| Joel Uckelman on 15 Mar 2001 19:28:00 -0000 |
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| spoon-business: Political Go revision |
I make a revision to P362 and activate it:
\begin{proposal}
\title{Political Go}
\number{362}
1. Create a Rule entitled "Political Go" with the following text:
"There exists a Contest called Political Go. The Go Consul is the
Contestmaster. The first Go Consul is Joel.
The Go Board is empty at the start of Political Go. Players become Go
players by making a Go move. Go players are unallied by default.
A game of Political Go ends if it is no longer legal to place a Stone, or
if a nweek passes in which no Player places a Stone.
The Go player with the highest Go score is the winner of the Contest."
2. Create a Rule entitled "Go Board" with the following text:
'The Go Board is 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 be occupied
by a single Stone. 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 only through
vertices in the set, to trace a path along grid lines from one vertex in
the set to all other vertices in the set.'
3. Create a Rule entitled "Stones, Dragons, and Liberties" with the
following text:
"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 clear 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."
4. Create a Rule entitled "Go Moves" with the following text:
"For each move, a Go player must do one of the following:
1. Place a Stone.
2. Offer an alliance to an enemy.
3. 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 placed 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 offers an alliance, e must name an enemy Go player 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."
5. Create a Rule entitled "Stone Capture" with the following text:
"Following each Go move, the Stones of Dragons with no liberties unfriendly
to the moving Go player are captured.
If a captured Dragon is adjacent only to Stones owned by a single Go
player, that Go player captures 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 among the owners of those Stones as
follows:
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 the Dragon has received a Stone. This process is repeated
until all Stones from the captured Dragon are exhausted."
6. Create a Rule entitled "Go Scoring" with the following text:
"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."
\end{proposal}
--
J.