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- Newsgroups: rec.games.abstract
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!sample.eng.ohio-state.edu!hoster!rob
- From: rob@hoster.eng.ohio-state.edu (Rob Carriere)
- Subject: Re: defects in abstract games
- Message-ID: <1992Dec29.223213.2217@ee.eng.ohio-state.edu>
- Sender: news@ee.eng.ohio-state.edu
- Organization: The Ohio State University Dept of Electrical Engineering
- References: <1992Dec28.224523.28467@news.arc.nasa.gov> <kleber.725596933@husc.harvard.edu> <1992Dec29.163214.3190@ll.mit.edu>
- Date: Tue, 29 Dec 1992 22:32:13 GMT
- Lines: 14
-
- In article <1992Dec29.163214.3190@ll.mit.edu> nates@ll.mit.edu ( Nate Smith)
- writes:
- >when the "no repeat" rule is regarded as a "defect" patch, [...]
- >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.
-
- I agree about the elegance bit. However, the Chinese rules do not _add_ a
- defect with the no-repeat rule: the Japanese rules instead have a ko-rule
- which is also stateful, and therefore also a defect according to the sacred
- definition :-) (as well as being a significantly more ugly patch.)
-
- SR
- ---
-