10,000 Matching Annotations
  1. Oct 2022
    1. Create a user journey storyboard to clarify what your players do in each play session, what types of players are playing your game, their daily or weekly gameplay, their environment, and the community behaviors you want your players to embody.
    2. Designers will often fixate on a mechanic without figuring out the core loop, but understanding what systems you want your players to go through will help you understand what features to focus on, and which ones can be postponed or even cut

      the game dev

    1. occasions

      For example, consumption helps people stand out in a particular environment. This can be wearing a jersey to a game to show belonging to a group and support for a particular team.

    1. Even to this day they never hear a thunderstorm of a summer afternoon about the Kaatskill, but they say Hendrick Hudson and his crew are at their game of nine-pins;

      summer thunderstorms are just wild games of bowling

    1. going to a Major League Baseball game is the perfect way to glimpse a slice of Americana.

      This is very true, people are always so prideful with whatever team they are rooting for, I personally have no interest in games.

    1. ‘He knows everything that’s happened fromB’reshis [Genesis] to today’, it went, ‘and it really isn’t work to him – it’s merely play’,a sentiment later expressed when one colleague wrote of Deutsch’s ‘game of cards’(Margolis, 1921).3

      Apparently a colleague wrote about Deutsch's "game of cards" as a description of hit use of a zettelkasten. The play here is reminiscent of the joy Ahrens talks about when doing research/reading/writing (2017).

    1. I asked Sara McDougall, a scholar of medieval history who writes about gender, whether Queen Aemma’s c-section scene rang true.

      To get more credit before making a claim, the author references and uses information from a scholar. By using a scholar to gather information, she is using the credibility of this scholar's expertise to make the claim that such a scene in Game of Thrones is unnecessary grotesque and inaccurate.

    1. eLife Assessment:

      This paper by Möller and colleagues investigates and compares spontaneous turn-taking behavior by pairs of macaque monkeys and human participants in a social coordination game. The study uses a novel format for interaction - the "transparent game" in which subjects play together on a clear glass screen, so that decisions take on properties of continuousness. The results suggest differences between species in their tendencies toward cooperative, mutually beneficial behaviors, with humans exhibiting more prosocial tendencies. Interestingly, training with humans could encourage the monkeys to become less selfish and adopt a turn-taking strategy. The behavior analyses are rigorous and convincingly support the conclusions, and the study is likely to be of interest to researchers in the field of social neuroscience and decision-making, as well as to a more general audience who studies cognition, psychology, economics, especially game theory, and animal behavior.

      (This preprint has been reviewed by eLife. We include the public reviews from the reviewers here; the authors also receive private feedback with suggested changes to the manuscript. Reviewer #2 agreed to share their name with the authors.)

    2. Reviewer #2 (Public Review):

      In this new exciting manuscript, Möller and colleagues studied different behavioral patterns of human and non-human primate subjects in a transparent social coordination game. In the task, two subjects chose between two visible options, in which each subject preferred a different option. Critically, the reward level also varied based on a payoff matrix. Choosing the non-preferred options by both subjects resulted in the lowest rewards, whereas choosing the preferred options by both resulted in medium-sized rewards for both. However, when both subjects chose the same option (i.e., coordinated), which was preferred by one subject but not preferred by the other subject, both received the highest rewards, with the subject who indicated the preferred option receiving a higher reward than the other. Therefore, the optimal strategy would be a dynamic turn-taking strategy in which both subjects choose the same option while taking turns over time. The authors found that about half of the human pairs adopted the turn-taking strategy. On the other hand, monkeys performed the task mostly in a selfish manner - both monkeys tended to choose their preferred options. Interestingly, in the human-monkey pairing, the monkeys could learn the turn-taking patterns. Furthermore, a detailed examination showed that turn-taking patterns in humans indicated a prosocial strategy, while turn-taking patterns in monkeys reflected a competitive strategy, where a slow-responding monkey followed the option of the fast-responding monkey. Together, the results convincingly demonstrate very interesting similarities and differences between humans and monkeys in carrying out social coordination.

      Strength: This study provides convincing results with good sample size and rigorous data analyses. The transparent task design uniquely allowed the authors to examine the visual social aspects underlying social coordination. The direct comparison between human and monkey subjects, as well as examining human-monkey pairs were important and informative. Overall, the results provide novel insights into other studies in non-human primates that aim to understand the common social decision-making mechanism of both human and non-human primates.

      Weakness: In the situation when the human subjects were paired with monkey subjects, it was unclear what detailed aspects of this experience directly led to the increase in the turn-taking behavior in the monkey subjects. About half of the human subjects behaved more like the monkey subjects by not exhibiting the dynamic turn-taking behavior, yet the reasons behind this within-group difference were unclear.

    3. Reviewer #3 (Public Review):

      This study examines behavior of humans and monkeys in a standard two-player game theory game called Bach or Stravinsky (also known as Battle of the Sexes) and, more technically, the iterated version of this game. This game is less well studied than the Prisoner's Dilemma or the Stag Hunt, but has an interesting twist relative to these - the optimal strategy in an iterated version is one of two options that provide a better reward to one player. For this reason, humans will typically show alternating behavior. This game then lets us ask whether and how well monkeys will also come to the same alternating behavioral pattern.

      The study is unique in that it uses a novel format for interaction - the "transparent game" in which subjects press their fingers on a clear glass screen. Among other benefits, this feature allows the experimenters to study dynamics of choice, so that the decision takes on properties of continuousness. That in turn allows for reaction time biases.

      In summary, this is an excellent and fascinating study. The authors have asked important and interesting questions, and have done a careful study that provides answers. I anticipate that their "transparent game" technique will become more popular due to its utility.

      Another strength of this paper is the combination of human and macaque players (and the return of the macaque to the macaque-macaque group play). The result is exciting and surprising. This is a novel and remarkable element of the study and a source of great strength.

      Limitation - lots of conceptual differences, including primary vs secondary reward, expectations, that may be due to learning/socialization. Having said that, these need to be acknowledged, but the study is good anyway. I will also note the authors already include a good and healthy limitation section in the Discussion.

    1. By December 2019, the international PISA results received very lit-tle coverage at all. Everyone, including the media, had gotten wise tothe game. If a country went up or down a few places or points, did itreally mean all that much? Why should anybody really care? Only afew diehard zealots still echoed Chicken Little and said that the skywas falling. The Age of Achievement and Effort, it seemed, had runits course.

      Many of the students we have in the College now will have been shaped by this phase of education though.

    Annotators

    1. Gentile or Jew

      While this section is the shortest yet, it is comprised of a series of dualisms: "profit and loss," "rose and fell," "age and youth," and "Gentile or Jew." These paired opposites, however, fall after Phlebas' death, no longer significant as his body decays beneath the sea. Beginning with profit and loss, Eliot appears to be commenting on the futility of accumulating wealth; Isabel approaches a similar idea in her annotation from last year, as economic trials seem insignificant after death. Eliot, who worked at a bank and, essentially, played the wealth game, may be reflecting on its pointlessness in the end. Next, rose and fell most literally approaches the waves in the water, which could be examining the human condition, concluding that we are doomed to perpetually bob between extremes, never finding that elusive happy medium. Moreover, age and youth seems to be a linear relationship, but alongside the theme of rebirth that reappears throughout the poem, aging appears much more cyclical. The final dualism of the section is that of gentile or jew, which returns to previous religious imagery in the poem. At death, is religion revealed to be nothing more than a trivial ploy at comforting oneself? At the least, religious distinctions seem to be blurred upon death, showing its inherent sameness and dissolving yet another dichotomy that had begun to form earlier in the poem. Eliot is almost undoing the themes he has constructed in this section; at death, they are all pointless anyway. Perhaps, this is why this section is so brief, edited down to only the death scene from the original lengthy exploration of life and death. Through skipping straight to death, Eliot is able to neglect one key dichotomy—life and death. Here, there is no life, leaving death unbalanced, and with this undoing of life's central dualism, all of the others can also fade away.

    1. There are also educational technology tools that are more self-paced and provide opportunities for learners to work at their own pace

      I think it is important to provide more self-paced opportunities. Kahoot is a fun game for students to challenge themselves. However, as a student, I disliked Kahoot and other timed tested. Students with learning disabilities often do not benefit when it takes them longer to understand a question or concept.

  2. Sep 2022
    1. How many great TV shows have you discovered in season 3 or later? I started watching Game of Thrones after they had released 5 seasons. Pat Flynn had released at least 100 episodes of his podcast before I even knew he existed. I discovered Hard Core History years after Dan Carlin started producing it.

      It's natural that it's going to take some time for you to hit critical mass and generate word-of-mouth.

      With very few exceptions, your first couple of iterations with not be smash hits.

      It took Tim Urban from WaitButWhy a dozen posts till he got his first big hit ('Why Generation Y Yuppies Are Unhappy')

    1. Honestly, this chart does not surprise me much at all. In order to get any sort of media today, people are forced to pick a political side. This is contributing to the polarization of the United States that is becoming very dangerous. Even the most reliable source available to us, NPR News Now, is only 50.75% reliable. I understand that we have the freedom of speech, but I feel like we as citizens should also have the right to accurate and unbiased media. I truly believe that the media is playing a dangerous game that, in the long run, could divide America to a point of no return.

    1. Reviewer #1 (Public Review):

      This study investigates the psychological and neurochemical mechanisms of pain relief. To this end, 30 healthy human volunteers participated in an experiment in which tonic heat pain was applied. Three different trial types were applied. In test trials, the volunteers played a wheel of fortune game in which wins and losses resulted in decreases and increases of the stimulation temperature, respectively. In control trials, the same stimuli were applied but the volunteers did not play the game so that stimulation decreases and increases were passively perceived. In neutral trials, no changes of stimulation temperature occurred. The experiment was performed in three conditions in which either a placebo, or a dopamine-agonist or an opioid-antagonist was applied before stimulations. The results show that controllability, surprise, and novelty-seeking modulate the perception of pain relief. Moreover, these modulations are influenced by the dopaminergic but not the opioidergic manipulation.

      Strengths:

      • The mechanisms of pain relief is a timely and relevant basic science topic with potential clinical implications.

      • The experimental paradigm is innovative and well-designed.

      • The analysis includes advanced assessments of reinforcement learning.

      Weaknesses:

      • There is no direct evidence that the opioidergic manipulation has been effective. This weakens the negative findings in the opioid condition and should be directly demonstrated or at least critically discussed.

      • The negative findings are exclusively based on the absence of positive findings using frequentist statistics. Bayesian statistics could strengthen the negative findings which are essential for the key message of the paper.

      • The effects were found in one (pain intensity ratings) but not the other (behaviorally assessed pain perception) outcome measure. This weakens the findings and should at least be critically discussed.

      • The instructions given to the participants should be specified. Moreover, it is essential to demonstrate that the instructions do not yield differences in other factors than controllability (e.g., arousal, distraction) between test and control trials. Otherwise, the main interpretation of a controllability effect is substantially weakened.

      • The blinding assessment does not rule out that the volunteers perceived the difference between placebo on the one hand and levodopa/naltrexone on the other hand. It is essential to directly show that the participants were not aware of this difference.

      • The effects of novelty seeking have been assessed in the placebo and the levodopa but not in the naltrexone conditions. This should be explained. Assessing novelty seeking effects also in the naltrexone condition might represent a helpful control condition supporting the specificity of the effects in the naltrexone condition.

      • The writing of the manuscript is sometimes difficult to follow and should be simplified for a general readership. Sections on the information-processing account of endogenous modulation in the introduction (lines 78-93), unpredictability and endogenous pain modulation in the results (lines 278-331) are quite extensive and add comparatively little to the main findings. These sections might be shortened and simplified substantially. Moreover, providing a clearer structure for the discussion by adding subheadings might be helpful.

      • Effect sizes are generally small. This should be acknowledged and critically discussed. Moreover, effect sizes are given in the figures but not in the text. They should be included to the text or at least explicitly referred to in the text.

      • The directions of dopamine and opioid effects on pain relief should be discussed.

    1. that viewers who arenot black females find it hard to empathize with the central charactersin the movie. They are adrift without a white presence in the film.

      white viewers can tolerate the presence of minorities as side / supporting characters, but to have a minority as a lead makes it difficult for them to even enjoy the film because of an inability to empathize (as well as an inability to imagine that they are not the target audience.)

      this makes me think of video games and how people view white male protagonists as a a default and are very opposed to characters that don't look like them. for example many people were offended when Grand Theft Auto announced they would have a female protagonist for GTA 6, and many described it as the game developers trying to be "PC" and somehow taking away from the game itself. i think this comes from an inability to imagine that a "central character" could be a non-white male or that there is even an audience that exists that could empathize / identify with a different protagonist

    1. For a growing subgroup of American middle-class boys, these ten­sions were resolved in mechanical and electrical tinkering. Trapped be­tween the legacy of genteel culture and the pull of the new primitivism of mass culture, many boys reclaimed a sense of mastery, indeed masculinity itself, through the control of technology.

      This can still be seen today perhaps for example with videogames, becoming good at the game is throught technology

    1. Ev.io brought in over 1,300,000 visitors in April alone and has since dropped to ~815,000 users in June with the market downturn. According to these statistics, ev.io is one of the most popular blockchain games that you probably haven’t heard of. It is likely the most popular game in all of crypto, depending on the month.

      Might even be worth addressing the bot situation with other games and how that relates to the user count here as well. Especially if you think there are or aren't ev.io bots.

    1. If you’ve been looking forward to Game of Thrones all week but then you can’t get through the episode without checking your phone, that’s a sign you may have shifted toward moderate behavioral addiction

      different signs that indicate screen time behavioral addiction

    1. The nymphs are departed.

      Paul Verlaine’s “Parsifal” is another extension of Eliot’s references to Grail legends, and after reading Isabel’s annotation from last year, I agree that the main issue at hand here is the idea of innocence. As Isabel says, Parsifal is able to retrieve a Holy object because of his innocence, but the natural inclination towards intimacy poses difficulty, in the face of young maidens posing as seductresses. This connects back to earlier in II. The Game of Chess, in which many women including Cleopatra and Dido, are known for their physical beauty, which entrances men and gives them more power. Isabel also connects these enticing women from II with the nymphs at the start of III. The Fire Sermon. With that, she poses the question “we need to question their presence by the Thames--are they seductresses? Prostitutes?” These nymphs by the Thames are contextualized by rapid industrialism and WWI aftermath in London, so I answer to Isabel: neither. Eliot repeats the phrase, “The nymphs are departed,” twice, once after describing the loss of nature, and second after the loss of human markings within the Thames. I think this gets at Eliot’s idea of humanity existing as less than the world, some form of determinism, and that our impact on the world is truly, not that much. Nymphs are beings of natural power in our world, and their departure marks the loss of this natural world as it was created. This eventually connects with the line from Verlaine, “O those children’s voices singing in the dome!” These children are singing in joy at Parsifal’s usage of the Holy object that brings back good into the world, so I think that Eliot is examining the cyclical repeated departure and arrival of the natural world, as forced by humans.

    2. HURRY UP PLEASE ITS TIME

      The line is referring to the bartender’s hurrying to his customers, who are low class residents in comparison to the language Eliot used to describe the woman on the throne and her man. The man and the woman in the first part of “A Game of Chess” are apparently of high social status, due to the descriptions of the “burnished throne”, the “glitter of her jewels”, and the “synthetic perfumes”, all of which are of quality and expensive nature. In contrast, the conversations described in the bar are written in common speech, which reveals the characters’ mediocre nature and the flow of conversation. The passage of time should be noted in Eliot’s writings, for it is often ignored, just as what happened here. The bartender keeps asking them to leave by saying “hurry up please it’s time”, yet none of them actually listened. Similar to the previous conversation between the wealthy woman and the man, where the woman asks the man questions such as “why do you never speak?” and “what is that noise”. The man doesn’t answer in quotation marks, and instead he answers directly to the audience by saying without quotation marks that “I think we are in rats’ alley” and “the wind under the door”. This negligence towards people’s askings indicates the unique structure of power dynamics. The bartender is of lower status than his customers while the woman, savagely asking questions, cannot guarantee a response from the man. Perhaps the passage of time should also be mentioned, such as the cycle between death and rebirth in the previous section, where time moves not in chronological order, but in fragments. Eliot picks out a piece in time and starts talking about it. There is no sense of passage of time, which is similar to Virginia Woolf’s Mrs. Dalloway, where the book prolongs the extension of time with objects such as the Big Ben (according to Yuki Zhang). Maybe Eliot is doing a similar thing here, but we might need to read more.

    3. gammon

      I want to focus this annotation on one word in particular, that at first I overlooked: gammon. Taken at face value, gammon is a British term for a smoked or cured ham. Thus, it would be easy to not think much of the line: “Well, that Sunday Albert was home, they had a hot gammon, / And they asked me in to dinner, to get the beauty of it hot.” However, gammon also has two other definitions: 1. To defeat an opponent in backgammon, another board game which shares similarities to chess. and 2. To hoax or deceive. First, alluding to backgammon within “A Game of Chess” provides interesting parallels and reflections on what it means to be within a game. From Middleton’s play, we know that chess is strongly affiliated with seduction and lust. While this may be a stretch, I believe that backgammon acts as a contrast to chess as a representation of what society was before the War and deterioration of creativity and individualism that Eliot constantly references within The Wasteland. Chess is the younger of the two, and has a belligerent connotation (possibly in reference to The Great War), in comparison to the meditative nature of backgammon. To be engaged in chess is a cerebral battle, and in Eliot’s mind, England is losing. Moreover, in Sukhbir Singh’s journal article, “Gloss on "Gammon" in "The Waste Land", II, Line 166”, he mentions the importance of the characterization of the gammon as “hot.” Singh deems the gammon aphrodisiac, and believes that “hot” refers to the Duke’s “flaming appetite” and “hot lust.” Singh’s opinion fits nicely into the second alternate definition of gammon, which is to hoax or deceit. In this case, the unnamed woman in the poem has most likely fallen into her “flaming appetite” and participated in an affair. Singh believes that this lack of love is Eliot’s reflection of societal deterioration.

    4. TIME

      The phrase, "Hurry Up Please Its time," alludes to a jostle, cyclical nature of time. There is a sense of urgency matched with an element of time that is hard to conceptualize. It does round and round, catches up off guard; there are soft undertones. Similarly, constant references to seduction are rooted in the occasional hints and implicit statements that take place in a game of chess. As you play a game, you conceptualize a particular strategy and you can playing against the mind of your opponent.

    5. 'Are you alive, or not? Is there nothing in your head?'

      This line, along with the previous one, relates to previous lines in the poem. "Those are pearls that were his eyes" is a reference to The Tempest in line 48, while "are you alive, or not" is very similar to lines 38-41. It is interesting that rather than making an entirely new allusion here, Eliot alludes to his own work. This creates a sense of cyclic repetition, returning the reader earlier in the poem. Further, the idea that Eliot returns to is that of an empty mind, and the perpetual trap between life and death that humanity faces. This hopelessness and lifelessness contrasts with the game of chess; in Pound's poem, he describes that the "board is alive with light." The contrast between an inanimate object bursting with life while humans are filled with nothing is striking—but, what is chess without the players? The board may have potential, but its energy comes from when "their [the players?] moves break and reform the pattern." Thus, life comes from breaking the perpetual patterns and cycles of life.

      These cycles, seen throughout the poem—the seasons, rebirth, repetition, etc—must be broken to truly be alive. This fits in with Eliot's favoring of winter in the first stanza, as it seems almost like a welcome break in the cycle, a chance to reform the patterns. Or, maybe death is the ultimate giver of life, and in the game of chess that is not only the title of the section but also a potential metaphor for love/life, death is the only way to be escape the trap of the empty-headedness of patterns and habits.

    6. chess

      The title of this section of TWL, “The Game of Chess” is from Thomas Middleton's 1624 satirical play “A Game at Chess.” The title of the section is featured in line 137, as Eliot writes that an undefined “we” “shall play a game of chess.” Middleton uses chess as more than the superficial notion of statecraft, but also of assault and intimacy. This connects to Eliot’s previous references to sexual assault, in Baudelaire’s Fleurs du Mal with a prostitute, Ovid’s Philomena in the Aenid, and the depiction of a dead woman in the earlier section of TWL. This continues throughout lines 140-150, where Eliot seems to paint a picture of domestic abuse or at least marriage issues, with Lil, who is asked, “What do you get married for if you don’t want children?” In the historical annotations, Rahul focuses on the story of Dido's sacrifice by Jupiter and Venus, and how this parallels chess. Rahul wrote, "[Dido's sacrifice] bears a striking resemblance to chess, which places extreme emphasis on the strategy of sacrificing and abandoning pieces to reach an end goal." I agree with this interpretation, which makes Dido one of the chess pieces on the board.

      Overall, by tracing this story of women, it becomes more apparent that Eliot is trying to tie together these different stories of abuse and mistreatment of women in one narrative, possibly equating living as a woman to playing a game of chess. It seems like an uphill battle, though, against societal norms that are skewed against them either speaking out or creating change. The only ways they’re able to challenge the standard are through committing evil, like Philomena, or through men, (Cleopatra?)

    7. You ought to be ashamed, I said, to look so antique.

      This section along with the segment of Hamlet and the Middleton deals with ideas of time and expiration, especially with women. In chess, each piece serves a purpose. Once their purpose is served and they have made a move to expose themselves, the piece is taken off the board. In the play "A Game at Chess", the Virgin White Queen's Pawn is labeled ignorant and inferior by the Jesuit Black Bishop's Pawn. By placing a story of sexual misconduct, the seduction of the Virgin Queen's Pawn by the Jesuit Bishop's Pawn, inside the framework of a chess game, Middleton equates a woman losing innocence to an object being taken off the board. The piece no longer has a purpose; it simply exists in an adjacent reality. Further, the action of being placed off of a chess board simulates the idea of a wasteland: the piece exists, but is stuck in a space where nothing happens. After the pawn rids the queen's pawn of innocence, she asks of the bishop's pawn, "Then take my life, sir,/ And leave my honour for my guide to heaven"(Middleton, 16). She has no choice but to ask for death, as she has 'expired'. This idea of womanhood needing to be attached to manhood in order for it to be sustainable is also present in Hamlet. After Hamlet discards Ophelia as a lover and kills Ophelia's father, Polonius. Not only is it unclear if Ophelia has lost her virginity to Hamlet and may be 'expired' and 'unpure', but she now has no man to be linked to. When going on a tangent about flowers, Ophelia mentions "I would give you some violets, but they withered all when my father died". Violets are known to symbolize modesty. Thus, Ophelia's modesty has rotted after Hamlet killed her father, meaning her society has now stripped her of purpose. Ultimately, this leads to Ophelia's suicide. In this line in TWL, any physical signs of old age in women are being depicted as undesirable. Eliot is referencing society's emphasis on women to be 'pure' and 'untouched' because as seen in "A Game of Chess" and Hamlet, once women have served their purpose, they cease to exist.

    8. The Chair she sat in, like a burnished throne,

      The beginning of ‘A Game of Chess’ makes allusions to several sets of lovers, all of whose stories end badly, and thus plays on the themes of deception – and as throughout the rest of the poem – hopelessness and death. The first line – ‘the Chair she sat in, like a burnished throne’ – is a direct reference to Shakespeare’s ‘Antony and Cleopatra’, wherein the description of Cleopatra opens with ‘The barge she sat in, like a burnish’d throne’. The ambiguous use of the pronoun ‘she’ in ‘the Waste Land’ – ambiguous for we are never told who is being referred to – allows us to take it to refer both to all the women in these stories as well as to an Archetypal Woman, nameless because such is the fate of all humans. ‘She’ sits within some ‘vines/ from which a golden Cupidon peeped out/ (Another hid his eyes behind his wing)’. Here already are introduced the themes of concealment and deception, by the use of the words ‘peeped’ and ‘hid’. Even though Love is seemingly a good thing, it is hidden away. Notably, whilst here the woman is Cupid-adjacent, Cleopatra is become either Venus or greater than Venus (‘o’er picturing that Venus’). Hence, we are shown the strength of the Love that is felt. The Antony and Cleopatra story – especially when ‘Cupid’/’Venus’ is brought in – is reminiscent of the Aeneas and Dido story. In the ‘Aeneid’, Venus instructs Cupid to send a dart of Love into Dido’s heart: ‘you may breathe into her a hidden fire and beguile her with your poison’. The importance of fire is highly significant (note, as always, the ability of words such as Latin ‘flamma’ or Greek ‘pyr’ to mean both fire and love in their respective languages), as it is both a common image for Love and also a powerful and destructive force. In the Eliot poem, ‘the flames of sevenbranched candelabra/ reflect[...] light upon the table’. Therefore, flame – by reflection, and thus illusionary propagation – seems to multiply, but this is – of course – deceptive. Just so can love too be deceptive. It is also striking that Dido’s life is ended by fire, both metaphorically – the ‘flame’ of Love brings her to suicide – and literally – she throws herself upon a pyre.

      The other theme by which deception is explored throughout these texts is that of smell and odour. In ‘The Wasteland’, there are ‘strange, synthetic perfumes’ which act to ‘trouble[...], confuse[...]/ And drown[...] the sense in odours’. This highlights the way that smells can be a mask misleading as to the truth. Similarly, in Antony and Cleopatra, upon the barge is found ‘a strange invisible perfume [that] hits the sense’. Antony and Cleopatra fall into a strong – and reckless – love, blinded by it. Therefore, this ‘perfume’ may make things appear sweet, when they are in reality far from that. In Milton’s ‘Paradise Lost’, Satan listens to the winds: ‘now gentle gales/ Fanning their odoriferous wings dispense/ Native perfumes, and whisper whence they stole/ Those balmie spoils’. These ‘perfumes’ are far less directly linked to deception than others perhaps, as they are naturally occurring, but they still act to enstill and strengthen the general atmosphere of Eden as Paradise, something that, just like the Love of Antony and Cleopatra, is soon lost.

      Most notably, the stories of Adam and Eve, Dido and Aeneas, Tereus and Philomela, Antony and Cleopatra and, by allusion, of the ‘she’ of Eliot’s poem start in love – though for a number of them, forced or false love – and end in death – though, of course, in ‘Paradise Lost’ this is a metaphorical death (‘Greedily she ingorg’d without restraint/ And knew not eating Death’, Book IX). Fatal flame and sly smells accompany these loves, and chart – even though the characters are not aware – their sad downfall. For ‘the Waste Land’, the meaning of this perhaps rests in the idea that the happiest and most hopeful moments and emotions of humanity easily end in doom, despair and death. The world – so full of Love – is also just as full of Death.

    9. still she cried, and still the world pursues

      Something that my Latin class talked about when reading Aeneid by Virgil is that Troy has to fall in order for Rome to rise in the future. Aeneid, as both a Trojan and a Roman soldier, has double identities, with his Trojan identity being shown when Juno first sunk his ships when sailing across the Tyrrhenian sea. Aeneid was depressed over the fact that he didn’t die glorious in battle but ended his life at sea, for he wanted to show his piety towards Troy in front of the gods and his parents. Speaking from a Roman perspective, Aeneid needed not to be this sad over the fall of Troy for this event spurred the further rising of Rome, which was another era of glory. Another parallel would be the fall of humanity since the moment Adam and Eve committed the original sin. This part of the story was often viewed as tragic and negative; however, eating the apple symbolized mankind’s awareness of both the good and the bad, which gave rise to Christianity and eventually the entire history revolving around this religion. From the perspective of the overarching human history, something inherently tragic has to happen for there to be further actions. The opening of the section “A Game of Chess” predicts the uncanny atmosphere, where “troubled, confused, and drowned the sense in odours” while the woman cried “dirty tears” and her hair “spread out in fiery points, glowed into words”. Something inherently violent has happened, and it connects to the feminine rage which causes destruction and eventually death as depicted in the love stories of Antony/Cleopatra and Aeneid/Dido. Naturally the reader wants to characterize future events or sections of the poem as even more evil, yet due to the argument above, I would urge people to actually expect something good out of it. Maybe events like these happen so that more can be spawned. This idea is similar to the metaphor of the waste land, where death is necessary for there to be life, as the corpses decay and nourish the vegetation yet to arise.

    10. The change of Philomel, by the barbarous king

      A theme I saw most prominently in tonight’s readings was that of some form of sexual violence and a woman facing some terrible violence as consequence, whether that be the sexual violence itself or death. In both Ovid’s Metamorphoses and Baudelaire’s A Martyred Woman, women are faced with some kind of sexual assault followed with more physical violence. Baudelaire’s imagery is echoed in the first few lines of “A Game of Chess”, with Eliot employing similarly floral and embellished language to describe a sumptuous setting. A few lines later, he makes a direct reference to Ovid by naming Philomela. The major difference between the two sources (Ovid and Baudelaire) is that in Metamorphoses, Philomela, together with her sister Procne, exact revenge upon Tereus. When they kill Procne and Tereus’ son and serve him to Tereus, they do get some form of repayment, avenging what wrong was done to Philomela. Even though Philomela was brutally silenced in life, with her revenge she regains a voice by becoming a singing bird. In Baudelaire’s poem, the murdered woman gets no such chance for vengeance. She is left dead with no chance for further action, only that of the observance of some “immortal spirit” that she becomes. I’m not sure why Eliot chose to use this section to focus on women’s death and sacrifice, especially in terms of sexual violence (or why he included sources with such different outcomes), though I am interested in how this theme may further develop as have previous themes of rebirth.

    11. Chess

      Within the sources that Eliot references from line 77-100, the opening of the second section “A Game of Chess,” there is a continuous theme of ostentatious wealth and royalty that majorly differs from the previous grim depictions of urban London. Drawing on the stories of Cleopatra, queen of Egypt, Baudelaire’s “A Martyred Woman,” and Dido, queen of Carthage in the Aeneid. These three prominent women share extreme physical beauty and also material wealth, which Eliot consolidates into this mysterious depiction of some unknown woman. The first line, “The Chair she sat in, like a burnished throne,” is drawn from Shakespeare’s description of the Egyptian queen, and in the context of the section being labeled “A Game of Chess,” sort of puts Cleopatra as equal to the queen on a chessboard. While the King is arguably most important as his capture equals loss, the queen in chess is able to move the most freely and is the most capable, which Eliot references by painting the picture of a mysterious woman on a throne, described to be of marble and glass (both possibly used to make elaborate chess sets). Thus, Eliot’s opening few lines of the section delve into the question of who holds power in society, both material and political, and if it goes hand in hand with feminine beauty.

    12. Unstoppered, lurked her strange synthetic perfumes

      “A Game of Chess” begins by immediately presenting the mysterious protagonist, “she.” While alluding to Antony and Cleopatra and Philomela, we do not learn much about the mysterious woman within the first stanza of the section, beside her “burnished throne” and “glitter of jewels.” However, insight into her character can be found in the continuing pattern from the last stanza of “Burial of the Dead.” Again, Eliot heavily parallels his descriptions with those by Charles Baudelaire, this time, from “A Martyred Woman.” “In the midst of perfume flasks, of sequined fabrics … of marble statues … and wearing precious jewels,” writes Baudelaire. These images clearly align with the “glitter of her jewels” and “strange synthetic perfumes” that Eliot describes.

      Baudelaire’s piece is a grim depiction of an uncensored, decapitated, and violated corpse, which the title proclaims to be a martyr. What is she a martyr for? While vague, I believe that the poet suggests that the woman is a martyr for the message on impurity and improper love that the poem manages to achieve. In other words, it was her death and her story that facilitated the creation of the poem as a warning for others. Thus, by drawing the parallels between the protagonist in “A Game of Chess” and the martyr, Eliot insinuates that the same circumstances apply to his character. While she is not yet dead, she could be trapped in “an unwholesome love, guilty joys and revelries with infernal kisses.” Indeed, the next stanza reveals that she is in conversation with a man, and her “nerves are bad.” Eliot’s allusion to Baudelaire could simply be a grim possibility to hold on to in the back of the reader’s minds to evoke tension. But as Part II continues, it might also reveal vital, and possibly unseen portions of the protagonist’s character.

    13. I. The Burial of the Dead

      I am very intrigued by Eliot’s working title for The Waste Land: “He Do The Police In Different Voices.” The title is a quote taken from Dickens character Betty Higden, who describes the fashion that Sloppy, an orphaned child that she took in, reads the newspaper. Dickens writes: “... Sloppy is a beautiful reader of a newspaper. He do the Police in different voices.” We know that The Wasteland incorporates many excerpts from Eliot’s own life, however, the naming choice of “Different Voices” causes the reader to question the multitude of voices within the poem itself. How many of the excerpts are Eliot? When does the voice change? The choice of “The Police,” especially in relation to Sloppy, an orphan, also evokes a feeling of a power dynamic wrestling within the poem. Another layer to this power dynamic is added when examining the titles for the first two parts of The Wasteland, which the working title, “He Do The Police In Different Voices” originally encompassed. “The Burial of the Dead” is a section where the narrator has much less control, combating grand themes of nature, sickness, and death. However, “A Game of Chess” insinuates the message is something more methodical and controlled. These seemingly-clashing messages are a part of the “Different Voices” which Eliot suggests through the title, adding new dimensions and possibilities when reading into the poem. Interestingly, within the excerpt of the original manuscript that we read, Eliot leaves the “I” in the poem shrouded, as well as utilizing a mysterious “we” and introducing new names and locations constantly. This playing of pronouns and new names and voices is another implementation of his different points of views and excerpts throughout The Wasteland. Finally, “He Do The Police In Different Voices.” is slang. By incorporating this quote as the title, Eliot recognizes and insinuates his own use of slang and vernaculars throughout his own work.

    1. Ultimately, branding and unbranding represent two sides of the same coin. To pick a side is to play a game that commodifies self and society alike; it is more radical to refuse to play at all.

      This is a very weak ending to a piece this interesting.

    1. <!DOCTYPE html> <html lang="en"> <head> <!--DGL 103 DLU1I - Cat Grey - Assignment B--> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Assignment B</title> </head> <body> <header> <h1>DGL-103 Assignment B</h1> </header> <section> <h2>Meet Cat</h2> <p>Hey there! My name is Cat. I'm a student at North Island College in the <strong>Communication Design Program</strong>.</p> <p>This is my <mark>third</mark> foray into the post-secondary world. I also have a Bachelor of Arts from University of Calgary in Psychology, as well as a technical diploma from the Southern Alberta Institute of Technology in <strong>Health Information Management</strong>. </p> <p>Prior to returning to school at NIC I was working as a Program Manager of a Health Human Resources Database but I'm very excited to be back in learning mode and flexing my creative muscles. </p> <p>You can contact me in these places:</p> <ul> <li><strong>Email</strong>: <a href="mailto:cgrey@northislandcollege.ca?subject=Regarding%20Your%20Site">cgrey@northislandcollege.ca</a></li> <li>DGL-103 Slack Channel</li> </ul> </section> <section> <!--I've inserted sections for each of the sections of answers to the questions for the assignment, as semantically it made sense to me--> <h2>Web Experience</h2> <p>I've been a bit of a video game and computer geek since my family first got a computer in the mid 90's. </p> <p>As a teen I dabbled in the various <em>early</em> social media sites like Nexopia and Myspace, which required some basic knowledge of markup languages if you wanted your profile to <strong>stand out</strong>. Additionally, being into video games has forced me to be familiar with various basic coding to track down files or enable some functionality or another. </p> <p>As Program Manager in the HHR sector, I also facilitated conversations between my team and a contracted web developer to create new functionality for our program's database and website, so I am familiar with database query languages and I have developed concepts for a web developer to code.</p> </section> <section> <h2>Coding Languages</h2> <p>I have dabbled in small amounts of HTML in the past, but just small bits here and there. I do know and work with <em>data query</em> languages, such as SQL.</p> </section> <section> <h2>Course Expectations</h2> <p>In this course I am excited to be able to piece together the various bits of information I've learned over the years regarding HTML and CSS. I would really like to be able to use HTML to spice up my own personal art page/store to make it something more true to me. I'm really looking forward to learning more HTML and CSS in this course and <u>gaining more confidence in it</u>!</p> </section> </body> </html> Copy lines Copy permalink View git blame Reference in new issue Go Footer © 2022 GitHub, Inc. Footer navigation Terms Privacy

      This looks great to me but I still don't really understand everything I'm looking at.

      Your use of sections seems very sensible. I just used line breaks to space mine but semantically I think this is more sensible.

      I see you did that extra fancy bit to make the email link go to the subject line. Very nice

      And your comment seems appropriate - to help the collaborators understand your reasoning

      Can I ask how you decide how long to make each line of text with the

      ? Is it an aesthetic choice or just for ease of being able to read each line more easily while you're working?

      I would love to be able to suggest something but I'm not knowledgeable enough at this point to see a way to improve upon this.

    1. To see if you are writing good code, you can question yourself. how long it will take to fully transfer this project to another person? If the answer is uff, I don’t know… a few months… your code is like a magic scroll. most people can run it, but no body understand how it works. Strangely, I’ve seen several places where the IT department consist in dark wizards that craft scrolls to magically do things. The less people that understand your scroll, the more powerfully it is. Just like if life were a video game.
    1. The vicious circle of Destructive Global Competition (DGC) had gotgoing to such a point that it became self-sustaining. Once multinationalcorporations and global investors gained the ability to move capital andthousands of jobs seamlessly across national borders, the genie was outof the bottle and the vicious circle was set in train. Without realizing itgovernments were then caught in the endless pursuit of their ‘internationalcompetitiveness’ – caught in the game of forever outcompeting each otherat cutting taxes and regulations in a bid to retain jobs and inward invest-ment. From then on DGC drew politicians and governments into itsdestructive vortex, and it is now running beyond anyone’s control.

      !- description : destructive global competition

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    1. We decided to follow their rules to stay in their affiliate program, because that's how we are able to actually run the site (without any ads).And if you look on the issue from the usability point of view, not having their price history isn't that big of a deal, unless the game is sold only on Amazon - and most games aren't - so you always have other stores to compare the price to.
    2. Hi L0ki,as we depend on retailers with affiliate programs to run the site without ads, and Amazon being one of them, yes, we are following their rules so we can use API and their affiliate program.As Tomas said, we are also trying to get the history back, though we noticed we aren't the only site being affected by this.As for ignoring their API and doing it the hard way - that could be possible I guess but really not preferable.And we also understand anybody not wanting to buy from Amazon anymore (as some already told us), but to be fair, if the game is available anywhere else (and I have yet to randomly find a game which is available only at Amazon), you can always check the game info on ITAD to compare the price to other retailers.
    1. remain open to continuouslearning

      This is a hard one. I know that it's important, but I think that it's difficult to be on your "A game" all of the time. There are days where I have been sitting at a computer screen all day and I just can't seem to focus. I think there is a difference between listening and really paying attention. It's probably more beneficial to learn by actively paying attention, but this isn't always easy to do.

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Here’s how to turn it off Rate Plans Business Sep 23, 2022 | 3:29 PM EDT Bell asks CRTC to review $7.5 million fine stemming from telephone pole dispute with Vidéotron Sep 23, 2022 | 1:26 PM EDT Minister Champagne requests Canadian Security Telecommunications Advisory Committee address network reliability Sep 23, 2022 | 12:42 PM EDT OpenMedia backs bill to make ISPs provide internet speed reports Sep 22, 2022 | 8:09 PM EDT Only 1/3 small, medium-sized Canadian businesses get mandatory cybersecurity training: survey Sep 22, 2022 | 5:02 PM EDT Xplore now offers 100Mbps download speeds to 124 rural New Brunswick communities Sep 22, 2022 | 4:16 PM EDT YouTube and TikTok want the government to address their definition of Canadian content Government Sep 23, 2022 | 1:26 PM EDT Minister Champagne requests Canadian Security Telecommunications Advisory Committee address network reliability Sep 23, 2022 | 12:42 PM EDT OpenMedia backs bill to make ISPs provide internet speed reports Sep 22, 2022 | 4:16 PM EDT YouTube and TikTok want the government to address their definition of Canadian content Sep 21, 2022 | 9:47 AM EDT Federal government to drop ArriveCan app by month’s end: report Sep 20, 2022 | 12:18 PM EDT ISED denies request to transfer Telus Xplore Mobile’s spectrum Sep 15, 2022 | 1:30 PM EDT Privacy Commissioner says government should consider user privacy before Bill C-11 finalized Security & Privacy Sep 22, 2022 | 8:09 PM EDT Only 1/3 small, medium-sized Canadian businesses get mandatory cybersecurity training: survey Sep 20, 2022 | 10:44 AM EDT Sunshine, light winds, and a 100 percent chance of personal data selling Sep 2, 2022 | 2:06 PM EDT Samsung says customers’ personal details impacted in July data breach Aug 25, 2022 | 2:19 PM EDT DuckDuckGo’s Email Protection service is now available to all Aug 18, 2022 | 2:27 PM EDT ‘Technical issue’ to blame for app data breach, WestJet says Aug 12, 2022 | 3:10 PM EDT OCS says weed shops to receive deliveries following cyberattack 5G & Infrastructure Sep 20, 2022 | 5:00 PM EDT Opensignal’s 5G mobile experience awards names Canada’s big three as high performers Sep 20, 2022 | 12:38 PM EDT Bell introduces 8 Gigabit fibre connection in Toronto Aug 31, 2022 | 8:02 PM EDT Telus picks MATRIXX Software to warrant next-gen 5G services Aug 29, 2022 | 5:01 PM EDT Bell expanding its fibre footprint in rural Manitoba Aug 11, 2022 | 5:19 PM EDT Telus to invest $19 million in Prince George and $8 million in Whistler and Squamish Aug 4, 2022 | 2:21 PM EDT Bell partners with Ontario government to expand fibre internet footprint Videos 5G

      There is no visual indication of which button I am on when using just my keyboard to navigate. I've seen other websites have a box around the link / word that I am on.

    1. buy-in

      the concept of buy-in with a DLS seems extremely important and requires a long game with the strategy. For example the strategy can't solely focus on implementation of new systems, but also include transparency around the purpose and timeline of the said implementation.

    1. Learn about mental health Tips & info Is this option right for me? Get information about how your thoughts, feelings and behaviours are connected and what you can do to care for your well-being. Learning about mental health can help empower you with the language to communicate how you’re feeling. Find resources Black youth Body image Bullying COVID-19 Dating, sex & consent Eating disorders Equity Friends Family & caregivers Feelings First Nations, Inuit and Métis Growth & healing Jobs, money & housing 2SLGBTQ+ Newcomers Physical health Safety School Self-care Self-injury & suicide Substance use Real-life stories Find resources by group Resources for supporting a young person in your life Tools for supporting others Build your skills Quizzes, games & activities Is this option right for me? Practise with tools, tips and resources to help build your skills and improve your wellness in the way that feels best for you. Learn how to identify your strengths, communicate thoughts and feelings, overcome obstacles and connect with support. Take a quiz Find out how much you know about specific topics and get resources to learn more. Play a game Reduce stress and have fun at the same time. Map out your support network Identify who and where your community is to get help when you need it. Share what’s on your mind Try different tools to express how you’re feeling. Make a safety plan Access tools for safety planning and reporting. Practise mindfulness Regain calm and relax with these activities. Try a self-assessment Identify how you’re feeling and find resources to support you right now. Connect with other youth Support forums & real-life stories Is this option right for me? Explore lived experiences from other young people across Canada. Learn from real-life youth stories, gain new ideas and ask questions to connect and inspire your own wellness journey. Learn about your privacy Get real-time support from your peers A space to connect with other youth and tell your story, provide encouragement or get support (or all of the above!). Visit the support forums Learn more about connecting with your peers or Get inspired Learn how other people have supported their wellness. Get insights Find out what other young people are contacting us about. Get crisis support right now Text or message Is this option right for me? If you need help right now, you can talk to a trained volunteer crisis responder about anything you're going through. No issue is too big or too small. Learn about your privacy Text message Get support right now by texting CONNECT to 686868. Tap to text Learn more about texting Facebook Messenger Get support right now using Facebook Messenger. Tap to message Learn more about Facebook Messenger All of our e-mental health services are free 24/7 for people across Canada. If you identify as Indigenous, you can ask to be connected with a First Nations, Inuk or Métis crisis responder (if one’s available) by messaging FIRST NATIONS, INUIT or METISto 686868 or through Facebook Messenger. Learn more Work with a counsellor Call or chat Is this option right for me? Connect with a professional counsellor to better understand what you're going through and help take a step in the direction you want to go. Learn about your privacy By phone Get support in multiple languages over the phone 24/7 by calling 1-800-668-6868. Tap to call Find out more about phone counselling Chat online Chat with a professional counsellor online from 7 p.m. to midnight ET. Learn more about Live Chat All of our e-mental health services are free 24/7 for people across Canada. Search programs near me Support service directory

      This is an example of a poor accessible website practice as there are multiple colours utilized and this adds to webpage complexity for those who may be colour-blind. Therefore, this may result in those individuals who cannot differentiate among the colours to have difficulties reading the text present in these boxes. But the font was kept consistent among these different labels which was a good practice of website accessibility as covered in Module 2.

    1. Social anxiety disorder is a mental health condition characterized by a fear of being watched or judged by others in social situations.Social anxiety disorder is also known as social phobia. Anxiety is a fear that arises in anticipation of an event, and a phobia is an irrational fear of certain objects or situations.The National Institute of Mental Health report that 12.1%Trusted Source of adults in the United States experience social anxiety disorder at some point in their lifetime. It is more common in females than in males.However, social anxiety disorder is treatable. Talking therapy, cognitive behavioral therapy (CBT), and medications can help people overcome their symptoms.This article provides an overview of social anxiety disorder, including its symptoms, causes, diagnosis, and treatment.What is social anxiety disorder?Share on PinterestHinterhaus Productions/Getty ImagesPeople with social anxiety disorder are fearful of or anxious about certain social situations due to a fear of negative judgment, embarrassment, or rejection.Although some anxiety is usual in social situations, such as when giving a presentation or going on a date, social anxiety disorder refers to anxiety that is intense, affects work or personal life, and lasts for at least 6 monthsTrusted Source.People with social anxiety disorder may feel worried about appearing anxious, such as blushing or trembling, or about others thinking that they are awkward or unintelligent. Many people also have strong physical symptoms, such as an increased heart rate, feeling sick, or sweating.Although the person may acknowledge that their fear is excessive, the anxiety often feels overpowering and out of their control.The triggers of social anxiety vary among people but might include:meeting unfamiliar peopletalking to people at work or schoolbeing called on to speak in classhaving to talk to a cashier in a storeusing a public restroombeing seen when eating or drinkinghaving to perform in front of othersMany people with this condition do not seek treatment, believing it is just a part of their personality. They may instead seek help for related issues, such as depression or substance use.SymptomsSocial anxiety disorder has many effects on the body and mind, causing physical, emotional, and behavioral symptoms.The symptoms tend to occur in certain social situations and may include:physical symptoms, such as blushing, sweating, trembling, nausea, an increased heart rate, and the mind “going blank”feelings of panic or panic attacksa fear of experiencing anxiety or of seeming anxious in front of othersan intense fear of judgment from othersfeelings of fear or dread in situations with other people, especially strangersfeeling very self-conscious, embarrassed, or awkward in front of othershaving difficulty speakingavoiding situations that might trigger anxietya rigid body posture and a soft voice during social interactionsdifficulty making or maintaining eye contactsensitivity to criticism, low self-esteem, and negative self-talkThese symptoms can greatly disrupt daily life, such as school, work, and relationships. Without treatment, the person may not achieve their potential at school or work, as they may avoid participating in group tasks, speaking in front of groups, or receiving a promotion. When severe or chronic, social anxiety can lead to the development of other conditions, such as depression or substance use disorders.In children, the symptoms appear in interactions with both adults and peers. Their feelings of anxiety might appear as:cryingthrowing tantrumsfreezingclinging to a parent or caregivershrinkingnot speaking in social situationsTreatmentVarious treatment options can help people manage their symptoms, gain confidence, and overcome their anxiety. Without treatment, however, social anxiety disorder may persist throughout life — though it may feel better or worse at certain times.Healthcare professionals will usually recommend treatment with psychotherapy, medication, or both. The sections below will look at these options in more detail.PsychotherapyPsychotherapy, or talking therapy, helps people understand their experiences and develop effective coping methods.There are many types of psychotherapy, including:CBTinterpersonal therapypsychodynamic therapyfamily therapyCBT is a common treatment. It aims to help the person recognize and change negative thoughts or beliefs about social situations. It also aims to change people’s behaviors or reactions to situations that trigger anxiety. CBT can help a person recognize that their own thoughts, not those of others, can determine how they react and behave.Exposure therapy, or cognitive delivered exposure, can also help. With this approach, the person gradually works up to facing the situations they fear with a therapist and in a safe environment.MedicationsA range of medications can help people manage the symptoms of social anxiety disorder. The three main types are antianxiety medications, antidepressants, and beta-blockers. The sections below will look at these options in more detail.AntidepressantsSelective serotonin reuptake inhibitors, which people mainly use as antidepressants, can also help with the symptoms of social anxiety disorder. They may take several weeks or months to take effect. Some examples include:paroxetine (Paxil, Paxil CR)sertraline (Zoloft)fluoxetine (Prozac, Sarafem)Serotonin-norepinephrine reuptake inhibitors, which are another class of antidepressant, can also help. Some examples include:venlafaxine (Effexor, Effexor XR)desvenlafaxine (Pristiq)duloxetine (Cymbalta)Antianxiety medicationsAntianxiety medications act quickly to reduce the symptoms of anxiety, but doctors will usually recommend them as a short-term solution, as they can create dependence.Benzodiazepines are a common class of antianxiety drug. Some examples of these include alprazolam (Xanax) and clonazepam (Klonopin).In 2020, the Food and Drug Administration (FDA) strengthened their warning about benzodiazepines. Using these drugs can lead to physical dependence, and withdrawal can be life-threatening. Combining them with alcohol, opioids, and other substances can result in death. It is essential to follow the doctor’s instructions when using these drugs.Beta-blockersBeta-blockers help block the physical effects of anxiety, such as sweating, tremors, and a rapid heartbeat. They do this by blocking the stimulating effects of adrenaline. Doctors usually prescribe these drugs for specific situations, such as having to give a presentation, but not for ongoing treatment.Tips for overcoming anxietySocial anxiety is a highly individual experience. The tips that help one person may be less helpful for another. For this reason, it can be useful to try various methods to find out what works best. The following tips may help people overcome anxiety in social situations.Increase social situations graduallyPeople with social anxiety disorder often avoid social situations where they may trigger their feelings of anxiety. Although this reduces anxiety in the short-term, avoidance can make anxiety much worse in the long-term.If possible — and with the help of a therapist, if necessary — the person can gradually increase their exposure to the situations they fear. This creates space for them to have a positive experience with the situation. Having positive social experiences can boost a person’s confidence and reduce their anxiety or reassure them that they can overcome it.Take time to relaxEngaging in mood-boosting activities releases feel-good chemicals in the brain, which can relieve stress and make a person feel better about their feelings of anxiety. Before going into a social situation that feels scary, try doing something relaxing or enjoyable, such as listening to music, reading, playing a video game, or meditating.Reframe your thoughtsIf a person holds onto the idea that they are shy, it will reinforce current anxiety about talking to people or being in public. Thoughts fuel behavior patterns. A technique tied to CBT involves guiding people through the reframing process. Writing down these thought processes can help. For example, “I am a shy person” can become “I acted like a shy person at the gathering.” It may help the person to know that they can change how they perceive themselves and how they feel that others see them.Avoid relying on alcoholUsing alcohol and other substances may reduce anxiety in the short-term, but it can make anxiety worse over time and lead to dependence or substance use disorders.Learn about tips for overcoming social anxiety here.DiagnosisA doctor may ask questions about the person’s medical history and carry out a physical exam to rule out any physical causes of their symptoms. They may then refer the person to a mental health professional. A mental health professional will ask the person about their symptoms, including when they occur, how often they occur, and when they started. Clinicians use the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition to diagnose mental health conditions, including social anxiety disorder. The diagnostic criteria for this condition include:having a persistent fear about one or more social situations that might involve scrutiny from others (such as conversations, social interactions, being observed, or performing in front of others)having a fear of acting in a way that others will judge negatively or that might lead to rejection or offense (such as a fear of seeming anxious or of doing something embarrassing)avoiding situations that might cause feelings of anxietyexperiencing symptoms that persist for 6 months or longer, cause significant distress, or impair the person’s work, social life, or other key areasCauses and risk factorsThe causes of social anxiety disorder are complex. They are likely to involve a combination of genetic and environmental factors.Social anxiety disorder typically starts early in life, during a person’s adolescence or teenage years, but it can affect people of all ages. The condition is more commonTrusted Source in females than males.Possible causes and risk factors include:Genetics: Anxiety disorders can run in families, so there may be a genetic component at play.Adverse life events: Stressful or traumatic events — such as abuse, violence, the death of a loved one, or a prolonged illness — may increase the risk of an anxiety disorder. Previous bullying, humiliation, or rejection can also increase the risk.Parenting styles: Some sourcesTrusted Source suggest that overprotective parenting can increase a child’s risk of social anxiety.ComplicationsSocial anxiety disorder is treatable. Without treatment, however, it can be debilitating.The symptoms of social anxiety disorder can significantly disrupt the person’s work and social life and may result in a lack of social support, low achievement at work and in other areas, a reduced quality of relationships, and a reduced quality of life. Social anxiety disorder is associated with other mental health concerns, including low self-esteem, depression, substance misuse, and suicidal ideation.With appropriate treatment, it is possible to reduce the symptoms of social anxiety disorder, which can greatly improve quality of life.

      please annotate this

  3. learn-eu-central-1-prod-fleet01-xythos.content.blackboardcdn.com learn-eu-central-1-prod-fleet01-xythos.content.blackboardcdn.com
    1. ideal-typica

      exactly, in hindsight, ideastically it seems like the most efficient system; however, it's drawback are absolute game changers and well realistically, no bureaucracy is ever with such ease, there is always conflict

    1. YouTube is the most commonly used online platform asked about in this survey, and there’s evidence that its reach is growing.

      YT is the master of both direct and indirect network effects. YT is killing the game right now. Over 1 billion users (that’s close to a third of the world’s internet users). 300 hours of content uploaded every minute. That’s 5 hours uploaded every second. And all over the world, in the 70 countries with local YT sites and others, users are watching over 2,300 hours of video every second. Insane.

    1. It really upset me that even educational content was inaccessible

      Ideally, there would be an alternative way for them to move through. But this could also be scripted so that you progress after timing out. (The issue here might be "moving" in VR without the intent to move can cause nasseau.)

      A good educational game that does this well is The Stanford Ocean Acidification Experience. (It could use more push-throughs though, now that I'm thinking about it.)

    2. If developers make their games’ assets and UIs too small, it doesn’t matter how close to my face it is

      YES. This is an issue that persists in ALL games, VR or not. Many games are designed for computer screens, where a user would be relatively close to the screen. But when you play that same game on a console and TV - you're sitting much farther back and the font is TINY.

    1. Essentially, this is the great trick of pragmatic naturalism. And like many such tricks it unravels quickly if you simply ask the right questions. Since the vast majority of scientists don’t know what inferentialism is, we have to assume this inventing is implicit, that we play ‘the game of giving and asking for reasons’ without knowing. But why don’t we know? And if we don’t know, who’s to say that we’re ‘playing’ any sort of ‘game’ at all, let alone the one posited by Sellars and refined and utilized by the likes of Ray? Perhaps we’re doing something radically different that only resembles a ‘game’ for want of any substantive information. This has certainly been the case with the vast majority of our nonscientific theoretical claims.

      Ray Brassier: norms are not real, but it's necessary for doing science, because only agents that can give reasons, and be moved by reasons, can do science. They must play the game of giving and receiving reasons. To play a game, they must follow norms as if they are real.

      This is "inferentialism".

      Bakker: Fancy, but scientists don't know what is "inferentialism". They simply take many courses and practice their craft for years, and they end up doing science. You, a philosopher, looks at what they do and describes it as a game of giving and receiving reasons, but maybe that's just a superficial theory.

    1. But it’s with these weather worries that these manipulative scientists really give the game away. Urging us to use more wind power but complaining about all the hurricanes we keep having? They got us all to convert to solar power decades ago but keep whining about prolonged sunny spells? MAKE YOUR MINDS UP! Some of them even go so far as to say it’s climate change that’s causing forced migration of millions of people. But that’s clearly because everyone has solar cars and jetpacks and matter transporters now, so why would they stay in one place, with or without devastating environmental damage spurring them on. It’s all a bit convenient, isn’t it, all this palaver over climate change? Weird how 99.9999% of all scientists purportedly agree that it’s definitely happening and our most powerful quantum computers are certain to over a million decimal places that it’s our fault? Weird how they’re saying this now, at exactly the same time when they need all the volunteers they can get for the moon and Mars colonies. What’s more likely; that human industrial activity actually does lead to climate change, or that it’s all a massive meticulous centuries-long ruse to convince people that leaving Earth is a good idea? Obviously, it’s the latter. These scientists have no shame or respect. I can’t say I’m not tempted to go myself, though. I’d rather live on another planet, than on one where every aspect of your life is subject to rigorous scientific control. Nobody should have to put up with that crap.

      Overall it seems that climate change has affected the author or they are worried for others but others may say different. I truly don't think humans take full accountability for this but may play some part in it.

    1. Games, I have argued, are the art form that works in the medium of agency. The game designer doesn’t just create characters, stories, and environments. The game designer sculpts the temporary agency that the player will occupy during the game.
    1. The need for students to participate in the larger conversations around subject mattershelps writers creating more intellectual prose, but this becomes difficult in a “culture

      prone to naming winners and losers, rights and wrongs. You are in or out, hot or not, on the bus or off it. But academics seldom write in an all-or- nothing mode” (p. 26).

      Our culture is overly based on the framing of winners or losers and we don't leave any room for things which aren't a zero sum game. (See: Donald J. Trump's framing of his presidency.) We shouldn't approach academic writing or even schooling or pedagogy in general as a zero sum game. We need more space and variety for neurodiversity as teaching to the middle or even to the higher end is going to destroy the entire enterprise.


      Politics is not a zero sum game. Even the losers have human rights and deserve the ability to live their lives.

    1. ndians havereserved the right to hunt and fish off the reservation becausethere was not sufficient game on the reservations to feed theirfamilies. In the meantime, powerful sportsmen's clubs of overweight urbanites who go into the woods to shoot at each othereach fall, have sought to override Indian rights, claiming conservation as their motive

      colonial intrusion cloaked in liberal terms

    1. Recent encroachments on HongKong citizens’ civil liberties, including the arrest of Hong Kongbooksellers by the mainland Chinese government, have deepenedsome citizens’ fear of the CCP and their sense of a Hong Kongidentity very much distinct from—even opposed to—that of main-land China. The result is that Hong Kong citizens and politicalparties are now much more loudly calling for independence or self-determination.

      could explain sustained participation in July 1 marches - people are increasingly opinionated and are furthering distancing themselves from the mainland, and have more skin in the game

    1. respects the competitive nature of the game

      Is this "respecting the competitive nature of the game" by in theory allowing a few weeks to try and earn the new hero for free?

    2. While Overwatch 2 heroes will each have their own clear strengths and weaknesses, and some heroes will be more effective against others, we believe our game plays better and is more fun with fewer hard counters and a broader range of effective hero picks. A further benefit is having your personal favorite heroes be viable more often. That philosophy will be guiding us moving forward.

      Interesting pivot and I'm curious how this will be taken in the pro scene.

    3. the shop will feature a ‘Just for You’ section with personalized offers based on what you prefer to play and equip in-game, as well as rotating bundles

      This actually sounds more like a way to target sales towards you in a reasonable way.

    4. Overwatch 2 is shifting to a seasonal model where we plan to deliver new content to the game every nine weeks.

      This is clearly how they are looking to generate recurring revenue instead of premium + loot boxes

    1. SO WHAT DOES THE ETHEREUM CHANGE DO?Primarily, the software update eliminates the need for miners. Where ethereum previously set miners against each other to solve complex cryptographic puzzles and win new coin as rewards, it now requires parties who want to help validate transactions to put some skin in the game by “staking” a certain amount of ether, the ethereum coin.

      The more tokens you have, the more you get? Nice.

    1. McConnell said it’s up to the Republican candidates in various Senate battleground races to explain how they view the hot-button issue.   (function () { try { var event = new CustomEvent( "nsDfpSlotRendered", { detail: { id: 'acm-ad-tag-mr2_ab-mr2_ab' } } ); window.dispatchEvent(event); } catch (err) {} })(); “I think every Republican senator running this year in these contested races has an answer as to how they feel about the issue and it may be different in different states. So I leave it up to our candidates who are quite capable of handling this issue to determine for them what their response is,” he said.

      Context: Lindsey Graham had just proposed a bill for a nationwide abortion ban after 15 weeks of pregnancy.

      McConnell's position seems to be one that choice about abolition is an option, but one which is reserved for white men of power over others. This is painful because that choice is being left to people without any of the information and nuance about specific circumstances versus the pregnant women themselves potentially in consultation with their doctors who have broad specific training and experience in the topics and issues at hand. Why are these leaders attempting to make decisions based on possibilities rather than realities, particularly when they've not properly studied or are generally aware of any of the realities?

      If this is McConnell's true position, then why not punt the decision and choices down to the people directly impacted? And isn't this a long running tenet of the Republican Party to allow greater individual freedoms? Isn't their broad philosophy: individual > state government > national government? (At least with respect to internal, domestic matters; in international matters the opposite relationships seem to dominate.)

      tl;dr:<br /> Mitch McConnell believes in choice, just not in your choice.

      Here's the actual audio from a similar NPR story:<br /> https://ondemand.npr.org/anon.npr-mp3/npr/me/2022/09/20220914_me_gop_sen_lindsey_graham_introduces_15-week_abortion_ban_in_the_senate.mp3#t=206


      McConnell is also practicing the Republican party game of "do as I say and not as I do" on Graham directly. He's practicing this sort of hypocrisy because as leadership, he's desperately worried that this move will decimate the Republican Party in the midterm elections.

      There's also another reading of McConnell's statement. Viewed as a statement from leadership, there's a form of omerta or silent threat being communicated here to the general Republican Party membership: you better fall in line on the party line here because otherwise we run the risk of losing power. He's saying he's leaving it up to them individually, but in reality, as the owner of the purse strings, he's not.


      Thesis:<br /> The broadest distinction between American political parties right now seems to be that the Republican Party wants to practice fascistic forms of "power over" while the Democratic Party wants to practice more democratic forms of "power with".

    1. eracles, being the eldest, matched his brothers, as a game, in a running-race, and crowned the winner with a branch of wild olive, of which they had such a copious supply that they slept on heaps of its leaves while still green

      possibly where the olive crowns originated from in the ancient Olympic games?

    2. Heracles, being the eldest, matched his brothers, as a game, in a running-race, and crowned the winner with a branch of wild olive, of which they had such a copious supply that they slept on heaps of its leaves while still green.

      Olive branch prize

    3. fter the reign of Oxylus, who also celebrated the games, the Olympic festival was discontinued until the reign of Iphitus. When Iphitus, as I have already related,17 renewed the games, men had by this time forgotten the ancient tradition, the memory of which revived bit by bit, and as it revived they made additions to the games.

      game discontinued

    1. Grown-ups love figures. When you tell them that you have made a new friend, they never ask you any questions about essential matters. They never say to you, “What does his voice sound like? What game does he love best? Does he collect butterflies?” Instead, they demand: “How old is he? How many brothers has he? How much does he weigh? How much money does his father make?” Only from these figures do they think they have learned anything about him. (de Saint-Exupéry, 1943, p. 17-18)

      After reading through this article, I found myself returning to this quote. It exemplifies the conversations that I have with my children when they tell me about a new friend. Not so much the weight or salary of a person, but definitely measurable factors about them. Reading this made me reflect on my view of others and the tremendous value they have that are not quantifiable. I'm going to try to be more aware of how I perceive others.

    1. The scientists, burying their oldprofessional competition in the demand of a commoncause

      Perhaps in the brief decades post WWII, scientists were more united and working towards a common goal of making the world a better place.

      However, I don't think this phenomenon lasted much long. We see researchers withholding discoveries and scandalizing competitors so that they themselves publish first, especially in less economically developed nations.

      If researchers truly want to bury their old-time habits, perhaps when all of them have contributed to publishing failures and miss-findings in their research, I would be convinced.

      But in the end, it is a game theory trap. Doing so decreases their own utility while increases utility for all.

      Is there anyway we can overcome this?

    1. occasional head-to-head competi­tion drove costs down and spurred rapid diffusion

      The name of the game popularity... as it is today, with streaming services [this is what I think of when it came to reading this sentence].

    1. ​​“The reality is PBMs have been a bit of a scapegoat for drug companies, who’ve intentionally diverted attention away from them and towards PBMs, saying they’re the ones causing high drug prices,” Purvis says. “But really, drug manufacturers are the only ones who can set and raise drug prices.” ​

      This statement is just flatly untrue. Studies, not drug companies, have consistently shown that PBMs use underhanded pricing practices to game the system and increase prices to pad their profits.

      SOURCE: https://bit.ly/3quLIu7

    1. To create an empathy map, learning designers categorize interview notes based on what the interviewee was saying, doing, thinking, and feeling.

      I love the idea of having students create an empathy map as part of video game design. This would make the UX/UI experience more meaningful not only to the players, but also to the students designing the game.

    1. Regulation theory,Gramscian hegemony and critical state theory – supplemented by PoliticalEcology

      using verbiage I would commonly associate with well-developed political and economic policy for a up-and-coming ideology transition. bc of this: stabilized "dialectics of constructive and destructive capitalist dynamics which take place under more or less stable conditions." vocab needs to be used to contextualize and play "their game"

    1. ly, detoured along the coastline and went through the mouthof the Huai River to block Fuchai’s way back to the south. Gojian led the Centraltroops 中軍 through the Wusong River 吳松江, a tributary of the Yangtze River,and sacked the capital of the Wu State.

      Waterways enabled decisive military tactics, which could change the game more authoratively than land military tactics.

    2. 6 Under this system, the statesin the south, in particular the States of Wu and Yue, were considered the mostperipheral. In order to counter this geographical disadvantage, they developeda new communication network based on water ways to challenge the north bothpolitically and militarily, and the results were game changing.97

      It was again, under balance of power and power politics, that waterways came to be emerged. This reading gives one an engaging and interesting historiographical lens to look at issues which we consider mundane, such as the origins of waterways. Who would have thought that this could have been the/a most deterministic reason for waterways!

    Annotators

    1. the good hockey players go to where the 00:40:58 puck is and great hockey players go to where the puck is going to be and he didn't mean tracking the puck he meant get to that place in the rink where somebody can pass you the puck that you 00:41:10 can shoot a goal he was better at anybody at knowing where that place would be and his teammates would feed him in bingo and so the thirty year Wayne Gretzky game is to have a glimmer 00:41:23 of an idea take it out thirty years where there is no possibility of incremental II think worrying about how am I going to get from where I am now to this idea right that is the the idea 00:41:38 killer of all time how is this incremental to the present and the answer is forget it don't worry about now the president is the least interesting time to live in

      !- advice for : long term planning !- similar to : backcasting - Stop Reset Go planning - backcast!

    1. From the podium of a national women’s rights convention in 1866—alongside icons Susan B. Anthony and Elizabeth Cady Stanton—Harper called-out her white sisters who talked a big game about their own oppression and disenfranchisement but were complicit in the racial oppression of their African American counterparts. “Talk of giving women the ballot-box? Go on,” she proclaimed. “I tell you that if there is any class of people who need to be lifted out of their airy nothings and selfishness, it is the white women of America.” After Harper’s withering j’accuse, Susan B. Anthony moved to rename their National Woman Suffrage Association the American Equal Rights Association, which would demand universal suffrage regardless of race.

      ha!

    1. {1842-01: there were cards,

      The addition of there were cards gives the reader greater insight into how these individuals can only deal with chance or risk in a controlled environment. While outside there is real danger, their secluded wealth allows them to to turn chance into a game.

    1. Many new technologies emerged in the 1980s. Several of the developments at the time were new audiovisual materials, such as television and illustrative aids, but most notable among these technologies were the Walkman, the videocassette recorder, video game consoles, and the personal computer. Each of these unique technologies had been used by the U.S. military and other government organizations for educational purposes in decades past, and with the radical general change characteristic of the 1980s, these technologies were rapidly becoming more accessible to the private and education sectors. This availability meant more developments were on the horizon for the field of educational technology. Researchers began avidly testing the utility of these potential learning tools and sought to give guidance for how they might best be used in learning across various institutions (Gagnon, 1985; Levie, 1982).

      I personally think this was the biggest turning point in the history of the American education system. for widespread computer usage to now be accessible to children, it changes the way we teach and learn fundamentally. think about how much time a teacher could save in class throwing up a slide show on a projector as opposed to painstakingly writing out all the lectures material on a chalk board. teaching became more efficient and that would be a huge benefit to students who could have more time to ask questions and understand the material they were learning about.

    2. Other important topics researched in the 2000s were (a) blended learning, (b) mobile learning, gamification, and Facebook, and (c) pedagogy.

      Gamification is actually a really good way to get people interested in learning. By creating game like rules (high scores, point and reward system, etc), people become more invested because they have more to get out of learning.

    3. Educators and researchers began examining how incorporating game elements (i.e., gamification) into educational situations could impact learning

      I love how research and education evolved together when technology was changing! In my case, I love learning through interactive "games" or apps like Kahoot to review for exams.

    4. She analyzed the comparisons of students participating in game-based curricula as opposed to those who were not and found that the students in game-based learning exceeded the performance of those in the original format.

      This conclusion caught my eye, espeically after spending a few months in a 6th grade elementary school classroom last year. Because we have seen the ways technology is used in the classroom change expontentially over the last two years due to the covid19 pandemic, every student in the classroom was supplied with a chromebook. this allowed for many full class interactive games. The students were much more engaged in these activities for learning than traditional learning. even lessons that had random brain break games scattered throughout the lesson kept students more engaged. I fully believe that the more engaged a student is in their learning, the more they will learn. Because of this, I have to agree with this conclusion analyzed by Papastergiou.

    1. Pipes Puzzles is a is a Unity Asset flip, what Valve calls a "fake game". The "developer", beans rolls (aka Simple Logic Games, beats rolls, Crewxaa etc), took a Unity pack for making a Pipe Mania ripoff, changed the name, and dumped the result onto Steam. They're attempting to scam people into buying this, so they can get your money for someone else's work. You can see the same game published by McGeeMind on Amazon's app store.beans rolls have shown a repeat pattern of unethically dumping other people's work onto Steam as a cheap, nasty cash grab. Here's some examples so you can see for yourself: "Starveling WayE" = 2D Roguelike Tutorial developed by Unity Technologies "Sniper GameE" = Advanced Sniper Starter Kit developed by Hardworker Studio "Air StrikeE" = Air Strike Starter Kit developed by Hardworker Studio "Bouncy CubeE" = Bouncy Cube 2d developed by Game HUB "BranchesE" = Branches developed by SgLib Games "Hit ConfirmedE" = Bullet developed by Lucas Lopes "InsipidE" = Color Picket Game developed by Daniel Buckley "Down The HillE" = Emoji Down The Hill developed by SgLib Games "Connect the DotsE" = Flow Free developed by bupisource.com "Connect the Dots 3DE" = J Connect Kit developed by Jun "Math GameE" = Math Game - Brain Workout developed by App Advisory "Moon DefenseE" = Moon Defense Game Kit - FREE developed by Azureda Games "Neon ArenaE" = Neon Space Fighter developed by Aleksa Racovic "vision\memory\mazeE" = Procedural Mazes developed by Denis Mustakimov "Winding RoadE" = Shape Change Complete Game developed by Ragendom "Spinner BreakerE" = Spin Breakout developed by SgLib Games "Pick The LockE" = Stop The Lock developed by App Advisory "Twin BallsE" = Twin Balls developed by SgLib Games "Wall to WallE" = Wall to Wall developed by soloo studio "Wavy TripE" = Wavy Trip developed by SgLib "Badlands RacerE" = X-Racer developed by Deer CatThe products that result from asset flips aren't "real" games. They lack depth and content, because they're just simplistic copies of demos or tutorials. In this case, "Color Picket Game" is just a basic demo/tutorial for making a minimalist color matching game, and doesn't have any merit as a proper, fully fledged PC game, so a copy+paste of it can't be recommended.

      .

    1. in-class assessments that will often (though not always) mirror the format of the AP examination. These may include both multiple choice questions and short essay assignments, but other assessment styles are also fair game.

      This made me say woah because I have never had a class style most of its assessments this way

    1. For all life is a building-up, a line of force—and injustice. Thus, if you see a group of children growing listless, you need but impose on them constraints—the rules of a game—and presently you will see them playing merrily together.

      I wonder what Curtis is like as a Father

    1. If we are alone, we actually see a hill as higher. If we are accompanied by another, we perceive a hill as lower.

      This reminds me of the difference between playing a game with someone and playing solo.

    1. first sentence: what does this metaphor of "rules and a game" bring to the table?

      question of fairness: are all games fair? amartya sen - the chance of where you are born

      game theory tries to model individual strategic behavior as if people act within a game where there are certain realities but individuals still have room to act differently they will try to find the behavioral activity hat maximizes their return

      game theorists developed idea of "cooperative games" that will make them all better off than if they were to continue purely adversarial interaction

      Rules: rules are out of the control of the participants - hence the "constraints that shape human interaction" but they are "humanly devised" if you decide to play it, you have to accept the rules of the game thinking in terms of "rules" leads us to understand/think about institutions as constraints

      "Conceptually, what must be clearly differentiated are the rules from the players" distinction between the players (organizations, e.g. corporations) and the rules (institutions)

      original institutional economics: institutions are not only constraints, they do more than that... they plant ideas in minds of people they condition behavior they open certain avenues of behavior

      what allows certain individuals in certain situations to manipulate rules of the game? what ensures social adherence to the rules?

      how do institutions change? through revolutionary means or through evolutionary means? which have better chance at social adherence? what's more effective?

      institutional change is non-teleological we are not walking towards progres or some goal it's just a sequential cause and effect it's just what happens if the change is for better or for worse is not for social scientists to say

      North has a clear normative scale of judgment uses economic criteria to judge institutional change his normative scale comes from traditional economic theory he's both a critic of standard neoclassical economic theory, and also using the language of the theory - and arguing within the framework of the theory

      webling - very into the darwinian tradition tries to apply evolutionary theory to economics evolutionary processes in economics and in society in general are non-teleological it's just progressive adaptation to the environment

      north is trying to understand how institution affect economic life? and how is it possible to change institutions?

      north: changes in rules due to actions of people who play it. evolution associated with the game as players realize limitations, weak spots, etc. in the game

      in economics, rationality is just instrumental reasoning

      1) detection of deviant behavior 2) how do we punish deviant behavior

      problem of institutional design: if there is weak enforcement of punishment, people will break the rules

      formal institutions vs informal institutions

      informal institutions are more deep-seated and difficult to uproot, more deeply ingrained and more longstanding people have psychologically internalized the rules and have come to see them as their second nature

      these are the connection between past present and future the things that tend to persist over time don't change radically, but gradually and at the margins

      in North's preface to the book: History matters. tries to bring together 1) informal institutions: long validity that tends to persist over time 2) institutional change and evolution impossible to understand the present without institutional heritage of the past, impossible to understand the future without understanding the present

      the focus of our analysis should be institutions; they are the connection between the past, present, and future

      "The major role of institutions in society is to reduce uncertainty by establishing a stable (but not necessarily efficient) structure to human interaction"

      institutions as a device for creating stability and reducing human uncertainty

      wesley clair mitchell - studied the science of business cycles

      institutions take some of the "randomness" out of human behaviors generate certain patterns of behavior in society institutions modulate behavior, so we observe patterns in society

      the perpetuating effect of informal norms - the tendency to perpetuate themselves over time

      institutional constraints can be barriers to improvement, depending on your normative opinion

      can both preserve a good situation And prevent change from a bad situation

      north's definition of institutions is itself institutionally constrained "that is a very nice meta argument :)"

    1. TikTok for news has increased fivefold among 18–24s across all markets over just three years, from 3% in 2020 to 15%

      I have noticed so many people get their news from Tik Tok these days. In some ways, I think this is a great resource because people actually pay attention to things they see on the app. However, I have heard some genuinely wild "news" come from people I work with that they say they heard on Tik Tok but did not fact check. Even more so than other platforms, fact checking on Tik Tok is important because typically there isn't even an article linked, it can become a game of telephone.

    1. in shaping, we reward successive approximations of a target behavior

      I think a parallel to shaping in our lives is when you are teaching someone how to play a game for the first time we congratulate their successes along the way not just the time they score that basket or goal for example. In the beginning we celebrate every time they even get the ball close to the basket or net.

    1. The atheist just rolls his eyes. “No, man, all that was was a couple Eskimos happened to come wandering by and showed me the way back to camp.”

      This cycle of belief is fascinating, to a religious believer this is clearly a showing of God guiding the events to line up with your prayer, along the same line of thinking as "There are no coincidences". But conversely to the atheist its seems as a coincidence, because when you remove the idea of faith in God the world becomes a game of chance where the line of thinking "Roll the dice" rings true to them. two different views on the same situation based exclusively on the interpretation of a situation through faith.

    1. But I need a man to play the same game for us." "I am willing to do it," Huang Gai answered. "

      This war is becoming one centered around the transmission & uptake of information.

    1. It should, at the very least, tag the tile as "done", and not expose it as a playable tile again.

      that would be if decision was "yes" or "no", I guess.

      Does the game provider know who is playing?

    1. “There’s a lot of places you can watch a game and get a hamburger. And the Ale House wasn’t better than any of them,” he says.

      interesting because sometimes feels like every spot on franklin to watch a game is full. But, I could see how the rise in business on gamedays and big weekends would not be enough to conteract the lull during the week

  4. Aug 2022
    1. .

      Participants attended three friendship-intervention sessions. For the first two sessions, they asked and answered increasingly personal questions about one another for 45 minutes. For the third session, they played a game of Jenga together and then filled out a questionnaire assessing university satisfaction.

    1. A classmate, Sebastien Jean, 17, who is black and Hispanic, remembers that his elementary school teachers were all white, so he started acting what felt like white, absorbing what he called the “Caucasianness of it." “I sort of lost my flavor,” he said.

      I saw this happen at my old district. We had less than 5 black students in our building of 400 students and we had 0 black teachers. One of my black female students started trying to fit in with the white students, but when she did that she lost her identity. She has since graduated and talked about how she felt like she lost her culture during those years at that district and how she always felt a little lost. She said she had to find herself again after her family moved. She also said that it was a game-changer for her to have a coach who was black at her new school.

    1. adequate amount of standard writing

      Again, three pages of manuscript constitute riches. Price is simply confused about her 'samples'.

      Other Oxfordians realise this and that this particular game is up. Rather than try to prove it is NOT Shakespeare's work, these Oxfordians try instead to prove that it IS somehow Oxford's.

      It is very obviously not Oxford's handwriting. So the theory now is that Oxford dictated all his plays and that the Hand D additions are written by his amanuensis who writes in a hand that looks like Shakespeare's but isn't. If this seems mad at first (and it is) it is still more plausible than Price's argument that the signatures and the manuscript cannot be connected.

      If you feel you are losing your grip on reality, here is a link to an essay on the dictation idea, published in one of the now-defunct Oxfordian pseudo-academic journals.

      https://shakespeareoxfordfellowship.org/wp-content/uploads/Oxfordian2003_Gidley_More.pdf

    1. In the case of climate change, game theory helps us understand the obstacles to its solution. Recall the way we modelled the climate change game as a prisoners’ dilemma in which two countries (the US and China) can either restrict carbon emissions or continue with business as usual (see Figure 4.17). Complete self-interest makes the business as usual scenario the dominant strategy equilibriumdominant strategy equilibrium An outcome of a game in which every player plays his or her dominant strategy.close.

      https://www.theatlantic.com/politics/archive/2016/04/climate-change-game-theory-models/624253/

      As we can see, many policy-implementation and international conflict can be mathematically modeled using game theory. This is an effective way to explain and explore potential solutions to a difficult problem.

    1. the idea that creating single avatars, and identities, that are interoperable and can be used across multiple virtual environments will improve overall user experience, and thus help grow user numbers

      Thesis

    2. funding will be used in three basic areas: to continue hiring (the company has offices in NYC); to expand the platform with more developer tools, including those for monetization and to build more services for creators using Ready Player Me (it offers both an SDK and API)

      Funding Focus Areas: - Hiring - Build Dev Tools - Build Creator Services

    1. There are only about 35 legal choices for each chess move, but the choices multiply exponentially to yield something like 1050 possible board positions—too many for even a computer to search exhaustively

      It is very interesting to think about how many possible moves there could be in a game of chess. Its crazy to think about how many champions of chess try to predict their opponents next move with as many options as there are. What is even more interesting is how this many combinations is even too exhausting for a computer to solve.

    2. There are only about 35 legal choices for each chess move, but the choices multiply exponentially to yield something like 1050 possible board positions—too many for even a computer to search exhaustively. That’s why it took until 1997 for a computer, Deep Blue, to defeat the human world chess champion.

      I've talked with people about the amount of chess moves and all combinations and it is an extremely large number. You could calculate it by hand, but then you run into the issue like how people were trying to calculate more and more digets of pi. It could take decades. This is why computers are so extremely useful. The combinations of chess moves was actually an unsolved equation, among others like number of soduku game combinations and so on.

    3. Consider, for example, the oft-repeated legend of the Grand Vizier in Persia who invented chess. The King, so the legend goes, was delighted with the new game, and invited the Vizier to name his own reward. The Vizier replied that, being a modest man, he desired only one grain of wheat on the first square of a chessboard, two grains on the second, four on the third, and so on, with twice as many grains on each square as on the last. The innumerate King agreed, not realizing that the total number of grains on all 64 squares would be 264-1, or 18.6 quintillion—equivalent to the world’s present wheat production for 150 years.

      The power of compounding numbers is shown in a low amount of moves you can make massive numbers.

    4. Who Can Name the Bigger Number?by Scott Aaronson [Author's blog] [This essay in Spanish] [This essay in French] [This essay in Chinese] In an old joke, two noblemen vie to name the bigger number. The first, after ruminating for hours, triumphantly announces "Eighty-three!" The second, mightily impressed, replies "You win." A biggest number contest is clearly pointless when the contestants take turns. But what if the contestants write down their numbers simultaneously, neither aware of the other’s? To introduce a talk on "Big Numbers," I invite two audience volunteers to try exactly this. I tell them the rules: You have fifteen seconds. Using standard math notation, English words, or both, name a single whole number—not an infinity—on a blank index card. Be precise enough for any reasonable modern mathematician to determine exactly what number you’ve named, by consulting only your card and, if necessary, the published literature. So contestants can’t say "the number of sand grains in the Sahara," because sand drifts in and out of the Sahara regularly. Nor can they say "my opponent’s number plus one," or "the biggest number anyone’s ever thought of plus one"—again, these are ill-defined, given what our reasonable mathematician has available. Within the rules, the contestant who names the bigger number wins. Are you ready? Get set. Go. The contest’s results are never quite what I’d hope. Once, a seventh-grade boy filled his card with a string of successive 9’s. Like many other big-number tyros, he sought to maximize his number by stuffing a 9 into every place value. Had he chosen easy-to-write 1’s rather than curvaceous 9’s, his number could have been millions of times bigger. He still would been decimated, though, by the girl he was up against, who wrote a string of 9’s followed by the superscript 999. Aha! An exponential: a number multiplied by itself 999 times. Noticing this innovation, I declared the girl’s victory without bothering to count the 9’s on the cards. And yet the girl’s number could have been much bigger still, had she stacked the mighty exponential more than once. Take , for example. This behemoth, equal to 9387,420,489, has 369,693,100 digits. By comparison, the number of elementary particles in the observable universe has a meager 85 digits, give or take. Three 9’s, when stacked exponentially, already lift us incomprehensibly beyond all the matter we can observe—by a factor of about 10369,693,015. And we’ve said nothing of or . Place value, exponentials, stacked exponentials: each can express boundlessly big numbers, and in this sense they’re all equivalent. But the notational systems differ dramatically in the numbers they can express concisely. That’s what the fifteen-second time limit illustrates. It takes the same amount of time to write 9999, 9999, and —yet the first number is quotidian, the second astronomical, and the third hyper-mega astronomical. The key to the biggest number contest is not swift penmanship, but rather a potent paradigm for concisely capturing the gargantuan. Such paradigms are historical rarities. We find a flurry in antiquity, another flurry in the twentieth century, and nothing much in between. But when a new way to express big numbers concisely does emerge, it’s often a byproduct of a major scientific revolution: systematized mathematics, formal logic, computer science. Revolutions this momentous, as any Kuhnian could tell you, only happen under the right social conditions. Thus is the story of big numbers a story of human progress. And herein lies a parallel with another mathematical story. In his remarkable and underappreciated book A History of π, Petr Beckmann argues that the ratio of circumference to diameter is "a quaint little mirror of the history of man." In the rare societies where science and reason found refuge—the early Athens of Anaxagoras and Hippias, the Alexandria of Eratosthenes and Euclid, the seventeenth-century England of Newton and Wallis—mathematicians made tremendous strides in calculating π. In Rome and medieval Europe, by contrast, knowledge of π stagnated. Crude approximations such as the Babylonians’ 25/8 held sway. This same pattern holds, I think, for big numbers. Curiosity and openness lead to fascination with big numbers, and to the buoyant view that no quantity, whether of the number of stars in the galaxy or the number of possible bridge hands, is too immense for the mind to enumerate. Conversely, ignorance and irrationality lead to fatalism concerning big numbers. Historian Ilan Vardi cites the ancient Greek term sand-hundred, colloquially meaning zillion; as well as a passage from Pindar’s Olympic Ode II asserting that "sand escapes counting." ¨ But sand doesn’t escape counting, as Archimedes recognized in the third century B.C. Here’s how he began The Sand-Reckoner, a sort of pop-science article addressed to the King of Syracuse: There are some ... who think that the number of the sand is infinite in multitude ... again there are some who, without regarding it as infinite, yet think that no number has been named which is great enough to exceed its multitude ... But I will try to show you [numbers that] exceed not only the number of the mass of sand equal in magnitude to the earth ... but also that of a mass equal in magnitude to the universe. This Archimedes proceeded to do, essentially by using the ancient Greek term myriad, meaning ten thousand, as a base for exponentials. Adopting a prescient cosmological model of Aristarchus, in which the "sphere of the fixed stars" is vastly greater than the sphere in which the Earth revolves around the sun, Archimedes obtained an upper bound of 1063 on the number of sand grains needed to fill the universe. (Supposedly 1063 is the biggest number with a lexicographically standard American name: vigintillion. But the staid vigintillion had better keep vigil lest it be encroached upon by the more whimsically-named googol, or 10100, and googolplex, or .) Vast though it was, of course, 1063 wasn’t to be enshrined as the all-time biggest number. Six centuries later, Diophantus developed a simpler notation for exponentials, allowing him to surpass . Then, in the Middle Ages, the rise of Arabic numerals and place value made it easy to stack exponentials higher still. But Archimedes’ paradigm for expressing big numbers wasn’t fundamentally surpassed until the twentieth century. And even today, exponentials dominate popular discussion of the immense. Consider, for example, the oft-repeated legend of the Grand Vizier in Persia who invented chess. The King, so the legend goes, was delighted with the new game, and invited the Vizier to name his own reward. The Vizier replied that, being a modest man, he desired only one grain of wheat on the first square of a chessboard, two grains on the second, four on the third, and so on, with twice as many grains on each square as on the last. The innumerate King agreed, not realizing that the total number of grains on all 64 squares would be 264-1, or 18.6 quintillion—equivalent to the world’s present wheat production for 150 years. Fittingly, this same exponential growth is what makes chess itself so difficult. There are only about 35 legal choices for each chess move, but the choices multiply exponentially to yield something like 1050 possible board positions—too many for even a computer to search exhaustively. That’s why it took until 1997 for a computer, Deep Blue, to defeat the human world chess champion. And in Go, which has a 19-by-19 board and over 10150 possible positions, even an amateur human can still rout the world’s top-ranked computer programs. Exponential growth plagues computers in other guises as well. The traveling salesman problem asks for the shortest route connecting a set of cities, given the distances between each pair of cities. The rub is that the number of possible routes grows exponentially with the number of cities. When there are, say, a hundred cities, there are about 10158 possible routes, and, although various shortcuts are possible, no known computer algorithm is fundamentally better than checking each route one by one. The traveling salesman problem belongs to a class called NP-complete, which includes hundreds of other problems of practical interest. (NP stands for the technical term ‘Nondeterministic Polynomial-Time.’) It’s known that if there’s an efficient algorithm for any NP-complete problem, then there are efficient algorithms for all of them. Here ‘efficient’ means using an amount of time proportional to at most the problem size raised to some fixed power—for example, the number of cities cubed. It’s conjectured, however, that no efficient algorithm for NP-complete problems exists. Proving this conjecture, called P¹ NP, has been a great unsolved problem of computer science for thirty years. Although computers will probably never solve NP-complete problems efficiently, there’s more hope for another grail of computer science: replicating human intelligence. The human brain has roughly a hundred billion neurons linked by a hundred trillion synapses. And though the function of an individual neuron is only partially understood, it’s thought that each neuron fires electrical impulses according to relatively simple rules up to a thousand times each second. So what we have is a highly interconnected computer capable of maybe 1014 operations per second; by comparison, the world’s fastest parallel supercomputer, the 9200-Pentium Pro teraflops machine at Sandia National Labs, can perform 1012 operations per second. Contrary to popular belief, gray mush is not only hard-wired for intelligence: it surpasses silicon even in raw computational power. But this is unlikely to remain true for long. The reason is Moore’s Law, which, in its 1990’s formulation, states that the amount of information storable on a silicon chip grows exponentially, doubling roughly once every two years. Moore’s Law will eventually play out, as microchip components reach the atomic scale and conventional lithography falters. But radical new technologies, such as optical computers, DNA computers, or even quantum computers, could conceivably usurp silicon’s place. Exponential growth in computing power can’t continue forever, but it may continue long enough for computers—at least in processing power—to surpass human brains. To prognosticators of artificial intelligence, Moore’s Law is a glorious herald of exponential growth. But exponentials have a drearier side as well. The human population recently passed six billion and is doubling about once every forty years. At this exponential rate, if an average person weighs seventy kilograms, then by the year 3750 the entire Earth will be composed of human flesh. But before you invest in deodorant, realize that the population will stop increasing long before this—either because of famine, epidemic disease, global warming, mass species extinctions, unbreathable air, or, entering the speculative realm, birth control. It’s not hard to fathom why physicist Albert Bartlett asserted "the greatest shortcoming of the human race" to be "our inability to understand the exponential function." Or why Carl Sagan advised us to "never underestimate an exponential." In his book Billions & Billions, Sagan gave some other depressing consequences of exponential growth. At an inflation rate of five percent a year, a dollar is worth only thirty-seven cents after twenty years. If a uranium nucleus emits two neutrons, both of which collide with other uranium nuclei, causing them to emit two neutrons, and so forth—well, did I mention nuclear holocaust as a possible end to population growth? ¨ Exponentials are familiar, relevant, intimately connected to the physical world and to human hopes and fears. Using the notational systems I’ll discuss next, we can concisely name numbers that make exponentials picayune by comparison, that subjectively speaking exceed as much as the latter exceeds 9. But these new systems may seem more abstruse than exponentials. In his essay "On Number Numbness," Douglas Hofstadter leads his readers to the precipice of these systems, but then avers: If we were to continue our discussion just one zillisecond longer, we would find ourselves smack-dab in the middle of the theory of recursive functions and algorithmic complexity, and that would be too abstract. So let’s drop the topic right here. But to drop the topic is to forfeit, not only the biggest number contest, but any hope of understanding how stronger paradigms lead to vaster numbers. And so we arrive in the early twentieth century, when a school of mathematicians called the formalists sought to place all of mathematics on a rigorous axiomatic basis. A key question for the formalists was what the word ‘computable’ means. That is, how do we tell whether a sequence of numbers can be listed by a definite, mechanical procedure? Some mathematicians thought that ‘computable’ coincided with a technical notion called ‘primitive recursive.’ But in 1928 Wilhelm Ackermann disproved them by constructing a sequence of numbers that’s clearly computable, yet grows too quickly to be primitive recursive. Ackermann’s idea was to create an endless procession of arithmetic operations, each more powerful than the last. First comes addition. Second comes multiplication, which we can think of as repeated addition: for example, 5´3 means 5 added to itself 3 times, or 5+5+5 = 15. Third comes exponentiation, which we can think of as repeated multiplication. Fourth comes ... what? Well, we have to invent a weird new operation, for repeated exponentiation. The mathematician Rudy Rucker calls it ‘tetration.’ For example, ‘5 tetrated to the 3’ means 5 raised to its own power 3 times, or , a number with 2,185 digits. We can go on. Fifth comes repeated tetration: shall we call it ‘pentation’? Sixth comes repeated pentation: ‘hexation’? The operations continue infinitely, with each one standing on its predecessor to peer even higher into the firmament of big numbers. If each operation were a candy flavor, then the Ackermann sequence would be the sampler pack, mixing one number of each flavor. First in the sequence is 1+1, or (don’t hold your breath) 2. Second is 2´2, or 4. Third is 3 raised to the 3rd power, or 27. Hey, these numbers aren’t so big! Fee. Fi. Fo. Fum. Fourth is 4 tetrated to the 4, or , which has 10154 digits. If you’re planning to write this number out, better start now. Fifth is 5 pentated to the 5, or with ‘5 pentated to the 4’ numerals in the stack. This number is too colossal to describe in any ordinary terms. And the numbers just get bigger from there. Wielding the Ackermann sequence, we can clobber unschooled opponents in the biggest-number contest. But we need to be careful, since there are several definitions of the Ackermann sequence, not all identical. Under the fifteen-second time limit, here’s what I might write to avoid ambiguity: A(111)—Ackermann seq—A(1)=1+1, A(2)=2´2, A(3)=33, etc Recondite as it seems, the Ackermann sequence does have some applications. A problem in an area called Ramsey theory asks for the minimum dimension of a hypercube satisfying a certain property. The true dimension is thought to be 6, but the lowest dimension anyone’s been able is prove is so huge that it can only be expressed using the same ‘weird arithmetic’ that underlies the Ackermann sequence. Indeed, the Guinness Book of World Records once listed this dimension as the biggest number ever used in a mathematical proof. (Another contender for the title once was Skewes’ number, about , which arises in the study of how prime numbers are distributed. The famous mathematician G. H. Hardy quipped that Skewes’ was "the largest number which has ever served any definite purpose in mathematics.") What’s more, Ackermann’s briskly-rising cavalcade performs an occasional cameo in computer science. For example, in the analysis of a data structure called ‘Union-Find,’ a term gets multiplied by the inverse of the Ackermann sequence—meaning, for each whole number X, the first number N such that the Nth Ackermann number is bigger than X. The inverse grows as slowly as Ackermann’s original sequence grows quickly; for all practical purposes, the inverse is at most 4. ¨ Ackermann numbers are pretty big, but they’re not yet big enough. The quest for still bigger numbers takes us back to the formalists. After Ackermann demonstrated that ‘primitive recursive’ isn’t what we mean by ‘computable,’ the question still stood: what do we mean by ‘computable’? In 1936, Alonzo Church and Alan Turing independently answered this question. While Church answered using a logical formalism called the lambda calculus, Turing answered using an idealized computing machine—the Turing machine—that, in essence, is equivalent to every Compaq, Dell, Macintosh, and Cray in the modern world. Turing’s paper describing his machine, "On Computable Numbers," is rightly celebrated as the founding document of computer science. "Computing," said Turing, is normally done by writing certain symbols on paper. We may suppose this paper to be divided into squares like a child’s arithmetic book. In elementary arithmetic the 2-dimensional character of the paper is sometimes used. But such use is always avoidable, and I think it will be agreed that the two-dimensional character of paper is no essential of computation. I assume then that the computation is carried out on one-dimensional paper, on a tape divided into squares. Turing continued to explicate his machine using ingenious reasoning from first principles. The tape, said Turing, extends infinitely in both directions, since a theoretical machine ought not be constrained by physical limits on resources. Furthermore, there’s a symbol written on each square of the tape, like the ‘1’s and ‘0’s in a modern computer’s memory. But how are the symbols manipulated? Well, there’s a ‘tape head’ moving back and forth along the tape, examining one square at a time, writing and erasing symbols according to definite rules. The rules are the tape head’s program: change them, and you change what the tape head does. Turing’s august insight was that we can program the tape head to carry out any computation. Turing machines can add, multiply, extract cube roots, sort, search, spell-check, parse, play Tic-Tac-Toe, list the Ackermann sequence. If we represented keyboard input, monitor output, and so forth as symbols on the tape, we could even run Windows on a Turing machine. But there’s a problem. Set a tape head loose on a sequence of symbols, and it might stop eventually, or it might run forever—like the fabled programmer who gets stuck in the shower because the instructions on the shampoo bottle read "lather, rinse, repeat." If the machine’s going to run forever, it’d be nice to know this in advance, so that we don’t spend an eternity waiting for it to finish. But how can we determine, in a finite amount of time, whether something will go on endlessly? If you bet a friend that your watch will never stop ticking, when could you declare victory? But maybe there’s some ingenious program that can examine other programs and tell us, infallibly, whether they’ll ever stop running. We just haven’t thought of it yet. Nope. Turing proved that this problem, called the Halting Problem, is unsolvable by Turing machines. The proof is a beautiful example of self-reference. It formalizes an old argument about why you can never have perfect introspection: because if you could, then you could determine what you were going to do ten seconds from now, and then do something else. Turing imagined that there was a special machine that could solve the Halting Problem. Then he showed how we could have this machine analyze itself, in such a way that it has to halt if it runs forever, and run forever if it halts. Like a hound that finally catches its tail and devours itself, the mythical machine vanishes in a fury of contradiction. (That’s the sort of thing you don’t say in a research paper.) ¨ "Very nice," you say (or perhaps you say, "not nice at all"). "But what does all this have to do with big numbers?" Aha! The connection wasn’t published until May of 1962. Then, in the Bell System Technical Journal, nestled between pragmatically-minded papers on "Multiport Structures" and "Waveguide Pressure Seals," appeared the modestly titled "On Non-Computable Functions" by Tibor Rado. In this paper, Rado introduced the biggest numbers anyone had ever imagined. His idea was simple. Just as we can classify words by how many letters they contain, we can classify Turing machines by how many rules they have in the tape head. Some machines have only one rule, others have two rules, still others have three rules, and so on. But for each fixed whole number N, just as there are only finitely many distinct words with N letters, so too are there only finitely many distinct machines with N rules. Among these machines, some halt and others run forever when started on a blank tape. Of the ones that halt, asked Rado, what’s the maximum number of steps that any machine takes before it halts? (Actually, Rado asked mainly about the maximum number of symbols any machine can write on the tape before halting. But the maximum number of steps, which Rado called S(n), has the same basic properties and is easier to reason about.) Rado called this maximum the Nth "Busy Beaver" number. (Ah yes, the early 1960’s were a more innocent age.) He visualized each Turing machine as a beaver bustling busily along the tape, writing and erasing symbols. The challenge, then, is to find the busiest beaver with exactly N rules, albeit not an infinitely busy one. We can interpret this challenge as one of finding the "most complicated" computer program N bits long: the one that does the most amount of stuff, but not an infinite amount. Now, suppose we knew the Nth Busy Beaver number, which we’ll call BB(N). Then we could decide whether any Turing machine with N rules halts on a blank tape. We’d just have to run the machine: if it halts, fine; but if it doesn’t halt within BB(N) steps, then we know it never will halt, since BB(N) is the maximum number of steps it could make before halting. Similarly, if you knew that all mortals died before age 200, then if Sally lived to be 200, you could conclude that Sally was immortal. So no Turing machine can list the Busy Beaver numbers—for if it could, it could solve the Halting Problem, which we already know is impossible. But here’s a curious fact. Suppose we could name a number greater than the Nth Busy Beaver number BB(N). Call this number D for dam, since like a beaver dam, it’s a roof for the Busy Beaver below. With D in hand, computing BB(N) itself becomes easy: we just need to simulate all the Turing machines with N rules. The ones that haven’t halted within D steps—the ones that bash through the dam’s roof—never will halt. So we can list exactly which machines halt, and among these, the maximum number of steps that any machine takes before it halts is BB(N). Conclusion? The sequence of Busy Beaver numbers, BB(1), BB(2), and so on, grows faster than any computable sequence. Faster than exponentials, stacked exponentials, the Ackermann sequence, you name it. Because if a Turing machine could compute a sequence that grows faster than Busy Beaver, then it could use that sequence to obtain the D‘s—the beaver dams. And with those D’s, it could list the Busy Beaver numbers, which (sound familiar?) we already know is impossible. The Busy Beaver sequence is non-computable, solely because it grows stupendously fast—too fast for any computer to keep up with it, even in principle. This means that no computer program could list all the Busy Beavers one by one. It doesn’t mean that specific Busy Beavers need remain eternally unknowable. And in fact, pinning them down has been a computer science pastime ever since Rado published his article. It’s easy to verify that BB(1), the first Busy Beaver number, is 1. That’s because if a one-rule Turing machine doesn’t halt after the very first step, it’ll just keep moving along the tape endlessly. There’s no room for any more complex behavior. With two rules we can do more, and a little grunt work will ascertain that BB(2) is 6. Six steps. What about the third Busy Beaver? In 1965 Rado, together with Shen Lin, proved that BB(3) is 21. The task was an arduous one, requiring human analysis of many machines to prove that they don’t halt—since, remember, there’s no algorithm for listing the Busy Beaver numbers. Next, in 1983, Allan Brady proved that BB(4) is 107. Unimpressed so far? Well, as with the Ackermann sequence, don’t be fooled by the first few numbers. In 1984, A.K. Dewdney devoted a Scientific American column to Busy Beavers, which inspired amateur mathematician George Uhing to build a special-purpose device for simulating Turing machines. The device, which cost Uhing less than $100, found a five-rule machine that runs for 2,133,492 steps before halting—establishing that BB(5) must be at least as high. Then, in 1989, Heiner Marxen and Jürgen Buntrock discovered that BB(5) is at least 47,176,870. To this day, BB(5) hasn’t been pinned down precisely, and it could turn out to be much higher still. As for BB(6), Marxen and Buntrock set another record in 1997 by proving that it’s at least 8,690,333,381,690,951. A formidable accomplishment, yet Marxen, Buntrock, and the other Busy Beaver hunters are merely wading along the shores of the unknowable. Humanity may never know the value of BB(6) for certain, let alone that of BB(7) or any higher number in the sequence. Indeed, already the top five and six-rule contenders elude us: we can’t explain how they ‘work’ in human terms. If creativity imbues their design, it’s not because humans put it there. One way to understand this is that even small Turing machines can encode profound mathematical problems. Take Goldbach’s conjecture, that every even number 4 or higher is a sum of two prime numbers: 10=7+3, 18=13+5. The conjecture has resisted proof since 1742. Yet we could design a Turing machine with, oh, let’s say 100 rules, that tests each even number to see whether it’s a sum of two primes, and halts when and if it finds a counterexample to the conjecture. Then knowing BB(100), we could in principle run this machine for BB(100) steps, decide whether it halts, and thereby resolve Goldbach’s conjecture. We need not venture far in the sequence to enter the lair of basilisks. But as Rado stressed, even if we can’t list the Busy Beaver numbers, they’re perfectly well-defined mathematically. If you ever challenge a friend to the biggest number contest, I suggest you write something like this: BB(11111)—Busy Beaver shift #—1, 6, 21, etc If your friend doesn’t know about Turing machines or anything similar, but only about, say, Ackermann numbers, then you’ll win the contest. You’ll still win even if you grant your friend a handicap, and allow him the entire lifetime of the universe to write his number. The key to the biggest number contest is a potent paradigm, and Turing’s theory of computation is potent indeed. ¨ But what if your friend knows about Turing machines as well? Is there a notational system for big numbers more powerful than even Busy Beavers? Suppose we could endow a Turing machine with a magical ability to solve the Halting Problem. What would we get? We’d get a ‘super Turing machine’: one with abilities beyond those of any ordinary machine. But now, how hard is it to decide whether a super machine halts? Hmm. It turns out that not even super machines can solve this ‘super Halting Problem’, for the same reason that ordinary machines can’t solve the ordinary Halting Problem. To solve the Halting Problem for super machines, we’d need an even more powerful machine: a ‘super duper machine.’ And to solve the Halting Problem for super duper machines, we’d need a ‘super duper pooper machine.’ And so on endlessly. This infinite hierarchy of ever more powerful machines was formalized by the logician Stephen Kleene in 1943 (although he didn’t use the term ‘super duper pooper’). Imagine a novel, which is imbedded in a longer novel, which itself is imbedded in an even longer novel, and so on ad infinitum. Within each novel, the characters can debate the literary merits of any of the sub-novels. But, by analogy with classes of machines that can’t analyze themselves, the characters can never critique the novel that they themselves are in. (This, I think, jibes with our ordinary experience of novels.) To fully understand some reality, we need to go outside of that reality. This is the essence of Kleene’s hierarchy: that to solve the Halting Problem for some class of machines, we need a yet more powerful class of machines. And there’s no escape. Suppose a Turing machine had a magical ability to solve the Halting Problem, and the super Halting Problem, and the super duper Halting Problem, and the super duper pooper Halting Problem, and so on endlessly. Surely this would be the Queen of Turing machines? Not quite. As soon as we want to decide whether a ‘Queen of Turing machines’ halts, we need a still more powerful machine: an ‘Empress of Turing machines.’ And Kleene’s hierarchy continues. But how’s this relevant to big numbers? Well, each level of Kleene’s hierarchy generates a faster-growing Busy Beaver sequence than do all the previous levels. Indeed, each level’s sequence grows so rapidly that it can only be computed by a higher level. For example, define BB2(N) to be the maximum number of steps a super machine with N rules can make before halting. If this super Busy Beaver sequence were computable by super machines, then those machines could solve the super Halting Problem, which we know is impossible. So the super Busy Beaver numbers grow too rapidly to be computed, even if we could compute the ordinary Busy Beaver numbers. You might think that now, in the biggest-number contest, you could obliterate even an opponent who uses the Busy Beaver sequence by writing something like this: BB2(11111). But not quite. The problem is that I’ve never seen these "higher-level Busy Beavers" defined anywhere, probably because, to people who know computability theory, they’re a fairly obvious extension of the ordinary Busy Beaver numbers. So our reasonable modern mathematician wouldn’t know what number you were naming. If you want to use higher-level Busy Beavers in the biggest number contest, here’s what I suggest. First, publish a paper formalizing the concept in some obscure, low-prestige journal. Then, during the contest, cite the paper on your index card. To exceed higher-level Busy Beavers, we’d presumably need some new computational model surpassing even Turing machines. I can’t imagine what such a model would look like. Yet somehow I doubt that the story of notational systems for big numbers is over. Perhaps someday humans will be able concisely to name numbers that make Busy Beaver 100 seem as puerile and amusingly small as our nobleman’s eighty-three. Or if we’ll never name such numbers, perhaps other civilizations will. Is a biggest number contest afoot throughout the galaxy? ¨ You might wonder why we can’t transcend the whole parade of paradigms, and name numbers by a system that encompasses and surpasses them all. Suppose you wrote the following in the biggest number contest: The biggest whole number nameable with 1,000 characters of English text Surely this number exists. Using 1,000 characters, we can name only finitely many numbers, and among these numbers there has to be a biggest. And yet we’ve made no reference to how the number’s named. The English text could invoke Ackermann numbers, or Busy Beavers, or higher-level Busy Beavers, or even some yet more sweeping concept that nobody’s thought of yet. So unless our opponent uses the same ploy, we’ve got him licked. What a brilliant idea! Why didn’t we think of this earlier? Unfortunately it doesn’t work. We might as well have written One plus the biggest whole number nameable with 1,000 characters of English text This number takes at least 1,001 characters to name. Yet we’ve just named it with only 80 characters! Like a snake that swallows itself whole, our colossal number dissolves in a tumult of contradiction. What gives? The paradox I’ve just described was first published by Bertrand Russell, who attributed it to a librarian named G. G. Berry. The Berry Paradox arises not from mathematics, but from the ambiguity inherent in the English language. There’s no surefire way to convert an English phrase into the number it names (or to decide whether it names a number at all), which is why I invoked a "reasonable modern mathematician" in the rules for the biggest number contest. To circumvent the Berry Paradox, we need to name numbers using a precise, mathematical notational system, such as Turing machines—which is exactly the idea behind the Busy Beaver sequence. So in short, there’s no wily language trick by which to surpass Archimedes, Ackermann, Turing, and Rado, no royal road to big numbers. You might also wonder why we can’t use infinity in the contest. The answer is, for the same reason why we can’t use a rocket car in a bike race. Infinity is fascinating and elegant, but it’s not a whole number. Nor can we ‘subtract from infinity’ to yield a whole number. Infinity minus 17 is still infinity, whereas infinity minus infinity is undefined: it could be 0, 38, or even infinity again. Actually I should speak of infinities, plural. For in the late nineteenth century, Georg Cantor proved that there are different levels of infinity: for example, the infinity of points on a line is greater than the infinity of whole numbers. What’s more, just as there’s no biggest number, so too is there no biggest infinity. But the quest for big infinities is more abstruse than the quest for big numbers. And it involves, not a succession of paradigms, but essentially one: Cantor’s. ¨ So here we are, at the frontier of big number knowledge. As Euclid’s disciple supposedly asked, "what is the use of all this?" We’ve seen that progress in notational systems for big numbers mirrors progress in broader realms: mathematics, logic, computer science. And yet, though a mirror reflects reality, it doesn’t necessarily influence it. Even within mathematics, big numbers are often considered trivialities, their study an idle amusement with no broader implications. I want to argue a contrary view: that understanding big numbers is a key to understanding the world. Imagine trying to explain the Turing machine to Archimedes. The genius of Syracuse listens patiently as you discuss the papyrus tape extending infinitely in both directions, the time steps, states, input and output sequences. At last he explodes. "Foolishness!" he declares (or the ancient Greek equivalent). "All you’ve given me is an elaborate definition, with no value outside of itself." How do you respond? Archimedes has never heard of computers, those cantankerous devices that, twenty-three centuries from his time, will transact the world’s affairs. So you can’t claim practical application. Nor can you appeal to Hilbert and the formalist program, since Archimedes hasn’t heard of those either. But then it hits you: the Busy Beaver sequence. You define the sequence for Archimedes, convince him that BB(1000) is more than his 1063 grains of sand filling the universe, more even than 1063 raised to its own power 1063 times. You defy him to name a bigger number without invoking Turing machines or some equivalent. And as he ponders this challenge, the power of the Turing machine concept dawns on him. Though his intuition may never apprehend the Busy Beaver numbers, his reason compels him to acknowledge their immensity. Big numbers have a way of imbuing abstract notions with reality. Indeed, one could define science as reason’s attempt to compensate for our inability to perceive big numbers. If we could run at 280,000,000 meters per second, there’d be no need for a special theory of relativity: it’d be obvious to everyone that the faster we go, the heavier and squatter we get, and the faster time elapses in the rest of the world. If we could live for 70,000,000 years, there’d be no theory of evolution, and certainly no creationism: we could watch speciation and adaptation with our eyes, instead of painstakingly reconstructing events from fossils and DNA. If we could bake bread at 20,000,000 degrees Kelvin, nuclear fusion would be not the esoteric domain of physicists but ordinary household knowledge. But we can’t do any of these things, and so we have science, to deduce about the gargantuan what we, with our infinitesimal faculties, will never sense. If people fear big numbers, is it any wonder that they fear science as well and turn for solace to the comforting smallness of mysticism? But do people fear big numbers? Certainly they do. I’ve met people who don’t know the difference between a million and a billion, and don’t care. We play a lottery with ‘six ways to win!,’ overlooking the twenty million ways to lose. We yawn at six billion tons of carbon dioxide released into the atmosphere each year, and speak of ‘sustainable development’ in the jaws of exponential growth. Such cases, it seems to me, transcend arithmetical ignorance and represent a basic unwillingness to grapple with the immense. Whence the cowering before big numbers, then? Does it have a biological origin? In 1999, a group led by neuropsychologist Stanislas Dehaene reported evidence in Science that two separate brain systems contribute to mathematical thinking. The group trained Russian-English bilinguals to solve a set of problems, including two-digit addition, base-eight addition, cube roots, and logarithms. Some subjects were trained in Russian, others in English. When the subjects were then asked to solve problems approximately—to choose the closer of two estimates—they performed equally well in both languages. But when asked to solve problems exactly, they performed better in the language of their training. What’s more, brain-imaging evidence showed that the subjects’ parietal lobes, involved in spatial reasoning, were more active during approximation problems; while the left inferior frontal lobes, involved in verbal reasoning, were more active during exact calculation problems. Studies of patients with brain lesions paint the same picture: those with parietal lesions sometimes can’t decide whether 9 is closer to 10 or to 5, but remember the multiplication table; whereas those with left-hemispheric lesions sometimes can’t decide whether 2+2 is 3 or 4, but know that the answer is closer to 3 than to 9. Dehaene et al. conjecture that humans represent numbers in two ways. For approximate reckoning we use a ‘mental number line,’ which evolved long ago and which we likely share with other animals. But for exact computation we use numerical symbols, which evolved recently and which, being language-dependent, are unique to humans. This hypothesis neatly explains the experiment’s findings: the reason subjects performed better in the language of their training for exact computation but not for approximation problems is that the former call upon the verbally-oriented left inferior frontal lobes, and the latter upon the spatially-oriented parietal lobes. If Dehaene et al.’s hypothesis is correct, then which representation do we use for big numbers? Surely the symbolic one—for nobody’s mental number line could be long enough to contain , 5 pentated to the 5, or BB(1000). And here, I suspect, is the problem. When thinking about 3, 4, or 7, we’re guided by our spatial intuition, honed over millions of years of perceiving 3 gazelles, 4 mates, 7 members of a hostile clan. But when thinking about BB(1000), we have only language, that evolutionary neophyte, to rely upon. The usual neural pathways for representing numbers lead to dead ends. And this, perhaps, is why people are afraid of big numbers. Could early intervention mitigate our big number phobia? What if second-grade math teachers took an hour-long hiatus from stultifying busywork to ask their students, "How do you name really, really big numbers?" And then told them about exponentials and stacked exponentials, tetration and the Ackermann sequence, maybe even Busy Beavers: a cornucopia of numbers vaster than any they’d ever conceived, and ideas stretching the bounds of their imaginations. Who can name the bigger number? Whoever has the deeper paradigm. Are you ready? Get set. Go. References Petr Beckmann, A History of Pi, Golem Press, 1971. Allan H. Brady, "The Determination of the Value of Rado’s Noncomputable Function Sigma(k) for Four-State Turing Machines," Mathematics of Computation, vol. 40, no. 162, April 1983, pp 647- 665. Gregory J. Chaitin, "The Berry Paradox," Complexity, vol. 1, no. 1, 1995, pp. 26- 30. At http://www.umcs.maine.edu/~chaitin/unm2.html. A.K. Dewdney, The New Turing Omnibus: 66 Excursions in Computer Science, W.H. Freeman, 1993. S. Dehaene and E. Spelke and P. Pinel and R. Stanescu and S. Tsivkin, "Sources of Mathematical Thinking: Behavioral and Brain-Imaging Evidence," Science, vol. 284, no. 5416, May 7, 1999, pp. 970- 974. Douglas Hofstadter, Metamagical Themas: Questing for the Essence of Mind and Pattern, Basic Books, 1985. Chapter 6, "On Number Numbness," pp. 115- 135. Robert Kanigel, The Man Who Knew Infinity: A Life of the Genius Ramanujan, Washington Square Press, 1991. Stephen C. Kleene, "Recursive predicates and quantifiers," Transactions of the American Mathematical Society, vol. 53, 1943, pp. 41- 74. Donald E. Knuth, Selected Papers on Computer Science, CSLI Publications, 1996. Chapter 2, "Mathematics and Computer Science: Coping with Finiteness," pp. 31- 57. Dexter C. Kozen, Automata and Computability, Springer-Verlag, 1997. ———, The Design and Analysis of Algorithms, Springer-Verlag, 1991. Shen Lin and Tibor Rado, "Computer studies of Turing machine problems," Journal of the Association for Computing Machinery, vol. 12, no. 2, April 1965, pp. 196- 212. Heiner Marxen, Busy Beaver, at http://www.drb.insel.de/~heiner/BB/. ——— and Jürgen Buntrock, "Attacking the Busy Beaver 5," Bulletin of the European Association for Theoretical Computer Science, no. 40, February 1990, pp. 247- 251. Tibor Rado, "On Non-Computable Functions," Bell System Technical Journal, vol. XLI, no. 2, May 1962, pp. 877- 884. Rudy Rucker, Infinity and the Mind, Princeton University Press, 1995. Carl Sagan, Billions & Billions, Random House, 1997. Michael Somos, "Busy Beaver Turing Machine." At http://grail.cba.csuohio.edu/~somos/bb.html. Alan Turing, "On computable numbers, with an application to the Entscheidungsproblem," Proceedings of the London Mathematical Society, Series 2, vol. 42, pp. 230- 265, 1936. Reprinted in Martin Davis (ed.), The Undecidable, Raven, 1965. Ilan Vardi, "Archimedes, the Sand Reckoner," at http://www.ihes.fr/~ilan/sand_reckoner.ps. Eric W. Weisstein, CRC Concise Encyclopedia of Mathematics, CRC Press, 1999. Entry on "Large Number" at http://www.treasure-troves.com/math/LargeNumber.html. Back to Writings page Back to Scott's homepage Back to Scott's blog

      Why do we even care about big numbers is there any use?

    1. Who's for the Game? - Jessie Pope


      Who's for the game, the biggest that's played,

      The red crashing game of a fight?

      Who'll grip and tackle the job unafraid?

      And who thinks he'd rather sit tight?

      Who'll toe the line for the signal to Go?

      Who'll give his country a hand?

      Who wants a turn to himself in the show?

      And who wants a seat in the stand?

      Who knows it won't be a picnic - not much -

      This line gives a bit of insight into Pope herself, she is very clearly not able to be a solider yet finds it admirable and heroic for the men who are sacrificing their lives. She encourages the foolish bravery and obliviousness of the young men, embraces it even further by comparing the upcoming carnage as not much unlike a picnic. A picnic is a universal sign of comfort, tranquillity, and peace. Pope is wanting the boys to perceive war to be a game they are able to tap out of easily so that they enlist, and enlist in large quantities. She is feeding into their optimistic, hopeful, and unfortunately naïve mindset that the war will not be on for long and that you simply need to wield a gun to defend yourself as your opposing side is the only danger. Pope describing war to be, to an extent, similar to a picnic with the phrase "not much" is distinctly manipulative and cunning yet not blaringly so, letting boys be swiftly influenced by the propaganda into joining so they can join in on the fun.

      Yet eagerly shoulders a gun?

      Who would much rather come back with a crutch

      Then lie low and be out of the fun?

      Come along, lads -

      The language/utilisation of 'along' indicates there being already a large mass of enthusiastic participants that you would join along with, along to. This emphasises how glorified and fulfilling each man or boy believes war to be. In a way it is igniting our inner Herd Mentality with each boy knowing he will be ridiculed if he is not an element of the incoming bloodshed.

      The use of the word "lads" highlights (spotlights) the target audience, young, proud, prideful, and foolish lads.

      But you'll come on all right -

      This line is clear evidence of Pope moulding the optimism that everyone, for the sake of their sanity and health, held onto tightly. It is the hopefulness that you will be able to go into a dangerous situation and be invincible, immortal, untouchable because you are unlike no other.

      The direct pronouns Pope uses in the poem are no mistake, the pronouns 'you', 'yours', etc were put in this poem for men and boys alike at the time to feel targeted personally by Pope, she is assuring him that she has faith in him and that he will come back practically untouched apart from a bit more blood under his shoes.

      She is moulding this optimism to say to the readers without explicitly writing it, "you're capable of being strong enough to come home while others might not. You are able to do this while others cannot. You will come home." She has faith in him, even if she does not know who he is.

      For there's only one course to pursue,

      Direct implication that war is the one thing you should, must do. Pope is almost guilting the reader into thinking his only purpose is to be a weapon for his country, his home and leave that home to possibly die alone and painfully.

      Your country is up to her neck in a fight,

      And she's looking and calling for you.

      FLIRTY: Form/fixture, Language, Imagery, Rhythm/rhyme, Tone/thematic concern, Your interpretation of the poem

    1. Just the mere fact that you can understand so much already puts you ahead of individuals that start from zero. MERAJI: So here we are at takeaway number one. You're ahead of the game, and you probably know a lot more than you give yourself credit for.

      consejo

    2. "We have a very full house," she says. "There's always a computer on and there's always an Xbox playing, and there's always a TV left on."

      I disagree with this life style that they are living, I could replace the computer with a book to stop wasting time and do something that benefits the kids. Also, I can replace the xbox with family time since kids in this generation are zoomed out from the " real world" outside and keeping there head inside the game and the games only. nevertheless, TV can be on and off on times that we are actually using it , all of these thing that are listed will make the bill less and more healthy life style in the family

    1. 2014 stod de så pass nära att Ulf Hansen var en av gästerna på en privat maskeradfest hemma hos Jimmie Åkesson och Louise Erixon. Alltså bara ett drygt år efter att Hansen visat sitt stöd för Hells Angels. Efter det kom Ulf Hansen allt närmare partiet. Hans bakgrund verkade inte vara ett problem. Inte heller den rasism han spred på nätet.  I mars 2015 postade Ulf Hansen ett inlägg med en länk till vit makt-filmen The End Game – Full White Genocide documentary. Konspirationsteorin om att det pågår ett folkmord på vita är central i vit makt-miljön och populariserades av den amerikanska terroristen David Lane. I anslutning till klippet som Ulf Hansen spred länkades till flera rasideologiska och antisemitiska sajter.
    1. This is the paradox of Yellowstone, and of most other national parks we have added since: wilderness contained, nature under management, wild animals obliged to abide by human rules. It’s the paradox of the cultivated wild. At a national park in Africa—Serengeti in Tanzania, for instance, or Masai Mara game reserve in Kenya, Kruger in South Africa—you wouldn’t face such ambiguity. You would view the dangerous beasts, the lions and elephants and leopards and buffalo, from the safety of your Land Rover or your safari van, seldom if ever strolling through their habitat on foot. But in America we’ve chosen to do things differently, and Yellowstone, because it’s the first national park, an iconic place known throughout the world, which millions of people visit each year, is where the paradox is most powerfully played out.

      Yellowstone, the nations first park has a paradox of wilderness contained or nature under management.

    1. And I sit here in my straight leg jeans that prompted my partner to say that I look like “Diane Lane in an ‘80s movie” (compliment!) and/or that I’m about to go out and farm, I’m reminded of how uncomfortable I felt in skinny jeans for the first time — but also how outmoded my flared low-rise had come to feel. None of this jean discourse is really about fashion, or figuring out what you like. Same, much of the time, when it comes to other forms of bodily discipline, particularly with food and exercise. There’s always a “choice” about what kind of maintenance you want to pursue, but it’s a severely delimited one. So much of this maintenance is about not falling behind, particularly as a woman. To fall behind is not only to lose a grip on your class status, but your visibility and value within society at large. It’s not just middle class a woman is communicating with “appropriate” clothes and body and grooming. It’s vitality, participation, and gameness in a game in which you’re always already losing.
  5. whitepaper.welcometonor.com whitepaper.welcometonor.com
    1. Sports are fully monetized while maintaining the “spirit of the game.” Even as the massive economies around professional sports continue to grow, play itself remains free.

      This is no more or less free than free 2 play games though.

    2. The business of video games assures us a game is “competitive,” then gives any player the chance to cheat through purchase pathways: powerful weapons, stronger armor, better stats.

      Actual competitive games don't do this though...

    3. Modern games insist they are “free,” then flood us with microtransactions: paywalls, purchasable “bonus” content, loot boxes, subscriptions, extra lives.

      They still are free. We have become so entitled that we are upset that a game that they likely paid money to get us to install also has things to sell to people who want them? It's actually not the norm for a F2P game to force you to buy anything. They apply pressure sure but you are also free to just delete the game and know that you didn't have to pay anything, just the 30 seconds it took to download the game.

    1. Outside of game publishers, web3 is different because there are pockets of standalone communities with NFT collections. These communities desire additional utility for their assets and gaming is a logical step in that direction. Adding NFT avatars within gameplay in a cosmetic manner (similar to Fortnite crossover IP) can work, but it’s not the reason why someone would play a blockchain game in the first place. We would argue this adds more value to the corresponding NFT community, rather than the game itself. 

      I think its worth acknowledging that the desire might be less from "games" and more from metaverse experiences. This is especially relevant when looking at the experiences as part of a community. Fortnite is a great example because it went from being a game to a social experience and psuedo-metaverse. It started having lots of outside world IP and even performers integrating in because the focus was on community and social engagement rather than for the sake of "game play".

    2. A common counterargument from web3 advocates is that Steam is a closed economy and restricts users from cashing out to USD. While true, we would argue that CS:GO users increasingly prefer trusted third-party sites like Dmarket and Skinport which not only enable open economies but removes the $1,800 item listing cap from Steam.4

      Also don't forget the other ways to barter such as trading for Steam game keys and Steam Crate Keys.

    3. The auction house directly affected gameplay and changed the psychology around handling assets.

      You also have to acknowledge that a big part of this was Blizzards greed. They purposely nerfed drop rates in the game to force people to use the auction house since they were taking a transaction fee on all trades. They made this very clear when they stripped out the AH and drastically changed drop rates back to more of a normal and people were happy again. So you have to wonder which part made people happier, the drop rate changes or the AH removal??

    4. Players would acquire assets and hold them without utilizing them in-game, defeating the purpose of the asset’s origination in the first place.

      Could you make this same argument about Stones of Jordan or Runes in Diablo 2 for players that collect them just to sell and not to use?

    5. When assets are on-chain, users can trade the assets with anyone; users don’t have to play the corresponding game or even have it downloaded to take advantage of on-chain assets. If the game shuts down, the assets will remain in your wallet forever.

      This isn't new of course. I still have plenty of Artifact cards sitting around in my Steam wallet...sadness... :(

      What NFTs add to this is the idea that if someone makes a new Artifact game with a new name and not using any of the existing art or other IP infringements, then they could read my NFT wallet to see what cards I have and import those into the new game.

    6. Typically, in web2 games, users buy assets in a game and for the most part, can’t sell them back or trade them. An example of this is buying skins in Valorant because once purchased, you can’t trade those skins.

      CS:GO and TF2 are clearly an exception here which is ironic because Valorant is basically a CS:GO clone.

    1. On-chain tournament crowdfunding.E.g., on-chain Dota 2 CompendiumE.g., sell an event battle pass which can be leveled with sweat equity and/or tokens -> assets earned from leveling up the battle pass have (i) a price ceiling during the event and (ii) scarcity created post-event

      There have already been some good examples of in-game content crowd funding that totally works just as well if those items are NFTs also. Could perhaps see even more revenue knowing that players would probably try and re-sell the NFT skins of the winning team for a profit!

    2. Interoperability can also break the immersion of games. I won’t go too deep into this, but my general belief is that immersion is driven by fidelity, a compelling narrative, and the ability to enter a flow state in gaming (further discussion here). However, if you transpose assets between games, you quickly unbundle the cohesive, spatial presence of the player such that they no longer feel like the character they are playing as, start losing interest in in-game choices, and ultimately become less emotionally attached to the experience as a whole. 

      This primarily applies to single-player games which honestly aren't the target of interoperability anyways. Generally immersion and fidelity are not primary to social or competitive experiences.

    3. This can take several forms (individually or in combination): replacing in-game assets to fit a new theme, adding new gameplay mechanics, an extension of the base game, etc.

      Don't forget simply modifying data/values such as old RTS games where you could open game files in a text editor and change the attributes of units!

    1. Garena’s strong relationship with a large network of cybercafés has enabled AirPay to rapidly establish a wide network of AirPay counters. As of June 30, 2017, 73.3% of cybercafés within the Garena network, or 50.0 thousand in total, also operated as AirPay counters. In addition, AirPay processes transactions of prepaid game credits on our Garena platform in Indonesia, Vietnam and Thailand. During the month of June 2017, AirPay processed approximately 40% of the aggregate gross billings for our digital entertainment business across AirPay’s three largest markets, namely Thailand, Vietnam and Indonesia. AirPay also provides the payment processing for Shopee in Vietnam and Thailand, with all incoming payments to Shopee accounts under Shopee Guarantee as well as the outgoing payments from Shopee accounts to Shopee seller accounts operationally handled by AirPay. This payment processing service is an initial step in our long-term plan to further integrate AirPay with the Shopee platform and make the e-wallet function an integral payment option for Shopee users, creating a large captive user base for AirPay.

      加雷纳与大型网吧网络的紧密关系,使得 AirPay 能够迅速建立起广泛的 AirPay 柜台网络。截至2017年6月30日,Garena 网络内73.3% 的网吧(总计50000家)也在运营 AirPay 柜台。此外,AirPay 在 Garena、越南和泰国的平台上处理预付游戏积分的交易。在2017年6月,AirPay 处理了大约40% 的数字娱乐业务总收费,涵盖了 AirPay 最大的三个市场,即泰国、越南和印度尼西亚。空中支付还为 Shopee 提供越南和泰国的支付处理服务,处理所有根据“ Shopee 担保”向 Shopee 帐户支付的款项,以及由空中支付运作中处理的 Shopee 帐户向 Shopee 卖家帐户支付的款项。这项支付处理服务是我们长远计划的第一步,目的是进一步把空中支付与 Shopee 平台整合,使电子钱包功能成为 Shopee 用户的一个完整支付选择,为空中支付创造一个庞大的专属用户基础

    2. An AirPay counter is a physical over-the-counter retail location that maintains a balance in its AirPay e-wallet account, which is used to purchase electronic and physical goods and credits, such as prepaid game credits and mobile top-up, food, beverage and other convenience store items, from suppliers or service providers. The AirPay counter then sells those electronic and physical goods and credits to consumers who pay the counters in cash. AirPay counters also provide utility bill and other payment forwarding services to consumers for cash payments. AirPay counters can be found at a variety of convenient locations in Thailand, Vietnam, Indonesia and the Philippines, including cybercafés, small local shops, book stores, food and beverage merchants, sim card stores, accommodation providers and convenience stores. AirPay counters also serve as important cash AirPay 柜台是一个实体的柜台零售点,在其 AirPay 电子钱包账户中保持一个余额,用于从供应商或服务提供商处购买电子和实体商品及信用,例如预付游戏信用和移动充值、食品、饮料和其他便利店物品。空中支付柜台然后出售这些电子和实物商品和信贷的消费者谁支付的柜台现金。AirPay 的柜台还为消费者提供水电费账单和其他现金支付转账服务。在泰国、越南、印尼和菲律宾的多个便利地点,都可以找到空中支付柜台,包括网吧、本地小型商店、书店、食品和饮料商店、智能卡商店、住宿供应商和便利店。AirPay 柜台也是重要的现金来源   163 Table of Contents 目录 access points for the platform. By allowing consumers to pay cash to top up their accounts on the AirPay App, AirPay counters act as a “reverse ATM” providing important avenues for the AirPay App to reach the large unbanked populations in GSEA. 平台的接入点。通过允许消费者在 AirPay 应用程序上支付现金以充实自己的账户,AirPay 柜台就像一台“反向自动取款机”,为 AirPay 应用程序接触到 GSEA 大量无银行账户的人群提供了重要渠道。

      air counter

    3. An AirPay counter is a physical over-the-counter retail location that maintains a balance in its AirPay e-wallet account, which is used to purchase electronic and physical goods and credits, such as prepaid game credits and mobile top-up, food, beverage and other convenience store items, from suppliers or service providers. The AirPay counter then sells those electronic and physical goods and credits to consumers who pay the counters in cash. AirPay counters also provide utility bill and other payment forwarding services to consumers for cash payments. AirPay counters can be found at a variety of convenient locations in Thailand, Vietnam, Indonesia and the Philippines, including cybercafés, small local shops, book stores, food and beverage merchants, sim card stores, accommodation providers and convenience stores. AirPay counters also serve as important cash AirPay 柜台是一个实体的柜台零售点,在其 AirPay 电子钱包账户中保持一个余额,用于从供应商或服务提供商处购买电子和实体商品及信用,例如预付游戏信用和移动充值、食品、饮料和其他便利店物品。空中支付柜台然后出售这些电子和实物商品和信贷的消费者谁支付的柜台现金。AirPay 的柜台还为消费者提供水电费账单和其他现金支付转账服务。在泰国、越南、印尼和菲律宾的多个便利地点,都可以找到空中支付柜台,包括网吧、本地小型商店、书店、食品和饮料商店、智能卡商店、住宿供应商和便利店。AirPay 柜台也是重要的现金来源   163 Table of Contents 目录 access points for the platform. By allowing consumers to pay cash to top up their accounts on the AirPay App, AirPay counters act as a “reverse ATM” providing important avenues for the AirPay App to reach the large unbanked populations in GSEA.

      平台的接入点。通过允许消费者在 AirPay 应用程序上支付现金以充实自己的账户,AirPay 柜台就像一台“反向自动取款机”,为 AirPay 应用程序接触到 GSEA 大量无银行账户的人群提供了重要渠道。

    1. recognize the chaos, panic and precarity the show captures so convincingly. In “The Bear,” work is a dumb, sadistic game that has left Carmy with unchecked PTSD. Intrusive thoughts and flashbacks fracture his consciousness; he even cooks in his sleep, almost setting his house on fire.

      vivid descriptions - i have never watched the show but i can picture what the writer is talking about

    1. But it turns out that we’re not so unique after all. In fact, compared to some species, humans are late to the game. Ants began farming fungi a staggering 65 million years ago, soon after the days of the dinosaurs. Ambrosia beetle and termite species have also raised such crops for eons—as evidenced by a 25 million-year-old fossilized nest. Damselfish cultivate gardens of algae, and some ants have even developed a form of animal husbandry that includes shepherding stocks of aphids and mealy bugs.

      Fish, beetles termites and ants already started farming/ developed agriculture as long as 65 million years ago.

    1. The usual characteristics used todefine a game are not shared by every game.

      I like this example Wittgenstein gave about the game it helped me visualize the family resemblance clearer.

    1. Three arguments for phenomenology as the most fundamental of all sciences, and how to refute them.

      Apple-and-Oranges

      Dennett accuses phenomenology as structuralist psychology, and thus suffers the same problems of it.

      The major tool of structuralist psychology was introspection (a careful set of observations made under controlled conditions by trained observers using a stringently defined descriptive vocabulary). Titchener held that an experience should be evaluated as a fact, as it exists without analyzing the significance or value of that experience.

      Zahavi replies: phenomenology is not structuralist psychology, but transcendental philosophy of consciousness. It studies the '‘nonpsychological dimension of consciousness,’ those structures that make experience possible.

      Consequently, it is transcendental, and immune to any empirical science, even though it has applications for empirical science.

      Phenomenology is not concerned with establishing what a given individual might currently be experiencing. Phenomenology is not interested in qualia in the sense of purely individual data that are incorrigible, ineffable, and incomparable. Phenomenology is not interested in psychological processes (in contrast to behavioral processes or physical processes).

      Phenomenology is interested in the very dimension of givenness or appearance and seeks to explore its essential structures and conditions of possibility. Such an investigation of the field of presence is beyond any divide between psychical interiority and physical exteriority, since it is an investigation of the dimension in which any object—be it external or internal—manifests itself. Phenomenology aims to disclose structures that are intersubjectively accessible...

      Bakker replies: You can't do phenomenology except by thinking about your first-person experience, so phenomenology looks the same as structuralist psychology. Sure, phenomenologists would disagree, but everyone outside their circle aren't convinced. Just standing tall and say "but we take the phenomenological attitude!" is not going to cut it.

      first-person phenomena remain the evidential foundation of both. If empirical psychology couldn’t generalize from phenomena, then why should we think phenomenology can reason to their origins, particularly given the way it so discursively resembles introspectionism? Why should a phenomenological attitude adjustment make any difference at all?

      Ontological Pre-emption

      Zahavi: to do science, you need to assume intuition. Zombies can't do science.

      As Zahavi writes, “the one-sided focus of science on what is available from a third person perspective is both naive and dishonest, since the scientific practice constantly presupposes the scientist’s first-personal and pre-scientific experience of the world.”

      Reply: dark phenomenology shows that phenomenologists have problems that they can't solve unless they resort to third-person science -- they are not so pure and independent as they claim.

      Reply: human metacognition ability is a messy, inconsistent hack "acquired through individual and cultural learning", made of "whatever cognitive resources are available to serve monitoring-and-control functions",

      people exhibit widely varied abilities to manage their own decision-making, employing a range of idiosyncratic techniques. These data count powerfully against the claim that humans possess anything resembling a system designed for reflecting on their own reasoning and decision-making. Instead, they support a view of meta-reasoning abilities as a diverse hodge-podge of self-management strategies acquired through individual and cultural learning, which co-opt whatever cognitive resources are available to serve monitoring-and-control functions.

      Abductive

      Phenomenology is a wide variety of metacognitive illusions, all turning in predictable ways on neglect.

      If phenomenology is bunk, why do phenomenologists arrive independently on the same answers for many questions? Surely, it's because they are in touch with a transcendental truth, the truth about consciousness!

      with a tremendous amount of specialized training, you can actually anticipate the kinds of things Husserl or Heidegger or Merleau-Ponty or Sarte might say on this or that subject. Something more than introspective whimsy is being tracked—surely!

      If the structures revealed by the phenomenological attitude aren’t ontological, then what else could they be?

      Response: Phenomenology is psychology done by introspection. Discoveries of phenomenology are not ontological, transcendental, prior to all sciences, but psychological, and can be reduced to other sciences like neuroscience and physics. Phenomenologists agree not because they are in touch with transcendental truth, but with similarly structured human brains.

      The Transcendental Interpretation is no longer the only game in town.

      Response: we can use science to predict what phenomenologists predict.

      Source neglect: we can't perceive where conscious perception came from -- things simply "appear in the mind" without showing what caused them to appear, or in what brain region they were made. This is because the brain doesn't have time to represent sources for the fundamental perceptions which must serve as a secure, undoubtable bedrock for all perceptions. If they are not represented like bedrock, people would waste too much time thinking about alternative interpretations of them, and thus fail to reproduce well.

      Scope neglect: we can't perceive the boundaries of perception. The visual scene looks complete, without a black boundary. Similar to source neglect, if the brain represents the boundary, then the boundary's boundary also needs to be represented, and so on, so the infinite descent is cut off as soon as possible, to save time.

      We should expect to be baffled by our immediate sources and by our immediate scope, not because they comprise our transcendental limitations, but because such blind-spots are an inevitable by-product of the radical neurophysiological limits

    1. Example JSONP:

      Is there an additional options property defining game types?

      "options":[{"name":"Entry type","key":"type","values":{"dog":"Dog","bridge":"Bridge","tree":"Tree","hieroglyph":"Hieroglyph","musical instrument":"Musical instrument","mountain":"Mountain"}}]

    1. The result is a history game design model and level design for History Multimedia Interactive Educational Game (HMIEG). The model consists of four main elements: interaction, knowledge, engine and level. The history educational game design model integrates the pedagogical elements and game design features to ensure HMIEG can be used as a history learning tool effectively.

      History Educational Game four main elements interaction, knowledge, engine, level.

    1. Twine was created by a web developer named Chris Klimas in 2009. While in graduate school at the University of Baltimore’s Interaction Design and Information Architecture program, Klimas began writing what he calls “hypertext fiction”—playing with interactivity and narrative outside a game. In order to make life easier for himself, he invented a set of tools that turned source code into interactive HTML. He showed them around to some friends, but no one seemed particularly interested, mostly because they were heavy on programming language and hard to comprehend.
    1. We implement changes into the game before burning the next ROM for the next weeks round of regression and testing.

      ROM then will be integrated into emulators like RetroArch?

    1. It would completely change how I view mint.com. It would become a powerful mechanism for opening up my own access to my own financial data which is currently being locked away by my banks, credit card companies and other providers. All I get is a crappy UI from those places. Mint's UI is much better, but an API would completely change the game.
    1. You play as Regency-era occultists. None of the play happens in meatspace, it’s all play-by-post. Literal post, as in tree-corpses letters. Each turn takes a month. You can write multiple letters in a turn, to the GM and other players.

      I am down as hell.

      There's not enough creative play with postal mail. People love getting physical letters. I haven't decided on whether to subscribe to The Flower Letters, but it's sort of storytelling-through-physical-mail. Similarly, I only found out about Cryptogram Puzzle Post late enough that I'm waiting for the collection, but it's like puzzle games sent to you by mail. (I backed The Light In The Mist from the same creator)

      Physical reality this could use:

      • Mailable items to convey game effects so you could swap them. (E.g., you can write about your character being able to enter the Bird Sanctum only if you are the current holder of a feather that'd been mailed to one player)
      • Invisible ink
      • Colored ink with significance of some kind? Maybe too fussy.

      And of course the urban fantasy counterpart would be set in the 90s, done in ballpoint pen on notebook paper, and the gazette would be a lofi photocopy zine.

    1. Reviewer #3 (Public Review):

      The paper uses a mixture of game-theoretical models and individual-based simulations to study the coevolution of manipulation and resistance to manipulation in social interactions. This is a very impressive piece of theoretical research that will likely open new directions for both theoretical and empirical work.

    1. When you awake you realize that you lost more of yourself in those moments

      Lost more of yourself, what does that mean. Who are we really? Playing a game of entertainment sex should be more fulfilling than netflix.

    1. Magie's game was becoming increasingly popular around the Northeastern United States. College students attending Harvard, Columbia, and University of Pennsylvania, left-leaning middle class families, and Quakers were all playing her board game. Three decades after The Landlord's Game was invented in 1904, Parker Brothers published a modified version, known as Monopoly. Charles Darrow claimed the idea as his own, stating that he invented the game in his basement. Magie spoke out against them and reported that she had made a mere $500 from her invention and received none of the credit for Monopoly.[7] In January 1936, an interview with Magie appeared in a Washington, D.C. newspaper, in which she was critical of Parker Brothers. Magie spoke to reporters about the similarities between Monopoly and The Landlord's Game. The article published spoke to the fact that Magie spent more money making her game than she received in earnings, especially with the lack of credit she received after Monopoly was created. After the interviews, Parker Brothers agreed to publish two more of her games but continued to give Darrow the credit for inventing the game itself.[11] Darrow was known as the inventor of Monopoly until Ralph Anspach discovered Magie's patents and her relation to the Monopoly game while fighting a legal battle with the Parker Brothers because of his Anti-Monopoly game. Subsequently, her invention of The Landlord's Game has been given more attention and research. Despite the fact that Darrow and the Parker Brothers capitalized on and were credited with her idea, she posthumously received credit for one of the most popular board games.[3]

      This is a fascinating bit of trivia, and that should be better known by the general public.

    1. 人类在游戏模式设计上已经积累了很多智慧,McCormick 总结了 4 点:

      1. Feedback Loops 反馈回路:从游戏中收到反馈,以修正和改进行为。
      2. Variable Outcomes 可变产出:游戏中要有一些随机性,从而驱动下一次的尝试。
      3. Sense of Control 控制感:不断练习,就会变强大。
      4. Connection to the Meta Game 与元游戏相连:什么是元游戏?就是真实生活。
    1. Or they employ some novel production technique to achieve a clever end, like using DALL-E to create images for use in a stop-motion video.

      Or video game prototyping, a recent innovation I saw.

    1. A red metal imp hangs from the green-painted front door, as a knocker, do not touch it; it will bite your fingers. Walk through the house. Take nothing. Eat nothing.

      It's almost as if the author wants us to see things in the immortal world vice versa from the human reality world as not fearing creatures when you run into to them but rather get to know them and communicate with them and not being polite by knocking on doors but come in uninvited which really has you thinking about whether or not this at all is a game and they want to see who will be the brave one and enter through their world and how far they can push them till they give up on trying.

    1. Mute (m)You're signed outVideos you watch may be added to the TV's watch history and influence TV recommendations. To avoid this, cancel and sign in to YouTube on your computer.CancelConfirmWhy this ad?Up nextLiveUpcomingCancelPlay NowSwitch cameraShareInclude playlistAn error occurred while retrieving sharing information. Please try again later.AnnotationsPlayback speedNormalSubtitles/CC (1)OffQualityAuto 720p0:0028:2721:34 / 28:27•Watch full videoLive•Scroll for details cleaned by Adblock for Youtube™ Share /* Branding Styles */ #ab4yt-brand { display: block; height: 20px; position: absolute; top: 2px; right: 3px; z-index: 9; color: #666; font-size: 11px; font-weight: bold; line-height: 17px; text-decoration: none; font-weight: normal; -webkit-animation: fadeInOut 14s; animation: fadeInOut 14s; } #ab4yt-brand>#ab4yt-fb-share { background-color: #4e69a2; color: white; padding: 1px 3px; border-radius: 2px; } @-webkit-keyframes fadeInOut { 0% { opacity: 0; } 5% { opacity: 1; } 95% { opacity: 1; } 100% { opacity: 0; } } @keyframes fadeInOut { 0% { opacity: 0; } 5% { opacity: 1; } 95% { opacity: 1; } 100% { opacity: 0; } } .abyt-uix-button { display: inline-block; height: 28px; border: solid 1px rgba(0, 0, 0, 0); padding: 0 10px; outline: 0; font-weight: 500; font-size: 11px; text-decoration: none; white-space: nowrap; word-wrap: normal; line-height: normal; vertical-align: middle; cursor: pointer; border-radius: 2px; box-shadow: 0 1px 0 rgba(0,0,0,0.05); } .abyt-uix-button{ border-color: #d3d3d3; background: #f8f8f8; color: #333; } Let's Build A Video Game With Unity and TensorFlow

      THe most interesting part is the python bridge. whaat else can we do with this?

    1. untamed by narrative and unbound by books.

      The words "Untamed" and "Unbound" used to describe stories as almost bestial, and uncontrollable they can be without being set in pages of a book, how malleable and subject to alteration they are. Sort of like a game of telephone, where one may tell a story, and whoever hears it may either misunderstand it, or purposefully changed for whatever reasons they may have.

    1. queers in love at the end of the world is a hypertext game built on the Twine platform in which the player experiences fleeting intimacy in a ten-second narrative. In the upper left of the browser window, a timer counting down the seconds prompts the reader to move quickly, advancing the narrative by clicking highlighted action words with little time to deliberate or savor the moments chosen before "Everything is wiped away.
    1. dys4ia and a lot of the games loosely grouped with it were all made on Twine, a programming language for making hypertext games that was created in 2009 by Chris Klimas and intended for writers looking to experiment with literature. Skeptics argue that these creations are too simplistic and linear to be considered “games.”
    1. Oracle-governance attacks in Maker

      Dishonest MKR holders have at their disposal two attack vectors.

      A game played between stablecoin, CDP, and MKR holders (and also potentially miners)

      One of the main things is that the price is calculated by taking the MEDIAN of several Oracles, so no one Oracle can significantly upset the value - it would require many Oracles to be compromised. They were also talking about having a 1 hour delay on prices from oracles in MCD which would allow for an emergency vote to be taken if an attack was occurring.

    1. Andy and I always liked trying to find opportunities that others had missed.  Fill holes in a sense

      Making a game requires constraints. Market conditions and unique opportunities supply the best constraints!

    2. In the 80s and early 90s the best sellers on home systems were dominated by CAGs and their cousins (like “walk to the right and punch” or “walk to the right and shoot”).

      Game to dominate a market that hadn't been specced into before!

    1. This describes one of the most pleasing hacks I've ever come across. I just now tracked it down and added it to my bookmarks. (Not sure why it wasn't already there.)

      You could also conceive of going one step further. When your app (doesn't actually have to be a game, though admittedly it's much easier for you if it is) is compiled with tweak.h, it gives it the power to paint the source file on the screen—so you don't actually have to switch over to your text editor to save it, etc. Suppose you want to provide custom inputs like Bret Victor-style sliders for numeric values. You could edit it in your text editor, or you could derp around with it in-app. Tweaking the value in-app should of course both update it wrt the app runtime but also still write the file to disk, too, so if live reloading is turned on in your text editor, whatever changes you make inside the live process image gets synced out.

    1. "The scientist," he declared late in life,"is always working to discover the order and organization of the universe,and is thus playing a game against the arch enemy, disorganization. Isthis devil Manichean or Augustinian? Is it a contrary force opposed toorder or is it the very absence of order itself?"

      Humans are pattern identifiers. The scientist looks through their observations to create links between different organisms. These are all purely coincidental, so the enemy is Augustinian. There is no active chaos on planet Earth, save maybe evolution.

    2. If this cybernetic conception seems to differ from more familiar con-ceptions of the Other, it should. The cybernetic Enemy Other has littleto do with the racialized Other so horrifyingly invoked by Blamey, andexamined, for example, by Edward Said in Oriental~sm.~'There is nosense in which Wiener sees the German bomber pilot as a racially lesserbeing. Nor is the German pilot an Other in being simply invisible. Finally,I take it to go without need of much elaboration that the servomechanicalpilot is not Emmanuel Levinas's Other, where the recognition of the in-eradicable humanity outside of oneself is the fundamental move in theestablishment of an ethical p h i l o s ~ p h y . ~ ~No, Wiener's conception of theEnemy Other is more like his depiction of the game players in von Neu-mann's theory: "perfectly intelligent, perfectly ruthless operators" (C, p.159).This is a theoretical representation in which information, statistics,and strategies are applied to moves and countermoves in a world of op-posing but fundamentally like forces.

      Right, so despite the fact that several people have dispelled the idea that the "Other" need be inferior, whether due to bunk ideas about race or ideology, there is still a form of Othering at play. The enemy Other is still perfectly intelligent, perfectly ruthless.

    3. we track Lyotard's postmod-ernist and game-theoretical worldview back deep into the heart of theManichean sciences. As we study the development of postwar science,then, it seems to me of utmost importance not to seize uncritically thecentral metaphors of operational analysis, game theory, and cyberneticsand make them our own while claiming all the while a new "postmodern"periodization

      If we are to, rightly, criticize Lyotard for not understanding Wiener's machines, then why would we assume he was inspired by Wiener's research?

    4. game theory postulated a logical but cunning opponent; it was designedprecisely to analyze an antagonist who played against us and would bluffto win

      Good, the nazis were a logical and cunning opponent, and they needed to be taken seriously. "Manichean devil" is exactly how they approached the war.

    5. On the Allied side, three closely related sciences engaged this calcu-lating Enemy Other: operations research, game theory, and cybernetics.Each had its own prototypical war problem. Operations research focused,for example, on maximizing efficiency in locating and destroyingGerman U-boats in the North Atlantic and along the coast of the Arneri-cas.Wame theory, though it had mathematical roots in the interwaryears, exploded into view with John von Neumann and Oscar Morgen-stern's masterwork of 1944, Theory of Games and Economic B e h a v i ~ r ; ~strate-gists picked up the technique as a way of analyzing what two opposingforces ought to do when each expected the other to act in a maximallyrational way but were ignorant both of the opponent's specific intentionsand of the enemy's choice of where to bluff. Wiener, the spokesman andadvocate of cybernetics, in a distinction of great importance to him, di-vided the devils facing us in two sorts. One was the "Manichean devil""who is determined on victory and will use any trick of craftiness or dis-simulation to obtain this victory." Wiener's rational Manichean devilcould, for example, change strategy to outwit us. By contrast, the other,the "Augustinian devil" (and Wiener counted the forces of nature as such)was characterized by the "evil" of chance and disorder but could notchange the rules.'

      This is a long one, but it's where the idea of cybernetics started, was in these war rooms. They were trying to strategize and outwit their opponents, and the ideas that outwitting can go several layers deep was a new idea. I'm curious as to the path needed to take to begin automating this process

    1. As mentioned above, games such as World of Warcraft and Dream Western Journey have been popular for nearly 19 years, some MMORPG games in Roblox also have lasted around 10 years. Trading is at the essence of MMORPG games, emphasizing the concepts of assets and in-game economy.

      play to earn 關鍵是打造出 sustainable tokenomic, MMORPG has enough content / complex game play to build self-sustained in-game economy

    1. Even though I’m an amateur researcherMeaning I do it as part of my job as a designer and writer, but in a rather a naive way compared to anyone writing a PhD., I still spend a good chunk of time hunting down and reading academic publications.

      One really oughtn't downplay their research skills like this, rather they should wear them as a badge of honor. Downplaying them leeches away one's power.

      Ph.D. researchers may potentially go deeper into sources, but this is only a function of time and available attention.

      This sort of debate also plays out in spaces like writing computer code. The broader industry determines who is and isn't a "coder", but this is only a means of creating power structures that determine who has power and who doesn't or who is part of the conversation and who isn't.

      Don't let Maggie fool you here, she is definitely part of this conversation.


      What areas of work over time does this pattern of level of experience not apply to?

      There is definitely a level of minimal literacy at which one could be considered a reader, but there is no distinction between amateur reader and professional reader the way there might be between an "amateur researcher" and a full time "academic researcher".

      Other examples of this? Video game playing?

    1. The ideas expressed in Creative Experience continueto have an impact. Follett’s process of integration, for example, forms the basisof what is now commonly referred to as a ‘‘win-win’’ approach to conflictresolution; and her distinction between ‘‘power-with’’ and ‘‘power-over’’ hasbeen used by so many distinguished thinkers that it has become a part of ourpopular vocabulary. ≤

      While she may not have coined the phrase "win-win", Mary Parker Follett's process of integration described in her book Creative Experience (Longmans, Green & Co., 1924) forms the basis of what we now refer to as the idea of "win-win" conflict resolution.

      Follett's ideas about power over and power with also stem from Creative Experience as well.

      1. Those using the power-over, power-with distinction include Dorothy Emmett, the first woman president of the British Aristotelian Society, and Hannah Arendt; Mans- bridge, ‘‘Mary Parker Follet: Feminist and Negotiator,’’ xviii–xxii.

      Syndication link: - https://en.wikipedia.org/w/index.php?title=Win%E2%80%93win_game&type=revision&diff=1102353117&oldid=1076197356

    1. Reviewer #1 (Public Review):

      This article clearly illustrates the limitations of previous predator escape models that (1) fail to incorporate the initial orientation of prey relative to predators, and (2) do not properly describe the endpoint of predator attacks, instead assuming infinite trajectories. The approach is novel and the implications for stochastic strategies are important. Some subtle rearrangements would improve the presentation of the data.

      The correspondence between the presented behavioral data and model instantly validates the incorporation of predator attack distance and initial orientation of the prey into escape models. I am completely convinced that the lack of the two incorporated variables prevented the accurate reconstruction of ETs. These two variables create distributions over escape choices that are eventually claimed to balance behavioral perfection (i.e., minimization of Tdiff) with unpredictability (i.e., the choice of slightly suboptimal ETs when the effect on Tdiff is negligible relative to predator capture times). This is a case where precision is sometimes favored over variability and other times variability over precision.

      It's here where my very mild (I truly liked this article - it is well done, well written, and creative) comments arise. The implications for stochastic strategies immediately emerge in the early results - bimodal strategies come about from the introduction of two variables. There is not enough credence given to the field of stochastic behavior in the introduction - the introduction focuses too much on previous models of predator-prey interaction, and in fact, Figure 1, which should set up the main arguments of the article, shows a model that is only slightly different (slight predator adjustment) that is eventually only addressed in the Appendix (see below). The question of "how and when do stochastic strategies emerge?" is a big deal. Figure 1 should set up a dichotomy: optimal strategies are available (i.e., those that minimize Tdiff) which would predict a single unimodal strategy. Many studies often advocate for Bayesian optimal behavior, but multimodal strategies are the reality in this study - why? Because if you consider the finite attack distance and inability of fish to evoke maximum velocity escapes while turning, it actually IS optimal. That's the main point I think of the article and why it's a broadly important piece of work. Further framing within the field of stochastic strategies (i.e., stochastic resonance) could be done in the introduction.

      All experiments are well controlled (I especially liked the control where you varied the cutoff distance given that it is so critical to the model). Some of the figures require more labeling and the main marquee Figure 1 needs an overhaul because (1) the predator adjustment model that is only addressed in the Appendix shouldn't be central to the main introductory figure - it's the equivalent of the models/situations in Figure 6, and probably shouldn't take up too much space in the introductory text either (2) the drawing containing the model variables could be more clear and illustrative.

      Finally, I think a major question could be posed in the article's future recommendations: Is there some threshold for predator learning that the fish's specific distribution of optimal vs. suboptimal choice prevents from happening? That is, the suboptimal choice is performed in proportion to its ability to differentiate Tdiff. This is "bimodal" in a sense, but a probabilistic description of the distribution (e.g., a bernoulli with p proportional to beta) would be really beneficial. Because prey capture is a zero-sum game, the predator will develop new strategies that sometimes allow it to win. It would be interesting if eventually the bernoulli description could be run via a sampler to an actual predator using a prey dummy; one could show that the predator eventually learns the pattern if the bernoulli for choosing optimal escape is set too high, and the prey has balanced its choice of optimal vs. suboptimal to circumvent predator learning.

      Overall, a very good article.

    1. Would be more of a neutral rating for me but seeing that I have only two options (or no review at all), I'll go with the upvote for encouragement as they do appear to be putting some effort into the game.

      .