Re: DIS: Draft: Conditionals and Determinacy v3

2017-10-10 Thread Alexis Hunt
"At the discretion of a judge" is an awful way to put in, because you're
explicitly tying the platonic gamestate to the whims of a judge. It's
basically saying "a loop fails or doesn't fail; whether it does so is
completely up to a judge who can only look at the case later". What is the
game state until a CFJ is called and a judge makes a decision? What if one
is never called?

On Tue, 10 Oct 2017 at 02:39 Aris Merchant <
thoughtsoflifeandligh...@gmail.com> wrote:

> 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  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,
> >  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

Re: DIS: Draft: Conditionals and Determinacy v3

2017-10-09 Thread Aris Merchant
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  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,
>  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.


Re: DIS: Draft: Conditionals and Determinacy v3

2017-10-09 Thread Alexis Hunt
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.
>