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# Cheating
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Cheating means circumventing or downright violating rules, usually while trying to keep this behavior secret. You can cheat on your partner, in [games](game.md), in [business](business.md) etc., however despite cheating seeming like purely immoral behavior at first, it may be relatively harmless or even completely moral, e.g. in [computer graphics](graphics.md) we sometimes "cheat" our sense of sight and fake certain visual phenomena which leads to efficient rendering [algorithms](algorithm.md). In [capitalism](capitalism.md) cheating is demonized and people are brainwashed to take part in **cheater witch hunts**.
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Cheating means circumventing or downright violating rules, usually while trying to keep this behavior secret. You can cheat on your partner, in [games](game.md), in [business](business.md) etc., however despite cheating seeming like purely immoral behavior at first, it may be relatively harmless or even completely moral, e.g. in [computer graphics](graphics.md) we sometimes "cheat" our sense of sight and fake certain visual phenomena which leads to efficient rendering [algorithms](algorithm.md). In [capitalism](capitalism.md) cheating is demonized and people are brainwashed to take part in **cheater witch hunts** as part of [fear culture](fear_culture.md), arbitrary drama in [fight](fight_culture.md) for attention, trying to monopolize game platforms with [bloat monopoly](bloat_monopoly.md) "anti cheat" systems etc. These so called "anti cheat" systems introduce unimaginable [bloat](bloat.md) and [bullshit](bullshit.md) and provide excuse for things like [spying](surveillance.md) (e.g. monitoring OS processes) and [proprietary](proprietary.md) technology (so that "cheaters can't study the system to trick it").
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The truth is that **cheating is only an issue in a shitty society** that's driven by [competition](competition.md). In such society there is a huge motivation for cheating (sometimes literally physical survival) as well as potentially disastrous consequences of it. Under the tyranny of capitalism we are led to worship [heroes](hero_culture.md) and high achievers and everyone gets pissed when we get fooled. Corporations go "OH NOES our multi bilion dollar entertainment industry is going to go bankrupt if consoomers get annoyed by cheaters! People are gonna lose their bullshit jobs! Someone is going to get money he doesn't deserve! Our customers may get butthurt!!!" (as if corporations themselves weren't basically just stealing money and raping people lol). So they start a huge brainwashing propaganda campaign, a cheater witch hunt. States do the same, communities do the same, everyone wants to stone cheaters to death but at the same time the society pressures all of us to compete to death with others or else we'll starve. We reward winners and torture the losers, then bash people who try to win -- and no, many times there is no other choice than to cheat, the top of any competition is littered with cheaters, most just don't get caught, so in about 99% of cases the only way to the top is to cheat and try to not get caught, just to have a shot at winning against others. It is proven time after time, legit looking people in the top leagues of sports, business, science and other areas are constantly being revealed as cheaters, usually by pure accident (i.e. the number of actual cheater is MANY times higher). Take a look e.g. at the [Trackmania](trackmania.md) cheating scandal in which after someone invented a replay analysis tool he revealed that a great number or top level players were just cheaters, including possibly the GOAT of Trackmania [Riolu](riolu.md) (who just ragequit and never showed again lol). Of course famous cases like Neil Armstrong don't even have to be mentioned. { I just randomly found out that in the world of Pokemon tournaments cheating at top level also showed to be a huge issue lol. ~drummyfish } Cheater detection systems are (and always will be) imperfect and try to minimize [false positives](false_positive.md), so only the cheaters who REPEATEDLY make MANY very OBVIOUS mistakes get caught, the smart cheaters stay and take the top places in the competitive system, just as surely as natural selection leads to the evolution of organisms that best adapt to the environment. Even if perfect cheat-detection systems existed, the problem would just shift from cheating to immoral unsportmanship, i.e. abuse of rules that's technically not cheating but effectively presents the same kind of problems. How to solve this enormously disgusting mess? We simply have to stop desperately holding to the system itself, we have to ditch it.
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In a good society, such as [LRS](less_retarded_society.md), cheating is not an issue at all, there's no motivation for it (people don't have to prove their worth by their skills, there are no money, people don't worship heroes, ...) and there are no negative consequences of cheating worse than someone [ragequitting](ragequit.md) an online game -- which really isn't an issue of cheating anyway but simply a consequence of unskilled player facing a skilled one (whether the pro's skill is natural or artificial doesn't play a role, the nub will ragequit anyway). In a good society cheating can become a mild annoyance at worst, and it can really be a positive thing, it can be [fun](fun.md) -- seeing for example a skilled pro face and potentially even beat a cheater is a very interesting thing. If someone wants to win by cheating, why not let him? Valid answers to this can only be given in the context of a shit society. In a good society choosing to cheat in a game is as if someone chooses to fly to the top of a mountain by helicopter rather than climbing it -- the choice is everyone's to make.
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In a good society, such as [LRS](less_retarded_society.md), cheating is not an issue at all, there's no motivation for it (people don't have to prove their worth by their skills, there are no money, people don't worship heroes, ...) and there are no negative consequences of cheating worse than someone [ragequitting](ragequit.md) an online game -- which really isn't an issue of cheating anyway but simply a consequence of unskilled player facing a skilled one (whether the pro's skill is natural or artificial doesn't play a role, the nub will ragequit anyway). In a good society cheating can become a mild annoyance at worst, and it can really be a positive thing, it can be [fun](fun.md) -- seeing for example a skilled pro face and potentially even beat a cheater is a very interesting thing. If someone wants to win by cheating, why not let him? Valid answers to this can only be given in the context of a shit society that creates cults of personality out of winners etc. In a good society choosing to cheat in a game is as if someone chooses to fly to the top of a mountain by helicopter rather than climbing it -- the choice is everyone's to make.
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The fact that cheating isn't really an issue is supported by the hilariously vastly different double standards applied e.g. by chess platforms in this matter, on one hand they state in their TOS they have absolutely 0% tolerance of any kind of cheating/assistance and will lifeban players for the slightest suspicion of cheating yelling "WE HAVE TO [FIGHT](fight.md) CHEATING", on the other hand they allow streamers literally cheat on a daily basis on live stream where everyone is seeing it, of course because streamers bring them money -- ALL top chess streamers (chessbrah, Nakamura, ...), including the world champion Magnus Carlsen himself, have videos of themselves getting advice on moves from the chat or even from high level players present during the stream, Magnus Carlsen is filmed taking over his friend's low rated account and winning a game which is the same as if the friend literally just used an engine to win the game, and Magnus is also filmed getting an advice from a top grandmaster on a critical move in a tournament that won him the game and granted him a FINANCIAL PRIZE. **World chess champion is literally filmed winning money by cheating and no one cares** because it was done as part of a highly lucrative stream "in a fun/friendly mood". Chessbrah streams frequently consist of many people in the room just giving advice on moves to the one who is currently playing, of course they censor all comments that try to bring up the fact that this is 100% cheating directly violating the platform's TOS. People literally have no brains, they only freak out about cheating when they're told to by the industry, when cheating is good for business people are told to shut up because it's okay and indeed they just shut up and keep consuming.
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# Racetrack
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Racetrack is an awesome [minimalist](minimalism.md) [pen and paper](pen_and_paper.md) mathematical [game](game.md) in which one races a [car](car.md) through track with the goal to finish it as quickly as possible. For PC gaymers we could describe it as "an extremely suckless version of [Trackmania](trackmania.md)" for which you don't even need a computer. It is similar to other pen and paper games such as [paper football](paper_football.md). The basic idea is that of a car on a square grid that moves in steps -- in each step the player can adjust the car's current velocity a little bit (steer, accelerate, brake, ...) and so modify the velocity; the car must race to finish without crashing into walls, the tricky part is that one has to make predictions just like in real race, for example approaching a curve one must go to the right side of the road and brake a bit.
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Racetrack is one of the best examples of what good games should look like, mainly because:
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- It is extremely [suckless](suckless.md), it may be implemented and played with the use of a [computer](computer.md) but can also be played without it, i.e. it has practically no [dependencies](dependency.md). In theory it can only be played in one's brain, making it [brain software](brain_software.md).
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- It is extremely [free](free_software.md) (as in freedom): firstly no one legally owns it and secondly its simplicity makes it free practically, anyone can play it and modify it regardless of where he lives, how much money he has, whether he has a computer -- even if one has no eyes or hands the game can still probably be played.
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- It may easily be played by any number of players, even solo. If one plays alone, he simply tries to find the fastest solution for given track. If multiple players play, they compete who finds the best solution.
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- It is [simple yet deep](easy_to_learn_hard_to_master.md), the rules are very simple but to find the optimal solution for given track may get very difficult, especially if the track is somewhat complex and employs e.g. a number of checkpoints that can be taken in any order. This is probably an [NP hard](np_hard.md) problem and finding a good solution may require a lot of experience, intuition, advanced programming techniques such as [machine learning](machine_learning.md) etc.
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- It's not a mere game but a whole playground and "platform", for example it may be used to teach [vector](vector.md) mathematics, programming (path finding, heuristic search, [evolutionary programming](evolutionary_programming.md), ...), test machine learning algorithms etcetc.
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- It can be very nicely implemented on computers, even on very simple ones such as [8bits](8bit.md), without bloat such as [floating point](float.md), and is friendly to e.g. implementing replays, artificial intelligence etc.
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- The base version is extremely simple but may be extended greatly in various way, for example adding more rules or creating "rich" computer frontends; one may imagine e.g. a 3D frontend for the game with features such as bots, demo recording, different car skins, online multiplayer and leaderboards, track editor etc.
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- ...
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## Rules
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There is no single rule set -- as no one owns the game, rules may be modified and adjusted, which is very good. However there exist core rules that basically make the game what it is -- let us describe those right now.
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The game takes place on a 2D square grid (e.g. squared sheet of paper); the car can only ever occupy [integer](integer.md) coordinates, i.e. its position cannot be e.g. a fraction of a square (however if e.g. in some computer implementation the grid is dense enough, it may in theory practically give an impression of continuous space). (Some modifications may perhaps try to utilize different kinds of grids of more than two dimensions.)
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The car has a [velocity](velocity.md) [vector](vector.md) which is initially [0,0] (i.e. the car is at rest). This vector can also only ever have integer components. The velocity vector is added to the car's position in each game step so that the car moves. For example car with position [3,2] and velocity [1,-1] will move to [4,1].
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At each step the player can make a slight modification of the car's velocity, typically the player has to choose a vector from range [-1,-1] to [1,1] that's added to current velocity; in other words the player can modify current velocity by changing each of its two components by -1, 0 or 1. This makes for 9 possible choices at each game step, so the branching factor of the game is 9. This can be represented as racer steering, accelerating and braking. Of course modified version of the game may play around with this, e.g. an oil puddle may make player unable to modify velocity for one round etc.
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Any specific track has a start (some versions of the game may just make player always start at [0,0]), finish (which may be a point, line, area etc.) and walls representing obstacles; modified versions of the game may also have other things such as checkpoints, items (nitro, time stop, ...) and other objects (jump ramps, oil puddles, teleports, ...). The player must race to the finish, usually without crashing into walls because a crash into wall means the car stops immediately (in some versions in may just mean the game ends). Implementation of walls and crashes may somewhat differ: in some versions walls are actually borders of "solid" areas to which the player must never enter, in other versions walls may be just lines the player must not touch or cross. In simple versions of the game walls are really line segments that go between given grid points (this is possible the more KISS variant as walls too are just defined with vectors and collision detection may be quite simple), more complex versions may allow non-integer coordinates for walls, curved walls etc. Walls may also be implemented just as "filled squares", i.e. just saying some grid points are solid and inaccessible. Crash usually means that a player would make such illegal move and so his current velocity is set to [0,0] as a consequence, but an advanced version may also make the player move as close to the crash point as possible to make the behavior closer to reality; however this may be very non-trivial to do while assuring the behavior can't be "abused". [Collision detection](collision_detection.md) can be implemented e.g. by checking if two lines intersect (if walls are just lines), or if a point belongs to given area (if walls are edges of areas), using [analytic geometry](analytic_geometry.md)).
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The goal is basically always to finish the track in as few steps as possible.
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TODO: example, pictures, ...
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