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I have a equation that can decipher once and for all the personality of chess opponents online.
It comes down to three variables.
Personality = Spoken word/Nuance of situation
The spoken word is what the opponent types online. E.g GG or wanna rematch?
The nuance of the situation is the facts pertaining to the situation. Using the scenario of a chess game, the nuance can be that you lost a game or that you won a game versus the typing opponent.
Now personality of opponent equates to
GG/I lost a game
GG/I won a game
Wanna rematch? / I won a game
And so forth
The first case
Personality= spoken word/nuance
GG/I lost a game= sarcastic opponent
Wanna rematch/I won a game= confident opponent
You see what I mean?
You can always tell what kind of person the opponent is if you contrast his speech with the overall situational facets.
As a rule of the thumb, the greater the difference between situation and spoken word, i.e a greater value in constant K, is for evil personality types
Sarcastic, evil, bad, mad, dumb, sadistic, all fit a greater K constant.
Minimum conflict between spoken word and situational nuance lend to more nice personality types
Truthful, forgiving, nice, confident, generous persons all demonstrate a low K value.