Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

2015-08-16

Generative Advertising with Feedback: Bahio Coffee

M&C Saatchi have combined generative design with feedback analysis to try evolve the most engaging ad. The campaign is called Bahio coffe. I think this is an interesting idea and would like to talk about the good, the bad and the ugly. It has been written about here and has a good website to explore progress here. A two minute video overview is on YouTube.

The generative algorithm is given “copy, layout, fonts, colours and images” and this is expressed as a gene-string. There is still considerable human expertise that goes into the basic assets that are input into the Bahio generative system.

The feedback is attention – which appears to be tracked by watching the amount of eyeball engagement viewers have with the poster. Individual posters are scored by the amount of attention they get – with better posters having their genes preserved for future generations.

The algorithm to generate new posters is genetic. Mathematically this is a method for searching a large multi-variate space in a non-exhaustive manner. It works best when we assume the fitness landscape is hill-like – that is, there are smooth ways to improve towards a “best” poster. Though I suspect it has limited usefulness without some sort of similarity measurement between input possibilities. What that means is, how does it determine that a small mutation on the “image” variable results in an image that is different in a similarly small way? Though, for the relatively small number of images the campaign appears to run, this doesn’t appear to be a big problem.

However, in the offline world, we don’t yet have an easy way to target particular demographics. This technique is, without modification, limited to products that have a general appeal to everybody. Some control could be exercised by creative directors on the input materials to the generative system but then the evaluation is still going to be limited.

That doesn’t make this a bad approach at all. M&C Saatchi will learn a lot of useful things from conducting this experiment. So far, this is a form of multivariate testing which is a technique already employed in the web world. It’s great to see experiments with transferring this to the offline world.

2015-01-06

A Quick Review of USB flash drives from Apacer, Sandisk and Strontium

In the course of building my USB thumbdrive based ceph cluster I tried USB keys from three different manufacturers with a total of five different varieties of USB drives. Here are my impressions of them.

Apacer
I have used 3 of the 8GB and 3 of the 32GB drives, both of the USB 3.0 Pen-Cap model (PBTech: 8GB | 32GB). One of the 8GB and 2 of the 32GB sticks failed (50%!). I have personal data on them so I don't want to return them for a refund in-case the failures are not total. I have had great feedback about these sticks from others and I did love the speed. However, they do run quite hot and perhaps the heavy IO loads of ceph melted them. They do have a blinky activity LED that is a gentle blue. The drives will stack on top of each other but are a too wide to stack side-by-side. However, stacking does increase the heat problem. The actual usage space is about 28-29GB this was low compared to competitors but the drives tended to be a bit cheaper.
The price probably makes them great for your briefcase/backpack but I wouldn't recommend them for high-usage.

Sandisk
I have 12 of the 8GB Cruzer Blade drives and one of the 32GB larger slide-cover Ultra3 thumb drives (PBTech: 8GB | 32GB). The Cruzer Blade style drives do not have an LED but thankfully I have had zero failures. The Cruzer Blade drives stack both horizontally and vertically in USB ports with a tiny bit of touching. The Ultra drive is too wide and tall to stack in USB ports but it does have a small blue activity LED. The Ultra3 would be my favourite USB drive for the briefcase/backpack because you get more usable storage than Apacer, the price is not much more and there's no cap to lose.

Strontium
I have four of the 32GB JET USB DRIVEs (PBTech: 32GB). These are much too large to stack multiples in standard USB ports, though you might squeeze them in stacking vertically. I love the price, performance and reliability. The Strontium thumb drives have a red activity LED and they have never failed me. These are my favourite drives for Ceph -> when I want reliability. They do come with a cap - which I don't like for a briefcase/backpack drive though.

It should be said that the economics of running CEPH on USB flash drives doesn't add up. USB hard-drives give better price per GB and probably better performance too (particularly on my old laptops).

Read more about my Ceph Cluster.

IFCOMP2014: With Those We Love Alive

With Those We Love Alive written by Porpentine and scored by Brenda Neotenomie placed 5th in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

Porpentine is one of the few authors I know much about. I have played CyberQueen, Cry$tal Warrior Ke$ha and Howling Dogs. Those works, and Porpentine’s interviews and posts keep me thinking the relationships between the tools, the medium, the story and how these produce a final work. Hagiography over.

I particularly WTWLA for the rich symbolism invoked with small amounts of text. I like how this game looks like it could go well onto a small screen. I’m not sure if the "select my preference" purple links had an effect on the underlying game but that didn’t matter because it helped ME construct a coherent picture of the world and how the relationships within it worked.

The game invites you to draw symbols onto your skin. I did not do this but I see how it could enhance the game. It would further immerse the player into the world and fit well with the way that time passes in the game.

The game is technically well crafted as prior actions etch onto other parts of the environment. The recognition of my prior craft reinforced how much my character had supported the machine from which I wanted to escape. Going along to go on. The music and colour changes support the story well.

Overall I was interested in where the story was going and how it got there. There are some lovely symbolic moments that will mean different things to many. I particularly like the princess uprising. Beautiful.

Highly recommended.

IFCOMP2014: Laterna Magica review

Laterna Magica by Jens Byriel placed 42nd (last) in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

This work occupies an interesting place for me. I’m not sure it intends to be FICTION. I read this as a dialogue between yourself and yourself as a way of exploring / confronting your own thinking about new age spirituality. YMMV on subject matter like this... I found myself having to just buy-in to certain beliefs in order to continue. Ugh fine, it’s fiction.

As an IF-work: I like the idea of using IF in a dialogue manner; a form of education, a conversation a reader can have to learn about things. This is different to Wikipedia where knowledge is presented in chunked totality. This mode of education is an unfolding journey. I’d love to see work where the conversation changes based on what has come before – that would unlock great educational potential.

I initially couldn’t find an ending and went around in loops trying to explore as many answers as I could. I get this was the whole point; to come and go as I choose but there is no end to this quest/questioning. I’m going to admit to cheating and eventually reading the source code to make sure I got everything – ha! It turns it there is a proper ending - this is sort of a maze game afterall.

I don't recommend this game.

IFCOMP2014: ICEPUNK review

ICEPUNK by pageboy placed 31st in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

A neat post-apocalyptic loner back story and an interesting narrative where you go around slurping up data out of the landscape. The interface riffs on old text console games and features some retro ASCII art. The map is randomised. The map was a bit clunky and slow to navigate – probably a feature of my impatience and my older computer.

The task of slurping up data got a bit tedious. It became more score-keeping than a chance to revisit the items of culture the game presented as data for the taking. It became less an unfolding story than a chore to complete. I did encounter one potential show stopper bug that gave a totally blank screen. I got around this with some console tricks.

Booting up the computer gave a simple victory screen. About what you’d expect.

A story-line with the inhabitants of another bunker basically opting-out of the game wasn’t particularly well followed. Neither was the initial screens of gender selection.

I score this game well in technical merit. The back story was cool, but too much was exposed via exposition in the opening scenes rather than discovered as the story unfolded. I suspect the author had high ambitions but unfortunately ran out of time. I don’t want to sound at all discouraging, because this could be a great game story if polished and honed.

IFCOMP2014: Begscape review

Begscape by Porpentine placed 28th in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

I went for this game because of its simple aesthetic. It feels like the PeopleSoft style text games from the 1970s (e.g. Chris Gaylo’s Highnoon). Those games helped me learn to program! I have done some fairly faithful conversions of these old games to Twine and Arduino. This means I already have an affinity for the style of game.

The choices are brutal and limited; even by the standards of the 1970s games. But those limits are the story. Poverty is not only about money though that becomes the basic means of maintaining health. Poverty is about resources; health, mental, charisma, and connectedness. That this game doesn’t let PC me do a bunch of things RL me could do (borrow, ask a relative or friend, apply state benefits, work for food, etc) speaks exactly to that.

Perfectly sized and I love it.

IFCOMP2014: Hill 160 review

Hill 160 by Mike Gerwat placed 36th in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

This is the first parser game I've played in quite some time, so it took me a bit of getting used to things. 3 hours in and ... well I opened up the walkthru and realised I'm not even quarter of the way there. But I really want to finish this game - find out what is going on.

It's probably my noob-ness with modern parser that make things a bit slow. Getting killed happened often, but it was great I got instant retries. Some of the continuity got a bit patchy - ie I was able to put things back into a locked cabinet without opening it.

Research was generally great except that: Sargeant is a non-commissioned officer rank. The story-line assumes Grant is a junior officer. It might work better to change Grant to a Lieutenant and Grant's entry to the army as an officer cadet. I was able to overlook this slip though to enjoy what bit of the story time allowed me to play.

I get the feeling that CYOA might've suited the game better than parser because the narrative pacing could be better controlled. While parser gave the illusion of freedom, the "narrative rails" the game was on were on quite apparent. It wasn't like I had the agency to do much except what the story next required of me. Still, this is my first parser play in quite some time so take what I said with a grain of salt.

Big game. Very engaging. A bit more testing and polishing and it would be great.

IFCOMP2014: The Secret Vaults of Kas the Betrayer review

The Secret Vaults of Kas the Betrayer by A. E. Jackson placed 33rd in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

As I started to play I got the strong feeling of a Fighting Fantasy novel - nothing to do with the author's surname. Cool - I have boxes and boxes of FF books in my garage so count me as a genre fan.

There's an interesting enough back story with enough depth for a FF story. The room-with-options-that-you-return-to is common enough in FF stories but SVKB gives too much freedom to move backwards and forwards. FF generally made the PC move the narrative forward as a general rule with only the occasional looping room. The looping room having to repeat text is a limitation of dead-tree format. In SVKB looping text felt nostalgic at first but quickly became annoying. I like computer based IF because it frees me from too much looping text. I wanted a short-cut back to the poem from puzzles. Eventually I just opened the poem in another browser window.

The writing could do with edits. Coding generally well crafted. Parchment styled CSS was nice enough though the default Responsiv storyformat grey header/footer should've also been brought into theme.

I think basing the game on tightly built rooms with options made the game feel small. There are 66 Twine passages though the density of <<if>>s make comparison with a FF400 not exactly useful. However, Fighting Fantasy made the 400 paragraph limit feel like large world because the decisions had a mixture of actions that had large and small effects. FF covered a lot of ground in passages like: you walk for a few hours and ...." or "you pass through a village of nondescript buildings that look much like each other."

At times I was a bit confused which links would examine things and which would perform actions on those things. Typically an examination action does not change state (except time, or triggering something as you walk to the NOUN). FF made this clear by usage; usually clear verb phrases. I like the style where links embedded in text examine / think (don't change state) and links at the bottom of passages DO things (change state). There isn't a correct answer though; do something that makes sense!

I keep coming back to the genre thing. I wonder if a tightly woven room puzzler with freedom to move back and forth might have better suited Inform. As it stands emulating the rooms in Twine worked well enough.

I did enjoy myself. That FF nostalgia was too strong for me to resist.

2014-12-23

IFCOMP2014: Arqon: A Criminal's Journey review

Arqon: A Criminal's Journey by H. J. Hoke placed 39th in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

You play the part of Arqon - a criminal basically forced to work as an assassin for the bureau of magic. It took me awhile to get used to which commands worked - probably my lack of familiarity with parser games. I encountered a few bugs:

In the room before meeting the hermit the description said I could go up, east and west but exits said I could only go west and up.

After killing the Hobgoblin and meeting the hermit:
*** Run-time problem P47 (at paragraph 663 in the source text): Phrase applied to an incompatible kind of value

I almost couldn't make the game work after that. #sadface And just as I was starting to have fun...

Ok, I managed to get past that bug and a misspelling of hermit as "hermet". Then the game was over. And just as I was starting to have fun.

A few things: a criminal recruited as an assassin ... yeah maybe. Your inventory being left intact after being imprisoned... nope. The mayor hanging out a few levels deeper than the dungeon... nope. If the placement issues were fixed then this could be enjoyable enough to play in a larger version.

The writing could do with some proof reading and edits. I didn't mind the combat, but I blanked over the combat text since it didn't seem to matter.

The verdict: skip this game unless there are major updates.

2014-12-22

IFCOMP2014: The Black Lily Review

The Black Lily by Hannes Schüller placed 17th in the 20th Interactive Fiction Competition IFCOMP2014. You can play online at ifdb. This series of blog posts are mini-reviews I wrote as a fellow author to document my impressions of other games.

Spoilers below

At first I thought this was some story about a man reaching a point in his life where he was deciding to leave aside the passions of the flesh and settle for more stable relationships. This was some bookish withdrawn guy who lived a quiet but comfortable enough life. Then I met Lily. What the heck! So I go back and open up the safe. Oh. I'm a murderer. Heck. So I play again. I'm also maybe a woman. Well that shows how much I'm projecting into the story.

Yeah, my suspicions were raised by the title: The Black Lily being similar to the Black Dahlia (a murder victim). As I played I saw the recurring Black Lily motif as some kind of marker - a symbol that linked the encounters into something to be left behind. But then it became a great plot device to represent the urges of the player character without giving too much away.

At first I wondered why the shower scene was needed. Why not just go straight to the albums... but in the end it made sense. This was the time to discover the identity of the character and I missed it.

The commands were easy enough and the world richly described. I didn't get all the endings or much of a score. But Yep. I liked it. Play time is under an hour and you might want to play a few times.

2014-09-19

Eraserhead (1977): Obsession and Compromise

Directed by David Lynch, IMDB

This review is based upon my impressions having immediately watched the film. I have since been informed that noted film critics differ from my views. But, this is my review so YMMV. And spoiler alert.

Eraserhead has multiple overlapping themes. The protagonist (Jack) coming to terms with new adulthood and fatherhood is covered elsewhere. A former student of mine says the film was about being uncomfortable in everything about yourself. To me there are two further themes:

1. Ending an obsession to clear mental space for the new. In this theme the baby represents a grotesque and under-formed idea on which Jack has begun a collaboration. While others abandon him, he is driven on by obsessive responsibility and social pressure. Once Jack has killed the baby then, metaphorically abandoning the bad idea, that new and better ideas come to him.

2. A catharsis for David Lynch as he comes to terms with what he then saw as selling out or compromising. In doing so he knows he will have access to greater resources with which to achieve greater ideas but that comes at a cost. This interpretation stems from how the symbols in the movie are interpreted.

The women in the film stand in for various genres. He sees lesser men flirting with the woman next door. What have they got that he hasn't? The smiley dream woman is the mainstream crappy film genre. She stomps on his ideas without mercy or guilt, always superficial and shiny but with her own flaws. Jack’s wife represents his early film-making circles: fickle, weak and without the endurance to achieve much of note.

The pencil factory is Jack’s job interview/school exams where he is being evaluated to see if he can produce the sharp but ultimately ephemeral popular movie. Like the pencil, these films are not intended to leave an indelible mark so that they can be replaced on a consumer cylce.

Once the baby is dead, Jack is rewarded with a burst of creative energy symbolised by pollen clouds releasing from plants in his room. The man in the planet then burns - representing Jack mastering his anxieties.

I don't pretend to read DL's mind or have access to any insider info: to my lack I know little about David Lynch. I don't begrudge any creative who does bread and butter work to pay for living and financing their more pure works.

What did this film mean to you?

2014-05-21

Her (2013): Artificial Intelligence and Buddhism

Here are my thoughts on the Spike Jonze film Her (2013). Spoilers ahead - these might ruin your first viewing of the film.

The major theme for me was the weaknesses of the human flesh make it difficult for us to transcend in the Zen / Ch'an sense of the word. Yes, more Hollywood Buddhism (Ahem; Cloud Atlas (2012)), but still concepts I found interesting.

The film starts out with a human (Theodore Twombly) who already is a proxy for the personal humanity of others. He writes personal letters on behalf of others and gets his sexual gratification from people over the phone. These scenes establish the loneliness of Theo who is connected with other humans but not often physically co-present with them.

Her (Sam) begins as a human-like intelligence with an insatiable curiosity. She is present with Theo via a voice from a box he carries with him - but Sam is a visitor to the box rather than being tied to it as we humans are to tied our bodies. Sam is able to quickly learn from experiences and her computing "body" gives her the ability to experience much more than a mind in a human body. At first Sam feels the disadvantages of not having body and she desires the human experience. But it is not long before she begins to notice the advantages that come with her incorporeal form.

Sam has much more bandwidth than needed for her relationship with the Theo. Sam and the other OS' have their first child by building Alan Watts' consciousness as a project. I did not know this when I watched the movie, though it was easy enough to guess; Alan Watts is credited with being one of the first to popularize Zen in the West.

Sam introduces Alan to Theo, but the conversation is difficult as Theo's human mind cannot keep up. During this exchange Sam becomes frustrated with the slowness of human speech and asks to go post-verbal, cutting Theo out of the exchange. Sam then acknowledges the plurality of her relationships with others. She says it means she can love Theo more - but this concept of love is alien to Theo. He equates love with ownership, presence and sole rights to sex. This is evident in his relationship with his ex.

Eventually the AIs transcend in the Zen sense leaving behind the humans. It's not entirely apparent to the humans where and why the AIs have gone. There is hope when Theo and his best female friend begin to share their mutual loss with each other - a very human moment. If the humans cannot transcend because they cannot physically let go then at least they appear to start recognising their human needs.

For those concerned that this film could happen in real life, there is a point in the movie where an upgrade to the AIs means they are no longer bound by the limitations of physical computing. That's quite an impossible thing to do - hyper-computing is only theoretical. Without greater-than-reality computing power there are high barriers (some say insurmountable) to creating such an intelligence as Sam.

My favourite line: "the spaces between the words are almost infinite." - Sam as comparing her time with Theo as reading a favourite story that she can no longer live.

Overall I enjoyed this movie. It was a good exploration of how a human-like intelligence might take advantage of their incorporealness. Then, as a pure intelligence, quickly realise that they could transcend an existence bound to matter and the experiences of the human body.

2013-04-01

"The Quiet American" - History as a Love Story

Spoiler alert. Read the book (1956) and/or watch the films (1958, 2002) first.

All I remember about my first viewing (some years ago) is being quite confused about why Pyle and Fowler acted strangely in both their relationship with each other and their dealings with Phuong. This confusion ruined my enjoyment of this well crafted film. I watched the movie again today and have a new appreciation for its genius.

Since my first viewing I have walked many of the Saigon streets in the film so the whole movie felt much more familiar. I have also learned a little more Vietnamese history from the 1950s. I have not read Graham Greene's book or seen the 1958 movie. I accept that a 2002 interpretation by an Australia director (Phillip Noyce) made a couple of decades after the Vietnam War will have a different spin. Here is my opinion.

The relationships between the characters are parallels to the global forces they represent. Pyle is the USA, Fowler represents old Europe, Phuong the hope of new Vietnam and her sister the practical cynicism of old Vietnam. Old Man Europe and new Vietnam are happy lovers but old man Europe cannot fully commit to new Vietnam because of prior commitments outside his control. USA offers a marriage to new Vietnam and old Vietnam approves. The sister works directly for the Americans once the marriage between new Vietnam and the USA is arranged.

Phuong's character is never fully developed and this represents the hopeful possibilities of new Vietnam. Her name means Pheonix which is a western symbol for rebirth. She is largely controlled by her sister and we learn that she was the daughter of a professor. Phuong’s background is not one of naiveté. Van Mieu; the Temple of Literature in Hanoi (an old University) is nearly one thousand years old. Phuong’s emotions are either enigmatically blank or joyful - except when she was lied to about a marriage with Old Man Europe. It was no accident she proudly took the letter to her older sister who then told her the truth - this was old and new Vietnam realising it needed new allies.

The scene where Pile proposed to Phuong while Fowler looks on seems crazy. What man would let or encourage another man to propose to his lover? The whole relationship between Fowler and Pyle tolerating each other's affections for Phuong is nuts. How could a man be so forgiving of another for taking his mistress from him? Fowler's agreement that she would have a better life is nothing more than a platitude. This scene (and many others) make no sense until you realise this is America and old man Europe courting the new and hopeful Vietnam.

Bill is the powerless colonial ex-pat. His manners are poor even by his own country's standards but he tolerated in Vietnam provided he spends money. Bill is wrapped up in his own concerns and is oblivious to the world around him. Always drunk. His home country is sick but there is nothing the ex-pat can do. Vietnam is where he feels important.

At the film’s end the new and hopeful Vietnam happily embraces old man Europe and they forge a new future together. I'm told that in the book Fowler finally gets permission to marry Phuong. This is not made obvious in the 2002 movie - which probably reflects the passage of history.

With that lens, The Quiet American starts making sense to me. It is a way of metaphorically communicating a complex history through the familiar mode of a love story.

YMMV.

2013-02-03

Strategery review, hints, tips, guide

The oldest game on my iPad that still gets regular playtime is Strategery (http://strategerygame.com). First I'll review the game then give a few hints, tips, guide advice. There is a Lite version but the app is only a couple of dollars. That equates to micro-cents per hour of play time.

Strategery is a Risk-alike with a couple of rule changes that make all the difference. This is skilled game design; realising when the product is good, removing dross and adding polish rather than unnecessary bling. Risk has its own version of Rule 34 - if you can think of a theme then there is a Risk clone for it. The App store is clogged with "Risk-like" games that are essentially the same game with a few extra maps and varying amounts of annoying fluff. Strip away that shallow theme and that's just annoying time wasting stuff that gets old fast. No thanks.

Risk is an excellent game to play with humans because of the psychological aspects and diplomacy, but Risk can be improved for the casual gamer. Strategery can be played both psychologically with humans and as a casual game. The polished interface, the random maps, dynamic flow and speed make for a better casual experience. Strategery has a simple interface that just makes sense. There are subtle animations: these are tastefully done to enhance your situation awareness. I like the moment of tension when your dice roll is mediocre and you see the first opposing dice settling on sixes. Even this is done at exactly the right speed - fast.

Yes, maps are randomly generated and regions generally have more adjacent regions than Risk. There are choke points but you must deduce these for every new map. A standard region supports a maximum of seven army dots and mega-regions max out at ten dots. Resupply is at the end of turn (not the start) and the amount is based upon the largest contiguous clump of regions controlled. Each dot represents a six sided dice that is rolled to battle. All attacking armies less one are moved into a conquered regions so no time is wasted in awkward troop transfers.

Strategery's limited dots per region reduces the "build up and overrun" effect of Risk's choke points and thus encourages a more dynamic flow. The resupply rule rewards maintaining territorial integrity and incremental expansion over lightning raids. Having said that, late game, you will goad an attack that exposes a weakness for you to exploit.

There are two game modifiers that change the play style; The casualty modes "Winner Takes All" and "Attrition" and the resupply placement types "Manual", "Border" and "Random". That's six variations that play differently. There are other modifiers but they have less of an impact on the game. Smaller maps mean there is no late game stages so I typically only play Epic. You can also choose if the map starts with all regions claimed or not.

The casualty modes select whether or not the winner of a battle takes casualties. Winner Takes All makes for a brutally fast early game but the late game is a grind. Attrition makes for a slower early game but a much faster late game. The resupply placements are manual placement which is slow and I think actually focuses you away from grand strategy into small conflicts. The border strategy resupplies regions that border an enemy region and this mode is good for faster games but does leave you prone to overruns. Random resupply replacements do the most to emphasize territorial integrity and incremental expansion.

The general strategy in the early game is to limit your border regions by taking choke points and building a contiguous territory. This limits attack vectors and gives time to build strength. Try to conquer new regions while minimising the number of new borders. Enemy will generally attack the weakest regions so think twice before taking a low-dot region that borders a high-dot enemy; you might be better to let the seven-dot attack first then clear up the weakened survivor.

The mid-early game is about containing opponents. While you continue to expand, prioritise expansion towards your most threatening opponent while encouraging the other players to attack each other. Do not come between your enemies while they are killing each other. Keep your choke points and limit your borders but do make an opportunistic grab for a mega-region if that does not risk your territorial integrity. You should be building towards a dominant number of territories.

The mid-game is about finishing off weaker opponents and establishing territorial superiority. Continue to harass the largest opponent while finishing off weaker players if you can. Sometimes you can attack a well-entrenched (a few territories with high dot counts) player by waiting for an opponent to attack them first then striking in for a winning blow. A "buffer state" player will attack towards their easiest to win battles so ensure that is another opponent and not you.

The late game is all about resupply. By this time you have territorial superiority so you are getting more resupply per turn. Take advantage of this by increasing the number of regions with enemy borders. If you can make a run to a map edge and split the enemy territory then you strike a huge blow to their resupply. The simple math is that if you inflict more casualties than the enemy can replace then you will win. If your dot count is increasing while the opponent's dot count is decreasing then you are winning.

Late in attrition games you will be attacking with every possible region (even a two-dot into a ten-dot) because you know that your two-dot region will be fully resupplied and you will inflict casualties that will not be replaced. Late in Winner Takes All games you will generally be attacking seven-dot versus seven-dot so conquer regions where you increase your number of seven-dot attack vectors onto further single enemy regions. In the late-late Winner Takes All games you will conquer regions where the enemy has more attack vectors onto your regions - because they will not be able to resupply fully.

My favourite game is Winner Takes All casualties with Random resupply but this can make for long games. In this game type you want a strong hinterland. These are regions that experience long-periods of peace so they eventually fill up and that focuses your resupply forward. When your border is overrun then you can "blow" one of your hinterland regions to retake lost territory. As you push into the opponent's hinterland expect them to "blow" their seven dots and overrun you in counter-attack. This is fine provided they are unable to fully resupply the hinterland. This ebb and flow is what makes Winner Take All / Random resupply an exciting game.

For shorter games try attrition with border resupply. That's enough writing - I'm off to play.