Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

+defense and offense matter

Defense will challenge an offense to create or take a different walk. The offense will force the defense to respect it enough to surmise a strategy that forces a new walk. Therefore, defense and offense are necessary parts to walk generation.




In juking, improvisation is the use of stew choreography to adjust^ a play and contort jukespace to force MONEY-making (eg. tweak bubblegum with fibor bundling so that it fits a given handicap). This usually means that the juker will pursue a different walk with the intent of string closure๐Ÿ”’. Multiplier reliance is optional. Improvising requires both skill and strategy, and therefore, is not subject to chance.*
This is what differentiates juking from the likes of gambling. Recapitulate an aria. (see also patch, y-proof, Mathilda, RONALD)

Note (+): Most juking activity is likely going to be improvisational because most fibor is subject to bundling. That speaks to the sheer volume of bubblegum in the system.

Jukers, upon opening๐Ÿ”“ a token session (ie. coupon-building), may want to improvise for sake of ensuring maximum value on their deposit, or (more reasonably) to expedite gameplay/string closure๐Ÿ”’ via loop-erasure. The benefit of improvising is a straight flush💵 (tally of ¢ents accrued from proof-of-work within a session).

+minor scale

The minor scale hosts the primary structure [0-brane+yesegalo] of Egglepple. This is the raw state of EGP decryption*; where pencils are subject(ed) to coloring, but loopstring is yet to be value-assigned and/or taxed. Complexity: PMore like 'un-encrypted'. We only say "decrypted" because, technically, an encryption can in fact be decrypted/reversed. (see also fibor, fibor bundle, SMALL brane)

Function map: minor scalemajor scale → ... groovefiborfibor bundle

+juke notation

Juke notation (jn, rhetorically called a verse) is the instrument-agnostic, language-independent, easy-to-decipher verbalization of some juke assignment as meant for proof. In signing, the alphanumeric notation is essentially "play code"*; devised to instruct the jukebox on how, when, and what to type in stereo [stew choreography]. The Stewdio is the designated instrument for generating, reading, routing, and interpreting juke notation.Referred to as a track (for tracing some token). (see also hologram, touch-and-go)

Note (+): Juke notation was devised by Link Starbureiy.๐Ÿค“


A coverage is the trigonometric posture (ie. formation) for surjectively graphing a [supersymmetric] zone on(to) some pitch.

As cryptographic shape schemes [puzzles], coverages are fundamentally mutable and dynamic; spanning the entire range of branes(SMALL + BIG). A coverage can be (strategically) both preventive and responsive. (see also #coverage, egg, epp, patchwork, cassette, Honne Bay)


A sport is a competitive game with a reward function which eventually hashes statistics.

Sport is central to fitness since we are devising strategies for improvisation; generating plays and labs efficiently (ie. fast+small=low power consumption*) in order to reduce token session duration.Condensed memory footprints (implemented loops) are feedback-friendly. (see also 3-rex, mathletics, Link Starbureiy%roster, k-mode, UUelcome, port, cryptosport)

Note (+): Sporting happens organically; ie. the event is self-organizing (via competition).


- baseball⚾ - basketball๐Ÿ€ - chess - cricket๐Ÿ - dodgeball - football๐Ÿˆ - frisbee - golf⛳ - hockey๐Ÿ’๐Ÿ‘ - lacrosse - rugby๐Ÿ‰ - soccer⚽ - tennis๐ŸŽพ - volleyball๐Ÿ


Touch-and-go [H#H] refers to my [default] style of cheironomy which utilizes frame arrangement: [touch*](holography) plus [go](#hashtag): for juking Egglepple++as well as jukebox tuning. // Patchwork (orchestrating subiteratives, such as prepatches) are contracted (pu$h/pull → deploy) to solve a puzzle; threading configs require signatures on stables.As in "touch on/over" a topic/subject, not haptics. (see also krayon, k-mode, gameplay)

Note (+): Conduction is responsive in jukespace.

+Black and White

In gameplay (solitaire mode = house& versus juker), Black and White* refers to the order and consecution of juker moves within a ctf-styled game. By default, Black moves first (ie. makes the initial move), and White moves next. Black follows this with a new move or strategy. The notion(s) may also refer to which end of the string a juker (a random walker) chooses to draw: Black takes one endpoint, and White takes the other (merchant or vendor). In multiplayer mode (juker versus juker), lnq is Black (OFFENSE A/DEFENSE B) and Joey is White (DEFENSE A/OFFENSE B) [the positions can be switched, but this is usually - almost always - done by a player other than lnq in scenarios where the impresario is included]. For all intents and purposes, the house [:=host] and impresario are the same. Comparable to piece progression in chess. (see also Honne Bay)

Notes (+): +lnq is Black by default (every other move belongs to lnq because he controls the house). So, all other jukers (aside from the impresario) are White movers (White, being the 'complement', requires a signature on all plays). This is all to say that I am juking just about every opus/game, as well.

+As would be the case in turned-based games, moves are inductive: n, n + 1, et cetera. Even though our games are multiplayer, they are of the two-gamer type because lnq is always at least one (1) of the jukers, leaving the other juker as a unit (comprised of either a singlet or a team). lnq plays as both Black and White in solitaire.


(see also tip)


Within the context of gameplay, a strategy is an algorithm/heuristic* for solving a puzzle [ie. patch versus cover] and identifying (walk) patterns from said potential solutions.decryption↦heuristic, algorithm↦encryption (see also touch-and-go, improvise)

Note (+): Strategies are typically non-brute force, and not runtime-dependent.


Ludology is the logic [(cassette+certificate+token)s] of games. As it is important to stereotyping, this would be strategy leading to proof [strategy→proof] in relation to some walk. A person who simulates and/or creates (models) games is called a ludologist (with certain restrictions applied, this same person may also be called a gamer). (also of interest ludeiy, gameplay, gameshow, game theory, opera ludo)

For ludological consideration, any game requires the interplay of three (3) things (called rules): 1) a player, 2) string, and 3) rhetoric.

Notes (+): +A simplest definition would be "the charting of currency". Something more formal would be that our game logic is that of "sorting algorithms pertaining to twistor space".

+Our game engine responds directly to calls (the "payload").

+The field is not the same as game theory, which moreso studies strategies in particular. Ludology, on the otherhand, encompasses all aspects of juking [especially game mechanics and (methods of) gamification].

+Ludology does not necessarily promote physics; it is possible that our games may not calibrate potential energy functions (such as force fields). In its stead, models and simulations are promoted with automation.