games

The case of WOPR and the lost code...

WOPR.jpg

I got an email earlier this week from a guy reaching out after he read a post of mine on a gaming forum that was posted over two decades ago!

I couldn't for the life of me remember what I had said, but he reiterated that it was about a simulation that I wrote in BASIC that was a replica of the WOPR computer from the movie "War Games".

All my old code was stored on floppy disks and ZIP drives, and have long since become landfill somewhere, and have over the course of time also faded from my memory.

It kind of makes me glad that we have a service like GitHub now, that can preserve old code for many, many years - possibly even once I am no longer around. I am lucky enough to be a GitHub Arctic Code Vault Contributor, and to have my code preserved, so that one day perhaps the successors of the human race can find and peruse them.

Speaking of Github, I did manage to find another avid coder's simulation of WOPR on there. Here it is: https://github.com/zompiexx/wargames

Now I just need to find a good BASIC interpreter for my Mac so I can play it again!

Playing Beth Harmon...

Beth_Harmon_Playing_Chess.jpg

Like most people, I was captivated by the NetFlix series “The Queen’s Gambit” recently. I have fond memories of playing my dad as a kid, but I was never really a good player. Which is strange, because I have always heard that programmers usually make good chess players. But I was the exception to this particular rule (or maybe I am a bad programmer too? 🤔).

But a couple of years ago, I made the decision to try and improve my chess playing skill. To become more strategic and long term in my thinking. I subscribed to a paid plan on Chess.com and started watching several YouTube channels regularly to learn what the grand masters do.

Happily last week, I discovered that Chess.com has introduced the ‘Beth Harmon Bot’ to their list of computer players, so I can now play against (the totally fictitious character, by the way) Beth at the various stages of her storyline, from a young girl starting to learn the game with the janitor at her orphanage, to the 22 year old Grand Master slayer.

Beth Harmon 1.png

I like that the bot has the unique playing style that Beth demonstrates in the show. Playing very quietly at the start, then launching a devastating attack during the middle game. Take for instance, the Queen’s Gambit opening that the show is named after. Most of the other bots I play on Chess.com will usually accept the gambit, however the Beth Bot always exercises caution that early on and declines it in order to position her troops for the overwhelming attack to come.

I love the fact that some of that personality is built into the Bot. I can almost imagine I am looking into Beth’s doe like, yet penetrating eyes across the board. Every unexpected move make me feel a nervous twinge, exactly as I would when playing another human player.

So far, I am managing to beat 9 year old Beth regularly, but 10 year old Beth has me struggling sometimes (I have yet to beat her playing black), and 15 year old Beth simply hands me my ass with alarming regularity (by that I mean: Every. Single. Time).

Here is a game analysis against 9 year old Beth (click on the image to go to the full analysis). I was particularly proud of this game because while it wasn’t elegant, I did manage to restrict her usual broad development and entrap her King by sheer force of will.


I will try and do another update in a few months to see how my game has improved!

Getting heard on the internet

Picture courtesy of National Geographic

Picture courtesy of National Geographic

Someone once told me that the ideal size for a human community is something in the order of 500 people.  Apparently that was the average size of a village or community back in the day, and it meant that every person pretty much knew everyone else.  Neighbours would know each other and look out for one another when they were sick or in need.  Anyone who tried to misbehave or act out was generally known, and quickly brought back into line by the collective, because everyone had a stake in the wellbeing and survival of the community.

Yesterday I was introduced to a new 'game' online at paperplanes.world (Tip: Visit it on your mobile browser).  It is a beautifully designed, simple site which lets you make paper planes, stamp them with your location and 'launch' them out into the internet.  You can also 'catch' planes that others have launched, look at where they have been by the stamps on it, then stamp it with your own location and relaunch it back into the virtual skies again.

It is fascinating to see where some planes have been in their travels, and also exciting to see where you planes will end up.

A deceptively simple game, but it was all the more engrossing to me, as it took me back to my childhood loves of building, discovering and connecting with others.

When I first signed on to the game yesterday, there were around 100,000 planes flying around this virtual world.  I launched a few, and caught many.  Most of the ones I caught were filled with stamps, showing the number of people who had caught it in the past.

But today when I went back online, there were around 400,000 planes flying around.  Quadruple what it was yesterday.  I caught a few planes, but noted that nearly all of them had only one stamp - from the originator who built and launched the plane in the first place.

Somewhere along the line, the balance tipped.  When I started, I felt an instant connectedness to the others playing the game, because the planes I launched had a good chance of being caught, and the planes that I caught had been stamped by so many others.

But now, any planes I launched into the ether would likely just buzz endlessly around the world, lonely and ignored in the huge stream of lost and lonely paper planes.  That connectedness that I once experienced is now severely diluted in the increasing noise.

I can only imagine that the players who started in this game when there were only a few hundred planes flying around would have a different argument - that they were catching the same planes over and over again, and had little chance of seeing a plane from the other side of the world.

I feel exactly the same when it comes to social media platforms like Twitter, Instagram or Medium.

The early days of the platform means that what you say is easily visible to other early adopters, and the feedback and conversations you have will be meaningful and rich.  But over time, the increasing crowds initially is exciting, as you perceive your audience and reach growing, but there comes a time when your uniqueness and individuality (and sense of self importance) within that ecosystem is simply diluted away to something generic.

That is why, in my latest startup SaaS app, I am not going for large numbers of users, but rather a quality community.  We recently removed our free plans to further accomplish this goal.  I am proud when asked, to say that my users number in the hundreds, instead of six or seven figure mark.  At this stage I still know virtually all my users by name, and support tickets can still stay personalised and friendly.  My users are not statistics on a spreadsheet.  They are part of my village.

As for the paper planes game, I have changed my thinking there too.  I no longer make and launch planes into the already crowded skies.  Nowadays I am happy to simply capture other people planes, stamp them and send them on.  I now relish catching planes with only a single stamp on them, because I feel that when I stamp them and send them on, in effect I am saying "This lonely plane matters, and I hope it has a great journey".  Somewhere in the world, someone will check their stats on their launched planes, and I hope it gives them a brief spark of connection with a guy in remote Australia.