One thousand tips do not make a system — LessWrong
Well, consider a real-time strategy game like Starcraft II. One of the most important things to do in SC2 is macromanagement: making sure that your resources are all being used sensibly. Now, macromanagement could be learned as a big, long list of tips. Like this: Getting Started FAQ Library I would call the “systems” you describe “algorithms”. Looking at your examples, I see that your two “lists of tips” are slightly different. The first list is a combination of tips (aim for 22-30 workers) and facts about the situation (workers mine minerals; that’s how things work). The facts describe the problem you are designing an algorithm to solve. The tips describe solutions you would like your algorithm to aim for when those tips are applicable, but they are general goals, not specific actions. Your second list has no facts, only tips. And those tips are already expressed in the form of if-then statements (actions) that would be part (but just a part) of a larger algorithm. Exactly, and Abels