gr.group theory – Presentation of the Monster as a Hurwitz group

The Monster group is the largest of the sporadic simple groups, and has been proven by Wilson to also be a Hurwitz group. It has a presentation in terms of Coxeter groups, specifically Y443 along with the “spider” relator, and quotienting out by the center. However, I am interested in a presentation as a Hurwitz group.

Specifically, what is a presentation of the monster in terms of two elements a and b such that a has order 2, b has order 3, and ab has order 7? Also, what is the smallest possible order of the commutator of a and b in such a presentation?

E-nrg Monster – E-nrg.monster

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Start: June, 17 2020

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E-NRG MONSTER – e-nrg.monster – HYIPs

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Start: June, 17 2020

E-NRG MONSTER

About

E-NRG MONSTER Limited is the company which involved in new forms of energy. Our age its rising greenhouse gas emissions, company is looking for ways to scale up clean energy and cut back on fossil fuels. Most companies typically involve the usual approaches: solar, wind, nuclear power and hydropower. But our company interested in another. What if there are other technologies that could take a bite out of fossil slues? In the future there could potentially be a much broader portfolio of clean tech than just solar or wind. Since 2019 E-NRG MONSTER Limited works on such five technologies that may be a few years away, but hold some promise of one day providing a significant source of pollution-free energy.

Investment plans:

2.08% Hourly For 72 Hours
Plan    Spent Amount ($)    Hourly Profit (%)
Plan 1    $30.00 – $99.00    1.74
Plan 2    $100.00 – $499.00    1.87
Plan 3    $500.00 – $999.00    2.08

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Plan    Spent Amount ($)    Hourly Profit (%)
Plan 1    $99.00 – $299.00    2.60
Plan 2    $300.00 – $999.00    2.81
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Plan    Spent Amount ($)    Hourly Profit (%)
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dnd 3.5e – What was this homebrew monster class based on That Damn Crab and other crab memes?

WARNING: The content of this question is potentially disturbing and contains references to animal abuse

I remember reading a homebrew class some time ago (within a few years) that has been based on various crab memes like “this kills the crab” represented as something along the lines of “this kills the human”, or an ability to wield a melee weapon like a crab from this video, though I am not sure that the latter was actually being there.

  • Every few levels, the crab would choose one ability from a list, and a new list of abilities was given. One of the abilities, for sure, was an ability to steal a dead creature’s natural armor bonus like a hermit crab.
  • Other abilities gave the crab’s claws various enhancement bonuses, gave the crab itself increased speed and/or natural armor, etc.
  • Some abilities of that class were based on a Monstrous Crab, notorious for being largely under-CRed.
  • It was published on a site with a comment section where many improvements were suggested for the author’s concept.

I found it long ago when googling for crab jokes, but I can’t find it now, and I’ve been trying for at least a few months.

What was this homebrew crab class, and where can it be found?

dnd 5e – help in adapting a monster from a short story to 5E

This is the ‘Big Bad’ of the short story Undefiled, written by James M. Ward for the collection Tales of Ravenloft. From what I’ve inquired the creature in question was created by Ward specifically for the story. The monster in question (the author calls it a Coraltan) is a corporeal undead whose body is described as “desiccated and worm-infested”, however it is able to take on the appearance of a living humanoid (in this story it poses as a city’s spiritual leader) and while implied to feed on the energy of the living- in the story it seems to draw a little bit of energy from each person in a large crowd-, also appears to be capable of healing magic as well as mind-influencing magic (which it uses to keep people from its proverbial flock from discovering its true nature).

I’m not sure of the best way to simulate these qualities in 5E mechanics. At first I considered giving it the ability to cast Disguise Self at will (to appear as a living being rather than undead) except that spell has duration of an hour and is described as a wizard, sorcerer or bard spell and the monster’s healing abilities suggest divine magic- in 5E would an undead being like this be even capable of handling positive energy? Also what would be the best way to describe how it can feed on people without necessarily physically touching them?

Black Mesa Blast Pit Silo Monster Level- Full Walkthrough

Black Mesa Blast Pit Silo Monster Level- Full Walkthrough

c++ – Multithreaded console-based monster battle with earliest-deadline-first scheduler

In working on this answer it occurred to me that it might be interesting to further expand the idea.

This is an extremely simple (and boring!) text-based game that creates a few monsters which attack the player and which the player can attack. The goal is for player to defeats all of the monsters before dying. To fight monsters, the player types the generic name of the monster, e.g “Orc” and if there are multiple Orcs, the program will register a hit on each of them. The game is very boring, to play but it was intended as a proof-of-concept rather than a fully fleshed out game. With that said, it is complete and runs without error.

Features

Some features of the game are that it’s multi-threaded with the monsters being driven in one thread and the user I/O in another. It uses a std::priority_queue to keep track of the timing of the monster attacks on the player.

It can use the C++20 std::osyncstream if available, but has a substitute for C++11 or above which is why it has both tags.

Questions

I’m particularly interested in:

  1. Is the Game object design easy to understand?
  2. Does the scheduling mechanism make sense?
  3. I could have used std::initializer_list<Monster> as the argument instead of std::initializer_list<std::pair<std::string, unsigned>> for the constructor. I chose not to because I didn’t want temporary copies of Monsters made. What do you think of that choice?
  4. Are there any flaws in the multithreading?
  5. The game currently ends via an exit call to kill all threads. Is there a more elegant way to approach this?

Game.h

#ifndef GAME_H
#define GAME_H
#include <atomic>
#include <initializer_list>
#include <memory>
#include <mutex>
#include <string>
#include <vector>


class Game {
    struct Monster {
        static unsigned serial;
        Monster(std::string name, unsigned interval);
        Monster(const Monster &other) = delete;
        std::string name;
        unsigned interval;
        unsigned deadline;
        int health = 3;
        unsigned id;
    };

    std::vector<std::shared_ptr<Monster>> Monster_list;
    std::mutex monster_lock;
    std::atomic_uint enemy_count{0};
    std::atomic_uint player_health{10};
    void listEnemies();
    unsigned hit(std::shared_ptr<Monster> victim);
public:    
    void monsters();
    void player();
    Game(std::initializer_list<std::pair<std::string, unsigned>> init);
};


#endif // GAME_H

Game.cpp

#include "Game.h"
#include <atomic>
#include <chrono>
#include <initializer_list>
#include <iostream>
#include <memory>
#include <mutex>
#include <queue>
#include <string>
#include <thread>
#include <vector>

#if __has_include(<syncstream>)
#include <syncstream>
std::osyncstream sync_out{std::cout};
#else 
class syncstr {
    std::mutex cout_lock;
    std::ostream& out;
public:
    syncstr(std::ostream& out) : out{out} {}
    syncstr& operator<<(const char *item) {
        std::lock_guard<std::mutex> lock(cout_lock);
        out << item;
        out.flush();
        return *this;
    }
    syncstr& operator<<(const std::string &item) {
        std::lock_guard<std::mutex> lock(cout_lock);
        out << item;
        out.flush();
        return *this;
    }
    syncstr& operator<<(char item) {
        std::lock_guard<std::mutex> lock(cout_lock);
        out << item;
        out.flush();
        return *this;
    }
    syncstr& operator<<(unsigned item) {
        std::lock_guard<std::mutex> lock(cout_lock);
        out << item;
        out.flush();
        return *this;
    }
    syncstr& operator<<(int item) {
        std::lock_guard<std::mutex> lock(cout_lock);
        out << item;
        out.flush();
        return *this;
    }
    syncstr& operator<<(long int item) {
        std::lock_guard<std::mutex> lock(cout_lock);
        out << item;
        out.flush();
        return *this;
    }
};

syncstr sync_out{std::cout};
#endif

Game::Monster::Monster(std::string name, unsigned interval) : 
    name{name}, 
    interval{interval}, 
    deadline{interval}, 
    id{++serial} 
{ }

Game::Game(std::initializer_list<std::pair<std::string, unsigned>> init) {
    std::cin.tie(nullptr);
    for (auto &temp : init) {
        Monster_list.emplace_back(std::make_shared<Monster>(temp.first, temp.second));
        ++enemy_count;
    }
}

void Game::listEnemies() {
    std::lock_guard<std::mutex> mlock(monster_lock);
    sync_out << "Surrounding you are " << enemy_count << " enemies:n";
    for (const auto &m: Monster_list) {
        if (m->health) {
            sync_out << m->name << m->id << 'n';
        }
    }
    sync_out << "What would you like to attack? ";
}

unsigned Game::hit(std::shared_ptr<Monster> victim) {
    if (victim->health) { 
        if (--victim->health == 0) {
            sync_out << victim->name << victim->id << " defeated!n";
            --enemy_count;
        }
    }
    return victim->health;
}

void Game::monsters() {
    static auto compare_deadlines = ()(std::shared_ptr<Monster> a, std::shared_ptr<Monster> b){
        return a->deadline > b->deadline;
    };
    std::priority_queue<std::shared_ptr<Monster>, std::vector<std::shared_ptr<Monster>>, decltype(compare_deadlines)> monster{compare_deadlines};
    for (auto m : Monster_list) {
        monster.push(m);
    }
    auto start = std::chrono::system_clock::now();
    while (!monster.empty()) {
        std::this_thread::sleep_for(std::chrono::seconds(monster.top()->deadline));
        std::unique_lock<std::mutex> mlock(monster_lock);
        // if the moster is already dead, don't let it attack
        if (hit(monster.top())) {
            sync_out << std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now() - start).count() << "  " 
                << monster.top()->name << monster.top()->id << " attacks!  Health = " << monster.top()->health << 'n'
                << "Your health = " << --player_health << 'n';
        }
        // is the game over?
        if (player_health == 0 || enemy_count == 0) {
            mlock.unlock();
            if (enemy_count) {
                sync_out << "You have died -- Game over!n";
            } else {
                sync_out << "All enemies are defeated!!n";
            }
            // this also kills the other thread
            exit(0);
        }
        // adjust the priority queue
        auto elapsed = monster.top()->deadline;
        decltype(monster) m2{std::move(monster)};
        while (!m2.empty()) {
            auto current = m2.top();
            m2.pop();
            if (current->deadline > elapsed) {
                current->deadline -= elapsed;
            } else {
                current->deadline = current->interval;
            }
            if (current->health) {
                monster.push(current);
            } 
        }
    }
}

void Game::player() {
    while (enemy_count) {
        listEnemies();
        std::string enemy;
        std::cin >> enemy;
        unsigned hitcount{0};
        for (auto &m: Monster_list) {
            std::lock_guard<std::mutex> mlock(monster_lock);
            if (m->name == enemy && m->health) {
                sync_out << "Hacking away at " << m->name << m->id << 'n';
                hit(m);
                ++hitcount;
            }
        }
        if (hitcount == 0) {
            sync_out << "No living enemy named " << enemy << 'n';
        }
    }
}

unsigned Game::Monster::serial{0};

main.cpp

#include "Game.h"
#include <thread>
#include <functional>

int main() {
    Game game{ {"Dragon",8}, {"Orc", 3}, {"Wumpus", 5}, {"Edward", 7}, {"Orc", 4} };
    auto m = std::thread(&Game::monsters, std::ref(game));
    game.player();
    m.join();
}

dnd 3.5e – Is there some monster that works like a swarm of bodies?

I want to ask whether somebody has designed a monster that works like a swarm of bodies.
Not undead but simply human, dwarf, etc. bodies that are corrupted or something similar. I want this monster to work like a swarm in such a way that it can move like a flow until push and destroy windows or doors of a house.

Something without Intelligence, like a horde that kills everything. The monster must be easy to hit for players, but after having killed one body, another is ready. In my mind this swarm is made of singular bodies with someone that is able to fuse with another to create a terrifing tangle.

Can you suggest a monster like this, or do you have a character sheet for a monster like this?

dnd 3.5e – There is some monster that works like a swarm of bodies?

I think you’ll probably want to use the Mob rules from DMG II p. 59-61 (pretty good summary here).

A mob is treated as a single entity similar to a swarm, except that it is made of larger creatures. A mob can be composed of Small, Medium, or large creatures, but all the individual creatures must be of the same type. … “Mob” is an acquired template that can be added to any Small, Medium, or large creature.

If you wanted to make them corrupted humanoids you could use one of your choice as the base creature to apply the template to, or take a standard humanoid and apply another template (e.g. the corrupted template from Book of Vile Darkness p. 186) to it in addition to the mob template.

Alternatively if undead are ok then the corpse gatherer from Monster Manual II p. 51 would probably do the trick.

A corpse gatherer is an animated graveyard empowered by a mean intelligence and a greed for more bodies. It exists only to increase its own size and power by devouring more dead bodies.
image

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**** We are hard to beat on hardware raid storage servers, if you have a better deal now please pass it on and I bet we will beat it! 12/24/32+ drive setups. *****

Yup, 500TB HDD servers are now on WHT, get two and claim you have a Petabyte of storage!
Dual E5-2660v2 20 core 40 thread, 128GB DDR3 ECC RAM, 500TB Raw 50x10TB Enterprise SAS HDD w/ hardware raid 1gb cache w/ cachecade 6/10 & 1TB SSD 600TB w/ 10G port inbound not counted $999 *** lots of ways to configure this. Need multi JBOD and 100x drives to get a full 1PB? ZFS setup? Let us know!

Dual Intel E5-2660v2 20 core 40 thread, 128GB DDR3 ECC RAM, 240TB Raw 24x10TB Enterprise SAS HDD w/ hardware raid 1gb cache w/ cachecade 6/10 & 480G SSD 150TB inbound not counted $399 Limited stock on these bad boys!

Dual Intel E5-2660v2 20 core 40 thread, 128GB DDR3 ECC RAM, 120TB Raw 12x10TB Enterprise SAS HDD w/ hardware raid 1gb cache w/ cachecade 6/10 & 480G SSD 150TB inbound not counted $259 Limited stock on these bad boys!

^^ you can pay a setup fee and lower the MRC of that server, or Prepay 6mo/12mo for deep discounts.

**if you need more CPU power these can be upgraded to Dual E5’s

**Need more storage? We can do bulk deals on these and interconnect at 10/25/40/100Gbps private, larger drives upto 16TB, much larger setups possible, 32 drive, 45 drive, and even 90 drive!.

Looking to get into AI / Machine learning / crypto mining? Tons of new options for you!

These are listed with base model servers, we can build with higher end CPUs, more RAM, faster storage, etc.

(COLOR=”#0071c5”)Simple inexpensive server to play around / learn GPU based projects. Xeon X3460, 16GB DDR3 ECC, 120gb ssd and Nvidia 1050TI GPU $89(/COLOR)

Intel Xeon X3460 4 cores

16GB DDR3 ECC RAM

128GB SSD

1x Nvidia 1050TI GPU
$89 / Mo

Newest gen gpu with raytracing enabled

Intel Xeon 1270, 16gb RAM 128GB ssd and 1x Nvidia 2060 Super GPU(newest gen) $139


Intel Xeon E3-1270v3

32GBB DDR3 ECC RAM

480gb SSD

1x Nvidia 2060 Super
$135 / Mo

Are you getting a better deal on a setup like these or Don’t see something you are looking for? Please reach out to SALES@WEBNX.COM we stock pretty much everything you could think of, we do custom / bulk prices and often can beat/price match many comparable providers.

More Clearance Servers are listed at https://webnx.com/dedicated-servers/clearance-servers/

As you are on WHT, you know there are many other providers to choose from, so why pick WebNX? The things that set us apart are:

1. Our Datacenters: In LA we have many cages within Equinix LA3 with our own 24/7 staff onsite. This is a premium datacenter, not some of the smaller LA based setups with a single or 2 UPS’s. There are dozens of UPS’s, another dozen large generators as well as completely redundant cooling systems, we provide a 100% uptime SLA for power and cooling for this exact reason.

2. Our Network: few providers have nearly as many tier 1 providers in their network mix, we don’t cheap out and pick one or two budget providers. We also have a Noction Route optimizer set 100% in performance mode which constantly checks and moves routes to the best provider / fixes packet loss routes. We also welcome client suggestions and can adjust client routes as needed.

3. Our hardware offerings: Few providers offer anywhere near what we have in stock, from pretty much any type of CPU (not just one or two of the base single and dual cpu offerings), to High memory options, to crazy large hard drive offerings (need 100+ HDDs? No problem!), and unique network options from 100Gbps, 40Gbps, 2x 10Gbps to Infiniband offerings, easy to make amazing clouds on our hardware!

4. Our stability and staff: We have been around a long time, over 15 years on WHT and we have 30 full time employees. We are not a fly by night operation, kiddie host, or reseller. We have direct leases with the building and own / run everything. I urge you to check our reviews on WHT, you will find some that offer up >6 years of time with us.

cPanel 100 account license $35

Direct admin free on servers of $120+ or $10 a month

Windows Licenses are per real core not HT core:

Windows 2008/2012/2016 STD – $4 per 2x cores (only real cores count)

Windows 2012/2016 Dc Ed – $26 per 2x cores (only real cores count)

Anything legal in the USA and California is OK.

Including legal adult content and proxy servers!

With the exception of no IRC allowed.

Los Angeles network: https://webnx.com/company/networks/l…fornia-network

Premium Cisco powered network, base network is built on six high end Cisco ASR 9000’s Noction BGP route optimizer

1 x 10Gbps – Level3

1 x 10Gbps – XO

1 x 10Gbps – Comcast

2 x 10Gbps – NTT

1 x 10Gbps – TATA Now online

1 x 100Gbps – Telia

2 x 10Gbps – PCCW Global

2 x 10Gbps – Zayo (down for relocation)

2 x 10Gbps – GTT

1 x 10Gbps – China Unicom

2 x 10Gbps – Any2 Peering Fabric

2 x 10Gbps – Equinix Peering

1 x 10Gbps – Direct Google Peering

2 x 10Gbps – Hurricane Electric

1 x 100Gbps – Cogent (mainly peering / only for optimized routes)

Ping tests to WebNX.com

1G test file – http://mirrors.webnx.com/1gb.bin

10G test file http://mirrors-lax.webnx.com/test/10gb.bin

You can also test us on speedtest.net – http://webnx.speedtest.net

If you have any issues, need different routes, etc please let us know as we strive for the best network possible.

The Ogden, Utah network consists of top of the line cisco ASR 9010 routers, route optimization by Noction IRP and these providers:

1 x 10Gbps – Level3 Communications

1 x 10Gbps – XO Communications

1 x 10Gbps – Telia

1 x 10Gbps – Zayo (down while we reroute)

1 x 10Gbps – GTT

2 x 100Gbps – Cogent

4 x 10Gbps – HE.net / Hurricane electric

2 x 10Gbps – Links back to our super connected Los Angeles network (different paths / providers)

Speed tests:

10G test file http://mirrors-ogd.webnx.com/test/10gb.bin

Speedtest.net server – http://zx4.speedtest.net

We will announce your IP’s free of charge(with at least $99 a month in services)

If you have other needs please let us know as we strive for the best network possible.

Visit our Website for more info – https://WebNX.com