Simon McGregor on Sat, 4 Aug 2012 03:10:19 -0700 (MST) |
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Re: [game-lang] Late to the party |
On Sat, Aug 4, 2012 at 12:22 AM, Dan Percival <dan.percival@xxxxxxxxx> wrote: > Simon, > > That's quite an overview of the computer-Mao problem! > > I'm curious if you have an example in mind of a game in which intentional > rule-breaking formally causes a loss while unintentional rule-breaking > doesn't. In pool tournaments at my University, the rules stated that intentional fouls led to a game loss. This situation could arise if you were snookered and likely to foul anyway - in principle, you are supposed to do your best to play one of your balls, but there could be an advantage to playing a different shot instead to leave your opponent in a worse position after your foul. It seems that the official enforcement rules of the Magic card game also provide different penalties for intentional and unintentional infractions: www.wizards.com/dci/judge/MTG_DCI_Judge_Penalty.asp > In a large part, the rules of games "just are," and enforcing them > is outside the scope of the game. (A counter-example I can think of is > Diplomacy, which specifically states that rule violations are allowed but > must be rolled back once discovered, if possible.) GDL implicitly uses this > formulation, such that state transitions that break the rules are > impossible. This is reasonable(!), but worth noting. Yes - in a computer implementation of a game, rules violations can be prevented (leaving aside the possibility of hacking). But one can imagine a variant of Mao in which it is not legal to deliberately and knowingly play a "violating" move in order to strategically incur the card penalty without otherwise changing game state. It's not clear how to formalise such a rule. Simon _______________________________________________ game-lang mailing list game-lang@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/game-lang