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  • The benefits of Oracle's Strategy of Applications Unlimited

    Jesper Andersen, Senior Vice President of Applications Strategy talks with Fred about Applications Unlimited- Oracle' s plan to continue providing ongoing enhancements to current Oracle Applications beyond the delivery of Fusion applications, benefits to customers and how customers can provide input into next product releases.

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  • PeopleTools Strategy and Roadmap

    Jeff Robbins, Senior Director of PeopleTools Strategy for Oracle discusses with Cliff the highlights and key features of the most recent PeopleTools release, the benefits of the Applications Unlimited Program to PeopleTools customers, and how customers can prepare for Fusion.

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  • Title of person reporting to CEO responsible for strategy and projects [closed]

    - by user64134
    Case in point: What is the title of the person reporting directly to the CEO and/or CTO, responsible for the overall technical strategy and the overall responsibility for all projects and programs among multiple teams (being led by team leads) in a tech company I'm thinking that it is a mix of a staff and line position - making chief architect being too advisory and not matching the project/program part and VP of engineering a bit too high level?

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  • Oracle Turkey Applications Strategy Update Event

    - by [email protected]
    Oracle Turkey gathered its wide range of customers and associates in "Oracle Applications Strategy Update" event in Istanbul at 17 March of 2010 as a part of worldwide Global Applications Smart Strategies Tour.  The program discussed, the new technologies and, with real-world examples, presented strategies for  leveraging technology to succeed in today's challenging business environment.    

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  • Welcome to the Apps Strategy Blog

    - by [email protected]
    Over the coming days and weeks we will be blogging here about all things related to Oracle Applications Strategy. First and foremost, what's happening at OpenWorld in Applications, news about new applications releases, applications events and applications customer success stories. Our goal is to give you information to get the most out of your Oracle Applications.

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  • Oracle Turkey Applications Strategy Update Event

    - by [email protected]
    By [email protected] on April 12, 2010 10:42 PM Oracle Turkey recently gathered a wide range of customers and associates for an Oracle Applications Strategy update event in Istanbul, as part of the worldwide Global Applications Smart Strategies Tour. The program discussed new technologies and with real-world examples, presented strategies for leveraging technology to succeed in today's challenging business environment.

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  • Effective Link Building As an Online Marketing Strategy

    Link building is a very effective online marketing strategy for increasing search engine rankings but only if done correctly. Consideration needs to be given to the type links you develop for your site being search engines favor particular link characteristics. Discover the 3 characteristics the links you are developing need to have in order for you to increase your search engine traffic.

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  • SEO - A Game of Numbers and Strategy

    Traditional marketing strategy would capitalize on the usual television commercial, banner ads, holding a social event to promote your new product, print ads and more. However, these portfolios might be missing one vital ingredient: the internet. Over one billion people have the access to internet.

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  • Every Linking Strategy Starts with Great Content

    Having great content is at the core of every effective linking strategy. In order to develop back links you absolutely must give other sites a reason to link to you in the first place. Having some ty... [Author: TJ Philpott - Web Design and Development - May 20, 2010]

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  • Advanced SEO Strategy Guaranteed to Boost Your SEO

    One of the main factors for optimising your website for page 1 on Google is to get incoming links from other web pages, and to boost the effectiveness of those links there are a few things to consider, including the relevance of the page where your link is coming from, plus the link itself needs to be relevant to the keywords that you are targeting on Google. Here's one strategy you can use for getting great incoming links to help you achieve higher Google rankings.

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  • Search Engine Optimization Strategy - The Easiest Advertising Method

    Use my Search Engine Optimization Strategy and stop spending hundreds or even thousands of dollars trying to advertise your website. You may know or not know that advertising on internet really may cost you that kind of money, but I really want to show you that always there is a better way to advertise on the web, actually there is a FREE way to do it.

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  • Oracle Applications Strategy

    John Wookey, Senior Vice President, Oracle Applications Development at Oracle, speaks to Fred about how Oracle's application strategy brings the most value to our customers and benefits of next generation applications.

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  • SEO is the Best Internet Marketing Strategy

    An affiliate marketing strategy that has been done by many people and has been truly successful is to implement SEO (Search Engine Optimization). A strategic internet marketing step that will make your sale visited by a lot of customers!

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  • Designing rules to fight smallpox in Civ-style TBS games

    - by Williham Totland
    TL;DR: How do you design a ruleset for a Civ-style TBS game that prevents city smallpox from being a profitable or viable strategy? Long version: Civ-style games are pretty great. Bringing a civilization from cradle to grave is a great endeavor, and practicing diplomacy with hard-line human players is fun and challenging. In theory. In practice, however, many of these games has, especially in multiplayer, exactly one viable strategy: City smallpox, a.k.a. infinite city spread, a.k.a. covering all available space with 1-citizen cities, packed as tight as they will go. I suppose this could count as emergent gameplay, but still; it could hardly be considered to be in the spirit of the class of game. The Civilization series, of course, is stuck in their more or less fixed rule sets, established with Civilization. Yes, there have been major changes in some respects, but the rules pertaining to city building and maintenance have stayed pretty similar. So the question, then: If you build a ruleset for a TBS from the ground up; what rules should be in place to prevent Infinite City Sprawl from being a viable strategy? Or should ICS be a viable strategy?

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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