Joel Uckelman on 17 Mar 2001 18:34:18 -0000 |
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This is, I believe, the final revision of the Political Go Proposal. I realized that I was not handling Ko or Seki correctly, and added a section on clearing the board. \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. Each Go player may make no more than one Go move per Game day, and may never place two Stones consecutively. 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 so as to repeat a previous Board configuration. 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 dead Dragons are captured by the Go players whose unfriendly Dragons are adjacent to them. 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." 7. Create a Rule entitled "Clearing the Board" with the following text: "Following Go scoring, a number of captured Stones equal to eir territories plus is created in each Go player's possession, and all of eir Stones in play are added to eir pool of captured Stones, thus removing all Stones from the Go Board." \end{proposal} -- J.