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- Newsgroups: rec.games.abstract
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- From: nates@ll.mit.edu ( Nate Smith)
- Subject: Re: SUSAN (a game)
- Message-ID: <1992Dec23.152204.4847@ll.mit.edu>
- Sender: news@ll.mit.edu
- Organization: MIT Lincoln Laboratory
- References: <1992Dec23.065549.12627@risky.ecs.umass.edu>
- Date: Wed, 23 Dec 92 15:22:04 GMT
- Lines: 62
-
- In article <1992Dec23.065549.12627@risky.ecs.umass.edu> trodrigu@ganzer.ecs.umass.edu () writes:
- >SUSAN is a game of my own design with extremely simple rules and
- >considerable depth of play. The rules are as follows:
- >
- > S U S A N (tm)
- > Copyright (c) 1991 by Stephen Linhart
- > All Rights Reserved
- ...[]...
- > around it - _a stone may be surrounded by any combination of your
- > stones, your opponent's stones and the edge of the board_. But be
- > careful; if one of your stones is surrounded on your own turn
- > (even if you surround one of your opponent's stones at the same
- > time), you lose the game!....
- >The second half of the second to last sentence confuses some
- >people, so I include diagrams to explain it when I print the rules
- >on paper....
-
- could you say that this is the reverse of Go? in Go you kill first,
- then breath, as for example in a ko. so in SUSAN you try to breath
- first, then kill. thus, if you cant breath, you die before you kill?
- >
- >... The key point is that the game ends as soon as ANY stone
- >has no empty spaces around it. Neighboring stones of your own are
- >just as much of a threat as your opponent's stones. Every stone is
- >both a benefit and a liability.
- >The most significant weakness that I am aware of is that it is
- >possible to get into a draw situation.
-
- how can this happen? there a finite number (61) of places to go - oh,
- okay, the sliding option could lead to repeated positions - just
- disallow repeated positions...the 4-6 consecutive slides idea just
- sounds messy.
-
- >
- >SUSAN is currently available by modem from the Dragon's Eye BBS at
- >(512) 343-7727.
- >A Macintosh version is available by ftp from
- >sumex-aim.stanford.edu
- >The Mac version 2.0 has an opponent intelligence that uses neural-
- >net techniques, and learns by playing.
-
- hey, this is great. hope the learning goes well.
- >
- > - Stephen
-
- sounds like a nice game. how did you come up with SUSAN? is it an
- acronym? the end of a bad relationship? :-)
- >
- > S U S A N (tm)
- > Copyright (c) 1991 by Stephen Linhart
- > All Rights Reserved
-
- got a question here...if i tell somebody else about this game and we play
- it on one my hexgrid boards (i seem to have all these remnants of games
- lying around from failed ideas), is that ok? as long as i dont make any
- money or let anyone else make money off this? what's the official word
- on copyrighted games? i'd like to know, because i have a copyrighted
- game myself. i know you cant copyright an idea. you also got a trade-
- mark. i think the sad thing for us game designer types is that we need
- all 3 things - copyright, trademark and patent. the last is expensive.
-
- - nate
-