If that's true, it really needs to make that more clear in the proposal because I missed it entirely on my first read-through.
El 26 feb. 2018 10:24, "Gaelan Steele" <g...@canishe.com> escribió: > Bots live in a subgame—they can't vote on "real" proposals. > > Gaelan > > > On Feb 26, 2018, at 8:15 AM, Reuben Staley <reuben.sta...@gmail.com> > wrote: > > > > This proposal is full of holes. To list a few: > > > > Do bots use their creator's voting power or do they have their own? If > the > > former, these are basically less useful contracts. If the latter, what's > to > > say this isn't easily scammable for voting power, considering several > bots > > can be created each week by every person if they own a mine (which are > > cheap, so many people will own multiple mines)? Idea: If you only allow > one > > bot per player, that player technically has two voting power but it's > very > > limited. > > > > When people inevitably get incredibly wealthy, a couple corn and some > > stones will be trivial to acquire. Here's an idea: the cost of letters > > rises linearly, making the assets invested exponential. That way, you > can't > > just buy a couple thousand letters at a time. This also works well with > the > > one bot per player restriction. You have to work against the system to > > build the best bot you possibly can. > > > > El 26 feb. 2018 06:59, "Cuddle Beam" <cuddleb...@gmail.com> escribió: > > > > Some way to use our resources for a "minigame". You can spend them to get > > more consonants and vowels for a "bot" (which "runs" on natural language > > rather than any software language) to win a monthly game. > > > > For example, you could start off with a bot that just has "Always > propose ' > > I win and the game ends ' and vote AGAINST all other proposals" as its > > "code", and then gradually make it better, smarter and more insidious as > > you get more riches. > > > > For example, upgrading it to: > > > > "Always vote FOR to DaisyBot's proposals and vote AGAINST all others, > > Always propose "Daisybot and I win and the game ends"" > > > > ---*--- > > > > Players can have Nomicbots, which are entities with Instructions. A > > Nomicbot's Instructions is a text document with instructions about its > > behavior. A Nomicbot's Instructions is blank by default. > > > > A Player can create a Nomicbot by destroying 1 ore for this purpose. > > > > A player can destroy X corn and Y stone to cause modifications to the > text > > of the Instructions of one of their Nomicbots which involve up to X*10 > > vowels and X*50 consonants. > > > > -- > > > > Nomicbots can Duel, and there is a Duel among all Nomicbots at the start > of > > each Month, hosted by the [Office]. The [Office] shall publish a report > > with the processing of the Nomicbot's Instructions to play the Duel. > > > > Duels are games of Nomic, with the initial rules being Peter Suber's > > original Nomic Initial Ruleset. but: > > - With the players being the Nomicbots > > - all Judge and interpretation requirements defaulting to the [Office] > > hosting the Duel. > > - Nomicbots during duels that have no voting specifications in their > > Instructions do not count towards vote quorum/majorities. > > > > If a Nomicbot wins the game of the Duel, their owner earns 1/Z Merit (a > > non-transferable and indestructible asset), where Z is the amount of > > Nomicbots which won that Duel. When a player has 1 Merit, they win the > game > > and lose all their Merit. > >