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Post by Andrew Rose on Mar 4, 2015 1:48:07 GMT -8
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Post by Steve Draper on Mar 4, 2015 5:27:48 GMT -8
I was slightly confused by then rules at first, but after reading the GDL I figured it out. In particular 'majority' means at least half (exactly half is considered a majority), and no line has more than 8 cells (the board has strategic 'holes' in it to reduce the long lines from 9 to 8). Are these necessary to make the game not a (trivial) string win with an obvious strategy or something?
I was also surprised by the place-2-stones each turn aspect - why is that necessary?
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Post by Andrew Rose on Mar 4, 2015 7:17:27 GMT -8
Steve,
There are no lines with an even number of (playable) hexes. After deleting the "holes", the longest line has 7 hexes. Therefore, majority means more than half. So, as far as I'm aware, the holes aren't anything to do with strong wins, etc., they're there to ensure that you can't "share" a line.
I suspect that placing 2 stones each turn is a balancing thing. On the first move, the first player only places 1 stone. Thereafter it's 2 per turn. That means that the players alternate in terms of which player has more on the board.
Probably worth looking at the sample game I linked to on the Tiltyard. Hopefully that should make things even clearer than looking at the GDL.
Andrew
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rxe
Junior Member
Posts: 61
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Post by rxe on Mar 5, 2015 6:31:43 GMT -8
Cool! I noticed that the grounded inputs are a superset of the grounded legals. And a quick look at the gdl it might have something to do with oob rule, or something. Not that this is unusual, I see a lot of the games have different grounded lengths in inputs/legals - some have more inputs, some have more legals. I really don't know how a player is suppose to handle these cases - in the past I just took the intersection when generating a propnet.
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Post by Andrew Rose on Mar 5, 2015 10:57:22 GMT -8
Richard,
"input" is to "legal" what "base" is to regular props. In particular, input ought to cover anything that can ever be legal. If there are games without, I would claim that they're bugged. On the other hand, in any given state, it isn't necessary for all inputs to be legal - indeed it would be pretty unusual if every player could play every possible move in every state.
I agree that it's a bit dubious to have an "input" that can't actually ever be "legal" (as indeed I have done in this game), but I don't think it's wrong per se.
Finally, there was a time when base/input wasn't a requirement. (You still see many examples around the place that don't have input/base.) However, I believe that Sam removed all such games from Tiltyard rotation at the point that base/input became a requirement. Before that rule was in place, game players had to infer the set of possible propositions & inputs (if they wanted to). ggp-base is capable of doing so. (I have a hunch that, theoretically at least, it might be possible to design a game where you can't correctly do the inference - and that's the reason for the rule - but most games are just fine.)
Hopefully that gives some background.
I don't suppose it would be tricky to fix up this game so that the all the "input"s are legal at some point, although if it isn't causing you an immediate problem, I probably won't bother.
Andrew
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rxe
Junior Member
Posts: 61
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Post by rxe on Mar 6, 2015 2:44:15 GMT -8
Thanks Andrew - that clears things up. I agree with the case that when they are legals and no corresponding input - is buggy. Currently my player doesn't support these (although not big deal to fix). The only game I have seen on Tiltyard that has this issue is qyshinsu,
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Post by Steve Draper on Mar 6, 2015 5:15:48 GMT -8
It's pretty common for 'noop' to be legal, but have no corresponding input (in an optimized propnet anyway)
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rxe
Junior Member
Posts: 61
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Post by rxe on Mar 6, 2015 5:39:36 GMT -8
Steve - I am not sure I follow what you mean. Can you point me to some gdl example please?
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Post by Steve Draper on Mar 6, 2015 11:01:24 GMT -8
Breakthrough for example.
No rules stem from the 'noop' input, so an optimized propnet can simply strip it out, since it is an unconnected component. However, (legal noop) is important. Essentially anything that is defined by (the grounded set of) 'input' clauses in the GDL which is not referenced by the (grounded) rules is a meaningless component. In some games (forget which ones - amazons maybe?) there can be huge numbers of these 'dead' components, and propnet sizes reduce significantly by trimming them. The resulting (trimmed) propnet will then have legals with no corresponding input.
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rxe
Junior Member
Posts: 61
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Post by rxe on Mar 7, 2015 7:57:04 GMT -8
Steve - I see what you are saying - that's interesting. I'll have to look into that as it is not something I currently optimize.
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