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- From: nates@ll.mit.edu ( Nate Smith)
- Newsgroups: rec.games.abstract
- Subject: Re: defects in abstract games
- Message-ID: <1992Dec29.160141.2804@ll.mit.edu>
- Date: 29 Dec 92 16:01:41 GMT
- References: <kleber.725061503@husc.harvard.edu> <1hie51INNnvd@usenet.INS.CWRU.Edu> <1992Dec28.224523.28467@news.arc.nasa.gov>
- Sender: news@ll.mit.edu
- Organization: MIT Lincoln Laboratory
- Lines: 82
-
- In article <1992Dec28.224523.28467@news.arc.nasa.gov> nicholso@pioneer.arc.nasa.gov (Melvin H. Nicholson YBH) writes:
- >First my characterization of what constitutes 'defect free' status[:]
- >
- >1: state should be limited to position of pieces on the board and whose
- >turn it is, with no reference to 'previous board positions' and other
- >phenomenon which must be tracked
-
- this does sound like a good criterion. but the "no repeat" concept
- also has a nice sound to it. repeated positions can occur in games
- where pieces move or are removed, but cannot occur in games where
- pieces are steadily added to the playing board until the result is
- determined.
- >
- >2: the rules should not admit special cases and be symmetric to all
- >pieces and positions
-
- if this symmetry is a logical symmetry, rather than ruling out
- rectangular or other asymmetrical boards. "what i can do with my
- greeblefoy is what you can do with your greeblefoy".
- >
- >3: the rules should be stable in a concise way, and not too numerous
- >
- another poster has surmised that you meant to say "statable". i dont
- view that as necessary to being free of defects - you could have
- 500,000 rules and still be "defect free" i suppose, its just not
- desirable!!
-
- the notion of being "stable" is also a good target. this gets back
- into the realm of the mathematical fiction created by the game's
- rules. it must be a stable realm. if, in the interest of conciseness,
- we inadvertantly allow a "leak" in the game-space, this is no good.
- if Go was on an infinite board, a shicho (ladder) would destroy the
- game, or if there was no rule about a ko....
-
- >While I agree that defect free status isn't all that wonderful of a
- >thing (as someone pointed out, tic-tac-toe is quite 'defect free' in
- >this since, but in general is a lousy game), I do sympathise with the
- >aesthetic quality the original author was trying to put his finger on.
-
- thank you. :-)
- >
- >The only interesting games (above the tic-tac-toe level of complexity)
- >which I can think of that meet this criterion are Abalone, Reversi, and
- >Dots. There has been enough talk about the games that I don't feel I
- >need to repeat their rules, but their simple accounting of score and
- >very simple rules which belie their complexity is quite inspiring.
- >
- >Mel
-
- maybe i could expand this line to the notion of "desirable".
- An abstract game becomes more "desirable" when
-
- 1) the number of rules of play is smaller.
-
- 2) the rules of play are freer of defects.
-
- 3) the game is easier to describe to others.
-
- 4) the game is more complex to play.
-
- the description of the playing board (whatever it is, 2-d, 3-d,
- all mental, etc.) & playing pieces should also be easy to do.
-
- now i will admit a certain prejudice to pentominoe games, but the
- description of the pieces as "the 12 ways to arrange 5 squares joined
- by their edges in a 2-d plane" will always need some further elucidation
- when you are introducing them to a new player.
-
- if you take the 4th criterion and divide it by the sum of the first 3,
- you get a ratio. i suspect that Go comes out very well with such a
- subjective index. on the other hand, some of the dungeons & dragons
- role-playing games get huge in the divisor when getting huge in the
- numerator. or consider the avalon-hill war games with their focus on
- simulation over abstract aesthetics. indeed, simulation, in both of
- those kinds of games, is held in high importance. it has no importance
- in abstract games. using Go strategy in WWII was not appropriate.
- simulation will probably always introduce undesirable effects to an
- abstract game.
-
- this discussion had been talking about driving number 2 to zero.
-
- - nate
-