Posts for feos


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moozooh wrote:
Despite being a more faithful representation of the game, which should always be preferred with all else being equal, the resync is essentially relegated to being a sidenote—even though in theory it should take priority since the rules invalidate gains made thanks to emulation inaccuracies.
I don't understand this sentence (the part after the dash). We don't expect emulation accuracy to get worse over time, so we don't explicitly invalidate gains new movies get from worse accuracy. Implicitly we do ignore such differences, but why does it affect priority of resyncs?
moozooh wrote:
2. Nobody is allowed to offer a resync on behalf of the author (under the original author's name, of course) if they aren't around. That situation has, in fact, happened in the past, when adelikat submitted a resync of Phil & Genisto's Circus Charlie in their name, having failed to find meaningful improvements. And it was accepted because the previous run was made on a horribly inaccurate, long-deprecated emulator, and there was an effort going on to replace all runs made on it with something better. This situation is liable to repeat in the future as TASes become better-optimized, and we'll likely run into it whenever we orchestrate new efforts to get deprecated emulators off the site and find other movies without known improvements.
We don't disallow other people from resyncing movies to work on console. There's no explicit rule for resyncs, even though this thread was made so we could have one. The situation of console resync being added only happened once, and we can still tweak it as we need.
moozooh wrote:
2. Situations where a different author had genuinely tried to find gameplay improvements but failed, yet their effort resulted in a different (more accurate) time compared to the original movie, this is best done via a separate submission, and credit can then be shared between the author(s) of the original movie and the author(s) of the attempt at improvement. This addresses concern #3 and the other half of #2.
Mothrayas and adelikat disagree with changing authorship here (even to co-authorship). Nach isn't posting in these threads, but I can conclude that since he doesn't want non-gameplay improvements to be accepted, he also disagrees with authorship being changed upon resync. Otherwise, I like the precedent of #1411: Phil & Genisto's NES Circus Charlie in 03:22.68, and majority seems to agree that submitting a resync is acceptable as a new publication, if conditions are met.
moozooh wrote:
3. Once a movie is confirmed to sync on console, no future resyncs for it are necessary.
I like this.
moozooh wrote:
1) the existing publication has no documented improvements;
I like this.
moozooh wrote:
2) the author of the movie intending to replace it has failed to find improvements but can prove their due diligence in trying;
How do we verify this?
moozooh wrote:
3) the change of emulator has lead to fixing immediately evident presentation issues (wrong visuals/sound/game behavior) and/or made it sync on console.
I like this.
moozooh wrote:
1. Minor resyncs where relatively few actions need to be taken to achieve sync on a more accurate emulator can be added to the existing publication as per the current practice, but the time and encode should be changed appropriately and the old movie file removed from the publication page. Having a less accurate movie made on a deprecated emulator alongside a more accurate one serves no functional purpose. A link to it can remain in the submission message for posterity. Such resync can be offered by whoever as long as the credit remains with the author(s) of the original movie. This addresses concerns #1 and partially #2.
I HATE this. We do not, ever, unpublish movies. We do not erase them from the database. If it was created, accepted, and published, it is a valid verified record. We are an archive of records among other things. We want to be persistent and reliable. And the work that was invested in it should not be undone. I'm scared to even think of other potential "reasons" to erase a movie from the site. The only reason this should ever happen is accidentally using an entirely wrong movie or having a movie containing illegal data in it somehow. Erasing it doesn't only say it's bad to have it on the site (we backwards-obsolete impossible movies that were proven to have relied on emulator bugs), it says it's dangerous to still host it! There's no reason to act like the pre-resync movies are that bad.
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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c-square wrote:
I can attest that developing and tuning the lua scripts to tas it optimally was certainly not a trivial task.
It's impossible to check how hard it has to be to write a sufficient script. It's also hard to compare writing it with just using frameadvance+rerecords. In theory, for any trivial game a script can be arbitrarily complex, and for a hard game it may be impossible to make a tasing script. What we can try comparing is what can be achieved with just trial and error (manual tasing), and how greatly the result varies once you understand the mechanics. This manual TAS matched in final time with a fully botted run. With highly RNG based games, especially on a hard to set up emulator, getting to try to tas it is already non-trivial, but that doesn't necessarily mean the game provides enough room for an optimization competition (making the record meaningful). Might still be a good idea to unreject and rejudge it, to see how it stands against the updated rules.
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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Without knowing the game it's hard to recognize the challenge in puzzles when they're solved so quickly. Also the intermission screens are very slow-paced and feel longer than actual play, killing the pace. Voted No.
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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MESHUGGAH wrote:
Just wanted to reiterate why all the Half-Life TASes done are not compatible with TASVideos current Movie Rules. Please note that I'm writing these down from the top of my head, but I believe my information should be correct. #1 - Enabling the console requires to launch the game with an additional parameter or changing one of the .cfg files that gets executed once the game launches.
It's mentioned in official docs as a non-cheat feature so it's fine.
MESHUGGAH wrote:
#2 - Manipulating FPS seems to be still not allowed
It's mentioned in official docs as a non-cheat feature so it's fine.
MESHUGGAH wrote:
Number 2 also affects TASes like Elasto Mania and any other TAS that requires manipulating the framerate to a specific value using either developer code or an external application.
Depends on what official docs say.
MESHUGGAH wrote:
None of the Half-Life TASes were done on an original version. Half-Life TASes uses specially crafted files from different versions to get a new game with the desired features. Imagine as a NES game but the ROM they use uses code from an Alpha version and a Beta version, creating an entirely new game that wasn't released anytime by the developers. They didn't even had this version of their own game. Another example would be that while this is still Half-Life, multiple files have been removed, added, changed to get this package what YaLTeR develops.
We won't have to use those mods for a tasvideos publication. As long as a libTAS movie syncs on some official release of the game, it's acceptable.
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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eien86 wrote:
I'd like to ask about the admissibility of the TAS discussed here: http://tasvideos.org/forum/viewtopic.php?t=22739 Thanks
Unreleased prototypes are acceptable, as well as patches that make them playable. http://tasvideos.org/MovieRules.html#NonOfficialGamesHacksHomebrewsEtcAndPrototypes Also if the Genesis version is not identical in gameplay to another version, it will be its own publication.
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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CasualPokePlayer wrote:
http://tasvideos.org/34M.html http://tasvideos.org/36M.html These movies seemed to be placed in Vault, likely by autoplacement from ratings. The goal is playaround, which isn't a Vaultable goal. These should be moved up to Moons.
I watched them and I didn't see any real playaround in them. More like some unexpplaiable actions with unclear goal. Not sure what to think of them. They just look too outdated in general.
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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MESHUGGAH wrote:
Just wanted to reiterate why all the Half-Life TASes done are not compatible with TASVideos current Movie Rules.
Have you read the actual discussion?
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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Got a message from the author via youtube.
Hey feos, I just saw your message on the forums about my AD&D: Cloudy Mountain submission, but having trouble logging in to the forums so hopefully you see this. So the TAS does indeed forgo the corner skip. The main advantage of using that skip in the Any% branch is that it reduces the amount of mountains needed to enter from 3 to 2. In the "All Tools" branch, we must visit at least 4 mountains to meet our objective. Therefore, using the corner skip in "All Tools" is only useful if you need to get to a mountain in the lower-right of the map very quickly. In the case of this TAS, none of the mountains in the lower-right presented optimal cave layouts so there simply was no point in using it to get over there. In conclusion, I think I mischaracterized using that objective in that I meant that it forgoes a major skip in reference to the Any% branch. In reference to its own "All Tools" branch, I would say the corner skip is DEFINITELY NOT a major skip, so it would probably be best to delete that objective for the publication. Sorry for the confusion.
This explanation is convincing enough to me.
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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The game sounds and looks awesome, but gameplay gets old after a few minutes, and there's little to no variety after that. Voted No.
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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Would require disasm to know for sure but it's a known "feature": https://gamefaqs.gamespot.com/intellivision/576720-advanced-dungeons-and-dragons/cheats
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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Wait a minute. Which major skip glitch does this movie avoid? EDIT: This seems to be The Corner Skip but there's still a question about its optimality when it comes to "all tools". If "all tools" is faster with the major skip glitch, then it should be used in a Vault movie.
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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Language: lua

local List = {} List[0] = "BEN" List[1] = "DEAN" List[2] = "JOHN" List[3] = "SAM" a = memory.read_u8(КАКОЙ АДРЕС-ТО???) gui.text(10, 15, List[a])
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'm glad to welcome our newest judge, CasualPokePlayer!
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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Chanoyu wrote:
Will people make 20-30 TASes of the same game though; for how many games is that really a danger?
Hard to tell. If a game offers enough difference for 30 branches, I wouldn't mind. People feeling passionate about TASing something is an important factor we've never considered in the past. It needs some care.
Chanoyu wrote:
"Different enough" is indeed tricky to define, but maybe a poll question in the vein of "should this movie be published" can help with some intersubjectivity.
Indeed this is what I suggested here. Though it looks like the system I suggested there is still too complicated. Maybe there shouldn't be a defined list of branches acceptable by default.
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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Chanoyu wrote:
I don't think I'd prepare for every eventuality in advance, since I think 'too many branches' is not a problem that will pop up a lot.
Just going through all in-game options in some games would result in 20-30 branches (different combinations of characters, simultaneous player count, difficulty, warp usage, etc.). And the borderline of "different enough" may be tricky to define, for example if there is disagreement on which branches make sense to exist on their own.
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: Re: Vault Expansion Discussion
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Samsara wrote:
Actually, since we've gotten a pretty overwhelmingly positive reaction to this proposal, maybe we should all start working on hashing out the rules in finer detail. We can either come up with a definite list of categories we want to be objective, or try to come up with a clean definition for "non-objective" categories, whichever one would be more clear and concise in the long run.
Maybe we need to ask this differently.
Question to everyone How would you decide when there's too many branches if you had absolute freedom?
Even with objective branches it often feels like they need to be limited somehow, and even with subjective branches it often feels like some of them need to co-exist.
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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WSL2 is a thing in Windows 10 that allows you to run some Linux things. Including libTAS. Though sdl-gnash may not work 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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CasualPokePlayer wrote:
I did notice one minor thing however. You seem to go to the backpack at the level fadeouts. Sometimes this seems to be for picking an item while the fadeout goes on, but other times it seems to be a case of lag reduction. I've noticed that for the lag reduction (and assuming you aren't picking an item) the Pause menu can be substituted, which could have less lag. However, the gain is very minor and likely outright negated due later lag being thrown off. Not really worthy of rejection, but perhaps something to keep an eye on in case you want to squeeze just a little more timesave in.
Nice find! But yeah it'd require going through the entire movie again, so it can wait for a new iteration indeed.
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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ikuyo wrote:
For a PC game, can a settings file be provided for an option that is permanently set on first startup, not modifiable from within the game, and not tied to save data? Iconoclasts has a flag in its data directory called settings, which contains a flag to know if this is the first time you've opened the game. This is used to allow players to skip an intro cutscene before the title screen that is unskippable otherwise, guaranteeing that the player will see it during their first time booting the game. Once the player has selected New Game, and enters a game, this flag is permanently set. Since iconoclasts uses manual saving otherwise, you don't need to save your new game at all (you can essentially close the game right away and generate no save data while still keeping the first_time flag).
No tampering with the files the game is composed of wrote:
Some systems, such as DOS, expose separate parts of the operating system and/or the game to the user. You are not allowed to manipulate these files except as is normally necessary to play the game, such as "installing" it. [...] That means no renaming/copying/deleting/replacing/editing files that affect gameplay. However, editing environment settings or utilizing standard third-party tools in order to get a game to load is allowed as long as the game runs as it's supposed to.
We allow applying cosmetic tweaks via in-game options in PC games, but otherwise it should look like it's the first time you're launching the game, because:
The movie must play the game from the beginning wrote:
Giving yourself a headstart is not allowed. The game must start from a common starting point, which is the very beginning.
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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R30hedron wrote:
1) Would having credits play out like this be a valid speed/entertainment tradeoff? Or would it be best to skip all cutscenes to save the 45 seconds? (I’m not concerned about Moons/Vault tiering, since I’m working off of the assumption that the end TAS will be entertaining enough to warrant a speed/entertainment tradeoff like this, but I’d be fine if that assumption is wrong.)
Speed/entertainment trade-offs aren't banned from Vault (as long as you don't go out of your way too much). I think people usually prefer seeing credits if it's an option. But if you opt to skip them as well as all other cutscenes, the game still reaches the proper ending, so it's not a problem.
R30hedron wrote:
2) What would count as the final input for TAS timing for a Fresh File TAS? The moment we kill the King? or do we default to entering the fountain as the final input as we would for an RTA run? Can we count the movement after the credits as “post-completion input”? The relevant portion of the rules suggests that “Extra input does not change the resulting ending”, which is true, but it also suggests that “Extra input is trivial to execute for anyone replaying the movie”. Is holding B to leave the credits, holding right, pressing A once, and pressing R1 to enter the fountain sufficiently trivial?
Doing stuff after credits is indeed post-completion input. The rule says "We always prefer full movies" so it won't be counted against your record in any situation. I personally think completeness and less hassle is better than aiming for digits for the sake of it, especially when the actual ending doesn't happen sooner to reflect those digits.
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 made an encode without cutscenes (using WRAM address 0x12f9). Please verify that I didn't screw it up. Link to video
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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Can you jump to the second floor directly here, like the nicovideo TAS does 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.
Post subject: Re: Vault Expansion Discussion
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Samsara wrote:
How do we look at games more objectively, then? This is something that's going to take some community discussion to really iron out, but we've started coming up with a potential new system that should greatly expand Vault in a satisfying way, allowing for more runs to be accepted without opening the doors wide enough to accept absolutely everything: Instead of strictly only allowing fastest and full completions in Vault, we would allow any objective goal for a game. By objective goal, we mean "something that is defined or limited by the game itself". Here are some big examples, but definitely not EVERY example:
  • Pure fastest completion (GEG, ACE, etc)
  • Warps (or fastest "intended" completion)
  • Warpless/All levels (warps are an intended shortcut so not using them counts as an objective goal)
  • 100% (assuming it can be defined objectively)
  • Score attack (an objective goal with room for improvement in the same vein as fastest completion)
And here's a list of smaller things that are more dependent on the game, but still objective:
  • Gameplay modes (including things like New Game +)
  • Number of players
  • Character choices
  • In-game defined goals (i.e, achievements, things that reward the player with content)
How would we handle usage versus avoidance of major skip glitch? Avoiding it is not an in-game option, yet it feels natural to allow it. And some major skip glitches wouldn't fit Moons if we consider them non-objective goals. Years ago I've had an idea of just keeping all MSGs in the Demo tier. Since they are very obviously some kind of tech porn that takes an expert to create and understand its value.
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: Re: TASSS - Tool-Assisted Speedrunning and Superplay Science
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MESHUGGAH wrote:
- Tool-assisted speedrunning covers many scientific topics as well as an ever increasing materials that can not be fit inside the tasvideos Wiki.
You can still put them on wiki in your personal subpages. If it ends up getting organized well, we could even move it toplevel.
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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