Tuesday, January 17, 2006

Google Books

I said this a half a year ago or more: Google is losing it. A brash bold useful company with so much to offer whose motto was once "do no evil" is starting to unravel.

Consider Google's acquiescence to China to work together with the authorities to ban thousands of search phrases from their search for Chinese IP addresses. Google's explanation is a) if they didn't do this, then China would ban all of Google, and b) they don't want to lose business. Does that sound like a "do no evil" policy to you?

Now here comes Google Books. Originally this was going to be Google's way of bringing more information to the world; that's what Google is here for, right? Here's a quote from Google's Google Books FAQ:

... the aim of Google Book Search is to help you discover books and learn where to buy or borrow them, not read them from start to finish.


Kaching. What a kowtow to the book publishers. "The aim is to learn where to buy and borrow books"?

The search service is still in Beta, so it may yet improve, but come on. You can only see two pages of the book? Only certain pages? Only if you're registered? Etc.. Whose interests are being served here? Isn't this a little overboard?

Yehuda

Technorati tags: , , ,

Monday, January 16, 2006

BGIA nominations are up

The good news: there were many great nominations, some lesser nominations, and a few disqualified nominations (lots of people nominated and then read the rules, in that order).

The major point of any award series is to help publicize the great stuff that is out there, and I think it did a great job. There were quite a few items nominated that I had never heard of: many publisher sites, slews of online gaming sites (including a few that we had to leave out that were not in English but are easy enough for English speakers to use), at least one entire podcast (PulpGamer), and so on.

Big thanks to whomever nominated me, of course.

The bad news: a few categories didn't receive many nominations, even though I know that there was plenty of material out there for these categories. These were mainly article categories; I guess people didn't feel like wading through old posts to find the links required to submit the nominations. The exception in low number of nominations was Best Journal; I think so many people simply thought that The Games Journal should win that they didn't bother with any others. With the exception of Indepth, which was also nominated, the only other ones I can think of are Games International and Knucklebones (or is that print only?)

Best of luck to all nominees.

Yehuda

Sunday, January 15, 2006

Too Little of Nothing

* I had to buy a new cell phone, an older model. Rather than pay extra to reactivate my old number I slipped in my son's old phone SIM card which he stopped using when he got a new phone a few years ago. His SIM card was set to display "Run for your life" whenever my wife called him.

* I finally found a new job and gave notice at my current job. I'm not entirely sure what I'm doing, since the terms aren't that different, but I hope to be a little happier at the new job. My old job doesn't finish until Feb 11, and the new one doesn't start until Feb 15. Which gives me only three days respite, and one of those is shabbat.

* We're wrapping up the post for the GG:BGIA nominations summary and should be posting that soon.

* Still finding more blogs and posts about board gaming. I'll write them up when I get a chance.

* Split pitas into halves, sprinkle with olive oil and pizza spices. Toast. Parmesan is optional.

Yehuda

Saturday, January 14, 2006

Weekend Gaming

We had another old friend for lunch, Rachel. Rachel left Israel about seven years ago, had some rough times, got divorced, and finally made it back a few weeks ago. She brought back with her her seven and a half year old daughter.

Rachel is the daughter of Ephrayim, a war gamer who lives down the road from us. Eph came to our group a few times, but didn't really like the Eurogames, and couldn't find people willing to play the old time Avalon Hill games he has stacked in his closet.

Rachel's daughter also loves games (shoot, I can't remember her name - I'm terrible with names). After lunch, while the grown ups went off to do the boring things that grown ups do, she and I played a whole bunch of games:

Othello

The Menorah Game, which she liked. We played twice.

Yinsh, also twice. The second game was very close. She actually pulled ahead of me and I only managed to eke out a win.

Go, which she wanted to learn in order to play with her cousin. We played on a 9x9 board and I gave her a 4 stone advantage. She beat me with 46 spaces.

Kings in the Corner, a rather brainless card game which she taught me (and won).

She calmly asked me questions, and not just about rules, but about strategy. She was VERY bright and VERY well mannered, aside from accidentally knocking things around the board a few times with her sleeve. She was always polite and happy to play whether she won or lost, and was determined to finish a game even when she knew she was losing. Much better than a number of grown-ups I know.

I hope to see her again.

Technorati Tags: , ,

Thursday, January 12, 2006

Strategy

References: Brian and Tom at Tao of Gaming.

Brian implies that strategy means "plays that give better positions rather than immediate tactical advantage":

Is Caylus Strategic? More so than PR. There are "positional" affects (things that aren't immediately tactical, but that affect play). Larry brought up an example of "If I'm doing the shipping strategy, I'm going to want a harbor, or If I'm doing the factory, it will change my builds." Well, that's certainly true, and you can see "I want this, then this, then this." But I'm not sure it's positional. You could model the same effects as 'evaluation of future values'. If I have the factory, it's better if I have lots of good types. Ditto Harbor, but the Wharf wants specialization. My current position makes those better (or worse), and I don't have to look ahead to see it.


As usual, Brian is of the opinion that Puerto Rico is all tactical, and not strategic. We've argued about this before.

In the comments, Chris Farrel argues that strategy may just mean "what to do when you don't know the right tactics":

I wonder if a game with completely open information and no random elements must be purely tactical by definition. I've talked about it with the folks I've played it with, and nobody thought it was anything more than a highly tactical game.

A game can appear strategic because we just don't understand it. If there are lots of factors I haven't grasped yet, I'll attack them by making a generalized strategic choice ("OK, I'll focus on building castle bricks") because making all the tactical decisions is too burdensome. But that doesn't *generally* make the game itself any less tactical.


Others go on to imply that perhaps strategy is only possible with hidden information. Tom's post is then largely devoted to supporting this.


I don't think there is such a thing as a game where there are no hidden elements. As usual, I find example games to be helpful in this situation.

GAME A: Each player chooses an Ace or a King to play face down. The cards are revealed. If they match, player 1 wins, if they don't, player 2 wins.

Each player has complete control over what he chooses (no dice), and complete information as to the available options available to their opponent (no hand full of random cards). However, the game has a large and very crucial element of hidden information: what your opponent will choose.

GAME B: The same game, but player A reveals his card first, and then player B has to choose what card to play. You no longer have a game. Of course, this is dramatically simplified, but player B now evaluates the board with complete knowledge of what his opponent will do by the end of the game and chooses the best move. What you have is now a puzzle.

So unless we simply want to define strategy out of existence, we will have to come up with something better than "a game with hidden information", since there are no games without.

One thing you have to realize is that even if a game is "understood", it doesn't mean that there can be no strategic choices to make. It all depends on what you mean by "understanding".

If you have "solved chess", then for any given position you know the optimal play to make assuming that there is an optimal play. This assumption is a big one. Consider the following situations:

a) Your opponent can always win from this position if he plays perfectly. However, you know that he has a blind spot when it comes to tactical play. So you make a move that tempts him to make a mistake.

b) There are several different moves that are equally likely to produce a victory. How do you decide between them? For instance, Rock, Paper, Scissors can't be solved except by statistical analysis of all humans. When playing against a single human, it is more important to know THAT human.

c) Even if you have an optimal move, sometimes you may find a sub-optimal move is better against certain opponents, or, dare we say, more rewarding for the game playing experience.

What these factors have in common is the human experience. If you want to talk only about play that does not only mean "the best play given the information that I can calculate", then strategy is the decisions you make that are based on the human experience.

Maybe one day we will solve PR, but a strategic choice is to invest in high cash goods or high shipping goods. These choices are not necessarily "the best" choices, and they are not necessarily "sub-optimal" choices. They are human choices. Maybe your opponent is not good at handling your chosen strategy. Maybe you feel most comfortable handling it, yourself. Maybe it just makes the game more interesting for you or your opponent.

Either way, the real definition of strategy hasn't really changed much. We all can agree that tactics is evaluating your position and making the best of it. Strategy is still, according to me, a guiding philosophy about the game that colors your tactical choices. It may be that from a grand distance that tactics and strategy have no firm clear border, but that doesn't mean that they don't exist as distinct concepts in human terms. We are not computers.

Yehuda

Update: I think I am letting you guys off the hook too easily. Even if you can see the optimal play from the start of the game, you can still define strategy as the overriding series of plays you will be making, and tactics as each of these plays. As Wikipedia puts it:

* The overall goal is to win a war against another country.
* The strategy is to undermine the other nation's ability to wage war by annihilating their military.
* The tactics (told to the combatants) are to do very specific things in a specific place.

In games, a game is strategic (and less tactical) if there are at least two different paths to achieve the same goal and the tactics you choose specifically favor one of these paths. A certain tactic becomes less valuable or more valuable depending on which path you are following. From the same position, two people will choose a different tactic both of which may be close to optimal or equally optimal based on their strategy. It is tactical (and less strategic) if there is only one path, or the paths are sufficiently muddied that from any position you have the same options and make the same choices regardless on any path.

Obviously I feel PR is at least somewhat strategic, but others don't.

Technorati Tags: , , , ,

Peter Olotka (Cosmic Encounter) Interview on Braincloud

I'm sure Board Game News will pick this up momentarily, but I have to link, given how much of a fan I am of the board game.

I haven't played online, yet. Mostly this is because I don't have much time for online gaming, other than the pbem variety offered by pr-game and so on. But also because I don't like fancy interfaces.

Maybe I'm also worried about the unique crazy feel of the game being lost online: player negotiation, easy back and forth. Something about the game was meant for intimate friends, rather than strangers. Lastly, I don't know what they did with the rules. I haven't looked, but at the very least I see only four home planets, pods, and other weirdness. And how do they handle house rules?

Probably one day I will spend some time checking it out and love it.

Yehuda

Session Report Up

Games played: Yinsh, Anagrams, Tigris and Euphrates, Puerto Rico + expansion. Note the freewebs URL.

Yehuda