On October 12, the Arts Research Center at UC Berkeley and the Curatorial Practice at the California College of the Arts are partnering to host a live-streaming of the Creative Time Summit, an annual conference in New York that brings together cultural producers–including artists, critics, writers, and curators–to discuss how their work engages pressing issues affecting our world. To jump-start the conversation in advance of the event, attendees have been asked to submit a paragraph on a keyword associated with one of the summit themes: Inequities, Occupations, Making, or Tactics. This posting is by Tom Selvi, American Cyberculture student at UC Berkeley.
Keywords: Tactics, Strategy
Until recently, strategies have always been debated upon and there has never been a “best” strategy. With the aid of computer simulation, a computer can now determine the best possible path to reach the highest percent chances of winning. In a sense, with the aid of computers, people are finding out the most optimal way to play a game. But some strategies can never be determined, this comes into play in complicated player versus player games such as chess. Constantly, the strategies change and the best possible path becomes different. The biggest question that sparks my interest is if this division in game strategies will ever merge, and if computers will one day be able to create a best possible strategy.