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- Newsgroups: rec.games.abstract
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!caen!nic.umass.edu!risky.ecs.umass.edu!spock.ecs.umass.edu!trodrigu
- From: trodrigu@spock.ecs.umass.edu (Tao R or Stephen L)
- Subject: Re: defects in abstract games
- Message-ID: <1993Jan2.065410.23378@risky.ecs.umass.edu>
- Sender: Stephen Linhart
- Nntp-Posting-Host: spock.ecs.umass.edu
- Organization: University of Massachusetts, Amherst
- References: <1992Dec30.154910.16706@ll.mit.edu> <C04p7p.5AI@ens-lyon.fr>
- Date: Sat, 2 Jan 1993 06:54:10 GMT
- Lines: 18
-
- We could look at this idea of 'perfection' in abstract games as a form of
- mathematical elegance, or we could look at it in terms of real-world
- values such as ease of play, ease of learning, simplicity of manufacture,
- physical beauty of the game, etc. I the latter view, the argument
- against the _no repeats_ rule is straightforward. But this rule, or
- something like it, is needed to prevent draws in many games. Is there a
- way out of this dilemma?
-
- Many people have referred to draws in my game SUSAN even though I have no
- specific rule defining a draw. I imaging the same same thing happens
- with Abalone which also lacks a rule defining draws. The no repeats rule
- can be used to create the ko situation and eliminate draws, or it can be
- used as a way to define a draw. When is one preferable over the other?
- Would Chess be 'improved' by eliminating draws? Would Go be 'improved'
- by adding them? What makes these two cases so different?
-
- - Stephen (no answers tonight, just questions)
-
-