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Post subject: Re: Results of my tests on real cartridges.
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ThunderAxe31 wrote:
the inputs for succeeding in the checksum collision would also need to be different, depending on the whole uninitialized data. For this reason, I'm of the opinion that future submissions that use the same glitch should clear the save data as well.
I don't see how this is a reason. If both methods work in real world, why restrict to just one, even though it's not the fastest one? BTW I emphasize that publishing a slower method that we're already sure works in real world is also fine, it just might have a known improvement that probably works in real world.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warp wrote:
Deliberately and actively lowering the speed of the computer (real or emulated) to a ridiculous extent in order to affect the game, falls fully into this same category.
Where does ridiculous extent start exactly?
Doomsday31415 wrote:
the TAS community uses it as an excuse to delegitimize a category the speedrunning community as a whole has already embraced.
Didn't know TAS times are also listed on that site of "the speedrunning community as a whole". I was under impression them and us are totally different communities with totally different rules and totally different reasons behind them. Are you arguing we're obliged to have 11 branches for SMW just because some other community embraces them? Also, how many rules does RTA community borrow from us in return?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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UPDATE (2023-11-06) Ruffle has been approved for Flash submissions! https://tasvideos.org/EmulatorResources/Ruffle
UPDATE (2021-07-26) greysondn has created a gnash package for Bionic. It works well in libTAS and is easy to set up. Due to critical problems with dependencies, it's not possible to build it on newer Ubuntu. Old (not relevant anymore) post is below.
For now requires libTAS interim. Savestates are supposed to work. Games up to Flash v9 too. And mouse. Install sdl-gnash (doesn't come with regular gnash installation): Download install-sdl-gnash-i586.sh
Language: shell

sudo apt-get install wget wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/gnash-0.8.10-13.mga5.i586.rpm sudo apt-get install alien sudo alien -i gnash-0.8.10-13.mga5.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libgnash0-0.8.10-13.mga5.i586.rpm sudo alien -i libgnash0-0.8.10-13.mga5.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libboost_program_options1.55.0-1.55.0-8.mga5.i586.rpm sudo alien -i libboost_program_options1.55.0-1.55.0-8.mga5.i586.rpm wget http://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libboost_system1.55.0-1.55.0-8.mga5.i586.rpm sudo alien -i libboost_system1.55.0-1.55.0-8.mga5.i586.rpm wget http://rpmfind.net/linux/Mandriva/official/2008.0/i586/media/main/release/libSDL1.2-1.2.12-1mdv2008.0.i586.rpm sudo alien -i libSDL1.2-1.2.12-1mdv2008.0.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/release/libboost_thread1.55.0-1.55.0-8.mga5.i586.rpm sudo alien -i libboost_thread1.55.0-1.55.0-8.mga5.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libagg2-2.5-17.mga7.i586.rpm sudo alien -i libagg2-2.5-17.mga7.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/3/i586/media/core/release/libgstreamer-plugins-base0.10-0.10.36-3.mga3.i586.rpm sudo alien -i libgstreamer-plugins-base0.10-0.10.36-3.mga3.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/6/i586/media/core/release/libgstreamer0.10_0-0.10.36-15.mga6.i586.rpm sudo alien -i libgstreamer0.10_0-0.10.36-15.mga6.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/5/i586/media/core/updates/libgif4-4.2.3-4.3.mga5.i586.rpm sudo alien -i libgif4-4.2.3-4.3.mga5.i586.rpm wget https://rpmfind.net/linux/Mandriva/devel/cooker/i586/media/main/release/libesound0-0.2.41-6-mdv2012.0.i586.rpm sudo alien -i libesound0-0.2.41-6-mdv2012.0.i586.rpm wget https://rpmfind.net/linux/Mandriva/devel/cooker/i586/media/main/release/libaudiofile0-0.3.2-2-mdv2012.0.i586.rpm sudo alien -i libaudiofile0-0.3.2-2-mdv2012.0.i586.rpm wget https://rpmfind.net/linux/dag/redhat/el5/en/i386/dag/RPMS/directfb-1.0.1-1.el5.rf.i386.rpm sudo alien -i directfb-1.0.1-1.el5.rf.i386.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libggi2-2.2.2-26.mga7.i586.rpm sudo alien -i libggi2-2.2.2-26.mga7.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libgii1-1.0.2-23.mga7.i586.rpm sudo alien -i libgii1-1.0.2-23.mga7.i586.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/i586/media/core/release/libncurses6-6.1-20180728.2.mga7.i586.rpm sudo alien -i libncurses6-6.1-20180728.2.mga7.i586.rpm sudo apt-get install curl
This script doesn't work as is, either execute all the lines manually, or mix the commands up like in the above script. Download install-sdl-gnash-x86_64.sh
Language: shell

sudo apt-get install wget alien wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/gnash-0.8.10-13.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64gnash0-0.8.10-13.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64boost_program_options1.55.0-1.55.0-8.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64boost_system1.55.0-1.55.0-8.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64boost_thread1.55.0-1.55.0-8.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/cauldron/x86_64/media/core/release/lib64agg2-2.5-17.mga7.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/3/x86_64/media/core/release/lib64gstreamer-plugins-base0.10-0.10.36-3.mga3.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/6/x86_64/media/core/release/lib64gstreamer0.10_0-0.10.36-15.mga6.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/release/lib64jpeg8-1.3.1-4.mga5.x86_64.rpm wget https://rpmfind.net/linux/mageia/distrib/5/x86_64/media/core/updates/lib64gif4-4.2.3-4.3.mga5.x86_64.rpm sudo alien -i *.rpm
Comment from keylie:
Also, alien installs the libraries into /usr/lib64/, which is not in the path of shared libraries (at least on my Debian Testing). I had to add the line /usr/lib64 in file /etc/ld.so.conf.d/x86_64-linux-gnu.conf and run sudo ldconfig. I'm not sure if the process is identical on Ubuntu, but it should be easy find how on the internet.
I'll expand this as I get around to trying it for real. Couldn't wait to post.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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This sounds like changing gameplay speed should be banned from Vault.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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More entertaining is a nice pro. What about developer's intention? And about games with slower CPU in mind, whose speed is tied to such a CPU?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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And if it does, where should we cap it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Okay I see the community consensus on framerates when the game runs at regular real-time speed. Would anyone argue that when gameplay speeds up as a whole as you disable vsync, that must also be allowed? This has already been disallowed for JPC-RR movies as mentioned in the OP. Also, how does NetHack work in that regard? I remember that it required slowed down encodes, because it's impossible to follow its TAS in real time.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Flat-out ban has been there for 6 years. The goal is to set a sensible cutoff for weird cases we weren't so sure about.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Evil_3D wrote:
Is possible TAS "Abuse" currently? This game has a good TAS material for me
DOSBox rerecording will be viable with the nest libTAS release (it's actually already viable with the latest interim). Just find out a way to install Linux, and you're basicaly set to TAS Abuse.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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So why won't you actually go ahead and try it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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InfamousKnight wrote:
seeing how Dos games won’t run
Who told you that?
InfamousKnight wrote:
seeing how Dos games won’t run, I have doubts ppsspp would run.
How are these even related?
InfamousKnight wrote:
Are you also against ppsspp being ported to bizhawk?
Now how is that related? natt simply has no spare time to work on porting it. If PPSSPP doesn't have an SDL build, it won't work in libTAS. If it has, then we can do the testing.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I mean with PC games, we have to consider all cases where a game can actually run at uncapped framerate. PC doesn't have hard standard on specs, it can use any kind of compatible component, and games can take advantage of that. PC architecture is open to modifications. Of course if we emulate a CPU like PCem does, overclocking that CPU by simply hacking its code so that it runs 10 times faster, will probably not be allowed, unless the CPU itself supports this. Similarly, no one cares how fast an emulator can run on the host machine. But there are several aspects to how fast a PC game can run, and we must consider them all. Be it what we can get with vsync, what we can directly set the game to run at, or what we can get without vsync. Let me know if it's still misleading.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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They were aligned initially. What release breaks this?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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They key word is "inherently". If paths are optional, and any character can visit them, they do not inherently feature exclusive path variations.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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It's actually about both.
keylie wrote:
No, the game does not offer an option to adjust framerate, there is just the vsync option. It is uncommon for games to offer a framerate setting, generally they run as fast as possible when vsync is off, or at the monitor framerate when vsync is on. The way the framerate setting works is by letting the game think that each screen draw takes exactly 1/fps duration. It corresponds to a different real-time situation if the vsync option is on or off, but the result is the same. If vsync is on, it's the same as saying that you plugged a monitor that has a refresh rate of the framerate setting. If vsync is off, it's the same as saying that your computer has a certain processing power so that it runs the game exactly at this framerate.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Encoding at this framerate is fine I think (though I admit I haven't even googled 1 billion fps). The problem is that it's impossible to watch.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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TheProJamer wrote:
I would like to take this opportunity to point in particular to Half-Life 1, and the way that framerate has an impact on TASing. Tons of fundamental speedrunning tech rely on the framerate, and not necessarily in a consistent way, either. Control over framerate (or more accurately, frametime) is highly valued in that game and others that use the engine. The ability to have a high framerate is valued equally to the ability to have a low framerate. To limit TASers of that game to a value like 60 would be to tell them not to make an optimal TASes at all. Here's an example of a TAS (made with an injector tool called Bunnymod XT) that takes heavy advantage of the framerate: https://youtu.be/WsuYogNgDSo
Can the user control framerate during regular play within the original unmodified game, and outside of any internal replay functionality?
Doomsday31415 wrote:
But if the viewers can't view a video above 120 FPS anyway, what's the point of encoding beyond that?
Have you read what I linked?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If we can't display the video of a movie accurately, it breaks the encoding principles I linked above. And if we allow 1000fps or 360fps, we inherently allow 1 billion fps, because where to draw the line and why? Any number that isn't commonly used nor intended is arbitrary. And we can't design rules that have loose ends like that.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Having ridiculous framecounts in movies is another topic, and it's not the reason we would want to limit the framerate for. We've always aimed to provide encodes that accurately depict the contents of the movie. http://tasvideos.org/EncoderGuidelines.html#Introduction http://tasvideos.org/EncoderGuidelines.html#VideoCapture We can't just ignore these principles. Moreover, even if high fps is allowed, where should it stop? 1000fps feels arbitrary. Actually, any framerate that's not commonly used is arbitrary here. Then, what about TAS tricks? What if some trick only works at 4021fps? Also, how is one supposed to check the game on the matter of tricks? Try every idea at literally every framerate? And how are we supposed to judge optimality of a given run? Sorry that I forgot to mention all this in the OP, but this all defeats the questionable benefits of allowing unlimited framerates.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Limit on framerate for PC games
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Last year there was a thread about DOS games, where it was decided: - If gameplay is tied to real world time and doesn't speed up or slow down depending on CPU speed, CPU speed for such a game can be maximized to reduce lag. - If gameplay is tied to CPU speed, and the game slows down or speeds up along with CPU config, CPU speed must be set to whatever was common when the game was released. This only talks about JPC-RR and its capabilities. There is one more aspect that can depend on the CPU speed - framerate of the video that comes from the emulator. DOS games don't use framerates too much above 70, and JPC-RR doesn't output arbitrary framerates, so for DOS games, even if they send frames to the VGACard at 1000fps, it's not a problem when it comes to displaying the video and dumping it to the file. For PC games, this may be problematic. When VSync is used, games use to render frames at common framerates the monitor and the video card are configured to. The most common framerate is probably 60fps. There are monitors that support up to 240fps. Video cards support theoretically unlimited framerates, it just depends on complexity of a given game and what processing it involves. For high resolutions, high settings, and modern games, framerates GPUs can output don't go above 300. Now, with VSync disabled, a game may run at uncapped speed. If this just removes lag, we can handle this the same way we handle DOS games. If gameplay speeds up, we must limit framerate to whatever it's meant to be played at. But what if the game has fixed real world speed for everything, but happens to render frames at uncapped framerate? A 1000fps video is unwatchable due to heavy lag, and due to countless dropped frames as far as the monitor is concerned. Let alone human eye and what it can percept. Hard limit for PC games at least for linux seems to be 1,000,000,000fps. So if you're running a game on a quantum computer, my first question is WTF are you smoking, and the second question, who needs that framerate in games? Due to inability to watch encodes at insanely high framerates, we have to limit maximum allowed framerate we let the games run at. Because we can't simply drop frames from encodes on a regular basis only to make the watchable. Unique events may be happening of frames we're dropping, and there can be no way to just dedup them. Any artificial limit seems to be arbitrary. VSync for any game that can render frames at uncapped framerate sounds like a good limit to me. But even then, the computer can be configured to run at framerates above 60. Where should we stop? 240fps? 60fps? Something else? And why there?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Because more than a half means majority.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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After a short talk with Nach, we've agreed to set a cutoff like this: When the option to select an alternate character is available from the start, and it offers more than a half of unique levels or bosses (or otherwise majority of gameplay inherently becomes exclusive to that character), we count this char as an alternate game mode, and therefore allow for Vault as a side branch. If an alternate character results in less than a half unique gameplay, it counts as simply different character, and only the fastest character choice is allowed for Vault.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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