How to win vs. specific problematic opponents: Exploitation

I hate to lose. This should surprise absolutely nobody: anyone who wants to become the best at any competition has a strong visceral aversion to losing. But you learn how to get over it: Scrabble is a very high variance game. Sometimes the best player doesn’t win, even over the course of several games.

But more than anything I hate having a losing record to people. I can’t stand being 0-4 or 2-5 against anyone, especially against players I feel like I am better than. I hate the idea that other people might think that someone is better than me, especially when I feel as though they aren’t. I want to win as often as I can, and I want to get every advantage as I can.

So when it comes to players that I want to beat, I study their games. I look at games that those players lost and opponents that those players struggle with and formulate a custom strategy to beat them, and make plays I otherwise wouldn’t in hopes that I’ll win more often.

Often when you study someone so intently, you’re going to find that by and large, they are just flat out good, and you might not find ways to systematically tear them apart. Sure, there are some small holes in players’ games such as Nigel Richards and Brian Cappelletto, but for the most part those are very small holes. Even after developing my counter-strategy, I don’t know if I’m a favorite against either one of them.

But other times, this can pay major, major dividends. You find some errors that players consistently make and then do whatever you can to drive a truck through them, to the point where you can completely take advantage of them. In some ways you know how they think: you know how they play, sometimes just as well as the person themselves. The information can be extremely powerful.

A lot of people resist this notion, especially in Scrabble, but this is commonplace in other games and sports. I’ve seen people use it in video games, tennis, fighting, and many other sports that involve one-on-one combat. While it might seem obsessive, all I know is that it is effective.

I think this is a necessary part of any top player’s arsenal: especially any player who aspires to win big tournaments. Below will be some examples of top players who have certain tendencies that are heavily exploitable, and some of the games that they played that show this exploitability. In some of these cases you can’t even see their racks, but it doesn’t matter.

To protect those players, I have avoided using their names, but trust me, these are top Scrabble players. I could and have done this with probably about half of the top 50 players, although in most cases I merely wrote down what I found and didn’t save the games.

I will also discuss how to use this information to conjure up a strategy to beat these players. Identifying the problems aren’t enough: you have to figure out a strategy to beat these players somewhat consistently. Here are some studied games, their errors, and the conclusions I made about how to exploit those errors based on those games.

Player 1:

Game 1
Game 2

Player 2:

Game 1
Game 2

Why I don’t take poker super seriously

Before we start, let’s discuss why some people might think it’s a good idea for me to play poker for a living:

1. My background in game theory. Game theory isn’t directly related to poker strategy, but it’s pretty f’ing close. There are a ton of game theoretical terms and concepts that can be used to figure out different situations in poker, and any look at the numbers will tell you what is game theory optimal as well as how to exploit range imbalances and erroneous tendencies.

2. My experience in Scrabble. As one of the top players in the world in Scrabble renowned for my strategy, a lot of that skill set should carry over.

3. My lack of other options: What else can I really do at this point in my life? I don’t have a steady job, or any real experiences or resume to get me anything close to a desirable career. Really, I don’t have any idea…

4. The fact that I’m historically a winning player.

5. The fact that many friends or people that I know with far less credentials are doing well in poker.

Now with all that said, here’s why I think this is probably a bad idea:

1. The requisite variance would make me very unhappy. Working for a month or more and losing money is not my idea of fun.

2. There isn’t exactly a long term future here. If I want to do something else in life later on, experience in playing poker isn’t exactly an option.

3. Playing poker doesn’t really make a difference in the world.

4. I don’t like making a living off the less educated and (in some cases) broke.

5. There is no guarantee that you will make money. And here I’m going to go off on a tangent.

I believe that the universe is not a happenstance. That every event is linked together to another event: in a way consistent with the concept of Spinoza’s God. Call it god or determinism if you like. And as such, the appearance of “randomness” is just an inability to sort data. Events and experiences have reasons.
If someone (or some group of people) ran -50 SDs at poker, there’s no way to prove it. You can’t test it in a lab: the lab is not a real world, and thus there’s no way to prove (or disprove) a correlation. Ockham’s razor only covers scientific facts, and life does not only consist of science. Science is a great tool: I know, I use it all the time. But it has limitations.

And I’m just not sure I really believe in the long run. I’m not arrogant enough to think I know enough to know a better predictive model than statistics: the way I play poker and Scrabble uses a ton of stats. But the world doesn’t run off statistics: it doesn’t run randomly. There’s something that caused the world: some chain of events that links minds, matter, and everything together.

Historically I just haven’t run that well at poker even as a winning player. I haven’t really run well at Scrabble either. I’m sure that’s part of why I believe this to some degree, although I also believe it has a ton of philosophical merit. When I run bad I don’t really want to keep playing not out of emotion, but out of a lack of faith that it will “all even out in the long run”.

Maybe I’ll run well and make millions. Maybe I’d play well, run poorly and go broke and it is really random. Maybe I’m just not a very good player at all. I don’t know. But despite all the theoretical understanding and all the numbers I’ve run, and the sweat and tears (granted, not as much as others) I just don’t want to risk my likelihood on something where I can’t control the probability of success.

Top Players and Mistakes

The gap between top players and everyone is enormous in Scrabble.  However, top players still make plenty of mistakes.

The person who makes the fewest mistakes is Nigel Richards, but even he makes mistakes.  Here is an analysis of his mistakes at the 2013 Nationals.  I assure you that everyone else played worse: me and Will played fairly well but still made more mistakes than this.  Nearly everyone else made a ton more mistakes than this. Nigel’s performance was impressive, but it was certainly far from flawless…

Edit: If you compare this to the quality of play now, this is actually a pretty amazing chart.

OWL vs. Collins: A strategic guide

There are two dictionaries within Scrabble, and for those who want to play both with the American dictionary (OWL) and the World dictionary (Collins), switching between the dictionaries are a huge challenge.  Collins has ~30,000 more words than OWL, which obviously drastically changes the word game element.  These added words also change the strategic component of Scrabble in a significant way.

Before we start, let me make a few observations.  The first observation is that this is not a referendum on Collins or OWL as dictionaries onto themselves, but are rather a list of effects based on the size of the dictionary.  Simply put, a larger dictionary requires adjustments in strategy that have little to do with the specific words in each dictionary.  The second observation is that at the end of the day, Scrabble is still the same game, regardless of dictionary.  While the significance and frequency of various strategic tactics might change based on dictionary, the same tactics still exist in both dictionary, albeit to a greater/lesser degree.

Now, let’s take a look at some of the strategic differences between the two dictionaries.

Difference #1: The additional words make bingos more likely

This should be fairly obvious: since there are more seven and eight letter words in Collins, bingo lines are a significantly bigger threat.  A larger dictionary means more bingos, leading to more comebacks and more variance.

This fact is especially true on closed boards: more long shot bingos are likely to hit.  Because of this, sacrificing points to close the board is less practical with a larger dictionary.  Even though the difference in each individual position is somewhat small, if you need to stop your opponent from bingeing for 4 or 5 turns this difference has a huge additive effect: significant enough to often make closing the board not worthwhile. Bingos starting with S or ending in T become much more likely with a larger lexicon, especially when these lines stay open for several turns.

Difference #2: More words mean more plays with a significantly higher equity.

When there are more words, most racks will have one or more good options, whether it’s a bingo, a high scoring play, or a vowel dump.  Most positions in Collins have one or two solid candidates that clearly score more and keep a better leave than any other play.  This means less racks you have to exchange, and less racks where you have to choose between a bunch of lousy, low scoring options.  However, this also means fewer chances to make mistakes for people who just take the play with the highest equity.

Difference #3: More words requires more permutation

Because there are more words, there are more considerations to think about during fishing, setup, pre endgame, and endgame situations, making all of these situations more complex.  People who use general rules of thumb are going to perform worse in a dictionary that has more words, since those rules of thumb will apply less often.

Difference #4: More words means more setups.

Setups are the result of unique word construction.  More words means that there are more unique hooks that are difficult to block.

Difference #5: More words mean less fishing.

One of the most significant changes is the change in average score: more words mean a higher average score, and this, in turn, means less fishing.

Let’s face it: fishing is a pretty unique circumstance.  You need a rack that is good enough to draw a bingo often next turn, yet not good enough to actually bingo now or score well.  If the average play scores 38 points, then all of a sudden a 10 point play in hopes of *maybe* drawing a 70 point play next turn isn’t too attractive when you can score 30 now and 38 on average next turn.  Since the average play goes up (as does bingo percentage), the frequency of a fishing play being correct goes down.

Question: Strategically, do I enjoy a larger or a smaller dictionary?

Answer: It depends.  Both have their own merits.  Let’s look at two similar examples to show you the main differences between the games.

aeiiilnnnoprrsstuu

Pool: AEIIILNNNOPRRSTUU

In this position, the best play is RE c2 for 2, setting up CROC, but more importantly giving you a chance at numerous bingos from the A in TESTAbLE.  ACCOUTRE, ACCEPTOR, ACCENTOR, ORECTIC, and ACROLECT are all extremely likely to stay open, allowing you to bingo and clinch the game with nearly half the tile pool.

AEEIINNNOOOPRSSTUUPool: AEEIINNNOOOPRSTUU

In this position, RE 2c (6) is the correct play, setting up CROC.  While this can easily be blocked, your opponent may be forced to pass up bingos to do so, and you are likely to draw a much better blocking option, such as RIOT/ROOT at 2l, or may even draw another setup play.

So what does this have to do with dictionaries?  If you think position 1 is a more fun, interesting position, you would probably prefer Collins strategy, whereas if you think position 2 is more fun and interesting, you’d probably prefer OWL strategy.

Problems with Monte Carlo simulation

Over time, Monte Carlo simulation (also known as random walk modeling) has become a very useful predictive and explanatory tool, helping people make better decisions. Monte Carlo simulation is used for modeling in several domains, including economic pricing, environmental science, sports betting, military planning, game strategy, evolutionary theory, and several other fields. By developing algorithms that accurately quantify and closely represent real life situations, Monte Carlo simulation has been extremely successful in its goal of helping people make better decisions.

Monte Carlo simulation creates a “virtual reality”, artificially modeling an interaction by attempting to quantify and mimic various effects and running repeated experiments in this virtual environment. It looks ahead at future possible scenarios based on this virtual reality, observing and quantifying the unforeseen ramifications of each decision being considered.

The measure of success in Monte Carlo simulation lies in its predictive or explanatory power. If the results of simulation don’t align with what happens in real life, the simulation fails to be useful. This fact alone can be powerful: if a simulation does not produce results that closely models reality, an unquantified variable must exist. In this way, Monte Carlo simulation serves not just as a model, but also as a counterfactual test for any hypothesis.

Monte Carlo simulation is prominent in many fields. In some cases, it provides complete solutions and has revolutionized the way we look at certain situations. It has solved games such as Connect Four and checkers while creating the best chess player in the world, taken over Las Vegas, and is used by many of the largest investment, oil, and environmental companies in the world.

Yet even in its success, Monte Carlo simulation still has flaws. While its mathematics are sound, theorists are cavalier about its usage. Monte Carlo simulation is often unable to predict or assess seemingly obvious dynamics, since theorists misequivocate success within a system to equal success within each subset. Monte Carlo simulation theorists overemphasize global variables and overlook localized variables far more salient, because of a sense of laziness and an inability to identify causality. And many theorists mistreat and misevaluate new or previously overlooked variables, assessing their worth to preexisting models and eliminating the possibility of paradigm shift.

Let me be clear: the problems mentioned here are not problems with the process of Monte Carlo simulation: they are problems with application. When a specific methodology is misapplied so frequently, it outlives its usefulness. This phenomenon has happened consistently throughout the history of science: major paradigms shift based on application rather than theory. From physics to atomic theory to astronomy, paradigms have changed based on their usefulness in answering the questions theorists posed.

Why has the application of Monte Carlo simulation faltered? The main reason that Monte Carlo simulation has been misapplied is because theorists violate the axioms essential to the process. In an attempt to achieve progress, scientists have pushed the limitations of Monte Carlo reasoning beyond where it was meant to go, resulting in flawed data and misleading conclusions.

To further my point, here are some of the axioms and postulates that have frequently been violated by Monte Carlo theorists:

  1. The underlying processes that occur within the simulation must closely model the processes that occur in reality. Monte Carlo simulation only exists as a model to solve problems, and without a semblance or anchor in reality, Monte Carlo simulation is a useless economic abstraction. Monte Carlo simulation must be subject to the same influences and assessments as its real-world application.
  1. The utility function within Monte Carlo simulation must closely approximate the utility function of real-life players. Without an accurate utility function, we lose the importability of our simulation as well as the predictive ability to consider the actions of other actors. Players may act seemingly irrationally in addition to being unaware of the ramifications of each action. Even though utility functions are not strictly rational, they must be somewhat accurate to preserve the importability of the model.
  1. Each trial must be contextually homogenous. It must be assumed that both the initial state and the implications of future states are identical to all players. When this axiom is violated, specific types will react in divergent ways, thus self-perpetuating different types and devolving Monte Carlo simulation into a seemingly chaotic process. When factors such as history, reflection, or utility deviations enter the model, it dramatically alters the result of the simulation.
  1. The rules and utility function of each actor must be (within reason) public knowledge. Without this, the actions of other actors within the game is inherently unpredictable, and as such, there is no viable strategy with which players can make good decisions. While risk is an acceptable variable within any game, uncertainty should be avoided at all costs, as uncertainty brings a chaotic element into various situations and negates the presumption of rationality.
  1. Every game is relative to the game space, action space, and number of players. This ordered triple is recognized as a constant within game theory, and cannot be changed without re-creating the entire simulation.

 

 

In contrast, there are many faulty assumptions that are made by Monte Carlo theorists:

  1. Preference is transitive. Many theorists believe that if A is preferable to B and B is preferable to C, that fact implies that C is preferred to A. This is not true unless preference takes the characteristic of dominance. In nature, it is frequently the case that behaviors are merely preferred instead of dominant.

 

  1. Introducing new variables into systems can be accommodated for by simply introducing them into already existing models. This is a simple misunderstanding of basic statistics. When adding variables to form a correlation, correlating variable a might be the strongest single variable, but variables b, c, and d might provide a stronger correlation than any combinatrix including a.

These failed axioms result in the following problems: the non-transitive nature of preference causes a misunderstanding of Monte Carlo simulation in situations with multiple equilibria; the ambiguities of utility functions obfuscate the salience of variables, and the desire to fit new variables into models causes theorists to alter their models haphazardly without creating a new model. To anlyze this further, let’s take a look at the following problems:

Problem 1: Preference is not Dominance

One common assumption that many people who use Monte Carlo simulation make is that they assume that when an organism or action performs best in a large system, that fact implies that it will also triumph in head-to-head matchups or other matchup subsets. This is not the case, especially in situations with a lot of uncertainty or with small populations.

Let’s take a look at an example:

A B C D
A 0 6 5 -2
B -6 0 -1 5
C -5 1 0 3
D 2 -5 -3 0

Let’s take a look at the game above. In this case, strategy A is certainly the most effective, while strategy D is certainly the least effective. If there was an equal subset of the population who used all four strategies, you would expect A to be a dominant strategy. In a system where there is a low population and a high death rate affecting all strategies equally, it is conceivable that strategies B, C, and D could die out.

However, this game has no pure strategy Nash equilibrium, as D does beat A despite losing to both B and C. Some theorists erroneously conclude that A is dominant, when this is obviously not the case. As such, if the equilibrium were unstable and there were a high epsilon factor, we could imagine D dying out first, then B and C dying out, leaving A as the only viable strategy, and then D migrating back into the system somehow and dominating the population (and, subsequently, B and C again becoming viable, and so on and so forth).

While this might seem like a rare or fabricated example, it actually happens often when there are often several strategies at work. Oil producers need to refine, manufacture, drill, hire labor, and set prices. Bears need to hunt, mate, seek shelter, and grow fur. Deviant strategies, even if they are successful, can easily get shut out due to anything from a shortage to an unusually cold winter. Within these systems, dominant companies and species emerge. Nevertheless, seemingly defunct strategies can still be viable.

Regardless, this does not mean that the strategy was inferior to the alpha member of their group: it merely implicates that the strategy was inferior within the entire system. The transitive property does not work in game theory: A > B and B > C does not imply that A > C. Condorcet cycles are frequent, especially in new systems that are far from optimized.

This type of dynamic is frequent in oligopolies. In many oligopoly systems, members of the oligopoly are kept in place merely to preserve the system and prevent a dominant member from emerging (and letting the system devolve into a monopoly). Keeping D around to keep A in check is an important to maintain the survivability of B and C and preserving the profitable oligopoly’s existence.

Oligopolies often sell bundled items in terms of their attractiveness: gas stations sell price of gas and location, while airlines sell price, ambience, and flight length.   However, the inconsistencies and subjectivity involved with decision theory combined with the ability of side-by-side comparison can often cause changes in consumer behavior, even if indirectly. While A may be preferred to B on a head to head comparison, the mere existence of product C may cause B to now be favored to A.

The most common example of this is in airlines. Consumers in the airline industry have very fickle preferences based on the market, especially based on the type of service they receive. For example, many customers have a simple heuristic such as “Find the cheapest flight”, but that heuristic will change if the cheapest flight is no longer desirable for some reason.

In reality, consumer behavior is not classically rational (in the economic sense). When making decisions, preference is not a linear operator: it does not behave in easily predictable terms. Thus, the variables that model such decisions typically do not work very well, and the transitive and distributive operators of logic cannot successfully be applied. Unfortunately, many theorists still try to apply the transitive and distributive property to many economic models, including Monte Carlo simulation. These incorrect applications can prove quite costly, especially in political and economic domains.

Problem 2: Globality vs. Locality, Causal vs. Statistical Variables

The second major problem with Monte Carlo simulation is its inability to differentiate between weak causation and variance, especially when a causal variable only impacts a subset of the system or impacts different members of the population differently. The salient variables of sub-populations can vary from the salient variables of the entire population. Monte Carlo simulation and supplemental statistical models are incapable of finding and accounting for these differences in variables.

These inabilities are not due to faults of the models or simulation themselves. Statistical models make assumptions about homogeneity that are not existent in reality, and can only apply themselves so much, particularly in situations where there were not enough subjects or information accounted into the model. Statistical models by necessity limit the number of variables that can be tested, and as thus use only the most powerful variables, regardless of whether they are statistical and causal.

In applications where Monte Carlo simulation would apply, doing this is not necessary. Outside of obscure domains (such as quantum physics), statistical causation can always be reduced to real world causation given a big enough sample size and a proper grouping of salient variables. Unfortunately, many people who apply statistics or Monte Carlo simulation take the lazy way out, grouping every member into a population without prioritizing sub-populations or reducing statistical causation into real-world causation so they don’t have to jeopardize their model.

Table 1:

Table Adam Betsy Charlie Dave Emily Frank Gina Harriet Iris Juanita
Hot 85 91 91 88 90 79 86 69 86 78
Warm 88 92 86 89 77 85 77 81 86 86
Cold 83 95 73 68 85 81 90 79 71 79

A set of students took three different tests of equal difficulty in rooms of 50, 70, and 90 degrees Fahrenheit to test whether room temperature influenced test score. Scores showed that the difference of scores were not statistically significant (Hot = 84.3, Warm = 84.7, Cold = 80.4, SD = 6.98)

These findings are reasonable: after all, the odds are good that these results could be derived from random chance alone. But wait: What if I told you that Charlie, Dave, and Iris were all from Brazil? And Harriet was from Norway? And everyone else was from New England? All of a sudden, it seems likely that temperature is a predictive variable for certain students.

This is because we’ve found a causal reason for a seemingly weak correlation. Using the information we’ve learned, we could devise a new study that would show certain types of students perform differently based on temperature and geography. We’ve found a correlation based not on all people, but on a subclass of people.

In many cases, statistical models are not created as true models, but merely as sums of correlations. While some of these correlations are awfully strong, without causal significance and independence they can often be refined or even eliminated if a better set of causal variables involved. For example, predicting whether or not a team will win a football game can be roughly estimated by using point margin alone, but a better model could easily be created by using other causal variables that eliminate such a variable entirely.

Stats must always be placed in context. You can say that cold rooms cause test scores to drop by around 4 points. And that fact would be true. But it’s not nearly as informative to say that as it would be to say: “Cold rooms has no effect on some students but has a significant effect on students not born in New England.”

When rules or laws are made, they are made globally, keeping EVERYONE in mind. However, tendencies for subgroups of a population will vary from the population as a whole. While aspartame or airport scanner radiation may not be dangerous for an entire population, it could be dangerous for an unknown subgroup, such as Native Americans, coal miners, or people who live in Sao Paolo.

The only way to know if a danger exists is to test each subgroup individually: something that proves “impractical” for most subgroups of people. Thus, only especially vulnerable subgroups (such as children, elderly, sick people, or pregnant mothers) are tested for most health-related issues. These categories are then tested for by using indicator variables.

This illustrates the central theme: there is a difference between global variables and local variables. The way to predict results using global variables (such as when simulating sports outcomes) can never be as precise as local predictors based on individualized indicators.

Therein lies a problem: there are an infinite number of indicator variables. Every conceivable trait can be evaluated as an indicator variable, and within a small population, some traits will have a statistical correlation even if no causal correlation exists. Add that to the numerous combinations of indicator variables that must be accounted for, and we have a prediction nightmare. When we try to also account for locality, this results in an impossible task.

These types of local, causal variables are prominent and common when combined with indicator variables. They tend to be causal and difficult to precisely quantify, and tend to have an apparent causal link that may affect members of a population differently.

Examples include:

  • Effort: Some teams are predisposed to trying harder or prepare more vigorously in some games while being more content to sit back in others. This is especially true in games with exceptionally large betting lines.
  • Unusual strategies: Teams will thrive or struggle against similar types of offenses or defenses, especially when they are built around a dominant player, such as a dominant center in basketball or a dominant quarterback in football.
  • Environmental factors: Factors such as temperature, altitude, color, climate, or disease rate often make very good local variables. These variables are likely to affect different members of a population drastically differently, depending on their experience within each environment and sensitivity to each factor.
  • Cultural variables: Variables that vary from culture to culture such as religion, nationalism, public opinions, etc. possess very individualized effects.

Problem 3: Statistical modeling: a reverence for existing models

The third problem with Monte Carlo simulation is its admiration for preexisting models. This reverence is understandable: after all, it is far easier to adjust a current model than to create a new one. Science cannot proceed without ideological stability: therefore, models are not rejected until data makes doing so a necessity.

It is rare to see Monte Carlo simulations recalibrated. Cold War simulations lived far past their welcome, and were part of Pentagon brinksmanship even into the 1990s. Global warming models remained unchanged even when its predictions (both in favor and against global warming) were rebuffed in the early 2000s. Backgammon players used outdated programs (such as Jellyfish) even when they drastically deteriorated in their results against humans over a decade. Von Neumann’s ideas of evolution were prominent long after they were disproved. They remained because no one forced them to change. They remained because there was no replacement.

Theorists despise adding or changing models because it weakens theorists’ predictive power and forces them to reinvestigate their conclusions. In most fields where Monte Carlo theory is applied, data is scarce. Other models have already failed. Data is either hard to come by, unreliable, or unexplained. Causality is often a mystery. There are no other ways to solve games, model brinksmanship, or understand environmental phenomena. Predictive power is precious. Theorists can’t give it away while remaining relevant.

Thus, many theorists go beyond normal scientific practice to account for salient variables. They create an additional function. They use post hoc analysis to explain or accommodate for the new factors. as a statistical analysis or even post hoc. Since the model cannot easily accommodate the new variable and there is a strong bias for the status quo, theorists try to avoid recreating the model, or worse yet, reevaluating the paradigm. This results in a lot of poor models, as a new model is necessary to accurately predict or explain phenomena. As new variables are proven to be more salient and causal, models must not be merely revised, but completely recalculated to quantify the effect of the new variable, often creating models of patchwork instead of uniformity.

This problem also manifests itself in another form: people apply models such as Monte Carlo information in a way that the information is unfalsifiable, and there is no way to test the results. Monte Carlo simulation is used to test mathematical and physics problems and create heuristics in game strategy, public policy, and evolutionary biology.

While it is widely accepted that this approach might produce flawed data, many argue that is better than no data at all. And perhaps there is merit, if given such a duality. But the “bad data is better than no data” approach can be quite harmful: it creates results that others take far too seriously without knowing where the information came from. It starts an ideology without any data support.

In these cases, the Monte Carlo simulation is not a data or statistical tool, but a reflection of belief disguised as sophisticated theorycraft. It becomes consensus not based on existing data, but based on the lack of existing data. In reality, Monte Carlo simulation is not a revolutionary way of attaining information, but rather a tool to sort and perceive information. When extensive, established data is presented side-by-side with experimental, untested data, many give it far too much credence. And, like always, there is much data in between these two extremes.

Monte Carlo simulation unquestionably has great potential and application. However, many theorists abuse Monte Carlo simulation and try to expand its application beyond its limitations, defying its axioms and creating inaccurate or unrefined data. Because of this, it is always important to analyze its use, and retain skepticism until one is assured that Monte Carlo simulation is applied properly.

How to become good at any game

While each game has different rules, pieces, board, players, etc. the skills and tactics necessary to become good at one game often translate onto other games.  As a result, players who specialize at one game often are extremely proficient at multiple games: they can easily understand the fundamentals of game strategy.

The process of becoming proficient at a game is similar regardless of the game you are trying to master.  Here are a set of steps that any aspiring expert should implement:

1. Learn the rules and move set.  If you want to become good at games, no move should ever surprise you.

2. Develop your tactics.  Once you understand the move set, it’s vital to develop an understanding of how moves go together.  Learning basic gambits and tactics will help set the table for developing more sophisticated plays once you become more experienced and knowledgeable.

3. Learn conventional strategy.  Before you can excel, it is important to start with a platform, and conventional strategy is usually intuitive, easy to understand, and difficult to exploit. Even if you disagree with conventional strategy, it is vital to understand what most opponents are thinking.

4. Understand the spatial elements.  Understanding the short and long term dimensions of board games or e-games is vital.  Understanding the space that you and your opponent can move immediately as well as controlling areas (such as the center or periphery of a playing area) can help you win the spacing battle against your opponent.

5.  Learn when points matter… and when they don’t.  There are times in each game where positional concerns are significantly more important than points, and other times when grabbing points is a far more important theme.  Sometimes other factors are just more important than points.

6. Learn how and when to be aggressive.  In any game, there are times to be aggressive and times to be more passive and defensive, depending on the game and the situation.  While a good general rule is to be more aggressive when losing, there are also times when extra aggression is required when winning.

7. Develop a process of move evaluation.  Figuring out how to objectively quantify the various factors and separate good logic from faulty logic is a vital attribute in any game.  Finding the best play in a position is far less important than employing the correct logic for a given situation.

8. Learn to stray away from conventional strategy.  Conventional strategy is usually created based on its intuitive nature and because it is easy to understand: however, there are usually nuances that conventional strategy fails to comprehend.  Learning the shortcomings of conventional strategy and developing heuristics to recognize these shortcomings (and adjust accordingly) will enable you to outplay most players.

9. Learn how to identify and exploit suboptimal behavior. If your goal is to win significantly more often than you lose, then you need to have a significant edge over your opponents, and that means not only taking advantage of your opponent’s weaknesses but inciting them to make as many mistakes as possible.

10. Learn permutation. “If X, then Y” reasoning is extremely important in any game: it is important to be able to predict your opponent’s likely move and predict your response. In many cases, it is important to think more than one move ahead.

Anagrams of famous people

These anagrams do not reflect my thoughts on any of the individual people.  These are all my own, although others may have come to a similar conclusion.

GEORGE BUSH: HE BUGS GORE

OPRAH WINFREY: HORNY RAP WIFE

HOWARD STERN: SHORTER WAND

BILL GATES: GLIB, STALE

MOTHER TERESA: RETREATS HOME

UNITED STATES: NUDIST ESTATE

ALBERT EINSTEIN: SENT ELITE BRAIN

WALT DISNEY: WINDY TALES

OSCAR WILDE: A WILD SCORE

ADOLF HITLER: THE FAIL LORD

ABRAHAM LINCOLN: NO BALL CHAIRMAN

LEONARDO DA VINCI: NICE ORAL ON DAVID

ISAAC NEWTON: WANT A COSINE

MICHELANGELO: HAM IN COLLEGE

HILLARY RODHAM CLINTON: I AM HORNY TROLL AND LICH

NICOLE KIDMAN: LAID NICE MONK

MARILYN MONROE: MORAL MEN: IRONY

MARTIN LUTHER KING: IRING TALK HURT MEN

THOMAS EDISON: MADE SHIT SOON

MIKE TYSON: ITS MONKEY

The Best Players I ever played: 1-10

#10: Komol Panyasophonlert

Komol is the definition of solid: he doesn’t really ever make any bad plays.  Komol’s top level game might not be as great as some of the top game, but Komol’s consistency makes him difficult to beat for even the best opponents who know him extremely well.

#9: Jesse Day

The first time Jesse won a significant tournament, he threw his pen all the way across the room against the wall loud enough that the whole room stopped.  Jesse had blundered and let Carl bingo out on him, but unknowingly Jesse has still won the game by two.  He then proceeded to win just about every tournament he played for the next year and a half.

#8: Rafi Stern

Rafi’s game can go all over the map, but his A-game is pretty amazing.  He has all the tools to win a Nationals when his game is clicking on all cylinders.

When I was at Rafi’s house, I was doing laundry, and was in just a pair of black shorts and a T-shirt.  Rafi’s sister had just come home from swimming in the lake, and when I saw her, I immediately sported wood.  I hid behind the kitchen table until she left, then fled upstairs to hide my embarrassment.

#7: Panupol Sujjayakorn

Panupol is another of those rare breed of players who has both speeds in his arsenal: he can play both offense and defense.  Because of his age, he had amazing consistency and seemed to always do really well: his A-game seemed to always show up.

#6: Pakorn Nemitrmansuk

This will probably surprise some people, especially Pakorn’s results in TWL weren’t really that amazing.  The truth is: results lie sometimes.  Pakorn’s not exactly the definition of consistency, but when he’s playing well, watch out.  Pakorn was the first player I’ve ever seen use the fake setup gambit consistently and effectively, and is one of the few players I’ve seen invent new tech that actually works.  If Pakorn lived in the US and would consistently put in the effort, he’s one of the best there is.

#5: David Gibson

If it weren’t for the fact that David Gibson’s games were annotated, he might be #2 on this list.  David Gibson has undeniably shown that there’s a place for a low entropy, extremely defensive Scrabble style.  Gibson might not be a head-to-head favorite against most of the top players, but his ability to relentlessly pound second-tier players is completely unparallelled, even by players of Nigel Richards’ caliber.

#4: Dave Wiegand

Dave Wiegand is word knowledge personified.  Dave primarily plays open, aggressive, in your face Scrabble, but he’s really good at it.  He’s also very good at forcing you to play his game: he knows his strengths and he pushes those strengths to the max.

#3: Adam Logan

Numerous players talk about Adam as the smartest, most strategic player in the world.  He has an uncanny ability to play any board in any position with remarkable speed and thought.  When you meet Adam, or even talk to Adam, you can just tell that he’s not only a remarkably intelligent player, but a remarkably intelligent person.  The truth is that you’re just not going to outstrategize Adam: even if you manage to win a strategic battle, you’ll never win the strategic war.

#2: Brian Cappelletto

When I think of Brian Cappelletto, I think it’s a travesty that he’s only won one National Scrabble Championship.  Brian knows all the words, can find all the words, and has uncanny ability to play open boards with even the best players.  What’s underrated about Brian is his ability to change gears: while seldom seen, Brian also has a remarkably strong closed board game that can rival even the best closed board players in the world.  There are only two players that have what I’d call extremely strong records against Brian, which is truly remarkable.

#1: Nigel Richards

I always knew that greatness in Scrabble was possible: that someone could win virtually every tournament they played.  When I look at any player, I look for flaws: little holes that can be exploited and made larger by careful craftsmanship.  Nigel may not be perfect, but even his weaknesses require a magnifying glass.  Add that to the aura of Nigel Richards: his unparallelled results, his unorthodox play style, quiet nature, and lightning speed all causing his opponents to make mistakes, and you have the greatest Scrabble player who ever lived.

ALS Bucket Challenge: My thoughts

So I’ve followed this for a while.

 

For the few of you who don’t know what this is, the ALS bucket challenge is one of the internet’s newer memes.  People dump a bucket of ice water over themselves, then challenge three people to do the same.  If they complete the challenge, they only donate $10 to ALS research: if they refuse, they pay $100.  As with any like meme, a lot of people don’t pay the money, or the meme doesn’t pass along.

 

This meme got huge press from major celebrities: lots of famous people have “completed” the challenge, until recently, the meme more or less has died.  I used to get sick and tired of the posts on this: it was all over my facebook page.  Then I saw the wave of counter-posts: about how ALS is wasting the money and filled with fraud, or that there were better charities that needed the money more: that people who were doing the ALS challenge were doing something wrong.

 

For me, I found these even more aggravating than the challenge itself: significantly so.  What harm are these people really doing?  Part of the greatness of philanthropy isn’t just the good that is actually being done, but the feeling of altruism and positivity displayed by the donators.  Why are you taking that away?  Even misguided altruism is far better than no altruism at all.  And to those of you who are going to say: “Well that was a big reason they participated…” Really?  No way.  People participate in these sorts of memes to be social, because their friends are, and because THEY FIND IT FUN.  The fact that it is ALS and connected to charity is a bonus, but not a cause.  People would do it for any other charity, or for no charity at all.  Criticizing people for donating to charity is just messed up on so many levels.

 

To show you that I’m not a completely humorless ogre, I’ve attached me pouring a bucket… of chocolate onto myself.  And then hitting myself with a whipped cream pie.  Not because I want to donate to charity or anything…. simply because I wanted to.

 

Top 12 College-induced aphorisms

1.  Those who hold strong positions are not really listening.

2.  People look for truth in hopes of distraction.

3.  Opinions are a crystal ball in the sky: What we see will never be the entire ball, and when we finally see all the sides of the ball, we finally see the truth: It is a crystal ball.

4.  Man is hypocritical, hypercritical, and will soon be critical.

5.  Saying that there are instants of time and space is assuming that the construction of the world is like the construction of a cartoon.

6.  People cannot continue to love someone who truly changes. 
 
7.  When one peeks behind the curtain, they are no longer interested.
 
8.  A knight in shining armor never lets his friends get too close. –Me
 
9.  People are like trees: the most beautiful parts are the leaves. –Me

10.  Another way to think of an epiphany is that a little part of me just died inside.

11.  Politics is the art of manipulating people into accepting one’s morals, or lack thereof.

12.  Philosophers have been mistaken that we have a will-to-live. Instead, we have a denial-of-death. Hence we enjoy our poisons, our sleep, and all that sleeps with death, for life is often too painful.