sspela + rules   37

Why This Bar Built a Labyrinth Outside Its Front Door - Atlas Obscura
Last December, India’s Supreme Court banned alcohol sales within 500 meters (about a third of a mile) of national and state highways. Meant to reduce drunk driving, the law bothered many of the country’s hotel, restaurant, and bar owners, who saw only two choices: move their establishments, or lose vital revenue.

The employees of Aiswarya Bar—located 150 meters from Highway 17, in Kerala—saw a third option. A few days before the law went into effect, they began building a small maze out of prefabricated concrete walls, leading from the building’s entrance to the street. When they finished, the distance from barstool to road had stretched three times its original length.

“We have constructed an extended way to reach the bar,” Aiswarya’s manager, Shiju P., told the Times of India. “Now it is 520 meters from the highway.”

“A walk before and after a drink will actually be good for health,” a neighboring vendor, who is considering a similar strategy, added.
india  maze  law  rules  space  time  alcohol  bar 
april 2017 by sspela
PLOS Computational Biology: Ten Simple (Empirical) Rules for Writing Science
We have found that—when it comes to abstracts—“more is more,” despite clear and abundant advice to the contrary.

This is an interesting and surprising result. An intriguing hypothesis is that scientists have different preferences for what they would like to read versus what they are going to cite. Despite the fact that anybody in their right mind would prefer to read short, simple, and well-written prose with few abstruse terms, when building an argument and writing a paper, the limiting step is the ability to find the right article. For this, scientists rely heavily on search techniques, especially search engines, where longer and more specific abstracts are favored. Longer, more detailed, prolix prose is simply more available for search. This likely explains our results, and suggests the new landscape of linguistic fitness in 21st century science.
abstract  scientificwriting  codyweinberger  jamesevans  stefanoallesina  writing  science  rules 
may 2015 by sspela
Expect no, but fight for yes - O'Reilly Radar
Chase your big ideas. Expect the no’s, but do not accept the no’s. Find reasons to turn those no’s into yes’s. And when you have the opportunity to do so, find reasons to say yes to others. Because at the end of the day, there are no rules, only guidelines.
no  guidelines  rules  yes 
june 2014 by sspela
Critical Miss: Issue 10 (The Campaign For Real Monopoly)
The first question is why is everyone playing a variant of the actual rules without actually realising it. Well the answer here is that no-one ever actually reads the rules of Monopoly. Monopoly is something you learn through word-of-mouth in childhood, like riding a bike or tying your shoelaces. Your mother, who never read the rules but was instead taught them by her father, taught you, and one day you will teach your children, again without reading the rules first. She passed on broken rules to you and you'll pass them on to your kids. So the set of rules we play by is the shared cultural set of rules passed down through the generations, and not the ones written on the booklet inside the box.
monopoly  rules 
june 2013 by sspela
Experience Slows You Down — Design/UX — Medium
My theory is this: when you know everything about an industry, you don’t know whats good for it. The only thing you know is the rules and confinements that have been set up by the people within that industry to prevent change. That’s human nature. People don’t like change, people like change they like. So you follow the rules, and learn some more and before you know it. You are 50 years old, wears a suit and dictates the rules by yourself. You don’t change the industry you’re in, the industry changes you. [...] What an industry needs is people who have no idea on how it operates. People that don’t know that there are any rules. While it is good to break rules and to push boundaries, it’s much better to just never know that any rules exists. So, when an agency boasts that they have years of experience in the field that your company is working in. Run the other way, cause that only means that they know the rules. You need someone who doesn’t.
beginners  noidea  notknowing  knowledge  change  experience  rules 
june 2013 by sspela
Sim City: An Interview with Stone Librande - Venue
"But, if you watch someone build a city, you just know. I mean, I don’t have to teach you that putting a garbage dump next to people’s houses is going to piss them off or that you need to dump sewage somewhere. I think the reason that the audience got so into it is that everyone intuitively knows the rules of the game when it comes to cities." "SimCity 4 was literally prototyped in Excel. There were no graphics—it was just a bunch of numbers—but you could type a code that represented a particular type of building and the formulae built into the spreadsheet would then decide how much power it had and how many people would work there. It just statically calculated the city as if it were a bunch of snapshots."
games  simcity  planning  excel  simulations  rules 
may 2013 by sspela
Rules for making games | Not The Internet
"A play begins when you first hear about it, and ends when you stop thinking about it"
"It doesn't matter if what you're making stops being a "game" halfway through. Or even if it never starts as one at all."
"If you rip off unexpected things, people will call you original."
georgebuckenham  games  play  rules 
january 2013 by sspela
The Semiotics of Video Games | Material for thought
The Semiotics of Video Games is an art miscellany that investigates the production of meaning in videogames.
computers  videogames  philosophy  semiotics  rules  meaning  games 
december 2012 by sspela
Being Geek: An interview with Michael Lopp
We believe the world is a rational place that is defined by inviolable rules… which it isn’t.

If you assume that much of this real world chaos is caused by people, technologists are in even worse shape because the solitary internal work of the mind does not traditionally expose us to random people in the wild. When one of these strange people show up at our desk with their odd corporate dialect and hidden agenda, we’re… a little slow.
technology  people  chaos  randsinrepose  michaellopp  rules 
october 2012 by sspela
Daily Calvin & Hobbes • September 11, 1995
"Other kids' games are all such a bore!
They've gotta have rules and they gotta keep score!
Calvinball is better by far!
It's never the same! It's always bizarre!
You don't need a team or a referee!
You know that it's great, cause it's named after me!"
billwatterson  comics  rules  games  calvinball  calvinandhobbes 
september 2012 by sspela
Mao (card game) - Wikipedia, the free encyclopedia
The game forbids its players from explaining the rules, and new players are often told only "the only rule you may be told is this one."
notknowing  rules  cards  games 
september 2012 by sspela
Game Studies - Defining Game Mechanics
This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world.

"All objects in games have properties. These properties are often either rules or determined by rules. These rules are evaluated by a game loop, an algorithm that relates the current state of the game and the properties of the objects with a number of conditions that consequently can modify the game state. For example, the winning condition, the losing condition and the effects of action in the player's avatar health are calculated when running the game loop."
gamemechanics  gamestudies  rules  miguelsicart  mechanics  games 
august 2012 by sspela
Quote Details: Eric A. Burns: It's not enough to... - The Quotations Page
It's not enough to create magic. You have to create a price for magic, too. You have to create rules.
ericburns  rules  magic 
august 2012 by sspela
notgames
"Pretty much all games are based on black box design, which means player strive to optimize the output of the system. The better the player is at predicting and using the rules that are in the black box, the better they are at the game. This means that most games implicitly task the player to unravel the systems that support them, thus breaking the spell of presence."
thomasgrip  prediction  rules  blackbox  games 
august 2012 by sspela
No Accidents, Comrade – The New Inquiry
"The underlying expectation in gameplay, however, is that the player actively constructs a narrative and perhaps even modifies the game’s rules. Meaning for players comes only through the active process of experiencing play."
games  story  storytelling  boardgames  narrative  play  meaning  rules  jeremyantley 
august 2012 by sspela
NCR PUZZLE
"Take the New City Reader’s map or use your own city’s map, a blank paper, or any index card. The map provided with the newspaper can be colored, filled or outlined with the traces of a personal memory of a space, a personal desire, or an exterior romp through the urban realm. Use conventional cartographic techniques, icons, or other kinds of unconventional notations and draw these. Cut the puzzle piece out in the shape suggested by your drawing, much like a jigsaw puzzle." [...]
"Now, you and others can start to make more and more of these pieces. Icons can also be cut and pasted into the pieces if so desired. These are the basic blocks for different games. Then, using simple rules that players should agree on, the card can connect to others spatially or begin to define a new region. At this point, you can already play!"
rules  city  urbanism  cities  terraincognita  puzzles  geography  games  maps  play 
august 2012 by sspela
Alex Payne — The Game
"Zendo is a game of inductive logic. Anyone can enjoy it, but programmers take particular delight in it. In broad strokes, a round of Zendo mirrors the intellectual process programmers engage in when debugging. You know there’s a rule in the machine undermining the task you’re trying to accomplish, but you don’t know what the rule is, so you build and rebuild and think and observe and rebuild again until you understand the rule, and then you win."
notknowing  alexpayne  programming  logic  rules  games 
july 2012 by sspela
auntie pixelante › level design lesson: to the right, hold on tight
"games (digital or otherwise) are composed of rules. certain rules give the player liberty to change the state of the game [...].

how do i teach the player these rules? an unfortunate trend in contemporary games is to spell out every detail in a hand-holding “tutorial” session at the outset of a game – unfortunate because it shows both a great deal of contempt for the player’s intuition and a lack of confidence in the designer’s own design. but more than that, it’s a design failure because it tells the player the rules instead of allowing her to learn them.
tutorials  learning  buttons  rules  gamedesign  games  mario 
july 2012 by sspela
KobayashiMaru_PrePub.pdf (Predmet application/pdf)
"Our variation of the Kobayashi Maru utilized a deliberately unfair exam - write the first 100 digits of pi (3.14159...) from memory [...]. Being lazy, trusting, and predictable, humans are often the weakest link in any security system and students intuitively exploited this fact."

- Exploit the Environment
- Exploit Trust
- Exploit Personal Skillsets
- Exploit the Human
- Develop Backup Plans
security  trust  exams  changetherules  rules  cheating  pdf  kobayashimaru  notplaying  jamescaroland  gregoryconti 
june 2012 by sspela
Unix philosophy - Wikipedia, the free encyclopedia
Rule of Clarity: Clarity is better than cleverness.
Rule of Composition: Design programs to be connected to other programs.
Rule of Simplicity: Design for simplicity; add complexity only where you must.
Rule of Least Surprise: In interface design, always do the least surprising thing.
Rule of Silence: When a program has nothing surprising to say, it should say nothing.
Rule of Repair: When you must fail, fail noisily and as soon as possible.
philosophy  complexity  surprises  silence  clarity  simplicity  programming  rules  ericraymond  unix 
may 2012 by sspela
research!rsc: Play Tic-Tac-Toe with Knuth
"This [tic-tac-toe] setup is based on an exhibit from the early 1950s at the Museum of Science and Industry in Chicago, where the author was first introduced to the magic of switching circuits. The machine in Chicago, designed by researchers at Bell Telephone Laboratories, allowed me to go first; yet I soon discovered there was no way to defeat it. Therefore I decided to move as stupidly as possible, hoping that the designers had not anticipated such bizarre behavior. In fact I allowed the machine to reach a position where it had two winning moves; and it seized both of them! Moving twice is of course a flagrant violation of the rules, so I had won a moral victory even though the machine had announced that I had lost." [...]
"The only real winning move is not to play."
games  russcox  winning  tictactoe  notplaying  rules 
april 2012 by sspela
Peter Suber, Nomic
"[Nomic] is a game in which changing the rules is a move. The Initial Set of rules does little more than regulate the rule-changing process. While most of its initial rules are procedural in this sense, it does have one substantive rule (on how to earn points toward winning); but this rule is deliberately boring so that players will quickly amend it to please themselves."
changetherules  petersuber  notplaying  differentgame  change  rules  nomic  games 
april 2012 by sspela
Ender's Game Quotes By Orson Scott Card
“I don't care if I pass your test, I don't care if I follow your rules. If you can cheat, so can I. I won't let you beat me unfairly - I'll beat you unfairly first." - Ender
changetherules  rules  differentgame  notplaying  cheating  endersgame  ender  orsonscottcard 
april 2012 by sspela
Urban Dictionary: Kobayashi Maru
A no-win situation caused by a set of rules that can only be won by changing the rules, in effect, cheating. This term comes from the name of a small ship in distress in a scenario shown in a Star Trek movie. According to the film, the scenario is featured in a training simulator for students attempting to become ship's captains. They receive a distress signal from the Kobayashi Maru and can either attempt to rescue it and be destroyed by enemy forces or leave it and let it be destroyed. James T. Kirk, according to the film, is the only person to have won the scenario--by reprogramming the simulator. Kobayashi Maru, loosely translated, means "Little wooden ship."
changetherules  differentgame  decisions  kobayashimaru  startrek  notplaying  games  rules  cheating 
april 2012 by sspela
Terry Jones » Blog Archive » Back of the envelope calculations with The Rule of 72
If something doubles every two years, at what rate does it increase per month, on average? If you know the rule of 72, you’ll instantly know that the monthly growth rate is about 3%. You get the answer by dividing 72 by 24 (the number of months).
rules  72  rates  growth  predictions  estimation  math  finance  doubling 
june 2011 by sspela
Rule of 72 - Wikipedia, the free encyclopedia
In finance, the rule of 72, the rule of 70 and the rule of 69 are methods for estimating an investment's doubling time. The number in the title is divided by the interest percentage per period to obtain the approximate number of periods (usually years) required for doubling.
rules  72  estimation  doubling  math  finance  predictions 
june 2011 by sspela
What we talk about when we talk about Making Future Magic Dentsu London What we talk about when we talk about Making Future Magic
1. Create work for yourself; don’t wait for work to be assigned to you.
2. Take an active role in all your endeavours, not a passive one.
3. Seek out large and complex jobs. Trivial tasks debase you.
4. Welcome difficult assignments. Choose them. Progress lies in accomplishing difficult work.
5. Once you begin a task, complete it. Never give up.
6. Lead your fellow workers. Be an example for them to follow.
7. Set goals for yourself to ensure a constant sense of purpose. This will give you perseverance and hope for the future.
8. Move with confidence. Confidence gives your work force, focus and substance.
9. Find new solutions. This is the way we ensure satisfactory service.
10. When conflict is necessary don’t shy away from it or be afraid. Conflict is the mother of progress and the source of aggressive enterprise. If you fear conflict, you will become timid and servile.
rules  life  work 
november 2010 by sspela
The Rule of Least Power
"Use the least powerful language suitable for expressing information"
programming  language  simplicity  systems  information  rules  internet  power 
march 2010 by sspela
10 Amazing Life Lessons You Can Learn From Albert Einstein - by Dumb Little Man
“You have to learn the rules of the game. And then you have to play better than anyone else.”
alberteinstein  quote  rules  games  life 
march 2010 by sspela
Oliver Wendell Holmes quotes
“The young man knows the rules but the old man knows the exceptions”
oldpeople  quote  rules  exceptions 
february 2010 by sspela
immaculate heart college art department rules (tecznotes)
8. Don’t try to create and analyse at the same time. They’re different processes.
coritakent  art  inspiration  education  advice  rules  life  design 
february 2008 by sspela

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