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Mexican Standoff
A Mexican standoff is a confrontation in which no strategy exists that allows any party to achieve victory. Any party initiating aggression might trigger its own demise. At the same time, the parties are unable to extricate themselves from the situation without suffering a loss. As a result, all participants need to maintain the strategic tension, which remains unresolved until some outside event or interparty dialogue makes it possible to resolve it. The term ''Mexican standoff'' was originally used in the context of using firearms and it still commonly implies a situation in which the parties face some form of threat from the other parties. The Mexican standoff is a recurring trope in cinema, in which several armed characters hold each other at gunpoint. Etymology Sources claim the reference is to the Mexican–American War or post-war Mexican bandits in the 19th century. The earliest use of the phrase in print was on 19 March 1876, in a short story about Mexico. An America ...
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Strategy
Strategy (from Greek στρατηγία ''stratēgia'', "art of troop leader; office of general, command, generalship") is a general plan to achieve one or more long-term or overall goals under conditions of uncertainty. In the sense of the " art of the general", which included several subsets of skills including military tactics, siegecraft, logistics etc., the term came into use in the 6th century C.E. in Eastern Roman terminology, and was translated into Western vernacular languages only in the 18th century. From then until the 20th century, the word "strategy" came to denote "a comprehensive way to try to pursue political ends, including the threat or actual use of force, in a dialectic of wills" in a military conflict, in which both adversaries interact. Strategy is important because the resources available to achieve goals are usually limited. Strategy generally involves setting goals and priorities, determining actions to achieve the goals, and mobilizing resources to ...
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Slow Motion
Slow motion (commonly abbreviated as slo-mo or slow-mo) is an effect in film-making whereby time appears to be slowed down. It was invented by the Austrian priest August Musger in the early 20th century. This can be accomplished through the use of high-speed cameras and then playing the footage produced by such cameras at a normal rate like 30 fps, or in post production through the use of software. Typically this style is achieved when each film frame is captured at a rate much faster than it will be played back. When replayed at normal speed, time appears to be moving more slowly. A term for creating slow motion film is overcranking which refers to hand cranking an early camera at a faster rate than normal (i.e. faster than 24 frames per second). Slow motion can also be achieved by playing normally recorded footage at a slower speed. This technique is more often applied to video subjected to instant replay than to film. A third technique uses computer software post-processing ...
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English-language Idioms
English is a West Germanic language of the Indo-European language family, with its earliest forms spoken by the inhabitants of early medieval England. It is named after the Angles, one of the ancient Germanic peoples that migrated to the island of Great Britain. Existing on a dialect continuum with Scots, and then closest related to the Low Saxon and Frisian languages, English is genealogically West Germanic. However, its vocabulary is also distinctively influenced by dialects of France (about 29% of Modern English words) and Latin (also about 29%), plus some grammar and a small amount of core vocabulary influenced by Old Norse (a North Germanic language). Speakers of English are called Anglophones. The earliest forms of English, collectively known as Old English, evolved from a group of West Germanic (Ingvaeonic) dialects brought to Great Britain by Anglo-Saxon settlers in the 5th century and further mutated by Norse-speaking Viking settlers starting in the 8th and 9t ...
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Zugzwang
Zugzwang (German for "compulsion to move", ) is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position. Although the term is used less precisely in games such as chess, it is used specifically in combinatorial game theory to denote a move that directly changes the outcome of the game from a win to a loss. Putting the opponent in zugzwang is a common way to help the superior side win a game, and in some cases it is necessary in order to make the win possible. The term ''zugzwang'' was used in German chess literature in 1858 or earlier, and the first known use of the term in English was by World Champion Emanuel Lasker in 1905. The concept of zugzwang was known to chess players many centuries before the term was coined, appearing in an endgame study published in 1604 by Alessandro Salvio, one of the first writ ...
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Truel
Truel and triel are neologisms for a duel between three opponents, in which players can fire at one another in an attempt to eliminate them while surviving themselves. Game theory overview A variety of forms of truels have been studied in game theory. Features that determine the nature of a truel include * the probability of each player hitting their chosen targets (often not assumed to be the same for each player) * whether the players shoot simultaneously or sequentially, and, if sequentially, whether the shooting order is predetermined, or determined at random from among the survivors; * the number of bullets each player has (in particular, whether this is finite or infinite); * whether or not intentionally missing is allowed. * whether or not self-targeting or random selection of targets is allowed. There is usually a general assumption that each player in the truel wants to be the only survivor, and will behave logically in a manner that maximizes the probability of this. ...
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Stalemate
Stalemate is a situation in the game of chess where the player whose turn it is to move is not in check and has no legal move. Stalemate results in a draw. During the endgame, stalemate is a resource that can enable the player with the inferior position to draw the game rather than lose. In more complex positions, stalemate is much rarer, usually taking the form of a swindle that succeeds only if the superior side is inattentive. Stalemate is also a common theme in endgame studies and other chess problems. The outcome of a stalemate was standardized as a draw in the 19th century. Before this standardization, its treatment varied widely, including being deemed a win for the stalemating player, a half-win for that player, or a loss for that player; not being permitted; and resulting in the stalemated player missing a turn. Stalemate rules vary in other games of the chess family. Etymology and usage The first recorded use of stalemate is from 1765. It is a compounding of ...
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Prisoner's Dilemma
The Prisoner's Dilemma is an example of a game analyzed in game theory. It is also a thought experiment that challenges two completely rational agents to a dilemma: cooperate with their partner for mutual reward, or betray their partner ("defect") for individual reward. This dilemma was originally framed by Merrill Flood and Melvin Dresher while working at RAND in 1950. Albert W. Tucker appropriated the game and formalized it by structuring the rewards in terms of prison sentences and named it "prisoner's dilemma". William Poundstone in his 1993 book ''Prisoner's Dilemma'' writes the following version:Two members of a criminal gang are arrested and imprisoned. Each prisoner is in solitary confinement with no means of speaking to or exchanging messages with the other. The police admit they don't have enough evidence to convict the pair on the principal charge. They plan to sentence both to two years in prison on a lesser charge. Simultaneously, the police offer each prison ...
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Polish Parliament (expression)
"Polish parliament" is an expression referring to the historical Polish parliaments (''Sejm walny''). It implies chaos and general disorder, and that no real decision can be reached during sessions. The term originates from the Swedish ''Polsk riksdag'' and German ''Polnischer reichstag,'' and exists in the languages of many Scandinavian and neighboring countries. Every single member of the Polish parliament during the 17th and 18th century had an absolute veto ( la, liberum veto); as a result, legislation could only be passed unanimously. Originally, the procedure was used for technical issues such as points of order, but as diverging interests discovered they could disrupt their opponents' agenda singlehandedly, the process came to be abused. Today, the expression is mostly used to describe an assembly that is too easy for minorities or individuals to disrupt and/or has too many parties present for meaningful and orderly debate and decision-making to take place. See also * ...
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Mutually Assured Destruction
Mutual assured destruction (MAD) is a doctrine of military strategy and national security policy which posits that a full-scale use of nuclear weapons by an attacker on a nuclear-armed defender with second-strike capabilities would cause the complete annihilation of both the attacker and the defender. It is based on the theory of rational deterrence, which holds that the threat of using strong weapons against the enemy prevents the enemy's use of those same weapons. The strategy is a form of Nash equilibrium in which, once armed, neither side has any incentive to initiate a conflict or to disarm. The term "mutual assured destruction", commonly abbreviated "MAD", was coined by Donald Brennan, a strategist working in Herman Kahn's Hudson Institute in 1962. However, Brennan came up with this acronym ironically, spelling out the English word " mad" to argue that holding weapons capable of destroying society was irrational. Theory Under MAD, each side has enough nuclear weapon ...
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Deadlock
In concurrent computing, deadlock is any situation in which no member of some group of entities can proceed because each waits for another member, including itself, to take action, such as sending a message or, more commonly, releasing a lock. Deadlocks are a common problem in multiprocessing systems, parallel computing, and distributed systems, because in these contexts systems often use software or hardware locks to arbitrate shared resources and implement process synchronization. In an operating system, a deadlock occurs when a process or thread enters a waiting state because a requested system resource is held by another waiting process, which in turn is waiting for another resource held by another waiting process. If a process remains indefinitely unable to change its state because resources requested by it are being used by another process that itself is waiting, then the system is said to be in a deadlock. In a communications system, deadlocks occur mainly due to l ...
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Catch-22 (logic)
A catch-22 is a paradoxical situation from which an individual cannot escape because of contradictory rules or limitations. The term was coined by Joseph Heller, who used it in his 1961 novel ''Catch-22''. An example is Brantley Foster in '' The Secret of My Success'': "How can I get any experience until I get a job that me experience?" Catch-22s often result from rules, regulations, or procedures that an individual is subject to, but has no control over, because to fight the rule is to accept it. Another example is a situation in which someone is in need of something that can only be had by not being in need of it (e.g. the only way to qualify for a loan is to prove to the bank that you do not need a loan). One connotation of the term is that the creators of the "catch-22" situation have created arbitrary rules in order to justify and conceal their own abuse of power. Origin and meaning Joseph Heller coined the term in his 1961 novel ''Catch-22'', which describes absurd bureau ...
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