Posts Tagged ‘games’
“Men, it has been well said, think in herds; it will be seen that they go mad in herds, while they only recover their senses slowly, one by one”*…

You’ve probably heard of the wisdom of crowds. The general idea, popularized by James Surowiecki’s book, is that a large group of non-experts can solve problems collectively better than a single expert. As you can imagine, there are a lot of subtleties and complexities to this idea. Nicky Case helps you understand with a game.
Draw networks, run simulations, and learn in the process…
Spend an extremely-fruitful half hour with “The Wisdom and/or Madness of Crowds.”
[via Flowing Data]
Extraordinary Popular Delusions and the Madness of Crowds
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As we contemplate connection, we might compose a birthday rhyme for Torquato Tasso, the 16th Century Italian poet; he was born on this date in 1544. Tasso was a giant in his own time– he died in 1595, a few days before the Pope was to crown him “King of the Poets”– but had fallen out the core of the Western Canon by the end of the 19th century. Still, he resonates in the poems (Spencer, Milton, Byron), plays (Goethe), madrigals (Monteverdi), operas (Lully, Vivaldi, Handel, Haydn, Rossini, Dvorak) , and art work (Tintoretto, the Carracci, Guercino, Pietro da Cortona, Domenichino, Van Dyck, Poussin, Claude Lorrain, Tiepolo, Fragonard, Delacroix) that his life and work inspired.
“Reality is broken”*…

Paperclips, a new game from designer Frank Lantz, starts simply. The top left of the screen gets a bit of text, probably in Times New Roman, and a couple of clickable buttons: Make a paperclip. You click, and a counter turns over. One.
The game ends—big, significant spoiler here—with the destruction of the universe.
In between, Lantz, the director of the New York University Games Center, manages to incept the player with a new appreciation for the narrative potential of addictive clicker games, exponential growth curves, and artificial intelligence run amok…
More at “The way the world ends: not with a bang but a paperclip“; play Lantz’s game here.
(Then, as you consider reports like this, remind yourself that “We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.”)
* Jane McGonigal, Reality is Broken: Why Games Make Us Better and How They Can Change the World
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As we play we hope not prophetically, we might recall that it was on this date in 4004 BCE that the Universe was created… as per calculations by Archbishop James Ussher in the mid-17th century.
When Clarence Darrow prepared his famous examination of William Jennings Bryan in the Scopes trial [see here], he chose to focus primarily on a chronology of Biblical events prepared by a seventeenth-century Irish bishop, James Ussher. American fundamentalists in 1925 found—and generally accepted as accurate—Ussher’s careful calculation of dates, going all the way back to Creation, in the margins of their family Bibles. (In fact, until the 1970s, the Bibles placed in nearly every hotel room by the Gideon Society carried his chronology.) The King James Version of the Bible introduced into evidence by the prosecution in Dayton contained Ussher’s famous chronology, and Bryan more than once would be forced to resort to the bishop’s dates as he tried to respond to Darrow’s questions.
– source

Ussher
“He does nothing, but he does it very well”*…

It might look like a simple chess problem, but this puzzle could finally help scientists uncover what makes the human mind so unique, and why it may never be matched by a computer…
The chess problem – originally drawn by Sir Roger Penrose – has been devised to defeat an artificially intelligent (AI) computer but be solvable for humans. The Penrose Institute scientists are inviting readers to workout how white can win, or force a stalemate and then share their reasoning…
The backstory– and a chance to crack the puzzle– at “Can you solve the chess problem which holds key to human consciousness?”
* P.H. Clarke after his match with Tigran Petrosian
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As we make our moves, we might note that today is International Tabletop Day, a day devoted to the celebration of tabletop gaming. Find a place to play here.

“The generation of random numbers is too important to be left to chance”*…

Roman 12mm dice
Random numbers are central to more than we may realize. They have applications in gambling, statistical sampling, computer simulation and Monte Carlo modeling, cryptography (as applied in both communications and transactions), completely randomized design, even sooth-saying– in any area where producing an unpredictable result is desirable. So how they’re produced– the certainty that they are, in fact, random– matters enormously.
It’s no surprise, then, that random number generation has a long and fascinating history. Happily, Carl Tashian is here to explain.
“As an instrument for selecting at random, I have found nothing superior to dice,” wrote statistician Francis Galton in an 1890 issue of Nature. “When they are shaken and tossed in a basket, they hurtle so variously against one another and against the ribs of the basket-work that they tumble wildly about, and their positions at the outset afford no perceptible clue to what they will be even after a single good shake and toss.”…
From I Ching sticks and dice to the cryptographically-secure PRNG, “A Brief History of Random Numbers.”
[TotH to the eminently-numerate Reuben Steiger]
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As we roll the bones, we might spare a thought for Samuel “Sam” Loyd; he died on this date in 1911. A chess player, chess composer, puzzle author, and recreational mathematician. A member of the Chess Hall of Fame (for both his play and for his exercises, or “problems”), he gained posthumous fame when his son published a collection of his mathematical and logic puzzles, Cyclopedia of 5000 Puzzles after his father’s death. As readers can see here and here, his puzzles still delight.
Loyd’s most famous puzzle was the 14-15 Puzzle, which he produced in 1878. His original authorship is debated; but in any case, his version created a craze that swept America to such an extent that employers put up notices prohibiting playing the puzzle during office hours.
“Brief murmurs only just almost never all known”*…

Q1: What is, traditionally, the principal unit of measurement for measuring floorspace in Taiwan? Taipei 101’s floorspace of 379,296 square meters converts to about 114,737 of the unit in question.
Q2: If you’re playing Magic: The Gathering, what slangy verb (synonymous with poke, zap, and Tim) might you use to signify dealing one hit point of damage to a target?
Q3: Analogies: Rosalind is to Ganymede as Éowyn is to Dernhelm as Fa Mulan is to whom?
Q4: What fictional wanderer, introduced in a 1933 book often read by Captain Kangaroo, lives with “his mother and his father and two sisters and three brothers and eleven aunts and seven uncles and forty-two cousins”?
Q5: What networking utility, first written for 4.2a BSD UNIX in 1983, sends echo request packets and reports on echo replies?
All is revealed in the 21st installment of James Callan‘s wonderful series of newsletters, “Five Questions, One Answer.”
* Samuel Beckett, “Ping.”
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As we sign up for the next pub quiz, we might spare a thought for John Baskerville, English printer and typefounder; he died on this date in 1775. Among Baskerville’s publications in the British Museum’s collection are Aesop’s Fables (1761), the Bible (1763), and the works of Horace (1770). And as for his fonts, Baskerville’s creations (including the famous “Baskerville”) were so successful that his competitors resorted to claims that they damaged the eyes.
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