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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