The most important skill in this game might be in how accurately you can
throw your frisbee. Why take that out? Build real robots!

;-)
Erik

On Mon, Feb 22, 2016 at 4:42 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de>
wrote:

> Dear John, Dear Nick, Dear all,
>
> > > ...
> > > Suppose I want to play on either of two adjacent points, and I don't
> care
> > > which. If I aim for one of them, I will land on one of them with
> probability
> > > (3p+1)/4, or whatever the formula says. I feel that I ought to be able
> to do
> > > better by aiming midway between them.
> >
> > But then why stop there? You may also want to aim in between 4 points.
> > Or perhaps just epsilon more toward the right of there.
> >
> > There's no accounting for all possibilities of real life frisbee Go,
> > so we settle for the simplest rule that captures the esssence...
>
> John is exactly argumenting in my direction.
> Keep the rules set as simple as possible.
>
> Once a stable Frisbee Go simulation scene is established, people
> may build subscenes if they want. And of course, once Frisbee robot Go
> will be played in real, programmers will look at all possible tricks.
>
> Regards, Ingo.
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