Re: DIS: Re: BUS: Mad Engineer weekly random rule selection
On 3/21/22 20:15, ais523 via agora-discussion wrote: > On Tue, 2022-03-22 at 01:12 +0100, nethack4.org dicebot via agora- > business wrote: >> Assignment of dice rolls to rules: >> 106:R2579; 107:R2581; 108:R2582; 109:R2585; 110:R2603; 111:R2605; > [I added a special case in the randomization program so that it would > know that R2602 isn't a rule, even though it appears in the online > FLR.] > >> The dice roll was: 50 >> This is R2162, Switches. > For reference: > {{{ >A type of switch is a property that the rules define as a switch, >and specify the following: > >1. The type(s) of entity possessing an instance of that switch. No > other entity possesses an instance of that switch. > >2. One or more possible values for instances of that switch, > exactly one of which should be designated as the default. No > values other than those listed are possible for instances of > that switch, except that, if no default is otherwise > specified, then rules to the contrary notwithstanding, the > "null" value is a possible value for that switch, and is the > default. > >3. Optionally, exactly one office whose holder tracks instances of > that switch. That officer's (weekly, if not specified > otherwise) report includes the value of each instance of that > switch whose value is not its default value; a public document > purporting to be this portion of that officer's report is > self-ratifying, and implies that other instances are at their > default value. > >At any given time, each instance of a switch has exactly one >possible value for that type of switch. If an instance of a switch >comes to have a value, it ceases to have any other value. If an >instance of a switch would otherwise fail to have a possible >value, it comes to have its default value. A Rule that designates >a switch as "secured" (at a given power level) designates changes >to the properties of that type of switch as secured (at that power >level) and designates changes to the value of each instance of the >switch as secured (at that power level). > >"To flip an instance of a switch" is to make it come to have a >given value. "To become X" (where X is a possible value of >exactly one of the subject's switches) is to flip that switch to >X. > >If a type of switch is not explicitly designated as >possibly-indeterminate by the rule that defines it, and if an >action or set of actions would cause the value of an instance of >that type of switch to become indeterminate, that instance instead >takes on its last determinate and possible value, if any, >otherwise it takes on its default value. > >A singleton switch is a switch for which Agora Nomic is the only >entity possessing an instance of that switch. > >A boolean switch is a switch with values True and False. A >positive boolean switch has a default of True; a negative boolean >switch has a default of False. > >Attempting to flip an instance of a switch to a value it already >has does not flip the switch. However, if a person is REQUIRED to >flip a switch instance to a value it already has, then either >attempting to do so using the required mechanism, or announcing >that the switch already has the required value, fulfills the >requirement without flipping the switch. > }}} > > Lots of sentences to choose from this week! Any suggestions? > "At any given time, each instance of a device has exactly one possible value for that type of device." "At any given time, each device of a switch has exactly one possible value of that type of switch." "If an instance of a device would otherwise fail to have a possible value, it comes to have its default value." "If an instance of a switch would otherwise fail to have a possible device, it comes to have its default device." "A singleton device is a device for which Agora Nomic is the only entity possessing an instance of that device." "A device switch is a switch with values True and False." "Attempting to flip an instance of a device to a value it already has does not flip the device." -- Jason Cobb Assessor, Rulekeepor, Stonemason
Re: DIS: Re: BUS: [Proposal] The Hexeract
On Wed, Mar 23, 2022 at 1:29 PM Jason Cobb via agora-discussion < agora-discussion@agoranomic.org> wrote: > > A player CAN swap the locations of two specified spaces by paying a fee > of > > 5 Movies. > > The grid rule doesn't clearly support this. I think, in general, it > would be better to avoid modifying the locations of spaces in order to > avoid questions of what happens when a space's location is set to an > invalid value. > I think it was fine as it was, but it should probably be kept and better defined because the potential gameplay from it seems worth the trouble. > Overall this just seems grindy, difficult to track, and not particularly > fun to play. It also screws over anybody who joins in the middle of the > round, and it's potentially significantly damaging to miss even a week > with a free move if other players aren't willing to sell you assets to > catch up. > I adjusted the win condition and how vertokens work to make it more forgiving for new players. Now a mountain climb only counts towards a win if you were the most recent person to climb it. Also I changed the tokens to be liquid and destructible, because why not? This seems like something that could be easily added to if passed, and I was hoping other people could suggest changes to make gameplay better. I've been throwing a lot of ideas around in my head, including: * making the huge fence much bigger, for example placing a fence on all spaces with a certain entry for a dimension (but that would be a third of all spaces and definitely hard to track) * adding some kind of mines for the products instead of having them come for payday * linking the current economy or point system somehow * adding a way for assets to be stored on spaces * Making it so only one fence can be on a space at a time and you destroy fences instead of hopping over them * Calling the fences gates and making the fee for passing through go to a player, and have the fee be set by the owner * Making fences reinforced so they take more to get over * A way to claim others' fences as your own I think I also addressed everything else you mentioned in this new draft: Title: The Hexeract AI: 1.0 Author: secretsnail Coauthors: Create a rule with title "Grids" and the following text: { A grid has D dimensions, where D is a positive integer, and where its 1st through Dth dimensions are defined in the rules. Each finite dimension has a width of W, where W is a positive integer. A dimension is either wrapping (syn. wrapped) or non-wrapping (default). A dimension is either infinite or finite (default). A location on a grid is a vector with D dimensions, where D is the number of dimensions the grid has, with each dimension having a value as an entry, whose Dth entry is a non-negative integer less than the Dth dimension's width if the Dth dimension is neither infinite nor wrapping. All entries for a given wrapping dimension are equal modulo that dimension's width. For example, in a grid with 2 Dimensions of widths 2 then 3, [1,2] would be a valid location and [2,1] would, if and only if the 1st dimension is wrapping, also be a valid location. A grid has exactly one space for each location on that grid. A space (A) is adjacent to another space in the same grid (B) if it is possible to once add 1 or once subtract 1 from a single entry in B's location to get A's location. For example, on a grid with 2 dimensions of widths 2 then 3, [1,2] would be adjacent to [1,0] if the grid was wrapping, and not adjacent if it is not wrapping.) Space A and space B to swap locations is for Space A's location to be changed to Space B's location, and for Space B's location to be changed to Space A's location, simultaneously. } Create a rule with title "The Hexeract" and the following text: { The Hexeract is a grid with 6 dimensions. The 1st-6th dimensions all have a width of 3. The Hexor is an office, whose weekly report includes a visual representation of each of The Hexeract's spaces. Fence List is a [space on The Hexeract] switch tracked by the Hexor, with any set of persons as a possible value, and is the empty set by default. A person "owns a fence on" a space if e is in that space's Fence List. A space is "fenced" if its Fence List is not the empty set. A space on The Hexeract can be referred to by its location. Player Space is a player switch tracked by the Hexor with possible values from the set on all spaces on The Hexeract, defaulting to [1,1,1,1,1,1]. For a player to move to a space is to change eir Player Space value to that space. A player is on a space if eir Player Space value is that space. Fencehops, Fences, and Movies are each a currency, tracked by the Hexor. Whenever a payday occurs, each active player gains 1 Fencehop, 1 Fence, and 1 Movie. A player CAN once a month grant 1 Fencehop, 1 Fence, or 1 Movie to a specified player by announcement. A player CAN, if e has not already done any of the below this week: * move to a specified non-fenced space
DIS: Re: BUS: [Proposal] The Hexeract
On 3/23/22 12:38, secretsnail9 via agora-business wrote: > I submit the following proposal: > > Title: The Hexeract > AI: 1.0 > Author: secretsnail > Coauthors: > > Create a rule with title "Grids" and the following text: > { > > A grid has D dimensions, where D is a positive integer, and where its 1st > through Dth dimensions are defined in the rules. Each finite dimension has > a width of W, where W is a positive integer. A dimension is either wrapping > (syn. wrapped) or not wrapping (default). A dimension is either infinite or > finite (default). > > A location on a grid is a vector with D dimensions, where D is the number > of dimensions the grid has, with each dimension having a value as an entry, > whose Dth entry is a non-negative integer less than the Dth dimension's > width if the Dth dimension is neither infinite nor wrapping. All entries > for a given wrapping dimension are equal modulo that dimension's width. For > example, in a grid 2 Dimensions of widths 2 then 3, [1,2] would be a valid > location and [2,1] would not be. This is internally inconsistent. If locations are equal modulo the width, [2,1] is a perfectly valid location that's exactly equivalent to [0,1]. > > A grid has a space for each location on that grid, and that space has that > location as a location. The second clause seems unnecessary. This should also probably say "exactly one space". > A space has a location. A space (A) is adjacent to another space in the > same grid (B) if you could add 1 or subtract 1 from a single entry in B's > location to get A's location. For example, on a grid with 2 dimensions of > widths 2 then 3, [1,2] would be adjacent to [1,0] if the grid was wrapping, > and not adjacent if it is not wrapping.) > > } "A space has a location" is redundant with the previous paragraph. As I said on Discord, the use of "you" in this manner is unconventional and doesn't gain anything. I don't think it's a good idea to either make the text less legalistic or to introduce pronouns with unknown referents. > Create a rule with title "The Hexeract" and the following text: > { > > The Hexeract is a grid with 6 dimensions. The 1st-6th dimensions all have a > width of 3. > > Each space on The Hexeract has a list of persons that own a fence on it, > which is initially empty. A person "owns a fence on" a space if e is in the > list of persons that own a fence on that space. A space on The Hexeract can > be referred to by its location. The "list" should be a switch. You should also consider making it a set, rather than a list (unordered and ignores duplicates). > PlayerSpace is a secured Player switch tracked by the Hexor with possible > values from the set on all spaces on The Hexeract, defaulting to > [1,1,1,1,1,1]. For a player to move to a space is to change eir PlayerSpace > value to that space. A player is on a space if their PlayerSpace value is > that space. Player should not be capitalized. "Hexor" is never defined. The use of UpperCamelCase names is not standard, and I don't think it's a good idea to introduce it. Also, why is this secured? "their" -> "eir". > Fencehops, Fences, and Movies are each a currency, tracked by the Hexor. > > Whenever a payday occurs, each active player gains 1 Fencehop, 1 Fence, and > 1 Movie. > > A player CAN once a month grant 1 Fencehop, 1 Fence, or 1 Movie to > specified player by announcement. "specified other player"? > A player CAN, if e has not already done any of the below this week: > >* move to a specified non-fenced space adjacent to the one e is on by > announcement. When is a space fenced or non-fenced? >* move to a specified fenced space adjacent to the one e is on by > announcement, provided e owns a fence on that space. > >* move to a specified fenced space adjacent to the one e is on without > objection from any Player who owns a fence on that space. > >* move to a specified fenced space adjacent to the one e is on by paying > a fee of 1 Fencehop. > >* move to a specified fenced space e owns a fence on by paying a fee of > 3 Fencehops. > > A player CAN Build a Fence by paying a fee of 1 Fence, provided e doesn't > already own a fence on the space e is on. When e does so, e is added to the > list of players who own a fence on that space. > > A player CAN Build a Huge Fence by paying a fee of 5 Fences. When e does > so, e is added to the list of players who own a fence on each space > adjacent to the one e is on. What if e's already in some of those space's fence lists? > > A player CAN move to a specified non-fenced space adjacent to the one e is > on by paying a fee of 1 Movie. > > A player CAN swap the locations of two specified spaces by paying a fee of > 5 Movies. The grid rule doesn't clearly support this. I think, in general, it would be better to avoid modifying the locations of spaces in order to avoid questions of what happens when a space's location is set to an invalid value. > A mountain has a name,