10 MAR 2019 by ideonexus

 AI Can't Tell You Why It Did Something

The problem comes when the database and the engine go from )ach to oracle. It happens quite often that I will ask one of the students about a move from one of their games, and why he made it. If the move comes early on, the answer is almost always, "Because that's the nain line." That is, that's the theoretical move in the database, likely 5layed by many Grandmasters before. Sometimes the move isn't thery, but the student prepared it with the help of an engine, so the anwer is similar: "It's ...
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10 MAR 2019 by ideonexus

 How Computational Review of Chess Games Revealed Narrativ...

Paradoxically, when other top players wrote about games in magazines and newspaper columns they often made more mistakes in their commentary than the players had made at the board. Even when the players themselves published analyses of their own games they were often less accurate than when they were playing the game. Strong moves were called errors, weak moves were praised. It was not only a few cases of journalists who were lousy players failing to comprehend the genius of the champions, or...
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04 NOV 2018 by ideonexus

 Brian-Sutton Smith's Seven Rhetorics of Play

Play as Progress: Play is a way of turning children into adults. Play is valuable because it educates and develops the cognitive capacities of human or animal youth. Examples: All forms of children's play and animal play Play as Fate: Human lives and play are controlled by fate in the form of destiny, gods, atoms, neurons, or luck, but not by free will. Examples: Gambling and games of chance Play as Power: Play is a form of conflict and a way to fortify the status of those who control the p...
Folksonomies: games culture play
Folksonomies: games culture play
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04 NOV 2018 by ideonexus

 Developing Child's Understanding of Games

During the first stage, beginning around age 5, the child does not yet understand there are fixed rules to the game. Children of this age will play Marbles in an improvisational way, possessing a vague notion of rules but not yet understanding the idea of fixed rules. In the second stage, around ages 8 to 10, the child comes to know that there are rules, and will regard these rules with a near religious reverence. The rules are felt to have their own implicit authority, which cannot be quest...
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04 NOV 2018 by ideonexus

 The Pleasure of Entrainment

If entrainment is a form of pleasure, it is a pleasure at once structural and experiential, both mathematically regular and playfully flexible. Entrainment is not a phenomenon completely unique to games, but it does come very close to identifying the curious structural pleasure that all game experiences seem to contain: the meditative patterns of Tetris; the turn-taking, clacking cadence of Billiards; the rhythmic shooting pattern of Space Invaders; the pulsing flow of cards, hits, and chips ...
Folksonomies: entrainment
Folksonomies: entrainment
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04 NOV 2018 by ideonexus

 How Rules Make Games Pleasurable and Encourage Self-Regul...

Picture a child poised excitedly at the starting line of a footrace, ready to run down the track, breathlessly awaiting the starting signal. Rather than giving in to her intense desire to leap from the starting line, she waits for the signal that the race has begun. What's going on here? Why does our player anxiously hold back when she really desires to run? Developmental psychologist L. S. Vygotsky notes that "Play continually creates demands on the child to act against immediate impulse, i...
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04 NOV 2018 by ideonexus

 Controlling Randomness in Rhyming Games

Specific Rhyme Repertory: This straightforward strategy requires the counter to select a rhyme of a specific length that will achieve the desired result. Extension of Rhyme: The counting-out rhymes are modular and extendable, and if the rhyme is about to end on someone that the counter does not want to be selected, the counter can spontaneously add an additional phrase or rhyme of the proper length to achieve a different result. Skipping Regular Counts: The counter simply skips himself or h...
Folksonomies: games randomness
Folksonomies: games randomness
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27 JUL 2018 by ideonexus

 Universality of Games

Just as the ancient and primitive religions of the world show profound similarities in their fertility rites and their sun and moon worship, many games appear to be common property to human beings everywhere. Indeed, the comparison is not at all farfetched: many games now thought to be mere children's pastimes are, in fact, relics of religious rituals, often dating back to the dawn of mankind. Tug of war, for example, is a dramatized struggle between natural forces; knucklebones were once par...
Folksonomies: history gaming
Folksonomies: history gaming
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27 JUL 2018 by ideonexus

 The Communal Nature of Tabletop Gaming Complicates Unders...

De Koven’s concept of play is predicated on the idea that play, as a purposeless act, is the means through which we can build community and move closer to living better lives. He ultimately moves away from the idea of playing games and towards a purer idea of play beyond games, play as mastery over nothing in particular (De Koven 2013). For De Koven, games are at best a means to an end, a way to encourage an initial sense of playfulness; at worst, they are a controlling aspect over play, so...
Folksonomies: education play gaming
Folksonomies: education play gaming
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27 JUL 2018 by ideonexus

 Games Exist in Symbols and Syntax

Consider the game of Chess. Typically it's played with a collection of Chess pieces on a chessboard consisting of black and white squares. We can all agree, I think, that these are indeed real-world objects. Moreover, the game involves a set of rules specifying how the pieces can move, what constitutes a legal position on the board, how one piece captures another and so forth. This is the real-world version of the game of Chess. But there is another version, one existing purely in the world o...
Folksonomies: games gameplay game deisign
Folksonomies: games gameplay game deisign
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