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Hixie's Natural Log

2004-12-06 00:51 UTC Choo choo

Today I met some new people and played some games. First we played a game that took seven hours, namely 1856, one of the games in the 18XX series. I lost, but based on reading sites about this series of games, apparently I should expect to lose my first ten games and get a middling result for the next ten. So I'm not too worried. I was within a factor of ten of the winning amount...

Then we played Ricochet Robot, which I did slightly better at. That's a surprisingly mind-melting game.

Finally we played Munchkin, Star Munchkin to be precise. I love that game, it's just too funny.

The problem with Munchkin, in my opinion, is the randomness. The main thing I loved about 1856 is that there is basically no randomness involved. The only thing in the entire game that is outside the control of the players is the starting order, and in fact even that could be solved by allowing the players to bid for their places somehow. Similarly with Ricochet Robots: all the randomness affects the players equally, so everybody gets an exactly equal chance of winning.

Games with high randomness, on the other hand — like Munchkin, Killer Bunnies, or Monopoly — reduce the influence of skill a lot. You can be an expert Monopoly player and still get screwed by the die and lose, or you can be an expert Munchkin player and simply not get any monsters to attack.

Killer Bunnies (or rather, to give it its full title, "Killer Bunnies and the Quest for the Magic Carrot") gets around this problem by admitting straight off the bat that the winner is random. Basically the game consists of an hour of trying to kill each other's bunnies, and then suddenly you ignore 95% of what happened earlier in the game, and randomly one player is picked as the winner. You can only affect who wins by increasing your chances of being a winner, either by (effectively) buying more lottery tickets or disqualifying another player altogether.

Munchkin is similar, although the randomness isn't anywhere as explicit in the game mechanics.

Both are hugely enjoyable though, and we've got every expansion available. The difference is that these games are much more about the having fun than the result.

Kam and I have been considering writing our own card game. We're currently arguing about exactly this issue. I'm arguing that the game should have built-in protection against the randomness favouring one player, by making every card be both a "good" and a "bad" card and requiring that players balance their "karma" so that they have to use skill to work out which cards to use on themselves and which to use on their opponents. He's arguing that the whole point of the card game should be that it is mostly random.

In other news, we watched the first episode of Stargate: Atlantis in detail yesterday. If you don't want to be spoiled, stop reading now. We were wondering, having seen the more recent episodes (in particular, say, episode 13 "Hot Zone") exactly how many people they had sent to Atlantis. Our thinking was that we would then be able to count the number of deaths over the season and be able to identify in which episode they'd run out of "red shirts" altogether. We never got around to counting the number of people (although we did establish that you should theoreticaly be able to estimate a roughly accurate number), because before we got as far as twelve people, we found a discrepancy. After Sheppard and his team comes through the wormhole, eleven items have crossed the event horizon. In order, they are: a MALP, Sumner, three unidentified airmen, Weir, Ford, Sheppard, three more unidentified airmen. So one MALP, ten people.

However, if you count the items actually in the Atlantis gate room just after those last three airmen have gone through, you'll see twelve people.

Where did the extra two people come from?

We didn't miscount. We checked. Several times. In slow motion, in fast motion, with a chipmunk audio track, and with freeze frames. Yes, I have no life, so sue me.

Several explanations (other than the boring one, "oops", which I'm sure will be the one on the director's commentary!) come to mind. My personal favourite is that the Reole, featured in the SG-1 episode "The Fifth Man" (season 5 episode 4), reached Atlantis before the Humans and will form a mysterious source of extra red shirts when the plot requires more people to die. Since the Atlantis team has no contact with anyone who has an independent way of verifying how many people are on the team, there's not really any way they could tell anything was going on.

Assuming the Reole don't have the Ancient Gene, they wouldn't have triggered any of the Ancient technology, and could therefore have lived there for some time without causing all the power drainage that the Human team caused within minutes of arriving.

Another possible answer is that the Pegasus-class stargates aren't completely backwards compatible with the Milky Way-class stargates and some of the people coming through got cloned. Seems unlikely though, since they would probably have found out about that relatively quickly.

Or maybe two of the people in the shot are actually ascended Ancients looking over the place and trying to blend in by taking on the rough silhouette of gun-toting nosy humans. That would also explain the way they move about very quickly between some of the shots.

In other news, I finished the last Salsa class of this year and signed up for the second course which starts in January. I really enjoyed it, much more than I expected, and look forward to the next set of lessons. Incidentally, having just googled for some of the things I've learnt in those classes, I'm glad it turns out I'm not the only one who heard "cross-bodily" when his teacher was saying "cross body lead". At least I can chalk it up to the fact that these lessons are in Norwegian so I'm having to guess as to what he's saying most of the time anyway...

Now, back to writing up a draft of the card game rules Kam and I are inventing.

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2004-11-28 00:37 UTC Elation

I finally managed the City Slicking lesson. 0 damage in 109 seconds, 86%.

2004-11-22 23:15 UTC It's really bad! Give us money so we can do it more.

Wired News has an article that discusses a hearing a US Senate committee held in which it was put forward that Internet pornography is more harmful than crack.

The part of the article that I think is particularly worth paying attention to is this paragraph, which comes after many paragraphs explaining how scientists were saying what a terrible addictive effect pornography had on people:

When Brownback asked the panelists for suggestions about what should be done, the responses were mild, considering their earlier indictment of pornography. Several suggested that federal money be allocated to fund brain-mapping studies into the physical effects of pornography.

Allow me to summarise the article.

  1. Scientists do studies on porn and find it to be highly addictive.
  2. Senate asks scientists what should be done.
  3. Scientists suggest that they should do more research.

I can't tell whether this is evidence that the scientists are right about it being addictive, or if it is actually harmless but they are experts at manipulating funding committees into paying them to watch porn.

2004-11-19 14:30 UTC Small and beautiful

I bought a new PlayStation 2 today. I had to, since as mentioned earlier, my old one died, and thus I had been cut off from San Andreas, which is clearly unacceptable.

It's the size of a DVD case. It's quite amazing.

I bought the PS2 with a bank card. This may not seem like a very significant point, but when you consider that I've been using only cash for about a year and six months, it takes on more importance. Yep, today I finally got a bank card from my bank, after two earlier attempts failed due to unspecified incompetence. I still don't have a credit card, but that will have to wait a bit longer. The lack of credit card forced me to pay for my DreamHost hosting by International Wire Transfer. Slight problems with that and the eagerness that DreamHost's automated billing scripts exhibited resulted in the downtime of whatwg.org, spreadfirefox.com, VoidWars, and another two dozen or so sites, and caused me to get bounced from the public SVG list just before some sort of flamewar errupted. Hint: If you're going to send last call comments on a spec, don't follow my example, send some actual technical comments. ☺

I also bought a DVD remote control for the PS2 and Munchkin Bites, the latest in the Munchkin line of card games.

And Kam bought a golden box. The fool.

2004-11-18 16:33 UTC Winter

Oslo switched to Winter Mode yesteday, going from autumn weather (cold with sunny skies and leaves everywhere) to winter weather (11cm of snow) between when I got to work and when I left for Salsa lessons. The snow apparently caught Sporveien (the bus company) off-guard, which rather surprised me. I mean, hello? This is Norway? It snows every winter? Still, I ran down to town and made it to the lesson at 20:00, just in time. Except apparently we start at 19:30 now. I guess I missed that announcement.

Two more weeks left of "Salsakurs I", then we break for the new year. I'm planning on continuing with Salsakurs II next year; I really enjoyed this course, much more than I had expected.

Today I sent last call comments on a couple of other specs: xml:id and Assigning Media Types to Binary Data in XML.

The former is something XML has needed for a while, I think. One more step along the way to being able to remove DTDs altogether from XML 2.0. I had quite a few comments on xml:id, given that it was such a small spec. In my experience, the XML Core group handle comments well, though, so I'm looking forward to their formal replies. (I sent them comments on XInclude back when that was in last call, and they took all of them into account, I was quite impressed.)

The second spec isn't on the Recommendation track, it's just going to become a Note. My comment was just a query regarding why one part of the spec is needed at all; I'm expecting their reply will be something like "well it isn't really but it would be convenient for some of the other work we're doing", which is probably quite reasonable. Since this spec isn't going to become a REC, I'm not too worried either way (I doubt I'll ever have to work with an implementation, for example).

I was also going to send last call comments on Semantic Interpretation for Speech Recognition, but I couldn't understand the abstract, so I gave up.

In other news, my PlayStation 2 died. I will have to purchase a second unit. I hope they have those slim ones in stock in Oslo! I can't go without playing San Andreas for much longer!

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