Naming: I’ve more commonly heard “anvil problem” to refer to an exploring agent that doesn’t understand that it is part of the environment it is exploring and therefore “drops an anvil on its own head”. See anvil problem tag for more.
Darn. Seems like this particular bit of jargon is already taken. I haven’t commonly heard this use of Anvil Problem, hence thinking the phrase was open, but oh well.
The “Anvil” part is pretty core to my mnemonic for it. Anyone have thoughts on whether something like Anvil Issues or Anvil Blockers would be workable?
An anvil problem reminds me of a cotrap in a petri net context. A petri net is a kind of diagram that looks like a graph, with little tokens moving around between nodes of the graph according to certain tiles. A cotrap is a graph node that, once a token leaves that node, it can never renter. (There are also traps, which are nodes that tokens can’t leave once they enter.) My analogy: “having at least one anvil” is a cotrap, because once you leave that state, you can’t get back into it. So if you’re looking for a new term, cotrap is what I would suggest.
Naming: I’ve more commonly heard “anvil problem” to refer to an exploring agent that doesn’t understand that it is part of the environment it is exploring and therefore “drops an anvil on its own head”. See anvil problem tag for more.
Darn. Seems like this particular bit of jargon is already taken. I haven’t commonly heard this use of Anvil Problem, hence thinking the phrase was open, but oh well.
The “Anvil” part is pretty core to my mnemonic for it. Anyone have thoughts on whether something like Anvil Issues or Anvil Blockers would be workable?
I’ve swapped to calling this Anvil Shortages, which doesn’t seem taken.
An anvil problem reminds me of a cotrap in a petri net context. A petri net is a kind of diagram that looks like a graph, with little tokens moving around between nodes of the graph according to certain tiles. A cotrap is a graph node that, once a token leaves that node, it can never renter. (There are also traps, which are nodes that tokens can’t leave once they enter.) My analogy: “having at least one anvil” is a cotrap, because once you leave that state, you can’t get back into it. So if you’re looking for a new term, cotrap is what I would suggest.