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