Oops. I think I can fix most of those either by cutting things or tweaking bits. There's one complaint I can't think of a good way to fix (the thing about invalidating loops), but I hope that isn't a deal-breaker on its own?
-Aris On Mon, Oct 9, 2017 at 4:36 AM, Alexis Hunt <aler...@gmail.com> wrote: > 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.