1968_Sackson_219_July 19.jpg
Creator
Sid Sackson
Date
1968
Format
.jpg
Source
Box 1, Object 6, Sid Sackson collection
Item sets
Rights Statement
The Strong, Rochester, New York.
Full Metadata
1968_Sackson_219_July 19.jpg
Title
1968_Sackson_219_July 19.jpg
Creator
Sid Sackson
Date
1968
Type
image
Format
.jpg
Source
Box 1, Object 6, Sid Sackson collection
Language
English
Coverage
1968
Rights
The Strong, Rochester, New York.
transcription
7/17
7/13
7/14
FRIDAY 19 JULY 1968
201st day - 165 days to come
Alice called. She is writing to Parker and wanted to suggest
a date. I said Monday Aug 12.
She was also writing to X and we discussed whether
she should say that it is pretty much too late to catch
other manufacturers this year and that they could hold
onto games they might use till next May.
A man, Mr. Olinsky (spelling ?) wrote to Alice saying
he had submitted some games to Whitman, who is on the
verge of giving hima contract for one of them. Bob Engel
& Mary Hill suggested he get int touch with Alice. Alice
will tell him to send them to her.
To N.Y. G. A. meeting @ CERIMA. When I got there Anthur &
Wald were showing ALCHEMY to two fellows and ignored
me. When Claude came we played a Nim GAME he developed
from a puzzle. Ten cards are placed face up in
a circle. Players in turn start from any face up card and,
counting it as 1, count 4 in either direction and landing
on another face up card turn it face down. When a player
can't make such a move he has lost. I discovered that
the 2nd player can fonce a win by maintaining symmetry.
This can probably be corrected by using 11 cards.
We then played a GAME against a game learning
machine. There is a "game theory" payoff chart as shown.
There are 20 each of blue, green, and red pcs.
[Diagram of a 3 x 3 grid populated with numbers:
1 2 -20
-1 -3 1
-1 2 15
All negative numbers are circled.]
(Claude used links of necklaces which he buys
by the pound). 10 of each color are placed
in a bag and so of each are left on the
table. One player plays against the "machine",
He can chooses any one of the 3 strategies
and tell then draws a pc from the bag. The
intersection determines the gain or loss(-)
for the player. A score is kept of the players and the
machine's score and the first to reach 100 determines
the outcome. Each time the player scores the pc. pulled is
left out of the bag. Each time the machine scores the
pc. pulled is returned to the bag plus one from the table. A
player can switch strategies whenever he wants.
It was interesting but strategy Y hardly seemed worth
using. We tried the following variations of the chart but
couldn't bring Y into play : -
[Diagrams of four 3 x 3 grids. Each square in each grid is populated with a number ranging from -20 to +15. The negative numbers are all circled and there are 4 nagatives in every 3 x 3 grid.]
(cont. on 7/17)
7/13
7/14
FRIDAY 19 JULY 1968
201st day - 165 days to come
Alice called. She is writing to Parker and wanted to suggest
a date. I said Monday Aug 12.
She was also writing to X and we discussed whether
she should say that it is pretty much too late to catch
other manufacturers this year and that they could hold
onto games they might use till next May.
A man, Mr. Olinsky (spelling ?) wrote to Alice saying
he had submitted some games to Whitman, who is on the
verge of giving hima contract for one of them. Bob Engel
& Mary Hill suggested he get int touch with Alice. Alice
will tell him to send them to her.
To N.Y. G. A. meeting @ CERIMA. When I got there Anthur &
Wald were showing ALCHEMY to two fellows and ignored
me. When Claude came we played a Nim GAME he developed
from a puzzle. Ten cards are placed face up in
a circle. Players in turn start from any face up card and,
counting it as 1, count 4 in either direction and landing
on another face up card turn it face down. When a player
can't make such a move he has lost. I discovered that
the 2nd player can fonce a win by maintaining symmetry.
This can probably be corrected by using 11 cards.
We then played a GAME against a game learning
machine. There is a "game theory" payoff chart as shown.
There are 20 each of blue, green, and red pcs.
[Diagram of a 3 x 3 grid populated with numbers:
1 2 -20
-1 -3 1
-1 2 15
All negative numbers are circled.]
(Claude used links of necklaces which he buys
by the pound). 10 of each color are placed
in a bag and so of each are left on the
table. One player plays against the "machine",
He can chooses any one of the 3 strategies
and tell then draws a pc from the bag. The
intersection determines the gain or loss(-)
for the player. A score is kept of the players and the
machine's score and the first to reach 100 determines
the outcome. Each time the player scores the pc. pulled is
left out of the bag. Each time the machine scores the
pc. pulled is returned to the bag plus one from the table. A
player can switch strategies whenever he wants.
It was interesting but strategy Y hardly seemed worth
using. We tried the following variations of the chart but
couldn't bring Y into play : -
[Diagrams of four 3 x 3 grids. Each square in each grid is populated with a number ranging from -20 to +15. The negative numbers are all circled and there are 4 nagatives in every 3 x 3 grid.]
(cont. on 7/17)
Item sets