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- Path: sparky!uunet!munnari.oz.au!bruce.cs.monash.edu.au!gardner
- From: gardner@cs.monash.edu.au ()
- Subject: Nomic World Summary of Play: Nov-Jan
- Message-ID: <gardner.727670901@bruce.cs.monash.edu.au>
- Followup-To: rec.games.abstract
- Sender: news@bruce.cs.monash.edu.au (USENET News System)
- Organization: Computer Science, Monash University, Australia
- Date: Fri, 22 Jan 1993 02:48:21 GMT
- Lines: 229
-
- Greetings again, Nomic players everywhere!
-
- The time has come once again for a summary of play of Nomic World,
- the world's largest game of Nomic, now into its fifth month.
-
- I should begin with an apology. It had been my intention to produce
- one of these summaries of play every month. However, the last summary
- was due on or about Dec 9, a particularly intriguing and controversial
- period of play as I hope to outline below. I didn't want to produce
- a play summary until matters had sorted themselves out, and then it was
- Christmas, and then New year...but this is beginning to sound like
- a trail of excuses, so let's go to the videotape:
-
- As things stood in the last summary, our 50th proposal had just been
- tallied, and game 2 had just ended uncontroversially with one player
- scoring 100 points. After the controversy of game 1 (which ended in
- a consitutional crisis), this came as something of a relief. However,
- those of us who hoped that this augured well for the simple determination
- of winners in future games were to be utterly disappointed. January finds
- us in game 6, and none of games 3, 4 or 5 ended without some dispute over
- who actually won. We still await judgement on game 5.
-
- At time of writing, 162 proposals had been tallied, with 101 of these
- successful. As you can imagine the game is getting complicated! Here is
- a summary of the focus of legislative change. As before, scoring and
- the judiciary have been major preoccupations. A proposal to totally
- overhaul the Judicial system is currently being voted on.
-
- Scorin
- When I last wrote, new scoring rules, known for some reason as the
- Political Correctness (PC) rules, had just been introduced, which
- rewarded players for voting with the majority. That is, a random
- (1-10) points for voting FOR proposals which pass, or AGAINST those
- which fail. With about 10 proposals a week being tallied, it didn't
- take long for scores to approach the 100 needed to win. Very quickly
- it was decided to scale down the PC rewards, and proposals 1070 and 1080
- reduced the the reward to 1 point. There matters were to remain for
- some time.
-
- PC encouraged different voting patterns to the system it replaced.
- Since it paid, if only a little, to be on the winning side, the
- political battle over proposals tended as often as not to become
- one of perceptions. The best way to get a proposal passed was convince
- people that it was going to pass anyway, and then let the Bandwagon
- Effect do the rest. Conversely, even a single post the discussion
- board against a proposal could sow enough doubt to bring a proposal
- down, for once players began to think that others might be voting
- against, their own tendencies to vote against were correspondingly
- increased. In discussions of Prisoner's Dilemma type situations,
- this phenomenon is known as reverberant doubt. In any case, PC
- produced results that tended to be either very one sided or very close.
-
- PC was eventually repealed completely by proposals 1149 and 1150.
- At present, scoring for proposals is described by rule 1111,
- which awards (YES votes - NO votes) to the proposer. With points
- for voting abolished for the first time, except for a brief hiatus
- before PC was adopted, voters are now free at last to vote with
- their consciences, assuming they haven't...ahem...been bribed.
-
- Two other scoring rules, or at least rules about points and their
- distributions, were also passed in this period. 1071, the Points
- Trading Act, allowed players to trade points between themselves
- in any manner they saw fit. The PTA has sharpened the political
- and bargaining aspects of the game considerably, although as far
- as I am aware, no one has yet used PTA to do anything spectacularly
- corrupt like suborn a judge or buy a lot of votes. Nomic players
- are good citizens, although their interpretations of what constitutes
- good citizenship often vary widely!
-
- The other change of note was the conversion of Nomic to a zero sum game
- by proposal 1102. Under the system introduced, all players pay a 1 point
- tax to a central pool whenever revenue is required to pay points awards.
- The slow drift towards a Nomic economy with points as money continues.
- This is best shown by two developments, the first now well established,
- the second still just a vague idea.
-
- A series of rules has been introduced, beginning with 1109, that allow
- the creation of specific player functions within the game, called Offices.
- At present there are 4 Offices - Custodian, whose job it is to make available
- an up to date copy of the ruleset to all players; the Nomic Doofus and the
- Nomic Doofus Appointer (Doofus is a curious word whose etymology I have
- never satisfactorily been able to establish, but the title of Doofus is
- awarded by the Appointer to the person the Appointer feels has behaved
- in the manner most recently deserving of derision). Finally, the job of
- Scorekeeper is to Officially be responsible for scoring, since this
- is now a task complicated enough to warrant that sort of attention. The
- Custodian and Scorekeeper are each paid a weekly salary. Thus, we have
- witnessed the rise of a professional class within Nomic.
-
- Another intriguing idea floated in the last few days has been the idea
- of a Nomic Stock Exchange, wherein players can buy shares in other players
- whom they think are "going concerns", ie likely to score well. Share value
- depends on a players score. The concept of speculating in player futures
- is still being developed, but if adopted it will add a whole new dimension
- to play.
-
- The Judiciary:
-
- It has been a turbulent couple of months for the judicial system, during
- which it has been repeatedly put under strain. A number of incidents,
- which I will describe later, made evident the flaws in the judicial
- system which I outlined in a letter to the game's inventor, Peter Suber.
- After seriously circumscribing Judicial powers after the fiasco in game 1,
- the new Judicial system served us well initially, but the cracks have begun
- to show: the current system is too slow, and lacks credibility, authority
- sometimes neutrality, and occasionally, competence. Some Judicial Reform
- proposals (1146-47) were adopted, and have addressed some of the problems.
- However, at time of writing, the Common Judgement Act (CJA), a proposal to
- completely abolish the judiciary and replace it with a system in which the
- players vote to determine those matters which up until now have been
- settled through Judgement is currently being voted on. I'm told that the
- Ancient Roman legislature used to vote on judgements too. So apparently
- there is no progress in human affairs after all. An alternative proposal,
- which more or less seeks to create a professional legal class, hopefully
- neutral and authoritative is also being developed should the CJA fail.
-
- Other Stuff:
-
- In Nomic as in Real Life, the politics is often more interesting than
- the legislation. As I said before, none of games 3,4, or 5 ended without
- controversy. Here's a brief summary of those games:
-
- Game 3:
-
- It has become convenient, even mandatory, for us to see the implementation
- of the game as quite distinct from the game state itself. That is, we
- view the rules, scores, game custom, history, etc, as a sort of platonic
- essence which the software we use represents to us more or less accurately
- (usually more, but occasionally less). This was never better demonstrated
- than in game 3, which ended in chaos when one player began to explore
- the limits of the interactions at the boundary where the Platonic Essence
- of the game meets the cold hard facts of implementation.
-
- The rules placed no limit on the number of calls for judgement (CFJs)
- a player could make, and rewarded Judges 1 point for each Judgement they
- delivered. One player, Joev, saw an opportunity to display a loophole
- in the rules: makes hundreds of CFJs, thousands maybe, all the same,
- until all players could grab a lot of points just by delivering Judgement
- on their share of the CFJs.
-
- Well, the rules certainly allowed it, but after 919 CFJs the game driver
- fell in a heap and crashed the game. The game could not be restarted without
- erasing the CFJs. What to do? The CFJs were legally made, but the software
- couldn't live up to the law. Perhaps inevitably, as when any legal system is
- confronted by its inability to follow its own prescriptions, pragmatism
- prevailed, and the CFJs were erased. But not before a few players had
- accepted their multiple invocations. One of these, Blob, thereby scored
- enough points to win. However, by a sort of extra-legal social contract,
- we agreed to behave more or less as if nothing had happened. The question
- of whether Blob really won game 3 is one that is destined to remain, forever
- I suspect, legally indeterminate.
-
- Game 4:
-
- Game 4 witnessed the first really big conspiracy of the game - 6 players
- working together on a complex plan to exploit a hole in the rules to
- score a lot of points. The hole was in the seconding rules: these rewarded
- players who second proposals that pass, and penalize those who second
- proposals that fail. But the rules did something extra. They also rewarded
- players who publically *refused* to second proposals that eventually failed.
- That created an opportunity: a small group working together could devise,
- say, 10 truly awful proposals - the most reprehensible, calamitous and
- destructive proposals they could think of. Individuals in the group would
- then propose these proposals, and the group, as a whole, would refuse to
- second them. When the proposals failed, the refusal points would far
- outweigh the penalties for proposing proposals that fail.
-
- The Terrible Proposals, as they were known, were almost works of art.
- The guiding principle behind their construction was not merely
- catastrophe, but *unrepealability*. This could be tricky, because the
- proposals had to be effective even against the safeguards already in
- the rules designed to protect the game from rules destructive of play.
- The trick turned out to be to design TPs that were completely destructive
- of play in practice, yet allowed a theoretical continuation of play.
- Hence, there were TPs that would have required all future proposals to
- have been written in Basque, or to contain copies of pages from the
- Vlaidvostok telephone directory, or that would have extended the voting
- period on proposals from one week to 53 years, and so on.
-
- The attempt to get the TP scam outlawed plunged the Judicial system
- into a crisis from which it has yet to really recover. Judgements and
- counter-Judgements flew furiously back and forth, as did arguments
- for and against. Judges were accused of bias, or blindness. The points
- from the scam were initally withheld, long enough for a non-conspiracy
- member to win game 4 independently. They were eventually awarded in
- game 5. Whether this was really according to the rules or not is another
- question history cannot answer. Fairly soon it became a fait accompli.
- Public resistance, or public consent, is stronger than the law.
-
- The Future:
-
- This summary is already far too long - so, just a quick word about
- the future. Legislation recently enacted may see Nomic World moving
- in new directions. The Committee Act allows players to start sub-games
- of Nomic, with rules (called ordinances) applying only to members of
- the committee, and completely different sets of Initial rules. The
- possibilities are endless, but some the most obvious applications are
- simpler games for new players, and testing out radical proposals
- in smaller groups before trying them out in the big game. Two committees
- have already been formed. One has just one initial ordinance (ideal
- for new players), the other is more complex and apparently devoted to
- writing fairy tales. With committees in place, the future looks bright,
- and once again, rather unpredicatable. Come and join us on Nomic World!
- (Details below.)
-
- Look forward to seeing you,
-
- *******************************************************************************
- * __ ___ ___ \ / ___ | *"If it's not worth doing, it's not worth *
- *|__ | |__ \ / |__ | * doing well." *
- *___| | |___ \/ |___ o * -- Donald Hebb -- *
- *gardner@bruce.cs.monash.edu.au* *
- *******************************************************************************
- -----------------------
- Details for connecting to Nomic World:
-
- If your host site is a Unix machine, then "telnet 130.194.67.16 5000"
- will log you into Nomic World. On machines running VMS or other OSs, the
- key is to set port to 5000. The details will be specific to your machine.
- Once logged in, you can use the guest name to look around, but if you wish
- to play, you must login using the name you wish to play under. Registration
- to play is not immediate but takes 24 hours.
-
- There is also a Nomic mailing list, to which you can subscribe by mailing
- listserv@yoyo.cc.monash.edu.au with no subject and "SUB nomic" in the
- message body. The mailing list is used mostly to post current versions
- of the ruleset and is recommended for all players.
- list
-
-