STANDARDIZED REFERENCES. — REVIEWS. ... [ Word count: 7.450 ~ 32 PAGES | Revised: 2018.10.22]

in #science3 years ago (edited)


Lists of references at the bottom of long texts interrupt a smooth reading experience for readers. By forcing them to scroll up and down more or less randomly.

Make a text easier to read, — if you want more people to read it.
Therefore I thought:

Link to the latest standardized references list in each text.

Separate out what should be separated.

Read text with its references beside it.

[BAL13] : Each person has a mental effort budget. After learning some processing occurs in the brain, taking significant time. Else there is no remembering. No comprehending.
Therefore more can afford to read that which costs them less to read.
So what should be done? — Why not something which supports the concise use and reuse of each reference, much like that which supports the concise use and reuse of code? Open the text in one window. Then open the references in another window.
The nonrepeating letters in the review marks are mostly arbitrary. Rather they're only such that many typos must be made to accidentally produce a transition from an intended review mark to another, which makes it far less likely. Not so frequent.
Only a –2 is properly a bad review. Each –1 review is really a neutral review. Rather time reading has a cost: — therefore neutral reviews are negatives. Time reading is budgeted; this cost — the next best opportunity foregone — are the other things not read only because these things were read. — So everything 0, 1, 2, 3 is basically recommended.


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  3   >   2   >   1   >   0   >  –1   >  –2

NONFICTION: \section{Aa–Ak}: 6

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FICTION: \section{B*}: 4

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FICTION: \section{F}: 1

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NONFICTION: \section{G}: 18

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FICTION: \section{G}: 1

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NONFICTION: \section{Ha–He}: 10

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FICTION: \section{H*}: 6

bp   [HER70]   Frank HERBERT, The Santaroga Barrier, New York: Berkley Medallion, 1970.

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NONFICTION: \section{I}: 2

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NONFICTION: \section{Km–Kn}: 4

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bp   [KNUT15]   ↑↑↑, The art of computer programming, volume 4, combinatorial algorithms, fascicle 6, satisfiability, Boston: Addison Wesley, 2015.

NONFICTION: \section{Ko–Ku}: 11

gd   [KOD71]   Kunihiko KODAIRA, James MORROW, Complex manifolds, New York: Holt Rinehart Winston, 1971.

bp   [KOE40]   Wolfgang KOEHLER, Dynamics in psychology, New York: Liveright, 1940.

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bp   [KUB78]   ↑↑↑, Symbol and neurosis, New York: International Universities, 1978.

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Somewhere at the very top of the text above I put a tag: — Revised: Date.

I'll often, later, significantly enlarge the text which I wrote.

Leave comments below, with suggestions.
              Maybe points to discuss. — As time permits.

Finished reading? Really? Well, then, come back at a later time.

Guess what? Meanwhile the length may've doubled . . . ¯\ _ (ツ) _ /¯ . . .

2018.10.19 — POSTED — WORDS: 7.400
2018.10.22 — ADDED — WORDS: 50



... so the neural net selects one of several different strategies, based on how market conditions are observed and interpreted and predicted and classified, then further decides in that context how to trade. Different games need different strategies; therefore the overall strategy, the complete set of possibly conditional behavior is a mixed one. But not because there is another player with conflicting interests and strategies, who always has one strategy that can dominate any one strategy played by the net, whom the net therefore wishes to be unable to predict which strategy will be used next, not that. A mixed strategy is especially required in a quickly evolving market.

Q: So what you are proposing is making a system whose trading behavior consists of several distinguishable strategies? For sufficiently different market conditions?

A: Basically. Different indeterministic conditions have different factors interacting differently outside of player control and produce different random walks.

So imagine, then, as in game theory, the player doesn't know which one of several different games they are playing. Each game has as if different rules.

There are also gradients of rules. But not everywhere.

Smooth transitions between slightly different games, like moving from sheet to sheet in a stack of sheets of paper. But these transitions not everywhere.

If the system can classify situations into "gradient of classes present" or not, it can do better than simply assume each game occurs with some frequency and maximize over uncertainty.

That is something a neural net can do, if the logic underlying the method of classification somehow involves the weight coefficients arrived at in the network in deciding the bounds of classes.

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For a possible discussion of account incubation based onboarding. Where users compete on a side chain by posting interesting things for a sponsored account on the main chain; can test hypotheses in experimental economics.

A development team making that could test side payments. Test coalitions. (Dozen papers in there.) Let's also test ways of dealing with a lemons market. Potential for that here.


If two users agree to collaborate, they can post jointly via implementation of a LINK SETTING in the side chain platform, increasing chances one will get the account.

Then if LINKED the account given to the winner is just the posting and active keys. And they must make an account for the second person, based on some split, which they agreed upon privately or publicly, sooner or later, and when the second player gets their account, and they click SATISFIED in the competitive interface they started with, the first winner gets the master key from the interface automatically.

Something like that, if it can be built.