This story takes the cake for most bizarre mixed with most tragic story of the month.
A college freshmen jumped off a bridge after his roommate taped him having sex with a guy in their room and put the video online.
Some thoughts: From what I know about psychology our intuitions might lead us astray thinking about this problem. Our first assumption is that he died because people hate fags. That is true--sort of. But a lot of gay people are treated poorly every day and don't jump off a bridge. Instead of talking about anti-gay prejudice it's worth talking about bullying in general and about teaching kids healthy ways to respond to bullying (and adversity).
It's probably easier to teach gay people to cope with discrimination, esp. when kids, than it is to eliminate anti-gay bigotry, which will take decades to stamp down into the low single-digits.
I'd still give those two fags 5 years each for hiding the webcam and voyeurism.
Thursday, September 30, 2010
Monday, September 27, 2010
Patriot Defense
From commentary on ESPN:
A few years ago the Patriots had the most feared, punishing defense in the league. Defense (and spying) won the Patriots their three Super Bowls,. Their pass defense--led by Ty Law and Rodney Harrison--was stifling in the mid-2000s. The game that defined that dynasty was the 20-3 victory over the high-powered passing Colts in the 2004 playoffs.
but as we get deeper into October, it'll lighten up, including a Week 6 game at New England
How did New England's defense fall so far so fast?
And this post wouldn't be complete without some numbers so here they are: Rank of points allowed over the past decade (lower is better): 6th, 17th, 1st, 2nd, 17th, 2nd, 4th, 8th, 5th.
Saturday, September 25, 2010
Gladwell
I haven't read anything by Gladwell in a few months. He's my favorite author, along with Jonah Lehrer, and I stumbled on four new articles he's posted in his archive since the last time I check. All of them are good as always but I liked "Drinking Games" in particular.
Jonah Lehrer also wrote a good article on stress last month. I'm not sure if I linked to it.
Jonah Lehrer also wrote a good article on stress last month. I'm not sure if I linked to it.
Labels:
Jonah Lehrer,
magazine articles,
Malcolm Gladwell,
psychology
Complexity in Games
Yesterday I was talking with some friends and I mentioned in passing that video games like Age of Mythology (and RTS games in general) are more complicated than old games like chess. That seems pretty obvious on inspection but a lot of people resist it. Chess is a game for smart people while little kids play video games, right?
But consider how in chess you never have more than a couple hundred (or less?) moves to consider. You have 16 pieces. Some of them can't move. The pawns only have (at most) 2 options, the rooks only have 16 each, same for the bishops, and the king only has 4 options--all maximums unlikely to be achieved. The entire "space" of the board in chess can be represented with an 8x8 grits.
In contrast, even a very basic model of an RTS would require choosing several functions from an infinite dimensional vector space. Consider a simple model that says the winner is whoever the person who achieves a certain ratio of "active military score" where "active military score" is a function of your "aggressiveness" (a function you choose) and your "military score" which is a function of what units you have. The unit you have, of course, is a function of your economy and your economy (with say, three resources) is modeled as being a function of three "investment functions" you choose, one for each resource. Each of these functions you choose--the three investment ones, the military spending one, and the aggressiveness one are chosen from the space of all functions. Look at how much longer it takes to write even a very basic description of the game! And to teach someone chess might take 30 minutes, but to learn all the basics in Age of Mythology would take at least an hour.
Still, there is some truth to the fact that chess seems just as strategic. Even though the choices are much simpler in chess and the perfect strategy (one where you can't lose or would always win), if it exists, would be much easier to compute--chess has crossed a threshold where that perfect strategy still is impossible to compute. And thousands of books and billions of books haven't gotten the world particularly close to one. This, I think, illustrates a principle Stephen Wolfram talks about in his book A New Kind of Science. What he found was that even very simple computer simulations can exhibit very, very complex outputs. In fact, in technical terms, even very, very basic models can emulate ANY output of even the most advanced computer. (It's hard to put into words without using technical terms. Read more here.)
Chess is very simple. But it's complicated enough where it has crossed that threshold of complexity where its hard to tell complex systems apart.
The other factor is how both games are strategic. And in any strategic game, where its hard to predict what the other person is going to do, things get chaotic fast. This is the one sense RTSs might be simpler than chess. Chess, as far as I know, doesn't have that strictly defined of a meta-game. People can approach it with a lot of different strategies that can be hard to tell apart after just a few moves. In contrast, Age of Mythology has converged over the years toward one major meta-game, as far as I know, of rushing early and fighting it out by the end of the third age.
But even very, very simple games can become "complicated" because of their lack of a meta-game. Consider Texas hold 'em. If you don't bet on poker and just play the hands the game is completely deterministic--no one makes any choices. The strategic element comes from the choice that comes up a few times a game where you have four options: raise, check, fold, see. The sample space of choices is tiny. But because its so difficult to predict what others are going to do the game is "complicated."
Still, I don't think anyone who plays both games would argue that RTSs in general are harder to play. People make a lot more mistakes in RTSs. One mistake in chess can cost you the game--it's a big deal. In contrast, if you don't make a bad decision a minute in an RTS you need to get out more. It's more mentally exhausting to play Age of Mythology at any level than chess.
But consider how in chess you never have more than a couple hundred (or less?) moves to consider. You have 16 pieces. Some of them can't move. The pawns only have (at most) 2 options, the rooks only have 16 each, same for the bishops, and the king only has 4 options--all maximums unlikely to be achieved. The entire "space" of the board in chess can be represented with an 8x8 grits.
In contrast, even a very basic model of an RTS would require choosing several functions from an infinite dimensional vector space. Consider a simple model that says the winner is whoever the person who achieves a certain ratio of "active military score" where "active military score" is a function of your "aggressiveness" (a function you choose) and your "military score" which is a function of what units you have. The unit you have, of course, is a function of your economy and your economy (with say, three resources) is modeled as being a function of three "investment functions" you choose, one for each resource. Each of these functions you choose--the three investment ones, the military spending one, and the aggressiveness one are chosen from the space of all functions. Look at how much longer it takes to write even a very basic description of the game! And to teach someone chess might take 30 minutes, but to learn all the basics in Age of Mythology would take at least an hour.
Still, there is some truth to the fact that chess seems just as strategic. Even though the choices are much simpler in chess and the perfect strategy (one where you can't lose or would always win), if it exists, would be much easier to compute--chess has crossed a threshold where that perfect strategy still is impossible to compute. And thousands of books and billions of books haven't gotten the world particularly close to one. This, I think, illustrates a principle Stephen Wolfram talks about in his book A New Kind of Science. What he found was that even very simple computer simulations can exhibit very, very complex outputs. In fact, in technical terms, even very, very basic models can emulate ANY output of even the most advanced computer. (It's hard to put into words without using technical terms. Read more here.)
Chess is very simple. But it's complicated enough where it has crossed that threshold of complexity where its hard to tell complex systems apart.
The other factor is how both games are strategic. And in any strategic game, where its hard to predict what the other person is going to do, things get chaotic fast. This is the one sense RTSs might be simpler than chess. Chess, as far as I know, doesn't have that strictly defined of a meta-game. People can approach it with a lot of different strategies that can be hard to tell apart after just a few moves. In contrast, Age of Mythology has converged over the years toward one major meta-game, as far as I know, of rushing early and fighting it out by the end of the third age.
But even very, very simple games can become "complicated" because of their lack of a meta-game. Consider Texas hold 'em. If you don't bet on poker and just play the hands the game is completely deterministic--no one makes any choices. The strategic element comes from the choice that comes up a few times a game where you have four options: raise, check, fold, see. The sample space of choices is tiny. But because its so difficult to predict what others are going to do the game is "complicated."
Still, I don't think anyone who plays both games would argue that RTSs in general are harder to play. People make a lot more mistakes in RTSs. One mistake in chess can cost you the game--it's a big deal. In contrast, if you don't make a bad decision a minute in an RTS you need to get out more. It's more mentally exhausting to play Age of Mythology at any level than chess.
Labels:
complexity theory,
computer science,
game theory,
math
Friday, September 24, 2010
Are "tolerant" people bigger bigots?
I grew up in middle America, but I've lived in Cambridge, MA for the past 3 years.
And I'd venture a guess that the typical person in Cambridge is more prejudiced than the typical American. But I hadn't seen an experiment demonstrating an overt prejudice in "tolerant" people until today.
Read about the study here.
Now here's the rub. Suppose you live in Cambridge with the kind of people they found in the study. Do you point this out to them and hope that being conscious of their prejudice will make them a little more tolerant or is the truth not good enough? I'm not sure. I'm inclined to think the later. (Edited: 3/9/12)
Monday, September 20, 2010
Parity in the NFL
One thing everyone likes about NFL football is the parity in the league and the fact that the playoffs are one-and-done (one loss and you can't win the championship).
Look at how things have played out recently in the AFC. In week 1 the Ravens beat the Jets and the Patriots beat the Bengals. Then the Bengals beat the Ravens and the Jets beat the Patriots. In other words, you'd we have Ravens > Jets and Patriots > Bengals, and Jets > Patriots and Bengals > Ravens thus Jets > Patriots > Bengals > Ravens = Jets > Ravens and so on. The fact that a team won in week 1 doesn't say much about who will win in week 2.
A lot is at stake on any given Sunday.
Look at how things have played out recently in the AFC. In week 1 the Ravens beat the Jets and the Patriots beat the Bengals. Then the Bengals beat the Ravens and the Jets beat the Patriots. In other words, you'd we have Ravens > Jets and Patriots > Bengals, and Jets > Patriots and Bengals > Ravens thus Jets > Patriots > Bengals > Ravens = Jets > Ravens and so on. The fact that a team won in week 1 doesn't say much about who will win in week 2.
A lot is at stake on any given Sunday.
Habit 2 of Bad Thinking
I have to give a presentation on the "Seven Sins of Bad Thinking" and I mostly just talking about one on this blog: ignoring either costs or benefits. I'm going to add a second to the list today and it starts with a story.
Say you have 10 employees and you're adding an 11th. You have a couple different products that you produce and you need to put the 11th employee on one of those product teams. One of your VPs say to put them on product A because you'll get the biggest increase in production (in units) if you put the new guy on team A--and it's all about productivity. Another VP says to put the new guy on product B because product B brings in the biggest profit per unit--that's where the big money is. What do you do?
You say they both are only telling half the story. Your goal is to maximize profit and to do that you need to think about both how many units you make and how much you profit from each. The value of the employee is (marginal units)*(profit per unit) and you can't just think about one aspect or the other.
That might seem obvious but how often do we focus solely on what is possible or solely on what is certain when we should probably be thinking about what is more likely?
(There was an example to go with this from a discussion I had with a friend. But when I wrote it down it was a mess so I'll just post the short version.)
Say you have 10 employees and you're adding an 11th. You have a couple different products that you produce and you need to put the 11th employee on one of those product teams. One of your VPs say to put them on product A because you'll get the biggest increase in production (in units) if you put the new guy on team A--and it's all about productivity. Another VP says to put the new guy on product B because product B brings in the biggest profit per unit--that's where the big money is. What do you do?
You say they both are only telling half the story. Your goal is to maximize profit and to do that you need to think about both how many units you make and how much you profit from each. The value of the employee is (marginal units)*(profit per unit) and you can't just think about one aspect or the other.
That might seem obvious but how often do we focus solely on what is possible or solely on what is certain when we should probably be thinking about what is more likely?
(There was an example to go with this from a discussion I had with a friend. But when I wrote it down it was a mess so I'll just post the short version.)
Labels:
bad arguments,
expected value,
logic,
statistics,
thinking
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