Jason Morris
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lexpedite.bsky.social
Jason Morris
@lexpedite.bsky.social
Law, Tech, Rules as Code, Formal Logic, Computational Law, LLMs, Symbolic AI. Fastcase 50 | ALTA Startup Runner-Up | ABA Innovation Fellow | Computational Law LLM | Recovering Lawyer | Legal AI Innovation Dev @ TR | Blawx dev. Opinions mine, etc.
Happy #CriticalRole campaign 4 premiere day to those who celebrate.
October 2, 2025 at 2:07 PM
I don't know much about football, but the changes to the CFL rules seem like an issue for everyone with a pair of these installed.

The football posts are now the wrong distance from each other. Either soccer fields get longer, or football gets shorter, or you need new equipment.
September 22, 2025 at 7:02 PM
Basically, this. The yellow ring gets all the attention, because it is where we disagree. And those disagreements are vitally important. It matters how we treat people that some of us but not all of us fear. But portraying it as a war only shrinks the green area to the benefit of powerful whites.
September 15, 2025 at 8:00 AM
24 years ago today I walked to work, heard CNN.com had crashed, went to find out why. By the time I found out, both towers had fallen.

Hours later the Edmonton Sun was giving away a special edition on the street corners downtown.

Last October I was in NY for work, and finally visited the memorial.
September 12, 2025 at 4:32 AM
Sympathies to all the lawyers on #LawSky dealing with 400 ham sandwich jokes, today.
August 27, 2025 at 2:49 PM
Just finished this on vacation. Read it in two days. Detective procedural fiction in a D&D inspired world. Fast paced, love letter to the genre and fantasy art the same time, but stands on its own as a fun story. Really impressive. There are four in the series, which I will be picking up for sure.
August 12, 2025 at 9:25 PM
Step one at Heritage Days, caffeine.
August 4, 2025 at 4:34 PM
Happy Sunday. We started a game of Eclipse, so I'm having a good time. Hope your long weekend is great.
August 3, 2025 at 9:28 PM
This has got to be satire, right?

Like... start by asserting ignorance of the domain, and qualify your recommendation so it only applies to egomaniacs?

If this isn't satire, I don't know if I can handle LinkedIn any more. My algorithm is veering into a sort of corporate manosphere. 🤮
July 13, 2025 at 3:41 PM
I like that people like @qsteenhuis.blsky.app from #AI4A2J have adopted the phrase "drowning in low-hanging fruit". But I don't think people understand it quite how I meant it.

It is a blessing, exciting, and overwhelming, yes. But it is also blinding. We can't or won't see what else we could do.
June 25, 2025 at 2:32 PM
If so, I could use an AI to invent a plot, derive movability requirements for the locations, use this code to generate an abstract map, and combine it with the code I wrote for procedurally-generated FF1 maps, which currently outputs random things like this, right now:
June 8, 2025 at 8:49 PM
So my constraint against adjacent ports is not working at all, and it is not adhereing to the non-movement requirements.

If anyone is interested in taking a look, forking it, and come up with a definition that has a usable dual, the code is at swish.swi-prolog.org/p/path_test.pl. Run "? test."
June 8, 2025 at 8:49 PM
With that, it still takes 100 seconds to run on only 5 nodes, and the response to ?- movable(a,b,walk), movable(d,e,walk), not movable(a,d,walk), not movable(a,e,walk), movable(b,d,sail), not movable(b,d,walk), movable(a,e,fly). Looks like this: (manually built in graphviz from the model)
June 8, 2025 at 8:49 PM
Ahem.
June 7, 2025 at 3:13 PM
Wildfires? Sure. Politics, maybe. Weinstein? Nobody "needs" to know this, do they?
June 4, 2025 at 12:54 AM
Right now it just does walking and flying, but I can expand it to cover the other modes of transportation and deal with longer paths.
May 14, 2025 at 5:18 AM
Port formation code is working. So the procedural map generation now uses all the tiles in the overworld. There's about 15 bugs to fix, and a lot to do to organize the code better. Then we can get the code to design maps given the requirements of a plot!
May 10, 2025 at 7:50 AM
There's a few more features to add, like caves, keeps, etc., and I still need to figure out how to generate ports. Then it will be time to make the map generation work for progress gating... a walking zone, a sailing zone, a canoeing zone, and a flying zone. Here's a few more shots of random cities
May 8, 2025 at 5:15 AM
Progress on procedurally-generated RPG maps:
I gave the system the ability to randomly generate cities and villages, and add them to the map. Lots of bugs to fix in how the terrain patches are being generated, because they are overlapping one another, and they tend to leave empty spots.
May 8, 2025 at 5:15 AM
As a nice side-effect, it also generates these "gaps" when two areas of terrain of the same kind are randomly generated next to one another, and I don't hate it at all.
May 4, 2025 at 9:38 PM
Progress on random world generation: Came up with a way to categorize the continents, and randomly generate different terrain types inside each. A few little bugs remaining to deal with, but the basic system works, except for rivers.
May 4, 2025 at 9:38 PM
Just to illustrate that this is actually randomly generated, here's a few more:
May 1, 2025 at 5:44 AM
Then we smooth out the edges, convert the grids into tile-types, and load the result in Tiled. Not perfect, but getting close, and good enough to move on to the next part... filling in the landmasses with terrain other than grass!
May 1, 2025 at 5:44 AM
Then we make only the 30% highest-value grid squares into land, and leave the rest as ocean...
May 1, 2025 at 5:44 AM
Then we (literally) add it all together...
May 1, 2025 at 5:44 AM