Daniel Lepage on Wed, 22 Nov 2006 08:30:13 -0700 (MST) |
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Re: [s-d] [s-b] Proposal: Conflict resolution |
On Nov 22, 2006, at 5:49 AM, Andy Jones wrote: >>> Why should changing some irrelevant part of a rule affect it's >>> precedence? > > Oh! I see what you mean! > Why would you want to change an irrelevant part of a rule? > How could you make a rule that distinguished a relevant change from an > irrelevant one? I think be "irrelevant" e means "irrelevant to the issue under consideration". Consider the following two rules: R1 (modified ndate 12.12) No player may submit more than one proposal per nweek. R2 (modified ndate 11.12) Any player may submit a proposal at any time. A proposal passes if more than 50% of the votes on it were FOR. Since R2 is older, it takes precedence over R1 by your rule, and so any player may submit a proposal at any time (regardless of how many they have submitted). Then in nweek 13, somebody proposes to change 50% to 60% in R2. This changes R2's mod time, and suddenly R1 takes precedence. Thus, a proposal to alter the voting method inadvertently changes how many proposals a player can make in an nweek. Also, with regards to two rules claiming precedence over each other, it's not hard to deal with - a third rule can simply say that when this happens, both claims are ignored and precedence is settled in the usual manner. Barring that, you call a Judge to decide the issue. An important distinction between Peter Suber's game of Nomic and B Nomic is that in general, B Nomic does not end. We have had players Win, and we have had times when the game broke due to paradox (at one point, almost every numeric attribute associated to a player became either undefined or infinite, but we couldn't tell which). But this has never ended the game. Thus, even if you regard two rules contradicting each other as a winning condition, we still need to be able to keep the game going. Traditionally we do this with some sort of Emergency Rule that provides a way to change the gamestate with the guarantee that a majority of all players can *always* invoke the emergency clause, no matter what else has gone wrong. -- Wonko _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss