Bibliography (12):

  1. Playing to Win Overview

  2. Better All the Time: How the ‘performance revolution’ came to athletics—and beyond

  3. Some Moral and Technical Consequences of Automation: As machines learn they may develop unforeseen strategies at rates that baffle their programmers

  4. Real World Games Look Like Spinning Tops

  5. Assessing Human Error Against a Benchmark of Perfection

  6. Shiny balls of Mud: William Gibson Looks at Japanese Pursuits of Perfection

  7. The Revolution in Classic Tetris: How a younger generation used the Internet to master the falling blocks

  8. How Flash Games Shaped The Video Game Industry: Flash is dead. But the influence of Flash games on modern gameplay is inescapable

  9. Smash Training retrospective

  10. 95%-ile isn’t that good