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Good Parent/Bad Parent
Colin Harvey
PopMatters Staff
Whether you are a philanthropist or a desultory sadist, you get to name and nurture or abuse and ignore your new pet according to your generous spirit or whim... much like real parenthood, dare I suggest.
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I have an admission to make. I am a bad parent. Actually, the appellation 'bad parent' doesn't really seem adequate to describe the level of neglect involved. After only 93 days, my yellow Mynci is starving to death.
Fortunately, my yellow Mynci is a NeoPet, a kind of online Tamagotchi-Pokemon crossbreed. I created the virtual fella on a Godlike whim several months ago and have willfully mistreated him ever since. In case you haven't stumbled across the phenomenon, NeoPets (available at Neopet.com) are creatures available for creation and adoption by compassionate human beings, or even by ethically suspect individuals like myself while researching online gaming. Said philanthropist/desultory sadist gets to name and nurture or abuse and ignore their new pet according to their generous spirit or whim... much like real parenthood, dare I suggest.
My own neglect is mainly initiated by only infrequently visiting said Mynci in order to feed it hamburgers in a desultory fashion. The abuse of my Mynci is further compounded by entering it into traumatic competition against all contenders in one of the many moderately addictive mini-games on the NeoPet website. The fact that my NeoPet isn't real (thankfully) makes my chances of being carted off from my computer by the relevant branch of Social Services far more remote than would have been the case if said Mynci was say, a child or a Labrador. Oddly, though, the fact that the creature doesn't live and breathe doesn't quite assuage my guilt at my neglect. As I rend my T-shirt in fevered self-reproach, I pause momentarily to speculate why I should feel such remorse over something that, as you can see from the picture, looks like a bush baby-monkey hybrid that's fallen into a vat of luminous yellow lacquer.
I can hear the nasal rattle of my more cynical friends. Okay, so your actions have been pretty neglectful, they rasp from the bottom of their empty scotch glasses, but why worry? After all, virtual heaven is of course littered with the souls of recently deceased NeoPets, the emaciated forms of abused Tamagotchis and the ethereal remnants of those electronic owls for which nobody can now remember their names. NeoPet, they spit, why the name alone sums it up: New Pet. Like New Democrats, New Labour and the New Schmoo. There's something ersatz and a bit tawdry about it, as though real politics, real amorphous cartoon blobs, or real pets weren't quite up to it.
This issue of identity and identification goes to the root, I think, of why I feel so guilty about the apparent impending demise of my NeoPet. And I don't just mean identity and identification with the characters. The NeoPet, upon creation, immediately becomes part of a fairly complex eco-system: one among thousands, I would imagine. In this sense, the NeoPet phenomenon is far more involved than that of its nonetheless important forerunner, Tamagotchi. I would argue that the environment, the context, provided in which any game operates, is crucial to understanding that game. When the environment in question approaches � well, okay, mimics in limited fashion � the same level of sophistication as the real world, then something really interesting is happening.
Mynci Yellow Baby
Characterisation of the NeoPets is beguilingly simple. Unlike real parenthood � unless you're some kind of crazed scientist-type with a lot of time on your hands and an interest in experimenting with genetics � you not only get to choose your NeoPet's name, but also the species, gender, and colour (generally luminous) of your new friend. But identity, thankfully, is more than such fundamentals. Identity is also about temperament, so you also get to choose a variety of admittedly very broad character traits for your NeoPet.
You can say how your NeoPet greets others: it might "Smile Sweetly", "Approach with Caution" or maybe it "Attacks if they are Weaker". You can outline what your NeoPet likes doing: perhaps it enjoys "Hunting for Treasure", "Making Friends" or "Bullying Others". You can even specify whether it likes to live in, say, the "Forest", "City" or "Wilderness" (in light of this last category it is possible, presumably, to construct a NeoPet that fits in with your Militia-Bilderberg Group conspiracy proclivities and ensure that your new luminous pet is content to hang out with you in a virtual equivalent of your makeshift shelter up in the foothills of Appalachia). Further traits, such as Health, Strength, Defence, and Weight are randomly generated for your NeoPet.
But does this account for the fealty some owners show their NeoPets? Though my parental bond with my yellow Mynci is self-evidently very weak, I know other NeoPet owners who feel huge emotional attachment to their colourful character, who diligently feed the creature in question and who generally groom the creature and dote over its well being. And as I've said, even if I haven't looked after the creature with absolute care, I do at least feel mighty guilty about that fact. So it's not only my part in my NeoPet's creation, along with my continued responsibility to the creature's welfare, that makes me feel guilty about my treatment of the little fella, but the embarrassment that other people actually do bother to take care of their NeoPets.
It strikes me that a player's relationship with an online pet or various other kinds of online character, certainly of the type intended to have some longevity, is very different from the kind of relationship a player might have with Lara Croft or Sonic the Hedgehog. As discussed in a previous Trivial Pursuit column, Lara is what we might term a "smooth" character, after Gilles Deleuze's description of those literary characters who convince as characters but aren't massively overwritten; in other words, those characters that seem full of potential. When the pneumatic Lara was smooth she was beguiling; as soon as an intertextual film version, incarnated as Angelina Jolie, started to render her unsmooth, she ceased to be interesting for game players. In her case, video definitely killed the game star.
It seems to me that online characters of the kind represented by NeoPets operate on a slightly different balance of readerly invention and authorial construction than those in offline situations. The NeoPet's mix of Strength, Weight, etc., their predilection for Wilderness or City environments, and the nuance of how they respond to other NeoPets might sound like terribly complex characterisation, but if you compare it with the level of complexity offered by the average soap opera character, then a NeoPet on this basis alone is not going to generate a lot of empathy from the player. The set of character variables apparent in a NeoPet is actually quite limited, even compared to those on offer in their offline cousins. It may seem obvious, but the act of imagination which makes a NeoPet feel real(ish) needs constant stoking from real human beings: namely the authors of the game, myself and other NeoPet owners.
Though the environments available for your NeoPet to explore in the world of, ahem, Neotopia, are a curious blend of mawkish colourfulness and real-world allusion, the feeling of a bustling, active gameplay environment makes it feel genuinely alive. If your NeoPet is very hungry indeed and you don't possess any money, you can wander off to the Soup Kitchen. There's a Pharmacy, a Bank and a Book Shop. Neotopia has its own economy. You can play games � some violent, some less so � you can explore, you can just hang out. This isn't an exaggerated rendition of the real world of the kind provided by the algorithmic machinations of the Grand Theft Auto environments, but it is a version of the real world where randomness is provided by actual human beings.
And this is what the online world offers that the offline one doesn't. The complexity is provided by the human beings playing the game and those controlling the game, unlike in an offline game where the game itself effectively takes over from its human progenitors once the algorithms starting talking to each other. It's the difference between an author writing his or her book and sitting back and taking the proceeds, and the author writing his or her book and constantly bursting in on the reader to change some aspect of the text. Not only that, but the author invites all your neighbours around to help modify the story, as well. So if you haven't been doing your bit to look after your NeoPet (like me) you're bound to feel sorry. It would seem Guilt, not just Hell, is other people.
Demis Hassabis, head of Elixir studios, the guru behind the epic Republic game from a few years ago, speculated on how the online nature of games might get around a particular tricky design problem at the Converging Stories Conference held by London's Institute of Contemporary Arts way back in 2000. Hassabis mused on the perennial problem of computer brains not being able to make virtual environments suitably involving, simply because they aren't big enough. He suggested, with characteristic ingenuity, that an online environment monitored by groups of programmers and designers would be able to detect when a player had reached the boundaries of their exploration, and that these individuals would be able to quickly build additional elements onto the environment. Hey presto, an ever-expanding, continually immersive environment.
Online game environments have thrived for years, of course. Notable established examples include the sword and sorcery environments of Everquest and Ultima Online (nowadays, one suspects, both populated almost entirely by academics researching Everquest and Ultima Online). A recent issue of Wired magazine looked at the huge popularity of online gambling amongst older members of the populace. And the various tentacles of the big console producers are snaking out into the ether as well, eager to give us online versions of all our existing action favourites. (Imagine an online version of GTA: once you've negotiated the mammoth virtual gridlock, this could constitute a truly sublime, ongoing gaming experience).
What this means for the stereotype of video games as pastimes enjoyed by isolated individuals remains to be seen. All I know is that in a couple of months' time I'll become a real father, the proud guardian of a baby that really will mewl and puke, that really will need feeding, burping, diapers changing, and my constant love and attention. I promise to be a good parent, this time.
trivial pursuit Trivial Pursuit


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the height of our binary max heap shallow.
whose height is as small as possible.
Well, it is natural to require that all the levels are fully packed, right.
This leads us to a notion of a complete binary tree.
the nodes at this last level are in left most positions.
Let me illustrate this with a few small examples.
So this is a complete binary tree.
This is also a complete binary tree, and this is also a complete binary tree.
So this is a binary complete tree too.
And this is our first example of a binary tree which is not complete.
the two nodes shown here are not in the left most positions.
This is also not a complete binary tree.
because well this child is missing here, right.
And this is also an example of a binary tree which is not complete.
it is exactly what we need actually.
Namely, the height of any complete binary tree with n nodes is O(log n).
height over all binary trees with n nodes.
Still let me give you a formal proof.
let me show a small example.
So I assume that this is our complete binary tree.
So in this case, n = 10 and the number of levels, l = 4.
Well, let's first do the following thing, let's complete the last level.
And let's denote the result in number of nodes by n prime.
in the new tree is equal to 15.
Well the first thing to note is that n prime is at most 2n.
is equal to the number of nodes on all the previous levels minus one.
and the number of nodes on all previous levels is 7.
So we added at most seven vertices.
it is easy to relate the number of levels with the number of vertices.
Namely with the number of nodes.
Namely n prime = to 2 to the l- 1.
This allows us to conclude that l = binary logarithm of n prime + 1.
is at most binary logarithm of 2n + 1 which is of course, O(log n).
straightforward, but fortunately it is still easy to describe.
I mean a complete binary tree shown here on this slide.
on each level from left to right.
to its children receive numbers 2 and 3 and so on.
the numbers of each children using the following simple formulas.
rounded down while its two children have numbers 2i and 2i + 1.
which means that we are speaking about about this node.
we need to divide i by 2, this gives us 2.
And indeed, vertex number 2 is a parent of vertex number 4.
multiply i by 2 + 1 and this gives us this node.
And these two nodes are indeed children of vertex number 4, right?
And this is very convenient.
This allows us to store the whole complete binary tree just in an array.
each vertex to its parent and to its two children.
So these links can be computed just on the fly.
Again to give a concrete example, assume that we are talking about vertex number 3.
So in this case i = 3.
To find out the number of its parent, we just divide i by 2 and round down.
indeed vertex number 1 is a parent of the vertex number 3.
we just multiply i by 2 and also multiply i by 2 and add 1.
This gives us, in this case, vertices number 6 and vertex number 7.
So, and we know its indices in theory.
it would be too optimistic to expect that these advantages come to us at no cost.
So we need to pay something, and our cost is that we need to keep the tree complete.
our binary tree is complete.
what operations change the shape of our tree.
they actually do not change the shape of the tree.
They just swap some two elements inside the tree.
however, it does so by calling the ExtractMax procedure.
ExtractMax operations so that they preserve completeness of our tree.
as a leaf, to the leftmost vacant position on the last level.
Well, an example is given here.
So, we insert element 30 just to the right of the last element on the last level.
Okay, then we need to let this new element sift up so we perform a number of swaps.
30 is greater than 29, so we swap it again.
Okay, now the property of the heap is satisfied for all the edges.
recall that we first replace the root by some leaf.
let's just select the last leaf at the last level.
In this case it is 14.
perform a number of swaps required to satisfy the property of the heap.
Okay, so in this case, 14 is swapped with 30, and then 14 is swapped with 29.
This gives us a correct heap whose underlying tree is a complete binary tree.
how to store it in an array.


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List The Three States Of Matter In Order Of Increasing Molecular Disorder.
Subjects: 2 chemistry forces intermolecular problems. 11.9 List the three states of matter in order of (a) increasing molecular disorder and (b) increasing.
plain the thermal energy involved when matter changes state. The restoring. two-atom molecule, its kinetic energy depends on all three motions—the back- and-forth. In order to see how specific heat capacities vary with the complexity of. about, this increase in kinetic energy results in wider and more rapid vibra-.
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In physics, a state of matter is one of the distinct forms in which matter can exist. Four states of. Ice has fifteen known crystal structures, or fifteen solid phases, which exist at. for example, solid transitions to liquid with an increase in temperature. The name "liquid" is due to an analogy with the molecular disorder in a.
Assignment 11 A. 1- List the three states of matter in order of increasing molecular disorder. a) solid < liquid < gas b) liquid < solid < gas c) gas < liquid < solid.
The total amount of energy and matter in the Universe remains constant, merely. The First Law of Thermodynamics (Conservation) states that energy is. if no energy enters or leaves the system, the potential energy of the state will. Entropy is a measure of disorder: cells are NOT disordered and so have low entropy.
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Classically, states of matter are distinguished by changes in the properties of matter related to external factors such as pressure and temperature. States are usually distinguished by a discontinuity in one of those properties: for example, raising the temperature of ice produces a clear discontinuity at 0. Plastic crystal: A molecular solid with long-range positional order but with.
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These intermolecular forces allow molecules to pack together in the solid and liquid states. When a pot of water is placed on a burner, it will soon boil. A phase.
The dynamic changes in the HIm cation from the static to rotating state along. Dynamics of a caged imidazolium cation–toward understanding the order- disorder phase. phases, resulting in the switching between low and high dielectric states. This increase in freedom of the molecular motion reflects the expansion of.
He then determined that compounds are made of molecules, and that molecules. The state of matter is determined by the strength of the bonds between the atoms. At any point on the curves, the temperature and pressure allow two phases to exist. of entropy in action, the spontaneous movement from order to disorder.
Hydrogen bonding causes the collective ground state of liquid water to have. the O-atom of a nearby water molecule is strongest when the three atoms are. the tetrahedral clustering is only locally found and reduces with increasing temperature. The energetic cost of the disorder is proportional to the temperature, being.
1. List the three states of matter in order of increasing molecular disorder. 2. Which types of intermolecular attractive forces operate between polar molecules?
The crystalline order–disorder structures (OD-structures) and the. structure switches from intermediate to disorder (nonideal gaseous) state with an increase of.
Answer to List the three states of matter in order ofa) increasing molecular disorderb) increasing intermolecular attractionsc) wh. Disorderb) Increasing Intermolecular Attractionsc) Which State Of Matter Is. a) increasing molecular disorder.
14 Nov 2019. The three fundamental phases of matter are solid, liquid, and gas. Phases within a system exist in a gaseous, liquid, or solid state. composition because the molecules of gases mix completely in all proportions. to convert to a denser solid, while an increase in temperature may cause a solid to melt.
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