Paper and more case analysis

Selected Sources Author's Note: A recent report from NIDS, published in August of has now reassessed this hypothesis and brought once again into question, the source of the large, flying triangles, with the following observation:

Paper and more case analysis

Game play[ edit ] Each of the three basic handsigns from left to right: The players usually count aloud to three, or speak the name of the game e.

Paper and more case analysis

They then "throw" by extending it towards their opponent. Variations include a version where players use only three counts before throwing their gesture thus throwing on the count of "Scissors!

Li Rihua 's book Note of Liuyanzhai also mentions this game, calling it shoushiling t. Mushi-ken, the earliest Japanese sansukumi-ken game From left to right: Throughout Japanese history there are frequent references to sansukumi-kenmeaning ken fist games where "the three who are afraid of one another" i.

Kitsune-ken, unlike mushi-ken or rock—paper—scissors, is played by making gestures with both hands. In La Vie au patronage, a children's magazine in France, described it in detail, [19] referring to it as a "jeu japonais" "Japanese game".

Its French name, "Chi-fou-mi", is based on the Old Japanese words for "one, two, three" "hi, fu, mi". A New York Times article of on the Tokyo rush hour describes the rules of the game for the benefit of American readers, suggesting it was not at that time widely known in the U.

However, by exploiting the psychological weaknesses of inherently non-random opponents, it is possible to gain a significant advantage. One such tactic is to shout the name of one move before throwing another, in order to misdirect and confuse their opponent. During tournaments, players often prepare their sequence of three gestures prior to the tournament's commencement.

If a player is attempting to beat their opponent based on quickly reading their hand gesture as the players are making their moves, it is possible to determine if the opponent is about to throw "rock" based on their lack of hand movement, as both "scissors" and "paper" require the player to reposition their hand.

This can likewise be used to deceive an anticipating opponent by keeping one's fist closed until the last possible second, leading them to believe that you are about to throw "rock".

Algorithms[ edit ] As a consequence of rock—paper—scissors programming contests, many strong algorithms have emerged. The optimal strategy or metastrategy is chosen based on past performance. The main strategies it employs are history matching, frequency analysis, and random guessing.

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Its strongest strategy, history matching, searches for a sequence in the past that matches the last few moves in order to predict the next move of the algorithm. In frequency analysis, the program simply identifies the most frequently played move.

The random guess is a fallback method that is used to prevent a devastating loss in the event that the other strategies fail.

Knowledge as Justified True Belief

More than ten years later, the top performing strategies on an ongoing rock—paper—scissors programming competition similarly use metastrategies. Using a high-speed camera the robot recognizes within one millisecond which shape the human hand is making, then produces the corresponding winning shape.

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Today, the best-known sansukumi-ken is called jan-ken (じゃんけん), which is a variation of the Chinese games introduced in the 17th century. Jan-ken uses the rock, paper, and scissors signs and is the game that the modern version of rock–paper–scissors derives from directly.

Paper and more case analysis

Hand-games using gestures to represent the three conflicting elements of rock, paper, and scissors have been. 1.

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Knowledge as Justified True Belief. There are three components to the traditional (“tripartite”) analysis of knowledge. According to this analysis, justified, true belief is necessary and sufficient for knowledge.

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The Analysis of Knowledge (Stanford Encyclopedia of Philosophy)