18 ms·
I think you've got the right idea. The 'facts' of what-counters-what don't matter too much; it's the feedback mechanism that matters. When you see Player 2 do X
by arh68 13y ago
I think you've got the right idea. The 'facts' of what-counters-what don't matter too much; it's the feedback mechanism that matters. When you see Player 2 do X, you use that info to play the best Y. Good scouting decreases this feedback timing, and the player that iterates better will, given enough time, come out on top.
In SC2, there's a spectrum of usefulness to information. Finding a proxy pylon is hard, but screams intention. Scouting early double gas is easy, perhaps, but is more clouded. In chess, all the positions of the pieces are obvious (no concept of scouting), but all the information is clouded beneath layers of moves-after-moves. A very powerful attack can be hidden in plain sight.
In this more general context of iterative gathering & analyzing of information in pursuit of a victory condition, I can see how it applies. The fact that the general mechanism (however it works, exactly) can be exercised through a specific game is still intriguing.