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
>>> _______________________________________________
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>>> http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss
>>>
>> _______________________________________________
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>>
> 
> 
> 
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