Kerim Aydin wrote:
> We played this a couple years ago and it was fun.  Anyone interested
> enough for me to do a more complete contest description (tighten the
> Agoran-legal language of the below and fiddle to find good values for
> M,P,T, etc)?
> 
> Proto-contest:  Conway's Life (competitive).
> 
> An MxM grid exists on a torus on which Conway's life is played.  Each 
> contestant has a different colored marker indicating eir live cells.  
> When a generation is run, when an empty space comes alive (due to 
> having exactly 3 neighbors) it is created in the color of the 
> majority neighbor color (if any).  If all 3 are different colors, 
> a grey cell belonging to no contestant is born, instead.
> 
> Each round, contestants have one week to attempt to place up to P new 
> markers of their color on empty cells by private communication with the 
> contestmaster.   Tokens not placed may be saved for a later week.  If 
> two or more contestants choose the same space, they "bounce" and no 
> markers are placed; they do not learn this until the week is up.
> 
> After the week is up, the contestmaster will run T generations and
> report the board state for the start of the next round.  Contestants
> will be awarded points in relative proportion to the number of pieces 
> they have on the board (alternately: points only to top-ranked).

I suggest:
M=64
  Large enough for elbow room and nontrivial tactics, but not so large
  that you probably won't interact at all this round.

P=8
  Enough to make a glider, but not evenly -- discourages boring
  strategies.

T=32
  This makes the board two light-rounds across. Light-speed propagation
  is possible but rare; under normal circumstances the board will be
  about  four to six rounds across in practice.

Points=relative proportion
  This differentiates various strategies and gives more shape and depth
  to the game's high-level strategy-space.

Week=faster if possible
  This game wants a quick turnaround time, I think.

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