Tyler on Tue, 7 Oct 2008 12:23:06 -0700 (MST)


[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]

Re: [s-d] [s-b] Proposal: MathFlag


What if I made p=the MoM's reward value? p*x would never be figured out! (It
would always be p*x=x.)

On Tue, Oct 7, 2008 at 1:16 PM, Jamie Dallaire <bad.leprechaun@xxxxxxxxx>wrote:

> I'm not sure what you're asking. I HAVE been thinking that I should rework
> this proposal and make it clearer because it is currently almost just a
> stream-of-consciousness and as such probably quite unclear.
>
> Here is what I mean with the "p": The idea is that my team could pick a
> secret expression that looks, for example, like this:
>
> 32*x/(7*p+4)
>
> specifying that p represents, hmm, I don't know, Ty-Guy6's mackerel. Or any
> other attribute value within B that can only be a finite number.
>
> The opposing team, trying to figure out how to predict our numbers, doesn't
> know what p represents. The Gamemaster, however, does. So if the opposing
> team were to submit an input of x = 4, then the Gamemaster would use x = 4
> and look up the current value of p (right now: 425) to compute (when he
> gets
> around to computing) the result of the expression:
>
> 32 * 4 / (7 * 425 + 4) = 128 / 2979 = 0.042967438737831487076200067136623
>
> (hmm, I really should specify some guideline for reporting a certain number
> of decimals... and maybe restrict expressions to even shorter lengths...
> otherwise this looks HARD!)
>
> BP
>
> On Tue, Oct 7, 2008 at 3:08 PM, Tyler <wisety@xxxxxxxxx> wrote:
>
> > Hey, I like the sound of it, but I don't fully understand the 'p' thing.
> It
> > sounds like you are saying, you only can do this, this, this, and, oh
> yeah,
> > anything else. How is someone supposed to guess what that p is? Couldn't
> > you
> > make p change x to a specified constant every time?
> >
> > On Sun, Oct 5, 2008 at 11:26 PM, Jamie Dallaire <
> bad.leprechaun@xxxxxxxxx
> > >wrote:
> >
> > > Here's an attempt at a subgame. There are still several ndays before
> > > voting,
> > > so please do suggest improvements to the subgame as I'm not sure where
> to
> > > set the limits myself. E.G. should the list of operators include simple
> > > logical ones like IF statements? That might get to be too ridiculously
> > > difficult. E.G. how many characters sets a reasonable limit for each
> > team's
> > > secret expression?
> > >
> > > Also, I'm not following the usual language of attributes and whatnot. I
> > > don't think this needs to be so within a subgame as long as it is
> > > internally
> > > consistent, right? Everyone ok with this?
> > >
> > > I submit the following Proposal, entitled "MathFlag":
> > > {
> > > Create a Subgame named "MathFlag", described by the Game Document that
> > > reads
> > > as follows:
> > > {{
> > > "MathFlag" is a team-based Subgame, described by this Game Document.
> > >
> > > This Subgame, when it is Open, is always in one and only one of four
> > > Stages:
> > > Preliminary, Selection, Active, or Challenge.
> > >
> > > When this Subgame becomes Open, it is in the Preliminary Stage. During
> > the
> > > Preliminary Stage, Players (save for the Gamemaster) may join MathFlag
> by
> > > announcement to the Public Forum. The Gamemaster may cause the Subgame
> to
> > > move to the Selection Stage at a time of his choosing, provided at
> least
> > 2
> > > rdays have elapsed since the Preliminary Stage began, by announcing the
> > > makeup of the two opposing teams to the Public Forum. These teams must
> > > collectively include every Player who has joined MathFlag (and only
> those
> > > Players), and these Players must be distributed randomly and as evenly
> as
> > > possible between the two teams.
> > >
> > > During the Selection stage, any Player may privately submit a Proposed
> > > Secret Expression to the Gamemaster. The Gamemaster may cause the
> Subgame
> > > to
> > > move to the Active Stage by announcement to the Public Forum at a time
> of
> > > his choosing, provided at least 2 rdays have elapsed since the
> Selection
> > > Stage began and at least one member of each team has submitted a valid
> > > Proposed Secret Expression. When the Active Stage begins, the last
> valid
> > > Proposed Secret Expression submitted by any member of each team becomes
> > > that
> > > team's Secret Expression. The Secret Expression may never be changed.
> > >
> > > A Proposed Secret Expression is valid if it fulfills the following
> > > requirements:
> > > - It includes no spaces.
> > > - It consists of a maximum of 16 characters.
> > > - It contains only characters from the following set: {- + / * ( ) 0 1
> 2
> > 3
> > > 4
> > > 5 6 7 8 9 x p}
> > > - If it contains the character "p", it is accompanied by an explanation
> > of
> > > which specific Attribute's Value this character represents. The Range
> of
> > > this Attribute must only include finite numbers.
> > >
> > > During the Active stage, any Player may submit (to the Public Forum) an
> > > Input, which must be a single integer. The Gamemaster may, by
> > announcement
> > > to the Public Forum, Compute at any given time, provided that at least
> 1
> > > rday has elapsed since he last Computed and since the MathFlag last
> > entered
> > > the Active Stage. The Gamemaster is obliged to Compute within 2 rdays
> of
> > > receiving Inputs from members of both teams. When the Gamemaster
> > Computes,
> > > he evaluates the Result of each team's Secret Expression using the last
> > > Input submitted by a member of the opposing team, as well as the
> current
> > > Value of the Attribute represented by the character "p" for each team
> (if
> > > relevant). The Gamemaster, when he Computes, must announce both the
> Input
> > > used and the Result of each team's Secret Expression to the Public
> Forum.
> > >
> > > During Computation, the Gamemaster must abide by the following
> > guidelines:
> > > - "-" represents subtraction, "+" represents addition, "*" represents
> > > multiplication, and "/" represents division.
> > > - mathematical order of operations must be followed, considering all
> > above
> > > operations and brackets.
> > > - "x" is to be replaced by the last Input submitted by a member of the
> > > opposing team.
> > > - "p" is to be replaced by the current Value of the Attribute specified
> > by
> > > the team having submitted the Secret Expression being evaluated.
> > >
> > > At any time during the Active Stage, any Player on either team may
> cause
> > > MathFlag to move to the Challenge Stage by announcement to the Public
> > > Forum.
> > > When this occurs, the Gamemaster must randomly compose a list of 3
> > integers
> > > within the range [-1000,1000] and submit these to the Public Forum.
> These
> > > integers are known as Queries. Any Player from each team may submit, to
> > the
> > > Public Forum, a Guess that corresponds to each Query. At a time of his
> > > choosing, provided at least 2 rdays have passed since the Challenge
> Stage
> > > was last entered, OR each Query has been met with a Guess from each
> team,
> > > the Gamemaster may Compare the results.
> > >
> > > When he Compares, the Gamemaster evaluates the result of each team's
> > Secret
> > > Expression (exactly as when he Computes) using each individual Query as
> > an
> > > Input. He then compares this result to the Guess submitted by the
> > opposing
> > > team from the corresponding Query, the difference being known as the
> > Error
> > > for each individual Guess.
> > >
> > > If the sum of the three Errors for the team that caused the Challenge
> > Stage
> > > to begin is zero, all the Players on this team are Winners. The
> opposing
> > > team's Players are Losers.
> > >
> > > If this is not the case, but the sum of the three Errors for the other
> > team
> > > is zero, the Players on the other team are Winners, and the Players on
> > the
> > > team that caused the Challenge Stage to begin are Losers.
> > >
> > > If neither team has a cumulative Error of zero, MathFlag re-enters the
> > > Active Stage. If the cumulative Error of the team that last caused the
> > > Challenge Stage to begin is greater than that of the opposing team, no
> > > Player from the former team may submit an Input until the Gamemaster
> has
> > > Computed once more.
> > >
> > > If, at any time, the Attribute with a Value represented by "p" in a
> > team's
> > > Secret Expression ceases to be an Attribute, or if its Range ceases to
> > > include only finite numbers, this team's Players are Losers. Unless
> they
> > > simultaneously become Losers, the opposing team's Players are Winners.
> > >
> > > Whenever Winners and/or Losers are declared, MathFlag ends.
> > >
> > > When MathFlag ends, all Winners are awarded a Solar-Powered Pocket
> > > Calculator as a Trophy.
> > > }}
> > > }
> > >
> > > Billy Pilgrim
> > > _______________________________________________
> > > spoon-business mailing list
> > > spoon-business@xxxxxxxxx
> > > http://lists.ellipsis.cx/mailman/listinfo/spoon-business
> > >
> >
> >
> >
> > --
> >  -Tyler
> > _______________________________________________
> > spoon-discuss mailing list
> > spoon-discuss@xxxxxxxxx
> > http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss
> >
> _______________________________________________
> spoon-discuss mailing list
> spoon-discuss@xxxxxxxxx
> http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss
>



-- 
 -Tyler
_______________________________________________
spoon-discuss mailing list
spoon-discuss@xxxxxxxxx
http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss