Summary of “The Universe’s Ultimate Complexity Revealed by Simple Quantum Games”

In all of these games, the rate at which players win has implications for the number of different ways the universe can be configured.
In 2017 three researchers proved that there are games with just five questions that can be won 100 percent of the time if the players have access to an unlimited number of entangled particles.
These games are all modeled on games invented more than 50 years ago by the physicist John Stewart Bell.
Bell developed the games to test one of the strangest propositions about the physical world made by the theory of quantum mechanics.
In the magic square game, and other games like it, there doesn’t seem to be a way for the players to win 100 percent of the time.
What Bell calculated, and what many subsequent experiments have shown, is that by exploiting the strange quantum correlations found in entanglement, players of games like the magic square game can coordinate their answers with greater exactness and win the game more than 89 percent of the time.
They’ve shown that not only do Bell’s games imply the reality of entanglement, but some games have the power to imply a whole lot more – like whether there is any limit to the number of configurations the universe can take.
Slofstra’s work suggests a way to test the distinction: Play a game that can only be won 100 percent of the time if the universe allows for infinite-dimensional state spaces.

The orginal article.

Summary of “Diary of a concussion”

A concussion occurs when the brain hits the skull, even if the person’s head doesn’t collide with an object.
There’s a period of diminished activity from brain cells, as well as reduced blood flow in the brain, according to research on the concussion cascade.
While some scientists are pursuing blood biomarkers or eye scans as a way of diagnosing a concussion, the best way of determining whether a person has a concussion or not is still a checklist of symptoms.
They’re common with brain injuries, including concussion.
“We know that if you take someone like that who doesn’t have a concussion and tell them not to do anything, they get symptoms. They get anxious and some get depressed and they get irritable.” That’s why concussion patients are encouraged to get back into activities when they start to feel able to, and to take it gently, he says.
“Concussions hadn’t really exploded on the American sports scene. It was still getting your bell rung, at that point. There was no real knowledge about what concussion truly is.” Nor was there much knowledge about concussions’ long-term effects.
Doug Baldwin, a wide receiver for the Seattle Seahawks, told Bill Simmons on Any Given Wednesday that some players cheat at the sideline concussion evaluation so they’ll be put back in the game.
Why would a player fake out the concussion protocol? Most players will do whatever it takes to play, Utecht said.

The orginal article.

Summary of “From video game to day job: How ‘SimCity’ inspired a generation of city planners”

From video game to day job: How ‘SimCity’ inspired a generation of city planners – Los Angeles Times Jason Baker was studying political science at UC Davis when he got his hands on “SimCity.” He took a careful approach to the computer game.
Instead of writing a term paper about three different models for how cities can develop, Baker proposed building three scenarios in “SimCity,” then letting the game run on its own and writing about how his virtual cities fared.
“That’s what really got me thinking about urban planning and ‘SimCity,’ where you put in trains, where you help people move,” said Trinh, now acting senior transportation planner for Caltrans in downtown L.A. In more than a dozen interviews for this article, people who went from “SimCity” enthusiasts to professional planners talked about what they liked about the game: The way you can visualize how a single change affects a whole city.
Will Wright, the creator of “SimCity,” imagined when he designed the game that it would be interesting only to architects and city planners.
Like most video games based on real-world jobs, “SimCity” oversimplifies some of the more mundane elements of urban planning.
The “SimCity: BuildIt” app, developed at EA’s Twentytrack studio in Helsinki, Finland, has 6.1 million players and more than 200 million lifetime downloads, according to EA. Inka Spara, the game manager, said the team has purposefully brought a more European perspective to the game.
The vast majority of players, whose exposure to city planning begins and ends with the game, might come to think “SimCity’s” approach is the only way to build a city.
Top of mind among city planners today is a set of problems not present in the game.

The orginal article.

Summary of “Parent-child play: It’s constant and exhausting, but is there a better way?”

How did so many middle-class American parents get stuck with this guilt? Do our kids really need us to play pretend with them all the time? And if they don’t, how do we convince them of that fact? Because there’s somebody in this house who wants to play “Goggy”, and somebody else who’d rather not.
“As the mother is urged to make play an aspect of every activity, play assumes a new obligatory quality.” The mother must not only carry out every caretaking activity required of a good mom; she must also bounce and sing as she does it.
If a mother was working most of the week; if the parents were getting divorced; if kids now had to go to schools that were eating up their time and making them miserable; if parents didn’t “Give” their child a sibling or two; if parents couldn’t provide a house in a neighborhood where it was safe to play outside-if any of these newly common conditions prevailed, middle-class parents felt more and more like they “Owed” their children good fun, under whatever terms the children required.
“There are lots of cultures where considered absolutely inappropriate-a parent would never get down on their knees and play with the children. Playing is something children do, not something adults do,” developmental psychologist Angeline Lillard said in an interview.
Assessing whether he would, after a few decades of research, change the message of How to Play With Your Children, he pushed back against those advising playfulness for the sake of “Making your kids smarter”: “We favor occasional parent play mainly for the way it increases the competence and vividness of family or peer play relationships rather than for any fairly marginal academic outcomes.” And a parent playing with their kids could get it wrong: “The occasional participation with and modeling of play for children seems to have a powerful influence on their own playfulness, unless it is too intrusive, overpowering, or one-sided.”
Alford told me she thought parents who played “Pretend” with their children too much undermined the development of this fluidity because “Adults don’t think that way anymore.” Indeed, the open-endedness and indeterminacy of children’s play was one of the things the mothers I asked cited as “Annoying” when contemplating playing with their children: “As a kid I used to like playing pretend but now I’d rather clean the toilet,” one wrote.
The Sutton-Smiths began their book with the caveat: “You do not have to continue playing night and day. In fact, the ruling principle in this book is, ‘If it isn’t fun, forget it.'” Say no to play, they wrote, “If you feel like you are intruding, or you feel it is a duty, or you are too grumpy, preoccupied, or just plain exhausted to enjoy the fun you are supposed to be having together.” Every contemporary source I consulted, from the people who wanted parents’ hands off children’s play to the adult-child play cheerleaders, emphasized the idea that you should not play if you resent it.
Schedule time for child-driven solo play at home, and try to seize on and expand those moments when your child is happily playing alone.

The orginal article.

Summary of “Learning Chess at Forty”

I would explain that I too was learning to play, and the resulting tone was cheerily patronizing: Good luck with that! Reading about an international tournament, I was struck by a suggestion that a grandmaster had passed his peak.
Magnus Carlsen, the world’s current top-ranked player, was the youngest player to reach number one, at age 19.
“If you’re talking about two novices,” Charness said, when I asked him about my daughter, me, and chess, “Your daughter would probably pick things up about twice as fast as you could.” My daughter is, in effect, learning chess like a first language, whereas I am learning it like a second language.
After what seemed a particularly disastrous move, I would try to play coach for a moment, and ask: Are you sure that’s what you want to do? She would shrug.
Even if I was only learning chess for the first time, I had a lifetime of play behind me.
Chess, especially played at the top levels, can encompass both fluid and crystallized intelligence-one needs the firepower to quickly think through a novel position, but it also helps to draw upon a deep reservoir of past games.
As Daniel King, a London-based retired professional chess player who now analyzes and commentates chess matches, tells me, “Children just kind of go for it-that kind of confidence can be very disconcerting for the opponent.” Lacking larger representational “Schema,” the psychologist Dianne Horgan has noted, children players rely more on simple heuristics and “Satisficing,” choosing the first good-looking move.
She played, in those games, as if I were just some lower-level chess engine making haplessly random moves.

The orginal article.

Summary of “How to Play a Tabletop RPG With No Planning or Extra Dice”

I looked for games that met my needs: mechanics everyone could learn in one session, but were still strong enough to bring structure and keep this from being make believe; scenarios we could jump into without an extra session for planning or character creation; no piles of dice or sheafs of paper or GM screen; no commitment past the first session.
“It’s one of the rare games where the more work you put in as a player, the more you get out of it.” How much work? He says he really started sucking the marrow around the thirtieth or fortieth play session.
One of his favorite games for this kind of play is the 48-page Into the Odd, a gothic game where each character has only three stats, and where a session can run about two hours.
You can’t rely on the one person with the extra dice if they don’t show up to every game.
Most only require a couple of six-sided dice, though some use the typical set of specialized RPG dice, especially the famous D20. You can see dozens of these games at the one-page RPG subreddit, or by searching around the general RPG subreddit.
If you want to watch someone else play a game, the Tempting Fate series is dedicated to playing microRPGs.
While microRPGs can be good for new players, I wouldn’t recommend them for first-time GMs. If you want to run a microRPG, you’ll find it a lot easier if you’ve run, or at least played, several sessions of an RPG. Always Be Ready to Play.
The first time you play a particular system, it can be helpful to have the rules printed out, maybe even an extra copy for the players.

The orginal article.

Summary of “How loot boxes hooked gamers and left regulators spinning”

Last May, the Belgian Gaming Commission decided that loot boxes fell under the jurisdiction of its gambling law, and studios like Blizzard, Valve, and EA all pulled loot boxes from their games in those countries.
“Loot boxes are a shining example of why we need to update our gambling law.” If the FTC investigation were to determine that loot boxes are an unfair or deceptive practice, the body could potentially declare a new rule that would affect the entire gaming industry.
Even while in beta testing, players were upset with how the game used loot boxes.
“We shouldn’t allow Star Wars to influence your kids to gamble.” Following the outrage, Hawaii state lawmakers made one of the most prominent change attempts, introducing four bills that would set rules for the gaming industry when it came to loot boxes and microtransactions.
“Depending on the game design, some loot boxes are earned and others can be purchased. In some games, they have elements that help a player progress through the video game. In others, they are optional features and are not required to progress or succeed in the game. In both cases, the gamer makes the decision.”
“A player can play through an entire video game successfully without buying a single loot box. In many cases, a loot box simply allows a user to collect a cosmetic in-game item. Loot boxes often enhance the experience for those who choose to use them, and are just another part of the many unique experiences that video games offer.”
If somebody – whether that be the FTC, Congress, or the courts – were to formally consider loot boxes as gambling, the gaming industry could suddenly be out billions in annual revenue, which could spell disaster for the industry’s current business model.
Geofenced intrastate online gambling can be legal, but since video game studios operate globally, studios could be forced to only sell loot boxes in states that already allow online casinos.

The orginal article.

Summary of “”It Was All About Money”: An Oral History of the 1998-99 NBA Lockout”

Game 6 of the 1998 Finals, the last NBA game that would be played for more than six months, was a satisfying end to an era.
With volatile personalities at the forefront and backbiting among players, owners, and agents, the 1998-99 NBA lockout spanned 204 days and resulted in the loss of about $500 million in total player salaries and more than $1 billion overall.
Founded in 1954, the National Basketball Players Association didn’t accomplish much until the 1964 NBA All-Star Game, which the players threatened to boycott unless certain demands were met: a pension plan, a formal recognition that the NBPA was the exclusive bargaining agent of the players, and a per diem of $8 per day.
“The answer is now well established,” NBA commissioner David Stern said following the decision, “You cannot choke your boss and hold your job unless you play in the NBA and you are subject to arbitrator Feerick’s jurisdiction.”
Danny Schayes: David Falk’s theory about the NBA was that it was star-driven and that the labor agreement should reflect that: there should be unlimited contracts for the superstars; most of the other players were interchangeable parts; the bulk of the money should go to the players he represents; and the rest of the players would divide up what’s left.
Mario Elie: There was a place here in Houston called the Westside Tennis Club and a lot of NBA players would get together and play pickup.
“The Game on Showtime,” an exhibition held in Atlantic City broadcast on Showtime, with proceeds going to UNICEF and needy NBA players, was perceived as a test run of sorts; the money all went to charity following a public uproar.
I met Billy and made a suggestion to him that because of different business contacts that we had, we had the ability to stage games so that the players could continue to play and make money and try to lessen the damage that the lockout was causing and put up a strong front on behalf of the players.

The orginal article.

Summary of “Why Zion Williamson Defies Belief”

Zion’s dunks are the lowest type of hanging fruit for the casual basketball fan, but even the smarmiest hoop nerds become giddy schoolchildren when Zion pro-hops 10 feet to split an eager double-team and hit an open shooter.
Years ago, before player movement was really policed, teams would likely have just beaten the shit out of Zion.
In a transition sequence, Zion can play any part and blow the doors off of the defense, and the pressure his presence puts on the opponent brings heavy gravitational pull in his direction.
Imagine if Zion were playing on a roster that could’ve forecasted his role at the next level.
It’s easy to get carried away imagining how much his spatial advantages will improve in the NBA. Duke’s lack of shooting has also played a part in depriving us of Zion as a screener and short-roll creator.
Physical outliers like Zion give the offensive player a moment of ” oh no.
Ever since Sports-Reference began keeping stats, no player has soared to the heights that Zion has in PER, win shares per 40 minutes, offensive box plus/minus, and box plus/minus.
Years from now, when we’re passing around stories of this excitement, it’ll be fun to watch people attempt to separate folklore from reality-because the reality of Zion Williamson is that hard to believe.

The orginal article.

Summary of “Colin Kaepernick’s settlement with the NFL was a big win for the leader of the league’s protest movement.”

On Friday, the NFL and representatives for Colin Kaepernick and Eric Reid announced that they had settled a grievance suit with the two players over alleged collusion to keep them out of the league because of their protests during the anthem.
“For the past several months, counsel for Mr. Kaepernick and Mr. Reid have engaged in an ongoing dialogue with representatives of the NFL. As a result of those discussions, the parties have decided to resolve the pending grievances,” the NFL and Kaepernick and Reid’s attorneys said in a joint announcement.
Bleacher Report’s Mike Freeman reported that NFL teams were speculating the settlement with Kaepernick alone could have been in the $60 million to $80 million range.
Kaepernick filed his grievance against the league in October 2017, alleging that one or more teams had colluded with each other and/or the league to keep him out of the NFL because of his decision to kneel during the national anthem in the 2016-17 season as a protest against police brutality and systemic racism.
Reid, who was the first player to join Kaepernick’s protest movement when they played together on the San Francisco 49ers, alleged in his grievance that he’d been blackballed for continuing to protest following Kaepernick’s exclusion from the NFL. Reid, who did not drop his grievance after signing a deal with the Carolina Panthers this season, recently re-signed with the team, getting a three-year contract worth more than $21 million.
The 31-year-old Kaepernick still does not have a job in the NFL after two seasons without a contract.
It’s unclear what will happen in the future on that front, but it seems as though that question will now be answered in negotiations between the league and the NFL Players Association and not unilaterally by Roger Goodell and the NFL’s owners.
It’s also unclear whether Kaepernick will ever get another chance to play in the NFL. If this settlement proves anything it’s that there was no good reason for him to be kept off NFL rosters in the first place-and there’s still no good reason for him to be kept from playing in the NFL going forward.

The orginal article.