You haven't addressed most of my concerns from the last draft, so I will
still be strongly voting against, and likely deregistering if it passes.

On Mon, Oct 9, 2017, 00:33 Aris Merchant, <
thoughtsoflifeandligh...@gmail.com> wrote:

> Title: Conditionals and Determinacy v3
> Adoption index: 3.0
> Author: Aris
> Co-author(s):
>
> Create a power 3.0 rule entitled "Conditionals and Determinacy", with the
> following text:
>
>   A conditional is any textual structure that attempts to make a statement
>   affecting any part or aspect of the gamestate (the substrate), or the
>   permissibility or possibility of any action affecting such a part or
> aspect,
>   dependent on the truth value or other state of a textual structure
>   (the condition). The condition is said to be "affixed" to the substrate
>   (inverse "to be conditional upon").
>
>   A condition is inextricable if it is unclear, ambiguous, circular,
>   inconsistent, paradoxical, depends on information that is impossible or
>   unreasonably difficult to determine, or otherwise requires an
> unreasonable
>   effort resolve; otherwise it is extricable. A conditional is
> inextricable if
>   its condition is inextricable; otherwise it is extricable. A player
> SHOULD NOT
>   use an inextricable conditional for any purpose.
>
>   If a restricted value, or the value of a conditional, or a value
> otherwise
>   required to determine the outcome of a restricted action, CANNOT be
> reasonably
>   determined (without circularity or paradox) from information reasonably
>   available, or if it alternates instantaneously and indefinitely between
>   values, then the value is considered to be indeterminate, otherwise it is
>   determinate.
>
>   If an action would, as part of its effect, make a restricted value
>   indeterminate, it is void and without effect unless it is explicitly
> permitted
>   to do so by a rule; this restriction should be interpreted in accordance
>   with existing precedent, and this rule defers to judicial discretion and
>   game custom.
>
> Create a power 3.0 rule entitled "Conditional Announcements", with the
> following
> text:
>
>   A player SHALL NOT deliberately make an action taken by announcement
>   conditional on an inextricable condition, and any such conditional is
>   INVALID, and its substrate void and without effect; these restrictions
> should
>   be interpreted in accordance with existing precedent, and this rule
> defers to
>   judicial discretion and game custom.
>
>   Extricable conditionals do not necessarily fail; however, they must be
>   reasonably resolvable given complete knowledge of the gamestate at the
> time
>   the message takes effect. This knowledge CAN require interpretation of
> data
>   in non-trivial ways (e.g. interpretation requiring CFJs), but such
>   interpretation must be achievable without absurd effort. No
> by-announcement
>   conditional may ever be conditional upon information which cannot be
> deduced
>   from the knowable gamestate at the time the message takes effect, nor can
>   such conditionals ever change the time the message takes effect.
>
>   Loops are generally viable, subject to the above restrictions. However,
>   long loops used abusively may fail, at the discretion of a judge; the
>   presumption is in favor of the loop being successful.
>
>   This rule is intended as a codification and clarification of existing
>   precedent. It does not attempt to overrule existing precedents, but only
> to
>   make explicit the principles by which its subject matter is to be
> understood.
>
> Create a power 3.0 rule entitled "Action Rationality", with the following
> text:
>
>   An irrational action is one that is either deliberately and
> malisoally hidden from view
>   inside a larger message (e.g. a report) or contains excessive repetitions
>   or complex loops that make the message unreasonably hard to comprehend or
>   respond to; all other actions are rational.
>
>   A player SHALL not take an irrational by announcement action, and any
> such
>   actions fail.
>
> Amend Rule 1023, "Common Definitions", by removing the third item of the
> top level list, and renumbering appropriately.
>

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