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- From: nates@ll.mit.edu ( Nate Smith)
- Newsgroups: rec.games.abstract
- Subject: Re: defects in abstract games
- Message-ID: <1992Dec29.163214.3190@ll.mit.edu>
- Date: 29 Dec 92 16:32:14 GMT
- References: <1hie51INNnvd@usenet.INS.CWRU.Edu> <1992Dec28.224523.28467@news.arc.nasa.gov> <kleber.725596933@husc.harvard.edu>
- Sender: news@ll.mit.edu
- Organization: MIT Lincoln Laboratory
- Lines: 63
-
- In article <kleber.725596933@husc.harvard.edu> kleber@husc11.harvard.edu (Gwydden) writes:
- >
- >I don't *think* I was the one who started the "defect-free games"
- >thred-- maybe just helped it along a bit.
-
- alas...it was probably my fault :-(
-
- >Melfin Nicholson proposes some criteria:
- >
- >> 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
- >> phenominon which must be tracked
- >
- >So you would consider a "no repeated positions" rule a defect? I'm
- >not sure whether I do or not-- but then again, these are very aesthetic
- >questions; no surprise that we don't all agree. Hmm-- what happens
- >if you eliminate such a rule, anyway? You end up im places where
- >the players might loop forever... if you just say that's a loss for
- >both of them, does that take care of it? No, I suppose not, because
- >there's no good way to decide which one should break the loop.
- >Pity.
-
- when the "no repeat" rule is regarded as a "defect" patch, then, to
- get rid of it, possible games are limited to those that do not need
- such a rule. he has suggested othello/reversi. there are many games
- where a repeated position cannot occur. the question is whether the
- numerous other games which do have that possibilty otherwise should be
- disallowed. of course not. but, then, the "no repeat" rule might be
- a concession to 1 defect. 1 aint bad. especially when you consider
- what else is at stake. i am sort of on a fence. the elegance (and
- elegance is certainly a goal of good abstract game design) of the
- Chinese Go rules versus the Japanese is persuasive. indeed, it may
- be that you have to add a defect in the name of elegance.
-
- >
- >> 2: the rules should not admit special cases and be symmetric to all
- >> peices and positions
- >
- >Sometimes it's hard to say what's a special case. The starting
- >position in [othello/reversi] always seemed somewhat arbitrary to
- >me; one of the beauties of go was the fact that the board starts
- >empty, and only the strategy inherent in the rules determines
- >the first move.
-
- i agree that this is a beauty of Go. however, i dont think the arbitrary
- quality of a game has to be a bad thing, and i wouldnt categorize it
- under "defect removing". its more under the "easy to describe" column.
- consider the arrangement at the beginning of a chess game....
- >
- >I think flawlessness needs some kind of not-too-easy characteristic...
- >I think that perfect play being known is definitely a flaw, for example.
- >Yes, I realize how arbitrary "known" is... maybe "practical to play"?
- >One of the appeals of "mental jujitsu" is that it's state-tree isn't
- >computable, because players don't alternate-- but I think that's
- >*too* much to ask from a poor innocent little game...
- >
- >--Michael Kleber
-
- flawlessness? in my other response to Melfin's post, i came up with
- desirability. there is perhaps too much of a constraint in using
- terms like "zero-defects" and "flawless"....:-)
-
- - nate
-