, how do I define "contributing the most"?
 
as mentioned above, remove them, see how much worse the team does
 
Define "how much worse".
 
fewer flags captured
 
@Geobits time the flag is captured
or number of flags if there are multiple
 
8:16 PM
or the opposite of what @MartinBüttner said :)
 
How could a defender "contribute" then? It wouldn't affect the flag-capture time at all, unless removing them actually made the team lose.
 
I've been assuming the game keeps going after the flag gets captured, for multiple flag captures, like a CTF video game
 
The object is to get the flag back home. If someone is carrying the flag and dies, it sits there until picked up by another teammate.
Single flag per game.
 
but there are multiple games?
 
8:18 PM
@Geobits enemy flag distance from home base?
 
Possibly, not sure.
 
no offense to futbol fans, but playing to a score of 1 isn't a very reliably comparable game :p
 
some mixed mixed score of these?
 
@Sparr Chess fans would probably disagree.
 
8:19 PM
chess players play each other more than once, at competitive levels
 
Yep, and I said "possibly" :D
 
well, if you're willing to accept the suggestion, I think you'd have more scoring and strategy flexibility if you went with a video-game-like ctf system. game runs for X turns no matter what. number of flag captures during the game is your team's score.
like tagpro.gg :)
(or unreal tournament, or quake, or ...)
 
Eh. I'm thinking more like actual CTF that you'd play. In a field/forest. In real life.
 
last time I played airsoft ctf, we played first team to 5 captures
 
That's.... not... game runs for x minutes, so I don't see how that would be different than playing single flag, 5-of-9
 
8:23 PM
5 of 9 is better than 1 of 1 :)
if you're playing 5 of 9, then you identify MVP by seeing the point spread without a player
 
Right. I'm trying to decide how/if to do multiple rounds.
 
if we win 5:4 and you remove bot X, then we lose 4:5, then bot X was worth 1 point.
 
If I'm reading you right, that would mean 9*n runs.
 
problem with such small numbers is there's a lot of statistical noise to overcome
yeah, I hadn't considered that you might run an arbitrarily long round. that kills most options for repetition.
I didn't do the hunger games challenge. I've mostly done the ones with turn limits.
 
I'm definitely putting a hard cap on number of rounds per game, but I don't know what that will be until I run a couple test bots.
It will be high, though, and only to eliminate stalemate situations.
Also, if an entire team is eliminated, the round is over without the need to go capture their flag.
 
8:26 PM
thoughts on what languages you'll support?
 
Anything that can read/write to STD I/O
 
awesome
 
I do want to do multiple rounds, I just don't know how many it will be at this point, since I don't know how long a match will take.
The turn cap will probably be something like "X turns with no deaths or flag movement" or similar.
If capped, the team that got the flag closest to home wins. If tied, by troop count.
 
absolute troop count or relative to starting count?
 
here is a suggestion for quantifying who well the team did: obviously if it lost it did worse than if it won. between two runs where it lost or won in both, you can find a score based on distance between flag and base of the losing team as well as time taken by the winning team to get the flag back.
 
8:41 PM
I think there will be a lot of situations of one bot interfering with another specific bot. not on purpose, just because their algorithms don't mesh well.
 
yeah, I think it's generally problematic
hence (@Geobits) make a meta post how people feel about a KotH without a winner
 

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