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galapago

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gustavo-grieco.github.io 19d ago

Adventures in Automated Smart Contract Testing: A Spark Is Born

galapago
2pts0
github.com 7mo ago

Show HN: MCP support to guide smart contract fuzzing campaigns in Echidna

galapago
1pts1
github.com 7mo ago

Echidna 2.3 released with symbolic execution, Foundry integration and more

galapago
2pts0
whohassecurity.com 7mo ago

Who Has Security? A list of blockchain companies with in-house security

galapago
1pts0
github.com 11mo ago

Formal verification effort for the ABDK Math 64.64 library using echidna/hevm

galapago
2pts0
gustavo-grieco.github.io 11mo ago

Echidna Enters a New Era of Symbolic Execution

galapago
23pts6
gustavo-grieco.github.io 1y ago

Quimera: feedback-driven exploit generation for smart contracts using LLMs

galapago
2pts0
github.com 1y ago

Show HN: Quimera, a data-driven exploiter for Ethereum contracts using LLMs

galapago
3pts0
blog.trailofbits.com 1y ago

The call for invariant-driven development

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2pts0
microsoft.github.io 1y ago

Agents keep thanking each other when using GPT-3.5-turbo

galapago
1pts0
www.scummvm.org 1y ago

ScummVM 2.9.0 "Close Encounters of the 2.9th Kind" has landed with tons of games

galapago
3pts0
www.scummvm.org 1y ago

Help us to test the upcoming ScummVM 2.9.0

galapago
2pts0
www.scummvm.org 1y ago

ScummVM adds support for Castle Master (1990)

galapago
19pts3
starshiptitanic.com 2y ago

Douglas Adams' Starship Titanic game website (1998)

galapago
37pts16
twitter.com 2y ago

Total Eclipse (1988) announced for testing in ScummVM

galapago
1pts0
github.com 2y ago

Thimbleweed Park support is coming to ScummVM

galapago
5pts0
blog.trailofbits.com 2y ago

Improving the State of Cosmos Fuzzing

galapago
1pts0
www.scummvm.org 2y ago

ScummVM 2.8.0 released with tons of new games

galapago
25pts1
apps.apple.com 2y ago

ScummVM on the App Store

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262pts191
github.com 2y ago

Mystery-o-matic.com random murder generator is open-source

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98pts26
github.com 2y ago

mystery-o-matic.com is open-source

galapago
2pts1
mystery-o-matic.com 2y ago

Show HN: mystery-o-matic offers a daily random murder mystery

galapago
48pts27
blog.trailofbits.com 2y ago

Trail of Bits Introduces Invariant Development as a Service

galapago
2pts0
www.scummvm.org 2y ago

Androids get a companion: iOS port public testing for ScummVM

galapago
2pts0
www.scummvm.org 2y ago

ScummVM 2.7.1: “Stan's previously broken swords” sees the light

galapago
3pts0
mystery-o-matic.com 3y ago

Show HN: Mystery-o-matic – A daily murder mystery to solve

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111pts66
mystery-o-matic.com 3y ago

Show HN: mystery-o-matic – A daily random murder mystery

galapago
2pts0
www.scummvm.org 3y ago

ScummVM 2.7.0: Call for Testing

galapago
1pts0
www.scummvm.org 3y ago

ScummVM 2.6.0 Or: Insane Escapism

galapago
3pts0
github.com 4y ago

Echidna, an open-source smart contract fuzzer, released version 2.0.0

galapago
3pts0

I think the game tries push the player to be as efficient as possible with the information extracted from each clue. While this is true that more evidence is better in real life, it is also the case that finding and analyzing each of these takes time and effort, that need to be used efficiently.

That game was not really remastered, but instead they "used AI to remaster the original game footage to HD quality using a rare Japanese DVD release of the game". It is also not an official release (the game is not sold in any digital platforms, unfortunately).

Having been cheerfully awarded the sleuth-o-matic rank of Barely Conscious (the murderer was was clear, the precise weapon+time wasn’t) I was wondering: is the mystery generator implemented in such a way that there’s enough “metagaming cues” in the clues to allow someone clever to get a good score on ALL generated mysteries?

Well, the mystery generation is stochastic (where some of them will be more complex and difficult, while other ones are simpler) and the scoring is still under development (it usually very difficult to get a good score). Expect some changes in the near future to make the score more adaptative and fair.

For context: my partner correctly solved today’s mystery seven clues earlier than I did, and she explained that her answer was based on the fact that that 1. In literature certain weapons are predominantly associated with killers of particular genders, and 2. Killers will try to minimize their time spent at crime scenes to reduce the risk of detection, so if the murderer was found there, it’s probable that the murder was recent.

I was suitably impressed, but I’d be curious to know if human psychology and behavior patterns in literature are actually taken into account for the mysteries.

Assumption 1 is incorrect, all the weapons are randomly assigned so it was a lucky guess (however, it is an interesting one to make, so I will think about it to include it in the future..). Assumption 2 is .. actually correct. The mystery generation has a "minimization" procedure, where the actual input (the action from every agent) are reduced while keeping the murder mystery. This will indirectly, tend to make this assumption true.

Thanks for your feedback, it was really interesting.

It was used because of the nature of blockchain transactions as operations, but everything is simulated so no cryptocurrency is involved. Instead, every transaction represents a possible state change in the murder mystery (e.g. Alice walks from the Kitchen to the Bathroom). If the state change breaks any rule (e.g. let's say no more than two characters in the same room), then the transaction reverts and the fuzzing tool keeps exploring.

Edit: I guess an expanded version of this should be in the README

I see what you mean. A writer is taking care of creating an overarching story that will explain why they do what they do. Visitors will have access have a small piece of story solving the daily mystery. While the story will not give very precise answers to your questions, it will provide introduction as well as an ending, for the first "season".

I think these are fair points, let's take a look:

I don’t find this engaging as a murder mystery. Firstly, the player doesn’t have agency other than revealing other clues. I think it would be more entertaining if the player could choose what questions to ask.

I tried to keep the game simple, but it is certainly possible to introduce more interaction. I guess, in its core, detective work is mostly reviewing clues and making accusation, but this is supposed to be fun as well.

> Also, the 15-minute time blocks don’t make sense to me. From today’s mystery:

> Clue #1 Eddie said "I saw nobody when I was leaving the bathroom at 10:45"

> Clue #2 Eddie said "I saw Bob when I arrived to the living room at 11:00"

I would immediately ask him why it took him 15 minutes to go from the bathroom to the neighboring living room. Are they in an electric wheelchair that’s almost out of power, or did they in-between commit the murder?

I have to think about this, but the clues could be rephrased to convey that Eddie spend time the bathroom and the the living room, between 10:45 and 11:00.

> Also, the suspension of disbelief isn’t there for me:

- looking at the victim, how hard is it to choose between poison, rope, gun, and knife, especially given that it can be deduced that the body wasn’t moved?

I'm not completely sure what you mean here.

- if they don’t dare lie, why not just ask them “did you do it?”. A murderer that can lie would IMO make things more interesting.

I agree, and I will be introducing a murderer that could lie, which will make the game more interesting (potentially, harder in some cases).

> Minor items that affect play:

- the player has to open all clues up to the murder weapon is revealed. Once you know that, opening those each day will become a chore.

This is not the case in fact, you can deduce where the murder weapon is located and discard the ones in rooms that were not visited.

- in today’s puzzle, when I make an incorrect accusation that includes “Carol”, the text says “After apprehending the suspect”. Isn’t she dead?

Something to fix. I think Carol should not be in the list of suspects (except perhaps, if we allow suicides, which is an interesting idea)

In any case, thanks for all the comments and suggestions!

Can the suspects lie?

Right now, the suspects will never lie, but the killer will avoid revealing "too much".

Is the rating at the end based on minimum numbed of clues required, or just on total number of clues used?

The number of clues used. The mysteries are generated with a variable number of clues, so it is still an open question how the score should be adjusted.

Is the rating impacted by number of available choices when i guessed?

Yes.

Can we have wordle-bot analyze our play at the end and tell us how we did?

What do you mean exactly with this?