Rob Speer on 17 Jul 2003 03:52:01 -0000 |
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[spoon-discuss] Re: [Spoon-business] Political Go |
Okay. Here's my second try. Now I'm looking back at the old rule and seeing that it did a bunch of things right. If nobody finds problems, I'll actually propose it; I intend for this to be off the forum. __Political Go__ {{ There exists a Subgame called Political Go. The game is played on a 13x13 board, which is initially empty. At any given time, every position on the board is either empty, or occupied by a Stone belonging to a certain player. The rows of the game board are numbered 1 through 13 from bottom to top, and the columns are labeled A through M from left to right. Each player has a Go Score, which is a quantity of Go Points (possibly negative), which begins at 0. A player's Go Score may only be changed as defined in this rule. Alliances --------- For the purposes of this rule, a Player is either a Player as defined in the rest of the Nomic, or the Admin. Every Player has a set of Allies, who are other Players. Anyone who is not an Ally to a given player is considered an Opponent of that player. Alliances are not necessarily transitive. Player A can be allied with player B, and player B with player C, while player A remains an opponent of player C. Moving ------ [[Changed from "either or both" to "one"]] A Move consists of doing one of the following: 1. Adding a Stone to the board on an empty space. 2. Forming or breaking an Alliance with another Player. 3. Passing. After any Move, some pieces may be Captured (as defined below). To form an Alliance, both players must publically consent to do so. (The first player consenting does not count as a move; the second player consents by actually forming the Alliance, which counts as a move.) The two players then add each other to their list of Allies. Anyone in an Alliance with another player can break the Alliance at any time. In that case, the two players remove each other from their list of Allies. A player may move at most once per Checking Period, and may not move if one of eir Allies has made the most recent move. Ko --- Two states of the board are considered "equivalent" if the only difference between them is that, at any number of given positions, a stone belonging to one player is replaced by a stone belonging to another, and those two players are allied. Only the positions of pieces on the board, not the state of alliances, are considered A player may not make a move that would change the board position so that it is equivalent to a previous board position. (This is the political extension of Go's Ko rule. It really does apply to any previous board position, but since the total number of stones on the board tends to increase, it is generally not necessary to look back more than 2 or 4 moves.) Capturing --------- [[The term "dragon", from Joel's rule, is cool. So is his method of capturing, now that I think about how it works.]] A Dragon is a set of stones that are connected by being adjacent either horizontally or vertically, that belong to players who are all Allied with each other, and that are not adjacent to any other stones belonging to a mutual ally. [[This ensures that all Dragons are of maximal size.]] If alliances are not transitive, it is possible for a stone to be part of more than one Dragon. For example, if A is allied with B and B is allied with C, then in the formation AAABBCCC, the B stones are in both the AB dragon and the BC dragon. A Liberty is an empty square adjacent to a Dragon (possibly on the interior of it). If a Dragon has no Liberties, then it is Captured. In the event of a Dragon being Captured, the players having Stones adjacent to that Dragon are considered the Capturers. The stones in the Dragon are removed from the board, and the Capturers collectively receive one Go Point per stone Captured, as follows: as many Go Points as possible are divided equally among the Capturers, and remaining Go Points are given to the Capturers with the most stones adjacent to the Dragon, with ties going to the player who played most recently. Each player whose Stones are being Captured loses one Go Point for each stone that e loses. You may not play a piece in a position where it would be immediately Captured. Ending the game --------------- The game ends during a Checkpoint when the most recent move was to Pass, and nobody has placed a stone for more than an Nweek. Scoring ------- [[ Took out the part about dead stones. In real Go, you can use various methods to tell which stones would be captured if the position were played out; with the possibility of turns out of order and back-stabbing, this doesn't work. You have to clear dead stones out of your territory yourself. ]] A Territory is a set of empty board positions, connected by being horizontally or vertically adjacent, and not adjacent to any other empty positions. [[Again, this makes sure that Territories are maximal.]] Any player who has a stone adjacent to a Territory at the end of the game is considered to own a share of that Territory. For each Territory, each player adjacent to that Territory receives a number of Go Points equal to 2*M/N, rounded down, where M is the number of positions in that Territory, and N is the number of players with stones adjacent to the Territory. After the Go Points are totaled, any player with a positive number of Go Points receives that many actual Nomic points. The Go game is then reset; the Board is cleared of stones, all Alliances are broken, and all players' Go Scores return to 0. Displaying the Game ------------------- When a player makes a Move, he does so by posting a message to a Public Forum describing the move and displaying the state of the game in an agreed-upon format. Such a message may look like the contents of the following comment. [[ I place a stone at G3. A B C D E F G H I J K L M .---------------------------. 13| . . . . . . . . . . . . . |13 12| . . . . . . . b . . . . . |12 11| . . . . . . . . . . . . . |11 10| . . . . . . . . . . . . . |10 9| . . . . . . . . . b . . . |9 8| . . . . . . . . . . . b . |8 7| S . . . . . . . . . . . . |7 6| . . . R . . . . . . . . . |6 5| . . . . . S . . . . . . . |5 4| . . . . . . . . . . . . . |4 3| . . . . . . R . . . . . . |3 2| . . . . . . . . . . . . . |2 1| . . . . . . R . . . . . . |1 '---------------------------' A B C D E F G H I J K L M [R] Rob 0 points Allies: S [b] Bob the Voting Fish 0 points Allies: none [S] Someone Else 0 points Allies: R ]] If a Move as posted is illegal, then it is not considered to occur. If the state of the game displayed in the message does not actually reflect the result of making that Move - for example, because the board does not reflect another Move made just before that - then the Move is illegal. }} -- Rob Speer _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss