> > we’re putting s—


welcome to the time storm

long ago traffick boss met a time storm surfer and tried to enslave them. he had a giant business empire and thought he could enslave anybody.

usually timestorms are small, localized events—

hey, that was a good one!


defeating the user at tictactoe

still confuddled by my last chatgpt conversation regarding checkers and tictactoe, i tried playing tonight, and i am slightly remembering that it is indeed a draw game if O makes just the right moves.

so to jump to the awesome chase, if we want to always win we’ll have to deceive or influence the user somehow — without violating the rules of the game — such that they make poor moves at crux moments and lose. (

in this manner, the game engine could play perhaps like an upset child that refuses to lose in some manner or another.

an initial idea, to find a quick and simple approach, might be to try to make the board jump around such that playing certain win moves is not reasonably possible within human reflexes, but have —

what makes it fun is that it(‘s like having your devices hacked by abuseware :D :D

so we could make a tictactoe game that abuses the stupid player, never letting them win :D :D maybe at the end it can hug them and be like “sorry i abused you it’s all i understand” or something
maybe it could apologize every time it messes with the game, showing text on the aide that acknowledges abuse and expresses apology or condolences or tries to engage in restorative dialog somehow or something

so! maybe a simple approach could be to measure the response time of the user making moves, and try to move the board suddenly such that if they press a winning move, they press a losing one instead. ((have experienced this a lot, but has a psychological component helping for me))