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<blockquote data-quote="The Firebird" data-source="post: 9799612" data-attributes="member: 7015803"><p>Yes, I think that is a missing piece in his work. </p><p></p><p></p><p>I'd guess he would place making a sand castle as mimicry if there is an aspect of fantasy ("I am a king and I'm designing my castle"). It could include Ilinx if the sensation is enjoyable or agon as there is an element of skill and mastery.</p><p></p><p></p><p>I only read the 2006 version. It's a provocative thesis. I think most of the points are well-argued but I'm not sure that 'luck' is the right term for what is really variance. What he's arguing for in that essay is mechanics that make the outcomes of games, especially competitive games, to have a high degree of variance. This can be done by injecting variance into the games (e.g., power ups) but it can also be done more deterministically (e.g., a handicap, like a chess player forfeiting a queen prior to the match). I feel this is a useful distinction. At least it seems wrong to me to say that a chess player accepting a handicap was "unlucky" in the same sense that someone losing roulette was. </p><p></p><p>Likewise, the factors creating what Garfield calls luck in baseball are both random variance and factors like "did this guy sleep well last night" or "does he choke under pressure". The origin of these seems more indeterminate to me. </p><p></p><p>Regarding chess, I don't think an amateur beating a grandmaster is feasible. For a difference of 1600 ELO points, a calculator I found gives the weaker player a winning probability of 0.000000002. I'll be it is high.</p><p></p><p></p><p>This is cool. Given how influential it has become, I figured it would have been adopted more widely if it was introduced sooner.</p><p></p><p></p><p>I'll have to check this one out too. I don't think it is quite what I want, because I'm interested in managing the logistics. But I wonder how much could be adapted to larger group play.</p></blockquote><p></p>
[QUOTE="The Firebird, post: 9799612, member: 7015803"] Yes, I think that is a missing piece in his work. I'd guess he would place making a sand castle as mimicry if there is an aspect of fantasy ("I am a king and I'm designing my castle"). It could include Ilinx if the sensation is enjoyable or agon as there is an element of skill and mastery. I only read the 2006 version. It's a provocative thesis. I think most of the points are well-argued but I'm not sure that 'luck' is the right term for what is really variance. What he's arguing for in that essay is mechanics that make the outcomes of games, especially competitive games, to have a high degree of variance. This can be done by injecting variance into the games (e.g., power ups) but it can also be done more deterministically (e.g., a handicap, like a chess player forfeiting a queen prior to the match). I feel this is a useful distinction. At least it seems wrong to me to say that a chess player accepting a handicap was "unlucky" in the same sense that someone losing roulette was. Likewise, the factors creating what Garfield calls luck in baseball are both random variance and factors like "did this guy sleep well last night" or "does he choke under pressure". The origin of these seems more indeterminate to me. Regarding chess, I don't think an amateur beating a grandmaster is feasible. For a difference of 1600 ELO points, a calculator I found gives the weaker player a winning probability of 0.000000002. I'll be it is high. This is cool. Given how influential it has become, I figured it would have been adopted more widely if it was introduced sooner. I'll have to check this one out too. I don't think it is quite what I want, because I'm interested in managing the logistics. But I wonder how much could be adapted to larger group play. [/QUOTE]
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