There's a physicist at Stanford named Safi Bahcall who modeled this exact principle and the math is wild.
He calls it "phase transitions in human networks." When you're stationary, your probability of a lucky event is limited to your existing surface area: the people you already know, the places you already go, the ideas you've already been exposed to. Your opportunity window is fixed.
When you move, your collision rate with new nodes in a network increases nonlinearly. Double your movement (new conversations, new cities, new projects) and your probability of a serendipitous encounter doesn't double. It roughly quadruples. Because each new node connects you to their entire network, not just to them.
Richard Wiseman ran a 10-year study at the University of Hertfordshire tracking self-described "lucky" and "unlucky" people. The single biggest differentiator wasn't IQ, education, or family money. Lucky people scored significantly higher on one trait: openness to experience. They talked to strangers more, varied their routines more, and said yes to invitations at nearly twice the rate.
The "unlucky" group followed the same routes, ate at the same restaurants, and talked to the same 5 people. Their networks were closed loops. No new inputs, no new collisions.
Luck isn't random. Luck is surface area. And surface area is a function of movement.
The lobster emoji is doing more work than most people realize. Lobsters grow by shedding their shell when it gets too tight. The growth requires a period of total vulnerability. No protection, no armor, soft body exposed to the ocean.
That's the cost of movement nobody posts about. You have to be uncomfortable first. The new shell only hardens after you've already moved.
Counter-Strike 2 still has 1.3 million concurrent players right now. Dust2 has been in every single version of the game since March 2001. There are people who can navigate Long A, B Tunnels, and Mid Doors faster than they can navigate their own downtown.
De_Dust2 holds the Guinness World Record for most inhabited virtual environment by cumulative gameplay hours. A 25-year-old map that one developer named Dave Johnston built before Counter-Strike even officially launched.
The map is based on Morocco. The 2017 update confirmed it: taxi cabs match real Moroccan ones, a building says “Pharmacie du Maroc,” road signs reference “Historique Kasbah.” Johnston originally drew inspiration from early Team Fortress 2 desert screenshots and created something so spatially intuitive that Valve barely changed the layout for two and a half decades.
The scale of Counter-Strike is hard to process. 26 million unique players logged in last month alone. The franchise peaked at 1.8 million people playing simultaneously. A YouTube stick-figure animation of Dust2 from 2009 has 114 million views. The map has been cloned inside Minecraft, Far Cry, and at least three separate Chinese knockoff shooters. Paintball arenas have built physical replicas of it. A game called Dustnet is set in the far future, entirely inside “the last copy of de_dust2 in the world,” treating the map as a cultural artifact worth preserving.
That guy walking through ruins and recognizing the layout from muscle memory is the product of the largest shared spatial training program in history. Hundreds of millions of people built a mental floor plan of a place that doesn’t exist, and the moment they see the real-world architecture that inspired it, their brain pattern-matches instantly.
The map has been played longer than most countries have had their current borders.
in the unlikely event that an elite eight between iowa and illinois occurs everyone meet at the quad cities like an hour before tip and we can throw stuff at each other over the river
We’ve identified industrial-scale distillation attacks on our models by DeepSeek, Moonshot AI, and MiniMax.
These labs created over 24,000 fraudulent accounts and generated over 16 million exchanges with Claude, extracting its capabilities to train and improve their own models.
We’ve been working on Fable for a really, really long time. It’s time to show you more. Much more.
Tune in to Developer_Direct at 10AM PT (6PM GMT) on 22nd Jan for our first deep dive into the game. #Fable#DeveloperDirect
@Abuti_Mangena@hlovo_ Probably the only website that the general public actively knows, that has very public accounts that profit off of gore/war videos/snuff/crime. Facebook doesn't allow that content, reddit can but usually they quarantine subreddits that act in bad faith like that.
@jt0hny Y'all are sad. Just hating him but know nothing about him or how hard he had to work to get where he's at. Just cuz he doesn't talk like you or look like you doesn't mean you're better than him.