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January 26, 2005
COUNTER-INSURGENCY AXIOMATIC
0.
The following axioms constitute the RULESET of the GAME
1.
The PARAMETERS of the GAME are U (terrain upper limit) L (terrain lower limit) D (process divisor) T (catastrophe-periodicity) S (Number of counters to start with)
2.
The GAME consists of the PARAMETERS, several PLAYERS, POPULATIONS, and the GAMESPACE.
3.
IMPLEMENTATIONS of the GAME consist of the GAME together with PARAMETER VALUES, MODES OF ADJACENCY, rules for the granting and revocation of access to MODES OF ADJACENCY to PLAYERS, and a DIAGRAM.
4.
Any number of PLAYERS may join at any CLICK in the game.
5.
Each PLAYER who joins the GAME begins with a virtual population of quantity S.
6.
The first dimension of GAMESPACE are a series of TERRAINS indexed by numbers beginning with L and generated by the rule n'=n+1 where n'<U
7.
A TERRAIN has the capacity to contain any number of POPULATIONS of any quantity
8.
ADJACENT TERRAINS are those terrains which are related one to the other by the PRIMARY MODE OF ADJACENCY T2=T1+1 or by any MODE OF ADJACENCY introduced in a given IMPLEMENTATION.
9.
Every PLAYER has access to some or all of the available MODES OF ADJACENCY and MODES OF ADJACENCY may be granted to or revoked from PLAYERS.
10.
The second dimension of GAMESPACE is articulated as a series of CLICKS indexed by numbers beginning at 1, generated by the rule n'=n'+1, and with no upper limit.
11.
The passage from one CLICK to its successor is effected by the discrete occurrence of an ACTION or a CATASTROPHE within the TERRAINS, resulting in a transformation of the GAMESPACE.
12.
ACTIONS are either DEPLOYMENTS, MIGRATIONS, or ATTACKS.
13.
A DEPLOYMENT occurs when a PLAYER places his POPULATION of S COUNTERS into a TERRAIN. A PLAYER can DEPLOY a POPULATION only into an TERRAIN empty of other POPULATIONS.
14.
A MIGRATION occurs when a PLAYER moves some or all of a POPULATION from one TERRAIN to another ADJACENT TERRAIN. When a POPULATION MIGRATES from TERRAIN A to ADJACENT TERRAIN B, it constitutes a new POPULATION. The results of a MIGRATION are:
- the POPULATION suffers an attrition of sqr-rt ((total alien POPULATION of TERRAIN A)+(TERRAIN B number + total alien POPULATION of TERRAIN B))/D
15.
Only one POPULATION per PLAYER may occupy a TERRAIN at a given CLICK. Further POPULATIONS moved or deployed into the TERRAIN will merge with the PLAYER'S resident POPULATION in that TERRAIN.
16.
Any number of PLAYERS may occupy a TERRAIN with their POPULATIONS at a given CLICK.
17.
A player can ATTACK an alien POPULATION in a given TERRAIN with his own POPULATION within that TERRAIN. The results of an ATTACK are:
- The defenders POPULATION will suffer an attrition of (sqr-rt attackers POPULATION size)/D
- The attackers POPULATION will suffer an attrition of (sqr-rt (defenders POPULATION size + TERRAIN number) /D
18.
CATASTROPHES are of one type only, the GROWTH CATASTROPHE. The GROWTH CATASTROPHE occurs after the occurrence of T ACTIONS. During the GROWTH CATASTROPHE, all POPULATIONS occupying a TERRAIN within the GAMESPACE are augmented by sqr-rt (POPULATION size / (sqr-rt TERRAIN number)-1)/D
19.POPULATIONS augmented by CATASTROPHES or diminished by ACTIONS may include fractional values. These fractional values will not be counted in ATTACK ACTIONS and cannot be MIGRATED. They will, however, be counted in further CATASTROPHES.
20.If a fractional POPULATION is left on its own in a TERRAIN it immediately diminishes to nothing.
21.
At any time a PLAYER may broadcast a freeform MESSAGE using ASCII characters to all other PLAYERS. The MESSAGE has no immediate effect on any dimension of the GAMESPACE.
22.
Every PLAYER has access to the HISTORY which details the ACTIONS and CATASTROPHES that occur in all CLICKS previous to the current CLICK, along with their numerical outcomes. HISTORY does not, however, include MESSAGES.
23.
This ends the RULESET for the GAME
24.The following axioms constitute the IMPLEMENTATION known as DECAPLEX-1
25.
The PARAMETER-VALUES are U=1000 L=0 D=3 T=9 S=100.
26.
The MODES OF ADJACENCY are : T2=T1+1 ("Creep +") T2=T1-1 ("Creep -") T2=T1+10 ("Plumb +") T2=T1-10 ("Plumb -")
27.
All PLAYERS are granted access to all MODES OF ADJACENCY. There is no revocation of MODES OF ADJACENCY.
28.
The DIAGRAM for this IMPLEMENTATION articulates the first (TERRAIN) dimension of the GAMESPACE as a grid of numbered TERRAINS set out as follows:
n+9 n+10 n+11
n-1 n n+1
n-11 n-10 n-9
and the second (CLICK) dimension of GAMESPACE as successive revelation in chronological time.
29.
This ends the IMPLEMENTATION conditions for DECAPLEX-1
Posted by undercurrent at January 26, 2005 10:37 AM
Comments
guess CIA is an accident?
Posted by: nick at January 26, 2005 02:31 PM
I asked the man with the shades, and he says it's entirely coincidental.
The axiomatic is now semi-frozen (coding on v1.0 has begun)...
Posted by: u/c at January 26, 2005 05:19 PM
[ominous sounds of drilling, welding and hammering from the Dread Garage]
Posted by: nick at January 27, 2005 03:07 AM
PS. unclosed underline somewhere
Posted by: nick at January 27, 2005 03:08 AM
DREAD GARAGE = HU JINTAO
Posted by: northanger at January 27, 2005 07:21 AM
must be because of something being smaller than U...will fix.
Posted by: u/c at January 27, 2005 05:23 PM
fixed? (my browser seems immune)
Posted by: u/c at January 27, 2005 05:28 PM
Must say this exercise is proving to be an excellent way to concretize some "DoGon myths", - as I say, the philosopher's mistake is always to refuse to take them absolutely literally...
Although the axiomatic is in cryogenic pause mode, I'd like to keep this thread open for wishlist items (if only because I come up with them constantly).
(1)Worth thinking about this godel-coding element. I admit, it's a ludaesthetic excrescence, but _surely_ something cool could be done with it!
(2)Introduction of a secondary counter market to scramble the overschematic competitive arrangement: growth catastrophe makes this 'economically viable' - player A can buy up a share of player B, which will grow in value over time (nice because of the immanence of currency and commodity).
btw I'm going with 5x7 grid....
Posted by: u/c at January 28, 2005 12:18 PM
both (1&2) have a great future IMHO - even the Economist has noticed the games/economics melt-zone, so the whole sphere of artificial currencies unproblematically HUGE. As to first point, think this extremely interesting, but also taxing and not to be rushed, because the ludization of rigorously numerical functions will be far less intuitive and more messily experimental than is the case with brutish quantitative machinery
Posted by: nick at January 28, 2005 01:04 PM
This could meet up with the nasdaq-qabbaliser idea somewhere along the way.
Was hoping to get some semblance of v1.0 done by tonight - will have to forcibly disconnect myself from promising christoanalysis (however IMO this an excellent example of countercurrent to that reinvigorated interpretationism) and antinumerological discussions for a while.
Posted by: u/c at January 28, 2005 01:32 PM
christoanalysis will run and run - no rush on that front
Posted by: nick at January 28, 2005 02:49 PM
added the now-obsolete decaplex explorer to dread cryptotoys section; counterinsurgency interface is coming along nicely...
Posted by: u/c at January 28, 2005 09:56 PM
updated : (a)diacritics now get chopped out of MESSAGEs rather than causing problems
(b)interface now pings server and reports if server has crashed/lost contact
Posted by: u/c at January 30, 2005 12:26 PM
many thanks to eleutheria for uncovering a nest of bugs (mostly calculative) which have now been mostly exterminated (but there is still an unresolved problem with migrations).
Made the 'growth' history report more verbose (now tells you the before/after population sizes of each player)
Posted by: u/c at January 30, 2005 06:15 PM
have worked out origin of mysterious 'negative terrain' problems (cause of gameserver crashes)...soon to be fixed...last call for cosmetic changes.
Posted by: u/c at February 1, 2005 10:50 PM
DREAD GARAGE sounds like a promising new strain of urban rhythm.
Posted by: u/c at February 1, 2005 10:51 PM
thought: should we remove the migrate, attack and growth equations from the RULESET and put them in the IMPLEMENTATION?
Posted by: u/c at February 1, 2005 10:52 PM