Torrential Storm (Q1+ 2020 Review)

I’m somewhat behind schedule on this one. To some extent, working from home has confused my weekend workflows, in that there isn’t as clear of a separation between work and non-work days. I’ve also been finding writing more taxing than normal, perhaps because I’ve had to do more of that at work for various reasons, both in a professional capacity and auf Deutsch, fur meine Hausaufgabe (in German, for my homework).

I’m still working on AtlasDB and at Palantir. For various reasons Q1 (and I’m extending this review to cover the first two weeks of April) has been tricky in terms of events at work. I think there’s one core paradigm that I used to have as a lead that I had some doubts about at the end of last year, and I’d say has been shaken even more since.

My normal approach to being a lead is to aggressively apply the golden rule – to push policies that I would like or find useful or helpful as a developer, and to reject those that would be unhelpful (allowing for some measure of unpleasantness, but not too much). The problems here come if there are considerable differences in relevant preferences or inclinations: what I find useful as I started out may not be useful for others.

Normally I’d write a section detailing my travels, though of course this was considerably less in Q1 because of COVID-19. I did travel a little bit in the early part of the year (I was in Singapore for the holidays, and made a short trip to Zurich to visit Stan in early March – back when there were just eight reported cases in Switzerland). I was originally slated to go back to Singapore for Easter, though of course that didn’t actually materialise.

We’re entering week 5 of the UK lockdown, and week 8 of working from home for me. Initially, the changes to my routine weren’t particularly serious (I was fortunate in that I had just come back from Switzerland – I normally travel once every 1-2 months, even if it’s just for a short weekend break).

The markets have also been pretty exciting, though I haven’t been thinking of them as much because of coronavirus (and perhaps that’s for the better, given the scale of the drops). I remember the first time I lost a month’s worth of investment contributions, but this was the first time I lost a year’s worth of them (on paper, at least). With increasingly stark economic data prints and forecasts, it’s a healthy reminder that movements in the market are often not about whether business/the economy are doing well or badly, but rather whether they are doing better or worse than expected (so if the consensus estimate is for a grade D and the actual performance is a C-, stocks could do well!).

In terms of logic contests, four Sudoku GPs have occurred, and my performance is probably not too different from last year. I’ve performed worse in terms of absolute number of points scored (I finished last year with 2502, four contests at 1565 would suggest 2347.5 as an overall score), but better in terms of ranking (61-50-74-71, overall 51; I finished 66th last year). I’m not sure if I’ve gotten any faster, really; in terms of strategies I wouldn’t say I could concretely identify a way I’m better now than I was last year. It’s possible the contests themselves have gotten harder, or the test solver pool has gotten faster (points are generally allocated based on how long test solvers take).

Similarly, four Puzzle GPs have been completed. I have been considerably less stable at puzzles; this hasn’t changed from last year, and has probably gotten worse in fact. I did worse in terms of absolute numbers of points scored (I finished last year at 1921, and four contests at 1205 implies 1807.5) and worse in ranking (139-154-71-141, overall 100; I finished 91st last year). I think my bad habits here involve being overly fearful of bifurcation. Puzzle choice is a bigger issue in these rounds than in Sudoku, since there are more options (even the best solvers frequently don’t actually solve everything). I tend to gravitate to number-heavy types like KenKen, Arithmetic Squares, Skyscrapers or Futoshiki because they feel comfortable, even though I’d say I’m fast at the first two but pretty bad at the last two.

Another hobby I’ve been pursuing is learning German. I took my A1 exam in Q1, and got a sehr gut (very good) grade with 100 percent. Perfekte Noten (perfect grades), as one might say. Lessons at Palantir continue and have been useful in ensuring that I have a more proper, structured framework for learning, as well as providing quality feedback on pronunciation and writing.

I started learning about Nebensätze (subordinate clauses) at the very end of last year to beginning of this year, and they’ve substantially broadened the range of things I can talk or write about. Wennals and ob (if/when – though not specifically previously, previously when, whether respectively) are very useful; weil (because) a bit less so since I already knew denn (because), but for some reason I find sentences with weil tend to roll off the tongue better. The practice of ending these clauses with the main verb (e.g. Ich weiß nicht, ob das gute Idee ist, weil ich vielleicht nicht genug Geld habe – I don’t know whether that is a good idea because I might not have enough money) currently requires me to build most of the sentence upfront, but the catharsis of unleashing the verb at the end feels great.

Social distancing has made me look at video games more, both in terms of games to play on my own as well as with friends. Interestingly, the concept of a rogue-like seems to be a common thread in three of the games which I’ve been playing a lot in Q1: Slay the SpireDicey Dungeons and Dead Cells. Games generally consist of individual runs that take from 15 to 60 or so minutes (Dicey Dungeons is probably on the faster end, Dead Cells can be much slower); there is some, but generally limited, progression across runs.

The first two are actually fairly similar in that combat is turn-based; the former involves deckbuilding, while the latter involves arranging equipment to maximise effectiveness of die rolls. The latter is very different and is much more focused on action and reflexes, which can be more appropriate if I don’t want to think as much. Slay the Spire, especially on super-hard modes, is quite a brain-burner.

These games are also similar in that they are reasonably easy at their base difficulty level – I think I had my first win of Slay the Spire on the third run, Dicey Dungeons on the very first run, and Dead Cells on the second run. I think I’d be able to win >95% of games on the easiest mode (Ironclad Ascension 0, Warrior level 1 and 0 Boss Cells, respectively). However, difficulty modifiers can make things very challenging: I’m pretty sure my win rate on Slay the Spire‘s Ascension 20 (max difficulty) is under 10%, and I’ve not completed Dead Cells with 4 Boss Cells (difficulty ranges from 0 to 5, increasing with each additional cell). There’s some evidence that I’ve gotten better at surviving what the game throws at me though, in that when I first started Ascension 20 and 3 Boss Cell mode looked completely impossible. Furthermore, I’d find the base modes mostly boring now, as even clear lapses in my play would be largely inconsequential – I think I enjoy a challenge.

The relative lack of travel also means that I haven’t listened to very much music recently. There are the fast-paced instrumentals that I listen to sometimes when implementing features (as opposed to design) – Destination Relapse is pretty good, even if the 200+ BPM track was written to be a really difficult rhythm game boss. To some extent similar would probably be Chopin’s Etude Op. 10 No. 4 (here performed by Rousseau), which would probably make a good boss song if playing the piano in general was treated as a rhythm game. There’s a kind of unrelenting fury and incessant urgency in the closing streams of Relapse and throughout the Etude that appeals to me, and perhaps reflects a torrent of potentially creative destruction (incidentally, the Etude is sometimes given that moniker as well). For me, that does make sense considering what I’ve been looking at in terms of work.

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