The tip here is averages. Catmull & Clark used them to smooth polyhedra for instance.
Add two numbers
"Low : High - Low : High - Turn around " -- Create a subindices vector
Getting logical indexes
Some Assembly Required
Knights and Knaves (part 1)
Knights and Knaves (part 3)
Capture the flag(s)
singularity 2.0 (easier)
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