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Unwinnable
A no-win situation or lose–lose situation is an outcome of a negotiation, conflict or challenging circumstance in which all parties are worse off. It is an alternative to a win–win or outcome in which one party wins. Arbitration or mediation may be used to avoid no-win outcomes and find more satisfactory results. In game theory In game theory, a "no-win" situation is a circumstance in which no player benefits from any outcome, hence ultimately losing the match. This may be because of any or all of the following: * Unavoidable or unforeseeable circumstances causing the situation to change after decisions have been made. This is common in text adventures. * ''Zugzwang'', as in chess, when any move a player chooses makes them worse off than before such as losing a piece or being checkmated. * A situation in which the player has to accomplish two mutually dependent tasks each of which must be completed before the other or that are mutually exclusive (a Catch-22). * Ignoranc ...
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Softlock
Since the origin of video games in the early 1970s, the video game industry, the players, and surrounding culture have spawned a wide range of technical and slang terms. 0–9 A B C D E F ...
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Negotiation
Negotiation is a dialogue between two or more parties to resolve points of difference, gain an advantage for an individual or Collective bargaining, collective, or craft outcomes to satisfy various interests. The parties aspire to agree on matters of The Impact of Religion on International Negotiations, mutual interest. The agreement can be beneficial for all or some of the parties involved. The negotiators should establish their own needs and wants while also seeking to understand the wants and needs of others involved to increase their chances of closing deals, avoiding conflicts, forming relationships with other parties, or maximizing mutual gains. Distributive negotiations, or compromises, are conducted by putting forward a position and making concessions to achieve an agreement. The degree to which the negotiating parties Trust (social science), trust each other to implement the negotiated solution is a major factor in determining the success of a negotiation. People neg ...
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Sequence Breaking
In computer and video games, sequence breaking is the act of performing actions or obtaining items out of the intended linear order or of skipping "required" actions or items entirely. Sequence breaking is often used to beat a game unusually quickly (such as speedrunning), to beat it while only completing a few objectives or obtaining a few items, to obtain useful items early in the game, to make the game more difficult, or to help push a game as far as possible in some other way. History of the term Though sequence breaking as a concept has existed almost since the inception of computer games complex enough to have sequential storylines, the first documented action in a video game to be ''called'' a sequence break occurred in the Nintendo GameCube game '' Metroid Prime'', in a thread called "Gravity Suit and Ice Beam before Thardus". In the game, the rock monster Thardus was designed to be a required boss before the Gravity Suit and the Ice Beam could be obtained, hence the novel ...
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Double Bind
A double bind is a dilemma in communication in which an individual (or group) receives two or more mutually conflicting messages. In some scenarios (such as within families or romantic relationships), this can be emotionally distressing, creating a situation in which a successful response to one message results in a failed response to the other (and vice versa), such that the person responding will automatically be perceived as in the wrong, no matter how they respond. Double bind theory was first stated by Gregory Bateson and his colleagues in the 1950s,Bateson, G., Jackson, D. D., Haley, J. & Weakland, J., 1956, Toward a theory of schizophrenia.''Behavioral Science'', Vol. 1, 251–264. in a theory on the origins of schizophrenia and post-traumatic stress disorder. It was theorized that schizophrenic responses were a reaction to an individual facing a competing demands, leaving them with no clear way of responding. Double binds are often utilized as a form of control withou ...
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Cornelian Dilemma
A Cornelian dilemma ({{langx, fr, dilemme cornélien), also spelt Corneillian dilemma, is a dilemma in which someone is obliged to choose one option from a range of options, all of which reveal a detrimental effect on themselves or someone near them. In classical drama, it will typically involve the character experiencing an inner conflict, forcing them to choose between love and honour or inclination and duty. The dilemma is named after French dramatist Pierre Corneille, in whose play '' Le Cid'' ( 1636) Rodrigue, the protagonist based on Rodrigo Díaz de Vivar, is torn between two desires: that of the love of Chimène, or avenging his family, who have been wronged by Chimène's father. Rodrigue either seeks revenge to avenge his father or loses the honour. Examples *In the 1992 '' Star Trek: The Next Generation'' episode " The Perfect Mate", the empathic metamorph Kamala learns the meaning of duty from Jean-Luc Picard and fulfills it. *In the 1999 '' Star Trek: Voyager'' episod ...
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Zero-sum Game
Zero-sum game is a Mathematical model, mathematical representation in game theory and economic theory of a situation that involves two competition, competing entities, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is equivalent to player two's loss, with the result that the net improvement in benefit of the game is zero. If the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Thus, Fair cake-cutting, cutting a cake, where taking a more significant piece reduces the amount of cake available for others as much as it increases the amount available for that taker, is a zero-sum game if marginal utility, all participants value each unit of cake equally. Other examples of zero-sum games in daily life include games like poker, chess, sport and Contract bridge, bridge where one person gains and another person loses, which results in a zero-net benefit for every ...
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Dilemma
A dilemma () is a problem offering two possibilities, neither of which is unambiguously acceptable or preferable. The possibilities are termed the ''horns'' of the dilemma, a clichéd usage, but distinguishing the dilemma from other kinds of predicament as a matter of usage. Terminology The term ''dilemma'' is attributed by Gabriel Nuchelmans to Lorenzo Valla in the 15th century, in later versions of his logic text traditionally called ''Dialectica''. Valla claimed that it was the appropriate Latin equivalent of the Greek ''dilemmaton''. Nuchelmans argued that his probable source was a logic text of of George of Trebizond. He also concluded that Valla had reintroduced to the Latin West a type of argument that had fallen into disuse. Valla's neologism did not immediately take hold, preference being given to the established Latin term ''complexio'', used by Cicero, with ''conversio'' applied to the upsetting of dilemmatic reasoning. With the support of Juan Luis Vives, how ...
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Witches
Witchcraft is the use of magic by a person called a witch. Traditionally, "witchcraft" means the use of magic to inflict supernatural harm or misfortune on others, and this remains the most common and widespread meaning. According to ''Encyclopedia Britannica'', "Witchcraft thus defined exists more in the imagination", but it "has constituted for many cultures a viable explanation of evil in the world". The belief in witches has been found throughout history in a great number of societies worldwide. Most of these societies have used protective magic or counter-magic against witchcraft, and have shunned, banished, imprisoned, physically punished or killed alleged witches. Anthropologists use the term "witchcraft" for similar beliefs about harmful occult practices in different cultures, and these societies often use the term when speaking in English. Belief in witchcraft as malevolent magic is attested from ancient Mesopotamia, and in Europe, belief in witches traces back ...
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Europe
Europe is a continent located entirely in the Northern Hemisphere and mostly in the Eastern Hemisphere. It is bordered by the Arctic Ocean to the north, the Atlantic Ocean to the west, the Mediterranean Sea to the south, and Asia to the east. Europe shares the landmass of Eurasia with Asia, and of Afro-Eurasia with both Africa and Asia. Europe is commonly considered to be Boundaries between the continents#Asia and Europe, separated from Asia by the Drainage divide, watershed of the Ural Mountains, the Ural (river), Ural River, the Caspian Sea, the Greater Caucasus, the Black Sea, and the waterway of the Bosporus, Bosporus Strait. "Europe" (pp. 68–69); "Asia" (pp. 90–91): "A commonly accepted division between Asia and Europe ... is formed by the Ural Mountains, Ural River, Caspian Sea, Caucasus Mountains, and the Black Sea with its outlets, the Bosporus and Dardanelles." Europe covers approx. , or 2% of Earth#Surface, Earth's surface (6.8% of Earth's land area), making it ...
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Soviet Union
The Union of Soviet Socialist Republics. (USSR), commonly known as the Soviet Union, was a List of former transcontinental countries#Since 1700, transcontinental country that spanned much of Eurasia from 1922 until Dissolution of the Soviet Union, it dissolved in 1991. During its existence, it was the list of countries and dependencies by area, largest country by area, extending across Time in Russia, eleven time zones and sharing Geography of the Soviet Union#Borders and neighbors, borders with twelve countries, and the List of countries and dependencies by population, third-most populous country. An overall successor to the Russian Empire, it was nominally organized as a federal union of Republics of the Soviet Union, national republics, the largest and most populous of which was the Russian SFSR. In practice, Government of the Soviet Union, its government and Economy of the Soviet Union, economy were Soviet-type economic planning, highly centralized. As a one-party state go ...
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United States
The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 U.S. state, states and a federal capital district, Washington, D.C. The 48 contiguous states border Canada to the north and Mexico to the south, with the semi-exclave of Alaska in the northwest and the archipelago of Hawaii in the Pacific Ocean. The United States asserts sovereignty over five Territories of the United States, major island territories and United States Minor Outlying Islands, various uninhabited islands in Oceania and the Caribbean. It is a megadiverse country, with the world's List of countries and dependencies by area, third-largest land area and List of countries and dependencies by population, third-largest population, exceeding 340 million. Its three Metropolitan statistical areas by population, largest metropolitan areas are New York metropolitan area, New York, Greater Los Angeles, Los Angel ...
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Great Power
A great power is a sovereign state that is recognized as having the ability and expertise to exert its influence on a global scale. Great powers characteristically possess military and economic strength, as well as diplomatic and soft power influence, which may cause middle or small powers to consider the great powers' opinions before taking actions of their own. International relations theorists have posited that great power status can be characterized into power capabilities, spatial aspects, and status dimensions. While some nations are widely considered to be great powers, there is considerable debate on the exact criteria of great power status. Historically, the status of great powers has been formally recognized in organizations such as the Congress of Vienna of 1814–1815Danilovic, Vesna. "When the Stakes Are High – Deterrence and Conflict among Major Powers", University of Michigan Press (2002), pp 27, 225–22(PDF chapter downloads)
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