A Man Who Thought Too Fast (2020)
newyorker.com
newyorker.com
> And again - why? To me, it seems obvious. I was spoiled by my ability to understand instantly, my ability to recall instantly. I expected to see things at once and I refused to accept a situation in which that was not possible.
Interesting. I was also fairly bad at chess as a kid, and my self-diagnosis was similar. I found "checking" all the possible moves too tedious, so I just did the first one that looked promising, to terrible effect.
I've tried to play a little as an adult, and now I have more patience, but that means I find chess too stressful! I don't want to go until I'm fairly sure I have a good move, but I still can't quite "check" all the possible moves, so I sweat the whole time and don't enjoy playing.
I just suck at chess, and have given it up, as it's something that's not for me. I can play some decent poker though (not really great, just better than chess).
My experience learning the game, alongside my wife, who we learned later in life is an exemplary player! (The story behind that involves a period of high work travel for me, a Playstation, and Doyls Room online poker and a $2K seed bankroll...)
...my experience is this game will, or can if you allow it, change how you think. Maybe the more accurate thing to say would be the game opens up more kinds of thought.
While I enjoy coming up with algorithms as part of my living, I take little pleasure in executing them myself (beyond testing and a few thought exercises to find the right solution).
But as a counterpoint, I thoroughly enjoy games where I build something based on resources I myself have aquired. Whether it's voxels or virtual scrap piles, it is gratifying to earn what I build with.
I love sudokus, I like speed running sudokus, I try to see how fast and accurately I can recognise certain patterns.
But then, /factorio/... I love the idea of factorio, I love watching factorio gameplay, but whenever I try to play it myself, I get overwhelmed immediately. My perfectionist brain refuses to immediately have a perfect factory and so I just shut down the computer.
Do you use a timer? I feel like a moderate per-turn timer should prevent you from reaching the "can't quite check everything" zone, while still encouraging you to evaluate several positions.
-- From "The Murders in the Rue Morgue" by Edgar Allan Poe. Read it at https://poestories.com/read/murders
- Develop your minor pieces early in the game (bishop/knight)
- Castle
- Connect the rooks
- Put pieces in a way they are protected by other pieces, so you don't blunder.
- Don't put out queen to early or make heroic attacks with 2 pieces at the beginning of the game.
- Don't start pushing pawns like crazy before you've developed. Especially pawns in front of the king while board is still crowded by minor/major pieces. I think I've only lost a single game where opponent pushed pawns like crazy while leaving rest of the army behind.
- Watch out for ways how opponent can check you and do harm.
- See what forcing moves you have. Look for 1. checks and 2. captures.
- You don't always have to defend piece that is being attack - you can be more aggressive and make a thread yourself by advancing some other piece.
- To take is a mistake - you don't always want to take opponents pawn or piece as it can help develop them/put another piece on a more active square. Or it may help open up an open file for a rook, tldr makes opponent pieces more active (active means pieces cover more squares). You may sometimes benefit of enemy capturing your piece first and you recapture by leaving some file closed/blocked by pawn.
- Usually there is little calculation needed in the opening. GM Igor Smirnov also mentions that he doesn't always calculate. And he doesn't calculate what happens when opponent pieces go backwards, usually calculates what is the biggest threat opponent can make. And it can be beneficial to calculate just 2-3 moves ahead.
- Try to see what your opponent wants to do
- You must have some kind of a plan - why do you want to put piece on that square? Not just put it there because you have to move and on the next move that same piece is being threatened with, say, no defenders.
- Jumping in with the knight deep into enemy territory without a way to back out may cost you a knight.
- Putting a piece on a square that opponent can kick you out on next move maybe just looses tempo if the goal is not to reposition your piece or there is another thought to it.
Anyways, knowing all of this I'm only 800 rated. I blunder alot. Or I have a great advantage until I make it to the endgame where I loose. I also come to realization that one must remember / know lot of stuff to be good at chess. I thought my logical thinking is strong, but yeah, I don't enjoy the skillset needed to become good at chess.
Also there are levels to this game, the range of players that is fun to play against is kind of narrow, outside of that you either obliterate or get obliterated.
But now, thinking about it as an adult and it terms of AI, why are we using our conscious mind to calculate when we have a whole brain in place to do the work for us? You instead want to train your brain to recognize positions, opportunities and let it empirically calculate for you in the background.
Looking at how chess masters play they seem to employ both these.
For this reason I don't excel nor enjoy long games but I found quick games, bullet and blitz, pretty fun. You end up moving on instinct most of the time but calculating lines when things look sketchy.
Speed reading, speed computation, speed memorization, there are many domains of the mind in which the question of speed could be applied.
Any more info or source on this? Thanks.
Discussion then: https://news.ycombinator.com/item?id=23011233
AKA Ramsey's Theory of the Bleedin' Obvious.
(Maybe it's not "obvious" but it's easy to arrive at that conclusion after some thought.)
This comment from the other linked discussion describes what was actually proved; the narrow case of facebook friends is just a given example. https://news.ycombinator.com/item?id=23028299
6 people have 6 * (6 - 1) / 2 = 15 possible connections. If you toggle those off and on you have about 2 ^ 15 = 32,768 combinations.
Some of those are surely redundant but I don't know stats well enough to de-dupe them.
Either way I feel like it's higher than I can count in my head while also doing anything else mathematical
The crucial property here is the symmetry between connected and disconnected edges: for any given configuration, if it's difficult to check it on one hand, then it should be easy to do it on the other.
So either you have enough sub-groups to create a trio of non-friends, or there's a sub-group large enough to create a trio of friends.
For example, 6 friends in a loop can be divided into even and odd trios, where each trio has no direct friend connections within it.
But six people in two separate triangles fall into the other category, with two trios of mutual friends.
Notice how both of these cases give each person 2 friends. It's not nearly as simple as assigning everyone a color at the start.
Another thing to think about: If you have a triangle of 3, and a line of 3, then you can find 3 mutual friends and three mutual non-friends. How would you use colors to differentiate this situation from the two-triangles situation?
It's not "you have a group of 3 or you don't".
You can have all six people tangled up in lots of different combinations, so how do you prove there's a way to pick three that only connect indirectly?
You have 6 wooden blocks, each can be 1 of 6 colors. There will always be either (A) 3 blocks of the same color, or (B) 3 blocks of different colors.
Iterating through all possibilities:
6 of 1 color - case A
5 of 1 color, 1 of another - case A
4 of 1 color, 2 of another - case A
4 of 1 color, 1 of another, 1 of yet another - case A and B
3 of 1 color, 3 of another - case A
3 of 1 color, 2 of another, 1 of yet another - case A and B
3 of 1 color, 1 of another, 1 of yet another, 1 of another another - case A and B
2 of 1 color, 2 of another, 2 of yet another - case B
2 of 1 color, 2 of another, 1 of yet another, 1 of another another - case B
2 of 1 color, 1 of another, 1 of yet another, 1 of another another, 1 of another another another - case B
all colors different - case B
As an exercise, try repeating your same argument for 5 colors/blocks, and note that it still works, when it shouldn't.
[1] - https://commons.wikimedia.org/wiki/File:RamseyTheory_K5_no_m...
But with 6 nodes you must have a triangle that is all the same color. It is the edges that are colored, not the nodes.
Pick one of the six users. Split the other 5 users into friends and non-friends of the chosen user. There will either be at least 3 friends or at least 3 non-friends of the chosen user. If you can pick 3 friends of the chosen user then if any two of them are friends they plus the original user form a trio of mutual friends. If none of the 3 are friends then you have a trio in which none are friends. Similarly, if you can pick 3 non-friends of the original user then either two of them are non friends and you have a trio of non friends or all three are friends, forming a trio of mutual friends.
It's easy to prove but I don't think I'd quite call it "bleedin' obvious". Ramsey's theorem [1], of course, is more general than that and isn't at all obvious (although it's still not very hard to prove).