25 MAR 2022 by ideonexus

 How Games Influence Strategic Culture

Rules define many of the ways a player or team can achieve the primary goal in a given game. For example, because American football requires teams to advance the ball a certain distance over a series of downs or give up the initiative, the game evolves as a series of set-piece plays. Soccer, in contrast, is far more fluid, with virtually continuous activity throughout the game. Soccer and American football do share one common rule in that both last a standardized period (albeit with opportuni...
Folksonomies: games strategy
Folksonomies: games strategy
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25 MAR 2022 by ideonexus

 Ten Golden Rules of Go

Tan Bu De Sheng (贪不得胜) - The greedy do not get success Ru Jie Yi Huan (入界宜缓) - Be unhurried to enter opponent´s territory Gong Bi Gu Wo (攻彼顾我) - Take care of oneself when attacking the other Qi Zi Zheng Xian (弃子争先) - Discard a stone to gain sente She Xiao Jiu Da (舍小就大) - Abandon small to save big Feng Wei Xu Qi (逢危须弃) - When in danger, sacrifice Shen Wu Qing Su (慎勿轻速) - Make thick shape, avoid hast...
Folksonomies: gaming strategy
Folksonomies: gaming strategy
  1  notes
 
18 NOV 2021 by ideonexus

 All Efficient Strategies Have Their Limits

At the end of the day, all of the efficient approaches and winning strategies have their limits. For example, say there's this great move in some fighting game that only a certain character can use. Everyone knows that using it makes you stronger, so everyone starts using it. Pretty soon, everyone's playing the same way. The move is so influential that everyone depends on it. I would never use that move in such a situation. It wouldn't be easy, of course, but it is never impossible to win wi...
Folksonomies: competition strategy
Folksonomies: competition strategy
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26 JAN 2021 by ideonexus

 When Games Break Down

Anyway, back to choosing your game. Another factor is a game’s ability to hold together at high levels of play. Many games degenerate when played at high levels of skill, and many other games only appear to degenerate but actually don’t. If you choose a mature game such as chess, you can be assured of some real gameplay at high levels, but newer games are a gamble. This may seem like a minor issue now, but whether a game breaks down as you increase in skill is, in fact, a major issue. I w...
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10 MAR 2019 by ideonexus

 Chess Concept: Running Out of Book

One of the problems with playing against computers is how quickly and how often they change. Grandmasters are used to preparing very deeply for our opponents, researching all of their latest games and looking for weaknesses. Mostly this preparation focuses on openings, the established sequences of moves that start the game and have exotic names like the Sicilian Dragon and the Queen's Indian Defense. We prepare new ideas in these openings, and look for strong new moves ("novelties") with whic...
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10 MAR 2019 by ideonexus

 Computers are All Tactics and No Strategy

Chess computers don't have psychological faults, but they do have very distinct strengths and weaknesses, far more distinct than any equivalently strong human player would have. Today, they are so strong that most of their vulnerabilities have been steamrolled into irrelevancy by the sheer speed and depth of brute force search. They cannot play strategically, but they are too accurate tactically for a human to exploit those subtle weaknesses decisively. A tennis player with a 250-m.p.h. serve...
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20 MAR 2018 by ideonexus

 Startups as Toys to Mask Threats and Have Happy Customers

If you give people a tool and tell them it will perfectly solve an important problem, any imperfection in the tool is going to make them angry. If you give someone a toy and say “Look what I made! Isn’t it fun? It kinda does this thing.” then you’ve set yourself up for a positive reaction. It’s much easier to beat low expectations than high ones, so you’ve materially increased your chances at having a happy user. [...] The second thing that goes wrong when you take your toy too ...
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15 MAR 2017 by ideonexus

 Forage on the Enemy

作戰: 故不盡知用兵之害者,則不能盡知用兵之利也。善用兵者,役不再籍,糧不三載,取用于國,因糧于敵,故軍食可足也。國之貧于師者遠輸,遠輸則百姓貧,近于師者貴賣,貴賣則百姓財竭,財竭則急于丘役,力屈財殫,中原內虛于家,百姓之費,十去其七,公家之費,破車罷馬,甲冑矢弩,戟楯蔽櫓,丘牛大車,十去其六。 Waging War: It is only one who is thoroughly acquainted...
Folksonomies: war strategy wargaming
Folksonomies: war strategy wargaming
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15 MAR 2017 by ideonexus

 Emulate Water

虛實: 夫兵形象水,水之形,避高而趨下:兵之形,避實而擊虛;水因地而制流,兵因敵而制勝。故兵無常勢,水無常形;能因敵變化而取勝,謂之神。故五行無常勝,四時無常位,日有短長,月有死生。 Weak Points and Strong:...: Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards. So in war, the way is to avoid what is strong and to strike at what is weak. W...
Folksonomies: war strategy wargaming
Folksonomies: war strategy wargaming
  1  notes
 
15 MAR 2017 by ideonexus

 All War is Based on Deception

兵者,詭道也。故能而示之不能,用而示之不用,近而示之遠,遠而示之近。利而誘之,亂而取之,實而備之,強而避之,怒而撓之,卑而驕之,佚而勞之,親而離之。攻其無備,出其不意,此兵家之勝,不可先傳也。 All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away;when far awa...
Folksonomies: war strategy wargaming
Folksonomies: war strategy wargaming
  1  notes