Joel Uckelman on 2 Dec 2000 22:52:21 -0000 |
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spoon-business: Political Go proposal |
Ok, so here's the first draft, for which I am greatly indebted to Tom (Jenny?) Mueller's proposal from Berserker. This looks extremely complicated, but it's really not. The rules for Go are intuitively simple, but are difficult to describe precisely, especially when they are expanded to include more than two players. A few things to note: 1. I have not specified how this affects the larger game. 2. I have not specified how long turns last, and whether extra-Go things affect how many turns Go players get. These two things are purposely omitted, since I don't know what people want with regard to them. I will likely split up the rules for Political Go somehow just to make them more readable. Some of the dealings w/r/t alliances need to be checked to ensure they don't lead to any paradoxes, like the rules dictating that a dragon is both captured and causes the capture of another at the same time, e.g. So, the proposal: ---- Create a Rule entitled "Subgames" with the following text: "Subgames may be played by any Agent who publicly indicates a desire to participate. Each Subgame must have a Subgame Administrator." [[There's a little more to say about this, obviously. Something about generalized features of Subgames. Actually, this should probably be a separate proposal.]] Create a Rule entitled "Political Go" with the following text: "There exists a Subgame called Political Go. The Go Consul is the Subgame Administrator. Political Go is played on a square grid of 19 rank lines and 19 file lines, lettered horizontally from "a" to "s" and vertically from "1" to "19". Each vertex on the grid must, at all times, either be empty or have a stone on it. Two vertices are adjacent if a grid line can be followed from one to the other without crossing any other vertices. A set of vertices is mutually adjacent if it is possible, by passing through only vertices in the set, to trace a path along grid lines from one vertex in the set to all other vertices in the set. The stone is the playing piece in Political Go. Each stone is owned by one and only one Go player. Two stones are friendly if they are owned by the same Go player or by allies; otherwise, the stones are unfriendly. A set of stones is mutually friendly if all pairs of stones in the set are friendly. Two stones are adjacent if they occupy adjacent vertices. A stone is adjacent to a vertex if the vertex it occupies is adjacent to that vertex. A dragon is defined as any set of mutually friendly stones occupying mutually adjacent vertices in which no stone in the set is adjacent to a mutually friendly stone not in the set. A dragon is adjacent to all of the vertices adjacent to the vertices occupied by its stones. A dragon has a number of liberties equal to the number of unoccupied vertices to which it is adjacent, with no vertex being counted more than once. A dragon is considered dead if has only one liberty; otherwise, the dragon is live. A dragon is friendly to a Go player if it contains only friendly stones. Each vertex from which no path may be traced to a dragon unfriendly to a Go player is counted as one territory for that Go player. A dragon has an eye if its liberties are territory for a Go player to whom it is friendly, and, barring a change of alliances, it would be impossible for that territory to be lost. Any dragon with two distinct eyes, barring a change of alliances, may never become dead. The turn list is a list the names of all Go players. The first Go player on the turn list must make exactly one move, after which eir name is moved from the head of the list to the tail. For each move, a Go player must do one of the following: 1. Place a stone. 2. Pass. 3. Offer an alliance. 4. Declare war on an ally. If a Go player places a stone, e may place a single stone on any unoccupied vertex, with the following exceptions: 1. Stones may not be placed on vertices on which the Go player had a stone during eir previous turn. 2. Stones may not be place on vertices on which the placement of a stone would cause the formation of a friendly dragon with no liberties, unless it would also cause the formation of an enemy dragon with no liberties. If a Go player passes, eir turn ends. If a Go player offers an alliance, e must name a Go player whose stones are not friendly to whom e is making the offer. If that Go player accepts the offer, the two Go players become allied. If a Go player declares war on an ally, the two Go players cease to be allies, and eir former ally's stones are no longer friendly. On making a legal move, a Go player's turn ends. Before the next Go player's turn starts, the stones of enemy dragons with no liberties are captured and removed from the grid. If a captured dragon is adjacent only to stones owned by a single Go player, that player is credited with all of the stones in the captured dragon. If a captured dragon is adjacent to stones owned by more than one Go player, the captured stones are divided thusly by the Go players whose stones are adjacent to the captured dragon: The Go player with the most stones adjacent to the captured dragon receives the first stone, the next most the next stone, and so on, with ties broken randomly, until all captured stones are exhausted or every Go player capturing from that dragon has received a stone. The process is repeated until all stones from the captured dragon are exhausted. If ever all Go players pass three times consecutively or no Go player may legally place a stone, the Subgame ends. At the end of the game, all live dragons which could not gain two distinct eyes if play were to continue without a change of alliances are considered dead. All dead dragons are captured by the Go players whose unfriendly dragons are adjacent to them. Live unfriendly dragons adjacent to the liberties of dead dragons are considered to be adjacent to the dead dragons for the purpose of dividing the captured stones. After the removal of dead stones, each Go player's territory is counted. A Go player's Go score is the sum of eir territories and captured stones. The Go player with the highest Go score is the winner of the Subgame. -- J. -- Play Nomic! http://www.nomic.net