[HN Gopher] Understanding Strategic Culture Through Games
       ___________________________________________________________________
        
       Understanding Strategic Culture Through Games
        
       Author : jonbaer
       Score  : 60 points
       Date   : 2022-03-24 06:49 UTC (1 days ago)
        
 (HTM) web link (mwi.usma.edu)
 (TXT) w3m dump (mwi.usma.edu)
        
       | WJW wrote:
       | As the article mentions real conflicts are much more complex than
       | any game, but there might still be cultural influences on the
       | preferred strategies even in highly complex conflicts. I wonder
       | how much the order in which you learn such principles has an
       | influence, and if you could predict this influence if you knew
       | the background of each participant in sufficient detail.
       | 
       | For example: consider two programmers who both know C and PHP.
       | One of the two learned C first and PHP later, the other learned
       | PHP first and C later. How would their coding (and/or problem
       | solving) styles differ?
        
       | wolverine876 wrote:
       | People embrace romantic notions about warfare and like to imagine
       | a fanastical version of it. Call of Duty does very well! We tend
       | to think of warfare as a game.
       | 
       | The reality is the polar opposite of a game: Games have rules and
       | fairness; warfare has almost no rules (by definition - it exists
       | where rules and laws fail), and nobody wants a fair fight - they
       | want a massacre (or surrender). Games have no stakes - they are
       | for entertainment, and no matter how many points you score, you
       | drink a beer with your buddies that night; warfare is life and
       | death - you literally might not sleep again, some of your friends
       | in your unit will likely be killed in the next battle, your loved
       | ones and society might be destroyed, and the brutality and pain
       | is commoplace. And the responsibility, stress and pressure are
       | enormous - if you mess up, you don't kick the ball out of bounds,
       | your friends die.
       | 
       | In histories of some wars I've read about - and it's probably
       | true for others others - describe that before the war people are
       | very excited for it; I have felt that powerful urge myself. IIRC,
       | people had picnics to watch early US Civil War battles, and
       | soldiers can be very excited to. The reality then hits quickly,
       | as people experience things too horrible to describe on HN,
       | including the horror of killing other human beings, often in
       | gruesome ways. Even in the relatively low-level wars the US
       | recently was involved in, even the very well-trained, very safe
       | (relative to other wars) soldiers who have a safe home to return
       | to, have very high PTSD and suicide rates. As has been noted
       | throughout history, warfare changes the survivors for the worse.
       | 
       | Maybe there are some things that could be gained from games, but
       | I imagine training would be far better. Imagine someone who
       | played software developer games (if only such fun toys existed!)
       | as preparation for being an actual software developer. It might
       | be a nice intro, but mostly irrelevant to actual training.
       | 
       | EDIT: To be clear, I think the article may be more descriptive -
       | how certain games affect thinking - than prescriptive - 'we
       | should learn through games'.
        
       | LambdaTrain wrote:
       | "Implicit learning is "nonepisodic learning of complex
       | information in an incidental manner, without awareness of what
       | has been learned."
       | 
       | If I am terrible at online competitive games, does it reflect my
       | poor implicit learning ability on strategy?
        
         | invalidOrTaken wrote:
         | Performance in games like this is a child with many fathers.
         | It's more likely that you underestimate the amount of work some
         | people put into improving, and also underestimate the role of
         | luck.
        
         | WJW wrote:
         | Depends on the type of game I suppose, not all are high-speed
         | button pressing fests. If you are terrible at high-APM games
         | like Starcraft then it might be more due to hand-eye
         | coordination skill than due to strategy skill, if you are also
         | terrible at online chess then it might be due to strategy. Both
         | hand-eye coordination and strategic thinking can be improved
         | through practice though.
        
       | canniballectern wrote:
       | > there is almost no one who would not understand, "It's fourth
       | and ten--we have to punt."
       | 
       | One problem with heavily using sports, gaming, and war analogies
       | to talk about strategy is that the discussion starts to make no
       | sense at all to people who aren't interested in those things but
       | who do care about strategy.
       | 
       | But I guess if you're the Modern War Institute at West Point, you
       | know your audience pretty well, so -\\_(tsu)_/-
        
         | DiggyJohnson wrote:
         | Well, the same is true if you try to talk about a strategy and
         | people aren't familiar with its domain. ;)
         | 
         | Where else do you exercise an interest in strategy outside of
         | games, sports, and war? Business, maybe? I'm just not sure if
         | this criticism sits on solid ground. Let me know.
        
           | Mezzie wrote:
           | You forget politics, at all levels, formal or not.
           | 
           | I have an interest in strategy but don't care about sports.
           | That said, I'd guess I'm in a minority and it's very hard to
           | write for 100% of an audience.
        
       | lmkg wrote:
       | Some of the other comments here are discussing the extent and
       | ways in which games do or don't succeed in modeling real
       | conflict. Having read the article, I think that's missing the
       | forest for the trees.
       | 
       | The thesis of this article is basically an analogy to the Sapir-
       | Worf Hypothesis.
       | 
       | The games that are common in a culture give rise to certain
       | patterns or abstractions, and those serve as a starting
       | "vocabulary" for approaching conflict. Those patterns also embed,
       | and reinforce, cultural assumptions about conflict. The nature of
       | the _rules_ of the game (e.g. perfect-information or not) is not
       | really as significant as the vocabulary they give us.
       | 
       | So Chess gives us concepts like material advantage, and force-
       | projection, and tempo. Those are concepts which still apply, to
       | varying degrees, in games like Starcraft or LoL, despite those
       | being real-time and having fog of war.
       | 
       | Like Sapir-Worf, we can argue about the extent to which thought
       | is actually molded by the available vocabulary. I think it makes
       | ideas quantitively more _accessible_ , which isn't the same as
       | qualitatively unavailable. I think there is some value in
       | examining to what extent a certain cultural assumption pervades
       | all our models of conflict, and what the consequences are of
       | invalidating that assumption. The article mentions the finite-
       | ness of conflict, I'll bring up another which is the bounded-ness
       | of the area of conflict.
        
       | nickdothutton wrote:
       | "4000 years ago the Chinese invented "Go". Unlike Indo-European
       | Chess, Go takes longer to play and uses a larger board. In Go,
       | the goal is not to confront your opponent directly as one does in
       | Chess. The winning system in Go is to surround them gradually and
       | occupy their territory."[1] You really can learn a lot about a
       | people from their games. [1].
       | https://blog.eutopian.io/huawei-5g-the-uk-gets-a-lesson-in-g...
        
       | 58x14 wrote:
       | This article and discussion is centered on perfect information
       | games. I play Chess at ~1600 ELO. My path to improvement is
       | clear.
       | 
       | I also play poker, sometimes with fairly significant stakes, both
       | in cash games and tournaments. I consistently profit, but it's
       | practically impossible for me to quantify my skill, because poker
       | is an imperfect information game.
       | 
       | Many of the principles I've learned about emotional regulation
       | and awareness (recognizing when I or others are on tilt),
       | strategic opportunity cost (which table or house game am I
       | joining), evaluation of expected value (calculating probabilities
       | and assigning weights to uncertainties) come from poker.
       | 
       | I think it's no surprise that many investors use poker as their
       | game of analogy, for the world is indeed a gigantic imperfect
       | information game.
       | 
       | I practice chess to practice logic and consistency, foundational
       | skills that are very relevant to my financial and software
       | development activities. I play poker to remain comfortable in the
       | face of limitless, unclear decisions, where I'm frequently forced
       | to realize a loss despite optimal play.
       | 
       | Strategy requires continuous reclassification between perfect and
       | imperfect information contexts.
        
         | dragontamer wrote:
         | > This article and discussion is centered on perfect
         | information games
         | 
         | Football is not a perfect information game. The opponent may
         | line up in front of you, but you don't know their playbook.
         | Football seems to be one of the biggest games discussed in this
         | article (for good reason: Football + US Military culture are
         | strangely ingrained upon each other)
         | 
         | League of Legends and Starcraft are both games with "fog of
         | war", your opponents actions (scouting, building, etc. etc.)
         | are fully obscured unless you yourself send a scout out. Both
         | games are discussed in this blogpost (mostly LoL)
        
           | thaumasiotes wrote:
           | > Football is not a perfect information game. The opponent
           | may line up in front of you, but you don't know their
           | playbook.
           | 
           | That would make football a game of perfect information. You
           | know everything about the state of the game. You don't know
           | what your opponent is planning to do any more in chess than
           | you do in football.
        
             | Pelerin wrote:
             | > You know everything about the state of the game
             | 
             | Is that fully accurate? Do players know how fast the other
             | teams players run? The frequency with which they can catch
             | the ball? How successful their blocking will be?
        
               | thaumasiotes wrote:
               | Random elements do not interfere with perfect
               | information. Adding a coin toss to chess won't make it a
               | game of imperfect information. It will make it a game
               | that is less deterministic than chess-without-the-coin-
               | tossing. The opposite of "perfect information" is "hidden
               | information", not "fallibility".
        
             | dragontamer wrote:
             | If Football was a game of perfect information, you wouldn't
             | have trick-plays like false-punts or false-field goals.
             | 
             | The fact remains: you can hide the football and obscure its
             | location. You can position your line in such a way that
             | makes it look like you're going to punt, but in actuality
             | do something different with the ball.
             | 
             | Not everyone sees everything. If the quarterback truly saw
             | everything on the field, the quarterback would never get
             | sacked.
        
               | thaumasiotes wrote:
               | > If Football was a game of perfect information, you
               | wouldn't have trick-plays like false-punts or false-field
               | goals.
               | 
               | > The fact remains: you can hide the football and obscure
               | its location.
               | 
               | That is fair.
               | 
               | > You can position your line in such a way that makes it
               | look like you're going to punt, but in actuality do
               | something different with the ball.
               | 
               | But that's irrelevant.
        
               | dragontamer wrote:
               | > But that's irrelevant.
               | 
               | Certainly not within the constraints of Football.
               | 
               | The Linebacker's entire focus is going to be on pushing
               | against the other linemen once the play starts. The
               | linemen are not going to know what's going on over there,
               | their eyes are literally not looking at what everyone
               | else is doing. (Well, a decent lineman can sometimes
               | snatch the football if a quarterback throws it too low
               | over their heads. But... linemen definitely don't have
               | their eyes on much of the game)
               | 
               | The fact that you only have two eyes leads to the
               | constraints that is the game of football. Skilled players
               | keep watch over other players: where they are looking and
               | how they are moving.
               | 
               | The "hidden information" is literally their eyes
               | themselves. You can't see things that are behind you.
               | That's how you sack a quarterback: you run at them from
               | an angle that they're not looking. That's why trick plays
               | work, because you have an expectation for how those
               | people will move... except they moved in a way you didn't
               | expect (and were blind to seeing, because you were doing
               | some other job).
               | 
               | A good quarterback takes advantage of this: the top-tier
               | quarterbacks can look at one player (and all the defense
               | start focusing on that player, say the wide receiver),
               | but then blindly throw the ball to someone else (!!!),
               | based off of timing alone. That's why playbooks matter in
               | the game. This isn't even a "trick play", this sort of
               | stuff is the basics of football.
               | 
               | The quarterback never looked at say, his tight-end for
               | the play. The quarterback just "trusts" that the tight-
               | end is in the correct position. By looking at the wide-
               | receiver, the Quarterback is obscuring his intentions and
               | is misleading his opponents.
        
         | gryn wrote:
         | nitpicking on terminology, but if the world is anything it's a
         | game of incomplete information, not imperfect information. and
         | this make things much harder than poker where you know the game
         | you're playing and so does every other player,and there exist
         | layers of common knowledge.
        
       | m0llusk wrote:
       | Completely disagree. Games are idealizations of combat that leave
       | out some of the most important details. Logistics and support are
       | absolutely critical to any kind of force projection. Politics and
       | morale are also essential for success. Hardly any games even
       | attempt to expose such critical details. Because of this they end
       | up putting emphasis on speed and formation that may be removed
       | from what is possible or what might be reasonably certain to
       | work. Possibly the best thing that games offer is the ability to
       | contrast with the many details of any conflict.
        
         | wolverine876 wrote:
         | Also, games and warfare are opposites in most ways:
         | 
         | Games are activities with rules, designed to establish fairness
         | (which is desired by participants), be fun, and they have
         | essentially zero stakes - when the game ends, everyone is the
         | same as when they started.
         | 
         | Warfare has (almost) no rules, by definition; warfare is where
         | civilization and rules have failed. Nobody wants fairness; you
         | don't seek a fair fight, you seek to massacre the enemy
         | soldiers (or they surrender); and the stakes couldn't be higher
         | - life and death for you, your friends, and possibly your loved
         | ones and your entire society. Make a wrong decision in warfare
         | and you don't lose a game - the person next to you is dead and
         | maybe many more.
         | 
         | Humans perform very differently in those situations. Handling
         | the stress of the latter is a major part of warfare.
        
         | dragontamer wrote:
         | > Games are idealizations of combat that leave out some of the
         | most important details.
         | 
         | Well, yes. That's what this blogpost is about.
         | 
         | American sports do NOT have ties: Baseball gets an extra
         | inning, Football goes into overtime. Etc. etc. As such,
         | American strategy is "win or lose", because these games
         | influence our decision making skills and our behavior.
         | 
         | It is the imperfection of games, and how these "imperfect
         | games" apply to our psychology that the article is about.
         | Because American ideology is "win or lose", we are unable to
         | comprehend situations like, say... Afghanistan (where there is
         | no such thing as "win" or "lose").
         | 
         | That "win or lose" mindset is brought upon us and reflected
         | upon Baseball, Basketball, Football, and other games. Our
         | culture creates our society, and that culture and thinking
         | seeps into our strategic thinking of wars.
         | 
         | ------
         | 
         | Its wrong, but it happens. Because so many of our soldiers play
         | Football, the effects of Football strategy and football
         | analogies grossly affect our thinking of war. Probably to our
         | detriment (but probably beneficial in some circumstances).
         | 
         | -----------
         | 
         | The game of Go, is the big Chinese game of strategy. Warlords
         | and generals from the past 3 millennia have played the game of
         | Go. Surely this has also affected Chinese war and strategy?
         | 
         | Many of Sun Tzu's sayings about war are just as applicable to
         | the Go board game. As such, it is clear that the game of Go has
         | affected war-strategy. The "Beat" of offense, defense,
         | sacrifice... its all there in Go. Its very fundamentally
         | different from Football or Chess, and therefore its easier to
         | see how it influenced Chinese style thinking (contrasting
         | against American / Football style thinking).
         | 
         | In the game of Go, there is "win" or "lose", but its really a
         | reflection upon the territory you gained or lost. Games of Go
         | are often decided by +/- 20 points (ex: I have 180 points an
         | the opponent has 160 points, in a hypothetical Chinese counting
         | game). Because I have more points, I "won".
         | 
         | But this style of game might be better at understanding the
         | grayness that goes into "win" or "loss"... at least better than
         | Football or other games. Especially because in Go, there are
         | positions (ex: Seki, Ko, etc. etc.) that locally are ambiguous,
         | you really can't say who "won" a Seki or "won" a Ko by looking
         | locally. The global-effect of the position really makes the
         | "win" or "loss" mindset irrelevant. (Usually the defender likes
         | Seki, usually the attacker likes Ko. But... its complicated and
         | really depends on the board state)
         | 
         | A Seki, by Japanese counting, is a local position where ZERO
         | points are awarded to both players in the Seki-area. Nominally
         | this is a tie on the win/loss scale, but you can imagine that
         | forcing this "zero points" situation can be beneficial to one
         | player or the other. So if we are to look at the local position
         | and say "win" vs "loss", the words just don't make sense. Its a
         | seki, its neither a win nor a loss. You'll have to look at the
         | whole board, and the history of all the moves to see which
         | player really benefited from it.
         | 
         | Perhaps a Chess-player would call a Seki a zugzwang: the only
         | way to win is to not make a move (but in Chess, you're forced
         | to move every turn, while in Go, you're allowed to pass your
         | turn). Since Seki positions exist in Go, and because Go is
         | popular in China (and ancient Chinese Generals), but not
         | popular in the USA (and this "Seki" position really doesn't
         | come up in any of our games), you can imagine that the Seki-
         | position will affect Chinese Strategic thinking, but not
         | necessarily American-Strategic war thinking.
         | 
         | --------
         | 
         | The blogpost asks: will "respawn" in MOBA, Call of Duty, and
         | other modern video games change the psychology of the next-
         | generation soldier? Or is the "respawn" mechanic going to allow
         | the next-generation soldier to better come to terms with death?
         | (a concept that's completely devoid in Football / Baseball). Is
         | the "pretend death" of respawn-based gameplay a good or bad
         | thing to our individual psychology / understanding of war? Who
         | knows, but in 30+ years or so, when today's generation grow up
         | to be the next-generation of generals and war-leaders, we can
         | almost certainly see Counterstrike, Call of Duty, Starcraft, or
         | DOTA references in the Presidential War Room.
         | 
         | This is largely a blogpost about how these games are imperfect
         | at understanding war. But we humans keep using games as war
         | analogies for some reason, despite their imperfections.
        
           | invalidOrTaken wrote:
           | >This is largely a blogpost about how these games are
           | imperfect at understanding war. But we humans keep using
           | games as war analogies for some reason, despite their
           | imperfections.
           | 
           | I mean, there are very good reasons to do this: wars are very
           | expensive to fight for training purposes. Games are stake-
           | less and can be repeated (or over in 20 minutes, or have the
           | rules change as desired, or...)
           | 
           | Fidelity is useful, but it's not of _absolute_ importance.
           | There can similarities without identity.
        
             | dragontamer wrote:
             | Despite the deep cultural connections between Football and
             | the US Military, no one I'm aware of actually thinks of
             | Football practice as military / war practice.
             | 
             | Football, despite all of the military grandstanding that
             | goes on TV, is just a game. Its how people have fun.
             | 
             | -------
             | 
             | This article is about how these games ("just for fun") end
             | up affecting military strategy, despite clearly not being
             | about war at all.
             | 
             | IE: America's ability to trust the NCOs in the field might
             | very well hail from football. The Offensive coordinators do
             | grand strategies, but they leave their trust to the
             | Quarterback (who is like a squad-leader / NCO in the
             | military analog).
             | 
             | Similarly: your Baseball nerds can crunch numbers and
             | statistics, and provide all kinds of strategies
             | recommendations to the Pitcher. But at the end of the day,
             | its the Pitcher (and the catcher) who decides what kind of
             | ball to throw.
             | 
             | ---------
             | 
             | America's "decentralized" military structure / supreme
             | trust in the NCOs in the field comes from somewhere. Maybe
             | from the sports we play. These games have affected our
             | military's organization structure at a fundamental level...
             | despite having nothing to do with war.
        
               | invalidOrTaken wrote:
               | >These games have affected our military's organization
               | structure at a fundamental level...despite having nothing
               | to do with war.
               | 
               | If they _really_ had nothing to do with war, why would
               | they affect our thinking about it?
               | 
               | I'm _not_ saying sports, games, etc. were instituted
               | explicitly as wargames. Rather, I 'm saying that while
               | there are obviously differences between games and war,
               | there _are_ similarities---enough that there are lessons
               | one can learn about war, from games. The parallels are
               | many: adversarial conflict, mass coordinated action,
               | risk... "some reason" seems a little too mock-mystified
               | to me.
        
               | dragontamer wrote:
               | > If they really had nothing to do with war, why would
               | they affect our thinking about it?
               | 
               | Shared cultural interests.
               | 
               | Santa Claus, Easter Bunny, Jesus / Christianity, maybe
               | even Buggs Bunny and Mickey Mouse even, will affect our
               | culture and shape our views of war. Also Chess, Football,
               | NASCAR, etc. etc.
               | 
               | Meanwhile in China, maybe Go, Xiangqi, Ping Pong, Soccer,
               | Romance of the Three Kingdoms, Buddah, Journey to the
               | West (aka: the Monkey King), and other such cultural
               | icons will affect Chinese thinking of war... whether or
               | not its a legitimate analogue or not.
               | 
               | ------
               | 
               | Thus, this article's discussion and musing. Next
               | generation generals will be affected by PUBG, League of
               | Legends, Starcraft, and Call of Duty players. These
               | shared cultural experiences, for better or worse, will
               | affect the strategic thinking of the next wars.
        
           | pfisherman wrote:
           | American football does have ties. If the score remains tied
           | after one period of extra time the game ends in a tie.
           | 
           | In fact the final game of this past season famously ended up
           | in a situation where there was a strong incentive to tie -
           | both teams would make the playoffs is they tied, whereas the
           | loser would be eliminated from championship contention.
           | 
           | The game ended up tied near the end of extra time, and a big
           | part of the drama was the resulting prisoners' dilemma. Would
           | the teams call a "truce" and let the game end in a tie - at
           | the expense of a third team - or would one of them defect and
           | try to win the game?
        
           | jeffreyrogers wrote:
           | > The game of Go, is the big Chinese game of strategy.
           | Warlords and generals from the past 3 millennia have played
           | the game of Go. Surely this has also affected Chinese war and
           | strategy?
           | 
           | One of the interesting things about Chinese history is that
           | they expanded by getting conquered (multiple times), most
           | recently with the Manchus who became the Qing dynasty. Given
           | the time scales involved I don't think it is a deliberate
           | strategy, but perhaps the reason it's worked in China does
           | has something to do with their historical approach to
           | war/strategy.
        
         | jeffreyrogers wrote:
         | Command: Modern Operations models a lot of that. I believe it
         | is also used within the military. Wargames were used by the
         | Prussian army and are credited with helping them defeat the
         | French in the Franco-Prussian War (after that most militaries
         | adopted them).
        
           | dragontamer wrote:
           | The Wargaming hobby is largely about logistics though.
           | Wargamers play Hearts of Iron for a reason, as well as
           | "Campaign for Africa" (and start counting your "pasta"
           | tokens, which require an additional "water" token to cook,
           | etc. etc.).
           | 
           | If anything, the USA's obsession over logistics is pretty
           | damn obvious when it comes to games we all enjoy. SimCity,
           | Farmville, Cookie clicker, OpenTTD, Two Point Hospital /
           | Theme Hospital, Rollercoaster Tycoon.
           | 
           | Even Dungeons and Dragons 3.5 has a weight assigned to every
           | object, rules for how much a cart can carry, the number of
           | horses needed for your cart, the relationship of the strength
           | of the horse multiplied by the quadruped bonus vs the
           | dragging capabilities (not the lift-capabilities of the
           | creature) + the large bonus applied to the creature. etc.
           | etc.
           | 
           | Yes, I'm that dungeon master who makes his players explain to
           | me, in detail, how they really moved the 100,000 coin from
           | the dragon hoard to their base. 50 coin is a pound, so that's
           | 2000 pounds they have to move. Bag of Holding / Magic can
           | only carry a few hundred pounds, and there's lots of other
           | treasure around.
        
       | dijerido wrote:
       | One of the first games mentioned is Hnefatafl. According to
       | Wikipedia, "The only variant of tafl where a relatively
       | unambiguous ruleset has survived into modern times is tablut."
       | 
       | > Tablut starting position: lighter "Swedes" start in centre;
       | darker "Muscovites" start at the board's edges. Based on
       | Linnaeus' sketches reproduced in Smith (1811).
       | 
       | Oh those Muscovites! While the article focuses on strategic
       | lessons, it seems that games are also a medium for passing down
       | historical ones.
       | 
       | https://en.wikipedia.org/wiki/Tafl_games
        
       | pphysch wrote:
       | Games like _League of Legends_ and most physical sports are red-
       | herrings when it comes to thoughtful strategy, because frequently
       | you can win these games by simply outperforming your opponent in
       | raw strength or agility, even if they have the theoretically
       | superior strategy. Among these games, it is relatively uncommon
       | to have perfectly matched opponents where strategy determines the
       | victor.
       | 
       | A strategic culture based on these games might think that brute
       | force is always the best "strategy". Sound familiar?
       | 
       | I think the best game to teach the essence of strategy is
       | Roshambo, or "Rock-Paper-Scissors". According to game theory, the
       | optimal strategy (Nash Equilibrium) is to pick your move at
       | uniform random, in which case you will "not lose" 66% of the
       | time. But in face-to-face practice, a skilled Roshambo player
       | will outright win more than 33% of games. How? Because humans are
       | not robots and aren't good at RNG. Fundamentally, strategy is not
       | about studying game rules and theory! It is about understanding
       | your opponent's perspective and thus forecasting their next move.
       | RPS provides an excellent platform for understanding strategy in
       | this context, especially when done in real-time, face-to-face.
       | 
       | Even in the domain of robots, RPS offers insight into how a
       | simple but nontrivial game can lead to complex metagames of
       | composite strategies. See how Python bots can achieve 80% winrate
       | against a field of lesser bots [1].
       | 
       | [1] - www.rpscontest.com/leaderboard
        
         | invalidOrTaken wrote:
         | Two things:
         | 
         | - one of the devs of that site, Byron Knoll, was my best friend
         | in kindergarten, though he moved away and we haven't spoken
         | much since
         | 
         | - I get a very different vibe from rpscontest --- a sort of
         | "the wicked are punished by the wicked" vibe. Nobody can play
         | non-optimal moves forever and get away with it---one of the bot
         | devs is gonna lose his shirt in the market one day. (Yes, it is
         | extremely weird that I moralize this)
        
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