2012 resolutions

Thread in 'Discussion' started by Kitaru, 2 Jan 2012.

  1. Happy new year !!!

    Here is my objectives for 2012 :

    TGM1 : GM in less than 12min
    TGM2 : MASTER getting S9 grade
    TGM2 : DEATH getting level 500 (whatever the time)
  2. Actually, I wasn't sarcastic, but... I don't know how to explain it.
    When I was talking about consistency, I was talking about playing a series of games and have a kinda constant result.
    I don't know, maybe someone who got all the best strategies in his automatism can be almost infinitely consistent, but...
    I really don't know.

    Maybe consistency is learnable. I shouldn't focus on that, I'm pretty much getting a grade more every month, and yet I only play like an average of 10 minutes a day.

    So, either I'm pretty lucky, or the strategy is not to play too much.
    Then again, -not aiming at anyone- if you play while you're tired and you're about to go to bed, that's a factor too.
  3. Amnesia

    Amnesia Piece of Cake

    OUFF..Thanks Edo.

    There are always a set of optimal, or preferable solutions at any field to maintain the stability of a stack. We all know the basic good reflexes to not die immediately, but there are only few players (jago, c_t), who know how to place a undesirable piece, or how to keep away unconfortable configurations to avoid the disaster later and keep the game going. To learn this, you have to actively search for it, in playing ALL THE TIME for the best solution at EVERY tetriminos, and here, time attack is the worst enemy for that.
    It is boring for many people, like me, but in theory, that should be the best way to become the best player in the long term. Bursting for time attack will reduce your time of reaction, but it will never teach you the optimal stacking. You can play faster and faster year after year, but you definitely remain potentialy victim of stacking strategy errors.
    In opposite, forcing on the reflexion in priority, for EACH tetrimino, it is boring, but once you have assimilate the right move, you can increase your speed on futher similar placements, and by this way you develop your speed slower but surely, and your consistency gets solid.
    ZAB is slightly faster than KAN, but much less consistant.
    ZAB is not TI GM.

    EDIT : be carefull : I have been so obseded by getting M sub 8min on TAP that today, I lose 90% of my games before lv 400.;)
    I know you dont specificaly search for highest speed but it was just a personal example of the opposite of what you have to do.
  4. Zaphod77

    Zaphod77 Resident Misinformer

    A basic level of competency in the main game is more challenging in TI because of the insane speed boost compared to previous games. I literally can't seem to react fast enough to handle 900+ on the speed curve, though I can survive up to then most of the time. This may be partly because of my setup, and the fact that i mostly skipped to TI, which i probably shouldn't have.
  5. I can't believe I saw the word "luck" in a tetris forum.

    My objective for 2012 is to be more lucky than last year and become GM in death mode. With God's help, of course.
  6. I can't believe I saw the words "God's help" in a tetris forum.

    Concistency = training and training and training and ... (repeat is a billion times).
  7. K


    Oh my fucking god! you got it twice !
    i mean your GM
  8. :wub:
  9. I think you're thinking about it in completely the wrong way. Consistency is less something you can learn and more a mindset you just need to force yourself to have.

    For all the things I dislike about Ti (the way grades work, the bias placed on the credit roll, etc), the qualification system is probably my favourite thing.

    Every single Tetris mode in every other game works on a system of luck. You are defined by a personal best game which is almost always the luckiest game you had. Maybe you make a mistake every so often with a certain standard deviation, and that PB game is the game where you just happened to not make a mistake for the whole game. Maybe it was that game where for once you go the piece you needed, when you need it, instead of those other six games where you got something else and died.

    Fundamentally you are playing at a level that is almost always far below that lucky game that set your personal record. This is why you see so many players (almost all players) get a grade like M or GM one time, and then don't get it again for weeks, possibly months, and it's a long time before they can do it regularly. It's because they just got lucky one time and their true skill is way below the level of that grade, because their true skill is what they get on average, when you take out all the random fluctuations from game to game.

    It can be incredibly frustrating a times, but at least the qualification system ensures that you have to be playing to the grade you're qualified at most of the time. It means you have to focus for every single game, and it means you can't just throw games away and try again if you fuck up in the first hundred levels.

    And, most importantly in my opinion, it means the people with the better qualified grade are the players who are better. It's not that they've played 1000 games instead of 200 to get more of those flukey games that happen every once in a while. It's because they're consistently better for the majority of the time, which in my opinion is a far better way to judge skill.
  10. COL


    like in many sports, champions are luckier because they deserve it, I mean, you may build your game so that "luck" happen more often.
    Example : fuckin "s" appears and your game is ruined: you can 1) say that if it was an "I" you'd make a tetris and the games goes on with a far lower stack or 2) realize that you shouldn't have kept your 6th column for so long (prevents "s" from moving on the right)
    Example : you perform an ultra perfect tgm1 run with luck and stuff, fantastic times and you're past 900. Suddendly the fuckin piece you hate appears at the wrong moment: 1) you do shit,then your smash your keyboard or joystick 2) you know what to do and you save your run: you don't have to wait for another month before it occurs again.

    At least, survival consistency may be learned imho, and it makes the game less frustrating.
  11. COL


    btw here's my 2012 resolutions
    1) tap master m (like every year :p)
    2) shirase 500, maybe torikan
    3) 999 on ti master
    4) understanding how to use hold in order to do 2 and 3, it is still mysterious to me
    5) playing shmups
    6) earning money
  12. Chance favors only the prepared mind.
    Louis Pasteur

    Btw, one more resolution for me: get 10 death M ranks in a row and upload the session on youtube.
  13. When you achieve a grade (GM, M, S5 whatever) means you are capable of achieving this grade. In a TGM game you get over 1000 pieces per game. How can you be lucky to succeed any grade? If we talk about a single piece when you are about to top out in 990 and you get it then ok, you were lucky in that moment. But this doesn't detract from what you have already done in the game. And of course it means you can reach 990 again in the future. To break your record in TGM you need a clear mind, be cool, have warm hands, nothing distracting around you, feel fast and in good shape etc. Have you ever said "I was lucky" when you broke a record in TGM? I bet never.
    As for the average/PB issue, these concepts are totally relative. If you have higher avg, you have a better record. If we both have the same record (being GM for example) the one who is faster is the better player. Look at the special ti leaderboard. If I go from M to MK with a sup7 time who will be better, me or amnesia (for this specific mode)? In my opinion tetris is 0% luck.
    Even in dig race where you get only 28-30 in your best game and all pieces suit perfectly, the question remains. Are you able to take advantage of this piece sequence? Can you do it without misdrop? Can you take the best decision for every piece? Can you retain a high speed during the game?
    Same thing In minesweeper. Your record is always achieved in a lucky board and this is the normal. The less clicks it needs the better time you are supposed to achieve. If it happens to improve your record a lot (e.g. from 50'' to 45'') your next games are expected to fill that 45-50 range so the avg will be improved too.
  14. Amnesia

    Amnesia Piece of Cake

    hmm I see lol..So sorry people I lied for years to everybody, my true skill on TAP MASTER is not M but 4-3 actually. :|
  15. I don't think this is necessarily true (though whether you regard a higher average to be above a higher record as a judge of skill is a totally different argument).

    Billtsar, for all you say I don't think you address my core point, which is that the majority of players will have a record which is substantially higher than the sorts of scores they get on a game to game basis.

    It doesn't really matter whether you assign the fluctuations to luck (I used a bad single piece as an example - there are tons of causes, and not all of them are purely down to the player) or some other reasoning, the point I was making is that when you take an average you are removing the fluctuations and looking at the true level of skill underneath.

    If you're going to do a statistical analysis on a set of data, you almost always take an average. Not only this, but you also often remove the very highest and lowest values as anomalies because they have the potential to screw the data.

    What the other TGM games do is to ignore the average and to look at the highest point, which when you compare it to other data is going to look anomalous. What Ti Master does is to make it so that you have a measure of skill that is based on a level of consistency and essentially takes an average, instead of ranking players purely on how high their highest anomaly is.

    Try playing a whole shitload of games and plotting them all on a graph. I did this in the carnival of Death 2010 and it's ridiculously obvious where your true level of skill lies and where you just get the occasional lucky run where everything hooks together.

    I don't think that just looking at personal bests is a terrible way of doing things, but I prefer the Ti qualification exam system as a mechanic and I think it's fairly sensible and a better way of doing it.
  16. Your true level of skill is what your record says. Only judge is time (or grade for TGM). If it says GM, you are a GM. If you are 25sec in sprint this is your speed level. Why do you think PB is an anomaly? Anomalous game is when you scratch yourself and lose, when the phone rings, when your dog bites you while playing etc. If you think that a PB is the game you got lucky, then ok, I can't convince you for the opposite.
    If you make a statistical analysis, this is not to see your level but only for data mining. Where do I fall short? Which section need to be faster? Why the surface is high before reaching 500? What should be the nubmer of singles, doubles? etc.
    If you have an example of higher avg with lower PB, give it.
  17. Basically, I QFT Rosti.

    Getting the GM grade 1 time on 500 games and getting it each game is totally different and just reflect your current skills. It doesn't mean you do not deserve the grade of Grand Master, but just that you're not consistent and regular, and that's where this discussion started.
  18. Time is the judge in this case.
  19. Time? I don't think so.

    I consider far stronger a player who can get 10 GM in a row in 13:25 rather than someone who did 11:00 one time on hundred games.
  20. Ok, to finish with that.
    The first guy is not a human. 10 consecutive games of GM means his level is not at achieving GM at 13:25! So lets do it 11:40-11:50 to be real. The second guy has 11:00. Which is do you think is his 2nd best? 11:02? 11:10? 11:30? 12:00? Is he able to achieve 10 GM in a row in 11:40-11:50? OF COURSE HE IS.


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