Re: DIS: Proto: Digits

2007-12-10 Thread Ian Kelly
On Dec 10, 2007 10:34 AM, Roger Hicks <[EMAIL PROTECTED]> wrote: > Within one week after an interested proposal is adopted, any player > CAN Mill the ID number of that proposal to gain X red marks, where X > is equal to the number of times any player has previously gained marks > in this way on tha

Re: DIS: Proto: Digits

2007-12-10 Thread Zefram
Roger Hicks wrote: >For the purposes of Milling, a date is represented as a four digit >number Better to define milling a date from first principles: A player CAN Mill a date by spending four Crops corresponding to the tens and units digits of the month number and day of month o

Re: DIS: Proto: Digits

2007-12-10 Thread Ed Murphy
BobTHJ wrote: If it is currently a holiday, any player CAN Mill the date to gain X magenta marks, where X is equal to the number of times any player has previously gained marks in this way on that date in the same year plus one. The point of holidays is to minimize the disadvantage of players

Re: DIS: Proto: Digits

2007-12-10 Thread Roger Hicks
Latest Revision: Proto: Crops AI: 2 { Create a new rule titled "Crops" with the text: {{ Each type of Crop is a currency. Ownership of Crops is restricted to players. There are ten types of Crops, represented by the numbers 0 through 9. The Accountor is the recordkeeper of Crops. A player CAN spe

Re: DIS: Proto: Digits

2007-12-05 Thread Ed Murphy
BobTHJ wrote: All Crops of the same numerical value are fungible. This is already part of the general definition of currencies. A player CAN Mill a given number by spending a Crop of the corresponding type for each digit in that number's canonical decimal representation.. A player CANNOT Mil

Re: DIS: Proto: Digits

2007-12-05 Thread Ian Kelly
On Dec 5, 2007 11:02 AM, Roger Hicks <[EMAIL PROTECTED]> wrote: > Seed is a Digit Ranch switch with a > range of the integers from 0 to 9 inclusive. > Operator is a Grainary switch with > values of + (addition), - (subtraction), * (multiplication) and / > (division). > Labor is a > Grainary switc

Re: DIS: Proto: Digits

2007-12-05 Thread Ian Kelly
On Dec 5, 2007 11:02 AM, Roger Hicks <[EMAIL PROTECTED]> wrote: > The Seed of a Digit Ranch > is flipped to a random value upon its creation, and thereafter CAN NOT > be changed. > The Operator of a Grainary is flipped to a random value > upon its creation, and thereafter CAN NOT be changed. Who

Re: DIS: Proto: Digits

2007-12-05 Thread Ian Kelly
On Dec 5, 2007 4:38 PM, Ian Kelly <[EMAIL PROTECTED]> wrote: > "E then forms a mathematical expression using the values of those two > crops and the value of the Operator exactly once each, and e evaluates > the expression modulo 10. If the result is a number, e gains one Crop > of the correspondi

Re: DIS: Proto: Digits

2007-12-05 Thread Ian Kelly
On Dec 5, 2007 11:02 AM, Roger Hicks <[EMAIL PROTECTED]> wrote: > When the CotC publishes a CFJ, but before that CFJ is answered, any > player CAN Mill the ID number of that CFJ by announcement to cause any > one Sitting player to Stand, or any one Standing player to sit. I don't like this. Since

Re: DIS: Proto: Digits

2007-12-05 Thread Roger Hicks
Revision (going with a full farming theme): Proto: Crops { Create a new rule titled "Crops" with the text: {{ Each type of Crop is a currency.. Ownership of Crops is restricted to players. There are ten types of Crops, represented by the numbers 0 through 9. All Crops of the same numerical value a

Re: DIS: Proto: Digits

2007-12-03 Thread Zefram
Ed Murphy wrote: >Under the latest version of the proto, all types of land are the same >price, so presumably players would just buy 0-farms and 1-farms and >generate-2s-through-9s factories for simplicity. But you don't get to choose which type of farm you get. It's random. -zefram

Re: DIS: Proto: Digits

2007-12-03 Thread Ed Murphy
Zefram wrote: Taral wrote: What are you smoking, Zefram? See my message before about M and N being arbitrary (different) digits. Your formula will accept digits M and N and output digits 2 to 9. Not so useful if M=3 and N=7: you have no way to get 0 and 1 digits. The complexity in my formula

Re: DIS: Proto: Digits

2007-12-03 Thread Zefram
Taral wrote: >What are you smoking, Zefram? See my message before about M and N >being arbitrary (different) digits. Your formula will accept digits M and N and output digits 2 to 9. Not so useful if M=3 and N=7: you have no way to get 0 and 1 digits. The complexity in my formula is due to the nee

Re: DIS: Proto: Digits

2007-12-02 Thread Taral
On 12/2/07, Zefram <[EMAIL PROTECTED]> wrote: > If M and N are not contiguous, then it's more difficult because the > desired output range is not contiguous. Using the C-style conditional > operator, and C syntax, how about (given M < N): > > t = 4*(X == M ? 0 : 1) + 2*(Y == M ? 0 : 1) + (

Re: DIS: Proto: Digits

2007-12-02 Thread Geoffrey Spear
On Dec 2, 2007 6:22 PM, Zefram <[EMAIL PROTECTED]> wrote: > Josiah Worcester wrote: > >Clearly, we should establish a C interpreter into Agora. :p > > C is too tied to machine architecture for our purposes. Much better to > use a programming language that has no inherent connection to machine > ar

Re: DIS: Proto: Digits

2007-12-02 Thread Buddha Buck
On Dec 2, 2007 6:22 PM, Zefram <[EMAIL PROTECTED]> wrote: > Josiah Worcester wrote: > >Clearly, we should establish a C interpreter into Agora. :p > > C is too tied to machine architecture for our purposes. Much better to > use a programming language that has no inherent connection to machine > ar

Re: DIS: Proto: Digits

2007-12-02 Thread Zefram
Josiah Worcester wrote: >Clearly, we should establish a C interpreter into Agora. :p C is too tied to machine architecture for our purposes. Much better to use a programming language that has no inherent connection to machine architecture at all, most likely a functional one or a nearly-functiona

Re: DIS: Proto: Digits

2007-12-02 Thread Josiah Worcester
> Using the C-style conditional operator, and C syntax [...] > if using a C-style conditional operator: [...] Clearly, we should establish a C interpreter into Agora. :p

Re: DIS: Proto: Digits

2007-12-02 Thread Zefram
Ed Murphy wrote: >Trivially so; if you have M and N farms, then replace X with X-M >and Y with Y-N. Not quite. It's easy (I would say trivial except that people are getting it wrong) if N = (M+1) % 10. In that case, replace X with (X-M), Y with (Y-M), and Z with (Z-M). That gets you a machine t

Re: DIS: Proto: Digits

2007-12-01 Thread Ed Murphy
I wrote: You might want to dig through Pumpkin Patch Nomic's old rules on letter farms: http://www.nomic.net/deadgames/pumpkinpatch/EdRules.html Briefly, instead of Equation Factories, they had Word Machines: 1) A word machine is a list of words (in the OED) where each word consists o

Re: DIS: Proto: Digits

2007-12-01 Thread Roger Hicks
On Dec 1, 2007 2:26 PM, Ed Murphy <[EMAIL PROTECTED]> wrote: > You might want to dig through Pumpkin Patch Nomic's old rules on > letter farms: http://www.nomic.net/deadgames/pumpkinpatch/EdRules.html > Ha! I was wondering if someone would catch where I got this idea from. BobTHJ

Re: DIS: Proto: Digits

2007-12-01 Thread Taral
On 12/1/07, Ed Murphy <[EMAIL PROTECTED]> wrote: > Trivially so; if you have M and N farms, then replace X with X-M > and Y with Y-N. Not quite. Assuming wlog M "Please let me know if there's any further trouble I can give you." -- Unknown

Re: DIS: Proto: Digits

2007-12-01 Thread Ed Murphy
Eris wrote: On 12/1/07, Ed Murphy <[EMAIL PROTECTED]> wrote: This will produce pairs of the same Digit. It might sometimes be useful to produce two different digits, but that's probably only slightly more complicated as well. For instance, with 0 and 1 inputs, 11 * (1 + 4X + 2Y + Z) + 1

Re: DIS: Proto: Digits

2007-12-01 Thread Taral
On 12/1/07, Ed Murphy <[EMAIL PROTECTED]> wrote: > This will produce pairs of the same Digit. It might sometimes be useful > to produce two different digits, but that's probably only slightly more > complicated as well. For instance, with 0 and 1 inputs, > >11 * (1 + 4X + 2Y + Z) + 1 > > will

Re: DIS: Proto: Digits

2007-12-01 Thread Ed Murphy
Zefram wrote: After the last time you protoed this, I came up with the optimal expression for Expression Factories. Suppose you have two Digit Ranches, one generating 0 digits and one generating 1 digits. An Expression Factory with the expression 11 * (2 + 4X + 2Y + Z) will generate

Re: DIS: Proto: Digits

2007-12-01 Thread Ed Murphy
BobTHJ wrote: Digits are a currency that is owned by Players. There are ten types of Digits, represented by the numbers 0 through 9. All Digits of the same numerical value are fungible. The Banker is the recordkeeper of Digits. Omitting comments already covered by Zefram. "Digits are classes

Re: DIS: Proto: Digits

2007-12-01 Thread Zefram
Roger Hicks wrote: >Digits are a currency that is owned by Players. There are ten types of >Digits, represented by the numbers 0 through 9. All Digits of the same >numerical value are fungible. You want "Each type of Digit is a currency.". >A player may not Digit Dash a number if

DIS: Proto: Digits

2007-12-01 Thread Roger Hicks
Dragging this up from a proto I put forward earlier this year. Proto: Digits { Create a new rule titled "Digits" with the text: {{ Digits are a currency that is owned by Players. There are ten types of Digits, represented by the numbers 0 through 9. All Digits of the same numerical value are fungi

Re: DIS: Proto: Digits Again

2007-08-20 Thread Zefram
Roger Hicks wrote: > A Digit Ranch's switch MUST be flipped to any >state by its owner upon creation. It MAY NOT be flipped thereafter >except as specified by the rules. Better to say that the ranch is created with its switch set a particular way, and CANNOT be changed therea

DIS: Proto: Digits Again

2007-08-20 Thread Roger Hicks
Soliciting comments on the following: Digits Again AI ? { Create a new rule titled "Digits" with the text: {{ A Digit is an asset which is owned by a player. There are ten types of digits, each represented by an integer in the range of 0 to 9 inclusive. Digits of the same type of fungible. A Dig