--------------------------------------------------------------- Hello Bud and Peter, I thought I would send you a brief note attempting to encapsulate the some of things that have been going on in the month or so that game 2 has been going on. Firstly, I get the impression that this game is running *fast*. How many proposals did you discuss during your 1+ year game, Bud? In the first month (we began Oct 9), we have voted on 53 proposals. 23 passed, 27 failed, another 8 or so are up for vote at this time. There is, contrary to the impressions I received from players of previous nomic games, a distinct possibility that someone may eventually win on points - or at least there would be, if a judgement had not been passed to the effect that the meaning of "achieve" in "achieve a score of N points" is "achieve *exactly*"! May I ask you, Peter, was it your intention that the exact meaning of "achieve" in this context be interpreted by each set of players as the situation arose for them in each game? Or is this possibility a novel one for you? I do not intend to offer transcipts from the bulletin board in the game. The archive for game two is already quite enormous (146K - 600 notes or thereabouts), and I can get it to you if you're interested. And, of course, you are both very (*very*) welcome to log in anytime and check out the situation. At a very rough guess, legislation has concentrated generally in 3 areas: scoring (the largest category by far), procedures for proposing and voting on proposals, and dealing with new and old players. This should not come as any surprise to you, Bud, as a quick perusal of the archives of your game (thanks for those, btw) tells me that these three areas attracted much if not most of the attention of your players also. Before I deal with the 3 areas, however, it is interesting to note that a similar pattern to that which developed in game 1 developed in game 2 also, seens at the appropriately abstract level of description (if you'll pardon the Hofstadter-like disclaimer -:). In game 1, you will recall, a slow, cautious start to the game was followed by an explosive attempt to break the deadlock. A similar pattern was observed in game 2. In game 1, the deadlock was the result of the unanimity requirement, and it was spectacularly broken by Lindrum's attempts at a constitutional coup d'etat. Game 1 was dissolved in the ensuing crisis. The deadlock in game 2 was caused by a combination of two rules: supermajorities, and what we call the 10-point rule, ie, the rule that awards 10 points to players who vote against proposals that pass. We began with about 15 players. A block of six points-grabbers developed, blocking all proposals, all hoping that one of their number might relent so that they might be rewarded. In the period Friday Oct 9 to Tuesday Oct 20, 9 proposals, most meritorious, either failed, or would clearly do so. My attempt to break this deadlock occurred early Wednesay morning, Oct 21. I offered a points incentive to yes voters in excess of what the 10-point rule offered to vote no. I offered the incentive to players prepared to vote yes to Simple Majorities, and to another proposal that would later be the cause of much confusion and controvesy, Early Decision (which allowed proposals to be tallied before the seven day voting period had elapsed if (i) 3 days had expired, and (ii) enough votes had been cast to *ensure* the proposal either passed or failed, if no player changed their vote. Changing one's vote is permissible in our game.). The game exploded. In the ensuing chaos, 20 further proposals were added in the following 18 hours, many offering fantastic points incentives to vote for them, others proposing to outlaw such activity. Thus, the first and greatest focus of legislative activity has been scoring. After numerous amendments, the scoring situation has been modified considerably from your original idea, Peter. The Prisoner's Dilemma feel of the original situation has been dissolved, to be replaced by a system that rewards "political vision" by intensifying the Bandwagon Effect: it rewards you for voting with proposals that pass, and it rewards you for voting against proposals that fail. Further modifications are in the pipeline. Additionally, a 1 point penalty has been imposed for invoking judgement. The second major area of legislative activity has been modifying the procedures for proposing procedures. A system of seconding has been introduced, wherein a proposal must be scrutinized and publicly approved by a seconder before it can be put to the vote. The role of the seconder is supposed to be to examine the proposal for possible bugs and conflicts with existing rules. There is a points incentive for seconders to do their jobs well: a 2 point bonus to the seconder if a proposal s/he seconds passes, and a 2 point penalty if it fails. Lastly, several proposals have been adopted that deal with the problem of players entering and leaving the game, an area unaddressed by the Original Rules. Basically, loopholes that would have allowed players to avoid penalties by leaving the game and rejoining have been closed. These loopholes are part of a wider challenge to all of us at Nomic World: that of adapting to what is really a very different style of Nomic play than has ever been attempted before. As an example of ther subtleties that that can be involved, I include a post from last week: ------------- 110,219 conflict: vote YES to 1041 (Steve, Oct 30 12:39) I believe that at this time, rule 219 (Win by Paradox) is wholly void and without effect. I therefore believe that it is important that the proposal (1041, by Ilt) to transmute 110 succeed. Here is my reasoning: Rule 110 states that the state of affairs that constitutes winning the game may not be changed from achieving n points to any other state of affairs. However, it makes one specific exception to this: rules which determine a winner when play cannot be continued may be enacted etc. It might appear that this exception allows rule 219 to have its intended effect. However, rule 219 oversteps its authority in this respect since it goes further than just specifying a winner when play cannot continue - it states that a winner may be determined by the judgement of an action to be equally legal and illegal, or an action whose legality cannot be determined with finality. In the Original Rules (Suber's dinner-table version), the discovery of such an action would have stopped play, because of the turn structure of the game. With this new style of game, that is no longer the case. In other words, this conflict is yet another subtle problem arising out of our switch to this form of play. Since 219 specifically mandates the selection of a winner under circumstances explicitly prohibited by 110, I claim that 219 is currently wholly void and without effect. Since I think that 219 is a fantastic rule, I think 110 ought to be amended to allow a winner to be determined when an action is judged equally legal and illegal, or when its legality cannot be determined with finality. Fortunately, Ilt has already (on Oct 27) proposed to transmute 110. I previously opposed its transmutation. I now support it, and hope that you will do likewise: otherwise, one of the most interesting facets of the game, winning by paradox, will disappear from our game. ------------------- The only other area which requires comment is that of judicial reform. Lindrum's crisis introduced to game 2 a strikingly different conception of Judgement. Instead of the sweeping powers judges enjoyed in game 1, judges in game 2 have been restricted to declaring certain propositions to be either TRUE, FALSE, or UNDECIDED. Judgements have been explicitly restricted to decisions about game-custom, the interpretation of terms within rules and such. Judgements are not rules and may not conflict with rules. So far, this new system has worked very well, I believe. At this time, a proposal to extend the scope of judgements to answer YES/NO questions is being voted upon. To conclude, it has been a wonderful first month. I have enjoyed playing this game immensely, and always look forward to logging in to find out what's been going on. It will be fascinating to see where we go from here. Please get in touch with me if you have any questions, comments, ideas, etc. ****************************************************************************** * __ ___ ___ \ / ___ | * *|__ | |__ \ / |__ | * "Open the pod bay doors, please, Hal." *___| | |___ \/ |___ o * *gardner@bruce.cs.monash.edu.au* ****************************************************************************** Greetings again, Nomic players everywhere! The time has come once again for a summary of play of Nomic World, the world's largest game of Nomic, now into its fifth month. I should begin with an apology. It had been my intention to produce one of these summaries of play every month. However, the last summary was due on or about Dec 9, a particularly intriguing and controversial period of play as I hope to outline below. I didn't want to produce a play summary until matters had sorted themselves out, and then it was Christmas, and then New year...but this is beginning to sound like a trail of excuses, so let's go to the videotape: As things stood in the last summary, our 50th proposal had just been tallied, and game 2 had just ended uncontroversially with one player scoring 100 points. After the controversy of game 1 (which ended in a consitutional crisis), this came as something of a relief. However, those of us who hoped that this augured well for the simple determination of winners in future games were to be utterly disappointed. January finds us in game 6, and none of games 3, 4 or 5 ended without some dispute over who actually won. We still await judgement on game 5. At time of writing, 162 proposals had been tallied, with 101 of these successful. As you can imagine the game is getting complicated! Here is a summary of the focus of legislative change. As before, scoring and the judiciary have been major preoccupations. A proposal to totally overhaul the Judicial system is currently being voted on. Scoring When I last wrote, new scoring rules, known for some reason as the Political Correctness (PC) rules, had just been introduced, which rewarded players for voting with the majority. That is, a random (1-10) points for voting FOR proposals which pass, or AGAINST those which fail. With about 10 proposals a week being tallied, it didn't take long for scores to approach the 100 needed to win. Very quickly it was decided to scale down the PC rewards, and proposals 1070 and 1080 reduced the the reward to 1 point. There matters were to remain for some time. PC encouraged different voting patterns to the system it replaced. Since it paid, if only a little, to be on the winning side, the political battle over proposals tended as often as not to become one of perceptions. The best way to get a proposal passed was convince people that it was going to pass anyway, and then let the Bandwagon Effect do the rest. Conversely, even a single post the discussion board against a proposal could sow enough doubt to bring a proposal down, for once players began to think that others might be voting against, their own tendencies to vote against were correspondingly increased. In discussions of Prisoner's Dilemma type situations, this phenomenon is known as reverberant doubt. In any case, PC produced results that tended to be either very one sided or very close. PC was eventually repealed completely by proposals 1149 and 1150. At present, scoring for proposals is described by rule 1111, which awards (YES votes - NO votes) to the proposer. With points for voting abolished for the first time, except for a brief hiatus before PC was adopted, voters are now free at last to vote with their consciences, assuming they haven't...ahem...been bribed. Two other scoring rules, or at least rules about points and their distributions, were also passed in this period. 1071, the Points Trading Act, allowed players to trade points between themselves in any manner they saw fit. The PTA has sharpened the political and bargaining aspects of the game considerably, although as far as I am aware, no one has yet used PTA to do anything spectacularly corrupt like suborn a judge or buy a lot of votes. Nomic players are good citizens, although their interpretations of what constitutes good citizenship often vary widely! The other change of note was the conversion of Nomic to a zero sum game by proposal 1102. Under the system introduced, all players pay a 1 point tax to a central pool whenever revenue is required to pay points awards. The slow drift towards a Nomic economy with points as money continues. This is best shown by two developments, the first now well established, the second still just a vague idea. A series of rules has been introduced, beginning with 1109, that allow the creation of specific player functions within the game, called Offices. At present there are 4 Offices - Custodian, whose job it is to make available an up to date copy of the ruleset to all players; the Nomic Doofus and the Nomic Doofus Appointer (Doofus is a curious word whose etymology I have never satisfactorily been able to establish, but the title of Doofus is awarded by the Appointer to the person the Appointer feels has behaved in the manner most recently deserving of derision). Finally, the job of Scorekeeper is to Officially be responsible for scoring, since this is now a task complicated enough to warrant that sort of attention. The Custodian and Scorekeeper are each paid a weekly salary. Thus, we have witnessed the rise of a professional class within Nomic. Another intriguing idea floated in the last few days has been the idea of a Nomic Stock Exchange, wherein players can buy shares in other players whom they think are "going concerns", ie likely to score well. Share value depends on a players score. The concept of speculating in player futures is still being developed, but if adopted it will add a whole new dimension to play. The Judiciary: It has been a turbulent couple of months for the judicial system, during which it has been repeatedly put under strain. A number of incidents, which I will describe later, made evident the flaws in the judicial system which I outlined in a letter to the game's inventor, Peter Suber. After seriously circumscribing Judicial powers after the fiasco in game 1, the new Judicial system served us well initially, but the cracks have begun to show: the current system is too slow, and lacks credibility, authority sometimes neutrality, and occasionally, competence. Some Judicial Reform proposals (1146-47) were adopted, and have addressed some of the problems. However, at time of writing, the Common Judgement Act (CJA), a proposal to completely abolish the judiciary and replace it with a system in which the players vote to determine those matters which up until now have been settled through Judgement is currently being voted on. I'm told that the Ancient Roman legislature used to vote on judgements too. So apparently there is no progress in human affairs after all. An alternative proposal, which more or less seeks to create a professional legal class, hopefully neutral and authoritative is also being developed should the CJA fail. Other Stuff: In Nomic as in Real Life, the politics is often more interesting than the legislation. As I said before, none of games 3,4, or 5 ended without controversy. Here's a brief summary of those games: Game 3: It has become convenient, even mandatory, for us to see the implementation of the game as quite distinct from the game state itself. That is, we view the rules, scores, game custom, history, etc, as a sort of platonic essence which the software we use represents to us more or less accurately (usually more, but occasionally less). This was never better demonstrated than in game 3, which ended in chaos when one player began to explore the limits of the interactions at the boundary where the Platonic Essence of the game meets the cold hard facts of implementation. The rules placed no limit on the number of calls for judgement (CFJs) a player could make, and rewarded Judges 1 point for each Judgement they delivered. One player, Joev, saw an opportunity to display a loophole in the rules: makes hundreds of CFJs, thousands maybe, all the same, until all players could grab a lot of points just by delivering Judgement on their share of the CFJs. Well, the rules certainly allowed it, but after 919 CFJs the game driver fell in a heap and crashed the game. The game could not be restarted without erasing the CFJs. What to do? The CFJs were legally made, but the software couldn't live up to the law. Perhaps inevitably, as when any legal system is confronted by its inability to follow its own prescriptions, pragmatism prevailed, and the CFJs were erased. But not before a few players had accepted their multiple invocations. One of these, Blob, thereby scored enough points to win. However, by a sort of extra-legal social contract, we agreed to behave more or less as if nothing had happened. The question of whether Blob really won game 3 is one that is destined to remain, forever I suspect, legally indeterminate. Game 4: Game 4 witnessed the first really big conspiracy of the game - 6 players working together on a complex plan to exploit a hole in the rules to score a lot of points. The hole was in the seconding rules: these rewarded players who second proposals that pass, and penalize those who second proposals that fail. But the rules did something extra. They also rewarded players who publically *refused* to second proposals that eventually failed. That created an opportunity: a small group working together could devise, say, 10 truly awful proposals - the most reprehensible, calamitous and destructive proposals they could think of. Individuals in the group would then propose these proposals, and the group, as a whole, would refuse to second them. When the proposals failed, the refusal points would far outweigh the penalties for proposing proposals that fail. The Terrible Proposals, as they were known, were almost works of art. The guiding principle behind their construction was not merely catastrophe, but *unrepealability*. This could be tricky, because the proposals had to be effective even against the safeguards already in the rules designed to protect the game from rules destructive of play. The trick turned out to be to design TPs that were completely destructive of play in practice, yet allowed a theoretical continuation of play. Hence, there were TPs that would have required all future proposals to have been written in Basque, or to contain copies of pages from the Vlaidvostok telephone directory, or that would have extended the voting period on proposals from one week to 53 years, and so on. The attempt to get the TP scam outlawed plunged the Judicial system into a crisis from which it has yet to really recover. Judgements and counter-Judgements flew furiously back and forth, as did arguments for and against. Judges were accused of bias, or blindness. The points from the scam were initally withheld, long enough for a non-conspiracy member to win game 4 independently. They were eventually awarded in game 5. Whether this was really according to the rules or not is another question history cannot answer. Fairly soon it became a fait accompli. Public resistance, or public consent, is stronger than the law. The Future: This summary is already far too long - so, just a quick word about the future. Legislation recently enacted may see Nomic World moving in new directions. The Committee Act allows players to start sub-games of Nomic, with rules (called ordinances) applying only to members of the committee, and completely different sets of Initial rules. The possibilities are endless, but some the most obvious applications are simpler games for new players, and testing out radical proposals in smaller groups before trying them out in the big game. Two committees have already been formed. One has just one initial ordinance (ideal for new players), the other is more complex and apparently devoted to writing fairy tales. With committees in place, the future looks bright, and once again, rather unpredicatable. Come and join us on Nomic World! (Details below.) Look forward to seeing you, ****************************************************************************** * __ ___ ___ \ / ___ | *"If it's not worth doing, it's not worth *|__ | |__ \ / |__ | * doing well." *___| | |___ \/ |___ o * -- Donald Hebb -- *gardner@bruce.cs.monash.edu.au* ****************************************************************************** Summary of play on Nomic World: Jan -> present ---------------------------------------------- It's been another two months since my last summary (I just can't seem to find the time to get one out once a month), but anyway here it is: what's been happening in the world's longest running, and most fiendishly complicated evolving game of legislation! When I left you last, our 162nd proposal had just been tallied. The pace of play has been slower in the last two months - we have now tallied our 229th proposal. Of these, about 140 have passed. However, the relationship between proposals and rules has been complicated by the introduction of multi-part proposals. Some proposals have introduced 7 new rules. One such proposal was the committee proposal, which has introduced a completely new dimension to play. Committees are subsets of Nomic players who agree to abide by the committee's ordinances. At present, there are four active committees: The Ab Initio Committee began with precisely one ordinance. Paradoxically, the complete freedom so created has made it harder not easier to think of new ordinances. Perhaps this should not surprise. Art requires some formal structure. Play is still quite slow in the AI committee. The Fairy Tale Committee, as it's name implies, is dedicated to the collective writing of fairy tales, beginning (I believe) with "Once upon a time..." The Mutation Committee has been by far the most active of the committees. In the Mutation Committee, ordinances are treated as organisms, with lifespans, subject to mutation and division by the committee members, and to death by inactivity. Mutation occurs by deleting up to 3 words from an ordinance and inserting up to 8 words. What is more, actions in the Mutation Committee can be performed without the consent of any other committee member. Not surprisingly, in such a "high-radiation" environment, the mutations have thrown up ordinances bizarre and grotesque. One of my personal favourites: "That the word 'Vladivostok' may never be inserted or deleted from an ordinance." (Think about it!) The newest committee is the Fantasy Rule Committee, and its creation heralds an intriguing new variation on an old type of game. There are many games based on the "the last player to make a legal move is the winner" idea - but the way the Fantasy Rule Commitee has interpreted "legal move" is I think truly novel: a legal move in the FR Committee is the making of an ordinance consistent with the previous ordinances. The last player to make a consistent ordinance wins the game. Strategy in such a game would seem to be to make ordinances which rule out as much of the remaining conceptual space as possible. I'm looking forward to seeing what novelties this committee can come up with. -------------------------------- In the last summary, I spent some time describing the problems that were at that time besetting the Judgement system. At that time, a proposal to abolish the Judiciary and replace it with a system wherein matters of interpretation were decided by vote was being voted upon. That proposal, the Common Judgement Act, failed. However the cause of Judicial reform was not given up, and a new Judgement system, known facetiously as the Slightly Less Radical Judicial System (SLR) was developed and adopted. Under it, Judges have been restricted to a subset of players known as the Experienced players, Judge selection has been changed so that eligible Judges apply to Judge those issues which interest them (largely solving the problem of Judges not delivering Judgements), and delivering Judgement is subject to a 5 day limit from time of selection. Players may propose to change Judgements, so the Nomic public now constitute a Court of Appeal. So far, the system seems to be working reasonably well, although I suspect that it has not yet faced its crucial test. On the scoring front, for the first time I can report that rules about scoring have not been a focus of legislative activity, although storm clouds are gathering once again on that front. Since the last update, Nomic has ceased to be zero sum game: players seemed to want more "cash" in the "economy". To that end, various other methods of scoring may soon be introduced. Players may soon be able to buy bonds and save their points between games. And in an intriguing developed, a proposal to run an on-going, multi-player Prisoner's Dilemma every week is currently being voted on. Points from the PD games will be exchangeable for Nomic points at a rate of 25 to 1. This may be the first such iterated, multi-player PD ever played (outside of the ones we face every day in real life). The last two months have seen a marked decrease in major controversy. For one thing, game 5 stretches on and on, with no end in sight, since the points threshold to end the game was raised from 100 to 5*(P+1), where P is the number of players. The scrapping of points trading is partly responsible for this. Thankfully, points trading has now been reintroduced - but so has a curious rule which awards the game to the player placed *second* when the points threshold is exceeded by some player. The inspiration for this rule comes from Douglas Hofstadter's curious game Mediocrity (for more about which see Metamagical Themas, Ch 6.) The result of this combination of rules should be interesting: players will aim to *nearly* win, but not quite. Even points trading can only help them so far. Another reason for the decrease in controversy has been the (regrettable, in my opinion) raising of quorum. I didn't quite realize when I proposed it, but quorum actually defines the minimum size of a conspiracy. Since quorum was raised from 20% to 30%, the minimum size of a conspiracy has become too large. Nevertheless, one fascinating attempt at a conspiracy did occur during the last two months. The idea behind the conspiracy was to exploit a previously unnoticed loophole in the rule about the voting period for proposals. The loophole allowed the voting period to be set by a Judge to be 5 minutes rather than a week. Once this was achieved, a small group of players should have been able to ram through legislation officially enshrining their own power and privileges, even after the loophole had been closed - providing they were quorate in number. In the event, the new, larger quorum, and more importantly, the ethical qualms of several of the conspirators, defeated them: needing the consent of 14, they could muster only 8 or 9. Had quorum still been 20%, it might have been a close run thing. As it was, the attempted coup by the Junta (as it was known) was never realized. This was probably for the best, but I can't help thinking that conspiracies are the most interesting part of the game, and that we are discouraging them just a little too heavily at the moment. New players are very welcome, and with the new committees need not bury themselves straight up in the complexities of the current ruleset. Hope to see you on Nomic World soon! ****************************************************************************** * __ ___ ___ \ / ___ | * *|__ | |__ \ / |__ | * "Open the pod bay doors, please, Hal." *___| | |___ \/ |___ o * *gardner@bruce.cs.monash.edu.au* ****************************************************************************** Summary of Play on Nomic World: Mar 10 -> April 27 -------------------------------------------------- It is now more than six months play commenced on Nomic World, the world's biggest game of Nomic, and yet the game continues to produce surprises and interesting ideas to play with. I think this says something good about the basic Nomic concept. One of the things I most enjoy about Nomic is the possibility for individuals to deal with issues that exist in society, but which ordinary people people never get to grapple with. In the past six months, Nomic players have had to consider, among many other questions, the separation of the legislature and the judiciary, questions concerning citizenship and rights, the legal authority of Judges, and numerous questions about the interpretation of words and phrases in laws that in Real Life only a senior lawyer or QC might get to consider. The major issues before us now are, for the first time in the game, genuinely economic in character. Firstly, there is the fundamental question of how one constructs an economy from scratch. The introduction of genuine monetary units preserved between games has, of course, been a crucial first step. The conception of points as money contained a deep flaw in that scores are reset when each game ends, effectively wiping out all the "cash" in the economy. But even given a monetary unit, of which there are now two in Nomic World, further questions suggest themselves. For there to be an economy, there must be objects of value which players wish to purchase. Points to win the game are an obvious commodity, but are there others? Whatever commodities there are to be, they must have an abstract value, since Nomic World produces nothing concrete. Suggestions for such commodities have included such things as political power (buy extra votes!), territory and other virtual assets such as personal boards, scoring and voting systems etc, documents about Nomic world (including these summaries!) and the like. In parallel with the development of the economy has been the slow slow emergence of business or corporate law in Nomic World. To date, not much corporate law has been written, but legislation allowing the effective corporation of committees as independently scoring entities has already been introduced. I find this interesting less because of any actual legislation that has so far been written or proposed, but because it shows how corporate law may have developed in the Real World - as ad hoc additions to and extensions of the personal law between individuals in a society. Perhaps this accounts for the fundamentally kludgy nature of so much corporate law (disclaimer: I don't actually know much about the law, corporate or otherwise, but I sometimes get the impression that it is always one loophole behind in catching up with the corporations). **************** Moving on to less conceptual matters, the last 6 weeks did, finally, see the end of the Endless Game, Game 6 (which I incorrectly referred to in my last summary as Game 5). Ironically enough, the game ended less than 12 hours after one of the winners of the game posted a note claiming that game *couldn't* be ended. For this she was pronounced Official Nomic Doofus, a title reserved for those who perform actions of truly noteworthy stupidity. Game 6 provided perhaps the most interesting end to a game since game 1. Not only that, it achieved this interest without controversy over the actual result, which was uncharacteristically clear cut. The interest in the manner of the end of the game springs rather from the way in which a number of new rules and customs interacted with each other to produce the actual result. The raw materials for the end of game 6 were a number of new rules. Firstly, the points threshold for a game to end was increased from 100 to 5(P+1), where P is the number of registered players at any time. At the time these events took place, P = 29. Hence, 150 points were needed to end the game. I say "end the game" rather than "win the game" because of the introduction of a second rule, inspired by Douglas Hofstadter's game Mediocrity. This rule stipulates that whenever one or more players exceeds the win threshold, the second placed player is actually the winner of the game. This is an extremely subtle rule. Obviously you have to score some points even to be in the hunt, but a brute force win by points accumulation or by points trading is ruled out. So the only way to win is to negotiate some deal with your co-competitors for 2nd place, which means making it more attractive for them to allow you to win than for them to pursue any other alternative. Obviously, this takes some political skill. The final ingredient was the lottery that Geoff has been running. The lottery is not legislated: players offer points to Geoff equivalent to the number of tickets they wish to purchase in that week's lottery. The week that game 6 ended, the most popular lottery yet run was held, with a prize of 23 points. The scores at that time were: Storm 97 Joev 85 Evantine 45 Steve 39 Who might be expected to come out of the situation as the winner of the game? The game cannot end until some player scores roughly 150 points (this value varies as players are registered and deregistered). It might appear that, in order to win, one of Storm or Joev must convince the other to accept points from some of the lower placed players (and convince the lower placed players to offer them!), perhaps in exchange for some sort of deal. However, when Steve (that's me) was announced as the winner of the 23 point lottery prize, the available options changed suddenly, and a window of opportunity was created for an unexpected outcome. After the lottery the scores looked like this: Storm 97 Joev 85 Steve 62 Evantine 45 I was mildly surprised when Storm and Joev approached me with a plan to make them *joint* winners of Game 6. Storm and Joev would offer me 51 and 39 points respectively, pushing my score to 152, and them into equal second, one point ahead of Evantine on 46 points. I had to think relatively quickly, since in a few hours, a new player was due to be registered, and this event would push the winning score to 155. It seemed too perfect to resist. I struck a deal (whose nature I will not reveal now) and agreed to help them. Joev and Storm were duly installed as joint winners of Nomic World's longest game to date. ******************** Otherwise, matters have on Nomic World have been punctuated by a number of interesting debates. The issue of the meaning of the word "should" raised its head - perhaps not surprising as a totally satisfactory account of the use of the word "should" has eluded philosophers of lannguage for much longer than 6 months! Players divided among those who maintained that statements in Nomic World claiming that some event should or should not occur were strictly meaningless and without truth values, based on an understanding of "should" claims as purely subjective claims. Of course, a (small) objectivist school developed to defend the Absolute conception of the Good. My own reaction was to skirt the onbjectivist/subjectist quagmire, and defend a different conception of "should" claims in Nomic World, in which they are understood to be domain relative. Hence we can understand a statement like "X should do p" to mean a number of different things depending on the context. The "should" might mean "should (legally)", or "should (morally)", or "should (rationally)" or even "should (according to the rules of etiquette)". Some of these statements can be considered to have objective true values, particularly those which seek to apply a law such as "If a player breaks this law, then they should be punished". Note that the "should" here is the "should" of legality, not morality. On another semantic front, the problem of the meaning of "rule change" had made another of its periodic reappearances. It's been a while since the last time, when "rule change" more or less inherited the meaning of "proposal". The trouble is that the phrase seems to be undergoing yet another semantic shift, and is right now hovering in some no-go territory midway between "proposal" and "event which changes the rules". To make matters worse, some of the Initial immutable rules still refer to "rule changes" as if the term were synonymous with "rules". These rules now seem completely outdated and quaint. In some cases, it's hard to know how to interpret the rule. Take for instance, this claim from rule 113: "Rule changes can even amend or repeal their own authority." On one current understanding of "authority", this word refers to something like the mutable/immutable status of a rule, or its precedence. On this understanding, only rules can have authority - proposals cannot until they have become rules, and it's hard even to make sense of the idea of some event which changes the rules as having authority. Events just aren't the right sorts of things. We're still puzzling over this one. ******************** About committees I have not a lot to report. No new committees have been created in the last six weeks, despite numerous interesting Petitions of Intent. And the recent drop in player activity, partly attributable to a mistake in my last summary as to the connection address (oops!) has kept committee activity low. In just one way, however, this is fortunate, since it allows me to devote some space to the following exchange from the Fantasy Rule Committee, in which, you will recall, the last eligible player each round to post an ordinance consistent with all the previous ordinances for that round is the winner of that round of play. I hope the following will entertain. Davidb started the current round of play off with this: A limerick has five lines, you see and line four rhymes with line three. Lines one, five and two Also rhyme it is true. Now make your rules limericks, like me. Gulp! A round of play in which all the ordinances have to be limericks? The Fantasy Rulers were undaunted. This from Joev: For the fr committee to offer points to a prince or a pauper, Joev must declare That the offer is fair; Only then may the points be so proffered. Well, this blatant grab for power had to be stopped...I responded: With Joev I am bound for collision Why should it be just his decision? Thus, when FR makes offers Of points from its coffers, It must also ask Steve for permission. Then, an attempt to win the round outright. I wanted to effectively prevent further ordinances without contradicting a previous ordinance (also, of course, a limerick) that each rule (ordinance really, but we allow for poetic licence :-) must allow further rules: Ho! Fantasy Rulers all! Grieve! Few options for you will I leave. Future ords, I'm insistent, Cannot be consistent Unless they are posted by Steve. Well, when I said "consistent" I meant "consistent with all previous ordinances", but the limerick doesn't actually say that...it just says "consistent". Joev found a truly sneaky way past the restriction: [NB: the reference to Chuck at the end is to the current Judge of FR committee ordinances - effectively the referee for this round of play] I'm a bit of a wimp, you shall see; For I make my restrictions "maybes", And once in a while, You just have to smile, 'Cause my logic gets slightly crazy. Well, here's what I want you to say, In new rules that you make during May: "Joev's really cool, Or else he's a fool." (But I guess if you don't, that's okay.) Excuse me, I feel a spell. "I hurt PAIN my SNEAKERS HELL SMELL!" "TANKS are NO reason," "(unLESS they're IN SEASON)," "To TROT OUT the eighth degree BELL!" "Since firm and coherent it's not," "My rule's not consistent," I thought. "Steve's rule I've obeyed," "A rule have I made," "I hope Chuck my logic has bought." :) :) Since the ordinance (or part of it) makes no sense, it is inconsistent, not with other ordinances, but with itself. Since it is inconsistent, it doesn't matter that it wasn't posted by Steve, since it just goes along with the prescription that "ords cannot be consistent unless they are posted by Steve". Nice work, Joev! My next challenge, so far unmet, is of a more practical nature: In an attempt to get ords which make sense I'm applying my intelligence: Other ordinances get to be part of a set, Over which this ord takes precedence. Now mark this restriction well! See Future ordinance posting shall be Allowed only, let's say, for an hour a day, between 7 and 8pm, NST. Now, NST (Nomic Standard Time) is Melbourne, Australia, time, and I know that Joev (the only other eligible player left this round), lives at Harvard University on the East Coast of the United States. Between 7 and 8pm here is between 4am and 5am there...;-) ******************* Finally, here is the correct connection address for Nomic World: telnet 130.194.64.67 5000, or telnet dec15.cs.monash.edu.au 5000 A current, or recently current set of the rules is available via anonymous ftp from monu1.cc.monash.edu.au in the pub/nomic directory. To subscribe to the Nomic mailing list, send mail to listserv@yoyo.cc.monash.edu.au with no subject and "SUB nomic" in the message body. If you wish to send mail to the Nomic mailing list, mail to nomic@yoyo.cc.monash.edu.au ********************* This will probably be my last summary. In 6 weeks time, I am headed overseas for 6 - 9 months for a holiday. I will try to arrange for someone to take over the responsibility of producing these documents. Thanks to all those who have written to me to say how much they like the summaries - I have, for the most part, enjoyed writing them. With any luck, Nomic World will still be around when I get back. Until then, Cheers, Steve Gardner ****************************************************************************** * __ ___ ___ \ / ___ | *"If it's not worth doing, it's not worth *|__ | |__ \ / |__ | * doing well." *___| | |___ \/ |___ o * -- Donald Hebb -- *gardner@bruce.cs.monash.edu.au* ******************************************************************************