Phil Ulrich on Tue, 7 Oct 2008 12:28:31 -0700 (MST) |
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Re: [s-d] [s-b] Proposal: MathFlag |
It would at the beginning of the next nweek, when it would go from p*x=x to p*x=100x. Tyler wrote: > 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 >> > > > _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss