Are wall cells supposed to connect?
Country CA
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Schiaparelliorbust
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Re: Country CA
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Re: Country CA
I my original idea yes because they couldn't otherwise block Territory from expanding,altrough we can change that using some weird methods.
I recommend my original idea.
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Schiaparelliorbust
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Re: Country CA
I don't see how them being connected would make any difference. I also read my post and didn't see anything self-contradictory.
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Re: Country CA
Have you ever tested your IQ?Sorry if that sounded bad,but this is practically impossible not to understand.Schiaparelliorbust wrote: ↑November 8th, 2020, 8:53 amI don't see how them being connected would make any difference. I also read my post and didn't see anything self-contradictory.
If there are gaps in the wall,Territory could freely expand trough them.
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Schiaparelliorbust
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Re: Country CA
Yes, multiples times. I once got 147, the other time I got 136, though I don't think it matters that much. I guess you do have a point where the territory/army can seep through gaps an the walls. Maybe we could make it so that 6 army cells create a wall, and 7 or 8 enemy army cells can destroy it. That way walls will be easier to create and have fewer gaps.
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fluffykitty
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Re: Country CA
Even with those rules it's easy to make indestructible barriers (eg block). To ensure that walls are always destructible, they must be destructible with at most 4 armies. I suggest an army cell, 4+ army cells around it, and an enemy territory cell can make a wall, and 4+ enemy armies and luck can destroy one.
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Schiaparelliorbust
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Re: Country CA
I think making walls easily destructible just renders them useless. Maybe only territory cells that border another country's any type of cell can be turned into a wall. Luck already plays a role in how the armies and territories move. I don't think that more luck is needed.fluffykitty wrote: ↑November 9th, 2020, 3:11 amEven with those rules it's easy to make indestructible barriers (eg block). To ensure that walls are always destructible, they must be destructible with at most 4 armies. I suggest an army cell, 4+ army cells around it, and an enemy territory cell can make a wall, and 4+ enemy armies and luck can destroy one.
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fluffykitty
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Re: Country CA
I think we should make a no-wall version of the rule before deciding exactly how walls should work.
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Schiaparelliorbust
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Re: Country CA
Good idea. Are you okay with running the Replicator CA (B1357/S1357) inside the territory, and one for every territory (Replicator CAs in different territories don't interact directly) as a source of randomness? Hunting said it wouldn't work because it is reversible but because the territory constantly changes shape, it shouldn't be.fluffykitty wrote: ↑November 9th, 2020, 3:19 amI think we should make a no-wall version of the rule before deciding exactly how walls should work.
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fluffykitty
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Re: Country CA
Yeah, that's fine. Plus, even if it was reversible, it'd still be unpredictable enough to be useful.
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Schiaparelliorbust
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Re: Country CA
I think if territory/army cells are in the majority around an empty cell that cell should always become a territory cell. Otherwise I think t should be 50/50. We should define neighbourhood states for where it does/doesn't expand.fluffykitty wrote: ↑November 9th, 2020, 3:27 amYeah, that's fine. Plus, even if it was reversible, it'd still be unpredictable enough to be useful.
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fluffykitty
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Re: Country CA
Here's a script for generating a territory-only version of the rule:
Code: Select all
print("""@RULE Warfare
0 empty
1 red rng0
2 red rng1
3 green rng0
4 green rng1
5 blue rng0
6 blue rng1
@TABLE
n_states:7
neighborhood:Moore
symmetries:none""")
countries=3
for i in range(9):
print("var a"+str(i)+"={",end="")
for j in range(countries*2):
print(j,end=",")
print(str(countries*2)+"}")
for i in range(countries):
print("var b"+str(i)+"={",end="")
for j in range(countries):
if i==j:
continue
print(str(2*j+1)+","+str(2*j+2),end=",")
print("}")
for j in range(9):
print("var c"+str(i)+str(j)+"={"+str(2*i+1)+","+str(2*i+2)+"}")
print("var d"+str(i)+str(j)+"={0,"+str(2*i+1)+",b"+str(i)+"}")
for i in range(countries):
for j in range(256):
j2=j
c=0
while j2>0:
c+=j2&1
j2//=2
if c==5:
print("0,",end="")
j2=j
ac=1
cc=0
for k in range(8):
if j2&1:
print("c"+str(i)+str(cc),end=",")
cc+=1
else:
print("a"+str(ac),end=",")
ac+=1
j2//=2
print(str(i*2+1))
if c==6:
print("b"+str(i)+",",end="")
j2=j
ac=1
cc=0
for k in range(8):
if j2&1:
print("c"+str(i)+str(cc),end=",")
cc+=1
else:
print("a"+str(ac),end=",")
ac+=1
j2//=2
print(str(i*2+1))
for i in range(countries):
for j in range(256):
j2=j
c=0
dc=0
print("c"+str(i)+"0,",end="")
for k in range(8):
c+=j2&1
if j2&1:
print("d"+str(i)+str(dc),end=",")
dc+=1
else:
print(str(i*2+2),end=",")
j2//=2
if c%2:
print(str(i*2+2))
else:
print(str(i*2+1))
print("""@COLORS
0 0 0 0
1 255 0 0
2 255 127 127
3 0 255 0
4 127 255 127
5 0 0 255
6 127 127 255""")-
Schiaparelliorbust
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Re: Country CA
Wow thanks! There isn't any pseudorandomness in it right?fluffykitty wrote: ↑November 9th, 2020, 4:23 amHere's a script for generating a territory-only version of the rule:Code: Select all
print("""@RULE Warfare 0 empty 1 red rng0 2 red rng1 3 green rng0 4 green rng1 5 blue rng0 6 blue rng1 @TABLE n_states:7 neighborhood:Moore symmetries:none""") countries=3 for i in range(9): print("var a"+str(i)+"={",end="") for j in range(countries*2): print(j,end=",") print(str(countries*2)+"}") for i in range(countries): print("var b"+str(i)+"={",end="") for j in range(countries): if i==j: continue print(str(2*j+1)+","+str(2*j+2),end=",") print("}") for j in range(9): print("var c"+str(i)+str(j)+"={"+str(2*i+1)+","+str(2*i+2)+"}") print("var d"+str(i)+str(j)+"={0,"+str(2*i+1)+",b"+str(i)+"}") for i in range(countries): for j in range(256): j2=j c=0 while j2>0: c+=j2&1 j2//=2 if c==5: print("0,",end="") j2=j ac=1 cc=0 for k in range(8): if j2&1: print("c"+str(i)+str(cc),end=",") cc+=1 else: print("a"+str(ac),end=",") ac+=1 j2//=2 print(str(i*2+1)) if c==6: print("b"+str(i)+",",end="") j2=j ac=1 cc=0 for k in range(8): if j2&1: print("c"+str(i)+str(cc),end=",") cc+=1 else: print("a"+str(ac),end=",") ac+=1 j2//=2 print(str(i*2+1)) for i in range(countries): for j in range(256): j2=j c=0 dc=0 print("c"+str(i)+"0,",end="") for k in range(8): c+=j2&1 if j2&1: print("d"+str(i)+str(dc),end=",") dc+=1 else: print(str(i*2+2),end=",") j2//=2 if c%2: print(str(i*2+2)) else: print(str(i*2+1)) print("""@COLORS 0 0 0 0 1 255 0 0 2 255 127 127 3 0 255 0 4 127 255 127 5 0 0 255 6 127 127 255""")
Edit: By that I mean there isn't any pseudorandomness in the rule itself.
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fluffykitty
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Re: Country CA
Territory cells have two versions which behave as in B1357S1357, but that has no effect on actual territory expansion in this version.
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Schiaparelliorbust
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Re: Country CA
It should have an effect. It should be deterministic but unpredictable.fluffykitty wrote: ↑November 9th, 2020, 4:42 amTerritory cells have two versions which behave as in B1357S1357, but that has no effect on actual territory expansion in this version.
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fluffykitty
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Re: Country CA
It probably wouldn't be too hard to make territory expand with 4 territory neighbors and luck. However, the effects of randomness should be on armies, not natural territory expansion.
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Schiaparelliorbust
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Re: Country CA
The how should territory expand? I think that randomness should affect territory expansion. We could say like 2i and 2k etc. cause a territory birth in the vacuum.fluffykitty wrote: ↑November 9th, 2020, 4:48 amIt probably wouldn't be too hard to make territory expand with 4 territory neighbors and luck. However, the effects of randomness should be on armies, not natural territory expansion.
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fluffykitty
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Re: Country CA
AFAIK territory expansion is supposed to be caused by armies, which are not in this version.
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Schiaparelliorbust
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Re: Country CA
No, I don't think that's how it works. Armies take over another country's territory, not the vacuum AFAIK.fluffykitty wrote: ↑November 9th, 2020, 5:11 amAFAIK territory expansion is supposed to be caused by armies, which are not in this version.
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fluffykitty
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Re: Country CA
Why can't they also take over the vacuum?
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Schiaparelliorbust
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Re: Country CA
I don't see why they should, but I also don't really see why they shouldn't. Territory cells should grow on their own I think.
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fluffykitty
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Re: Country CA
Well, it probably wouldn't be too hard to add something like that.
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Schiaparelliorbust
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Re: Country CA
Let's try birth with 2i,2k and 3a.fluffykitty wrote: ↑November 9th, 2020, 5:30 amWell, it probably wouldn't be too hard to add something like that.
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fluffykitty
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Re: Country CA
3a would probably cause weird squarish corners and the other two wouldn't apply very often.
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Schiaparelliorbust
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Re: Country CA
I don't think so. B2k especially would keep the shape interesting.fluffykitty wrote: ↑November 9th, 2020, 6:15 am3a would probably cause weird squarish corners and the other two wouldn't apply very often.
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