Looney Labs Icehouse Mailing list Archive

Re: [Icehouse] 2 player Zendo

  • FromJoseph Pate <jpate@xxxxxxxxxxx>
  • DateSat, 12 Jan 2008 11:59:47 -0800 (PST)
While the concept is OK on paper, in practice the master will *never* 
get points.  If the student knows what X is, they will throw their Xth
guess away even if they've figured out the rule.  The original example 
is better in that X is known only to the master... I would just suggest
that the "too hard" rule from these variants be added to the original
range concept.

Then the student is always motivated to guess as "well" as possible, 
because the quicker the rule is revealed, the more points for them, and
they don't already know what the guess limit is.

My $.02

-Ankhst

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> 
> Dale Newfield wrote:
> > How about this:
> 
> I think the variation below prevents starvation, as every round results 
> in at least one point being awarded.
> 
> > Student picks a number, X.
> > 
> > The master picks a rule that they think will take the student X turns to 
> > figure out.
> 
> The Student gets points for guessing in less than or equal to X turns,
> and is given one anyway if the master made the rule too hard:
> (1 point if not solved at X, 2 if solved at X, 3 at X-1, etc.)
> 
> The Master gets two points if it's solved in exactly X turns.
> 
> > If the rule is still not known after X turns, the rule is too hard, it 
> > is divulged, and the next round begins.
> 
> The result:
> 
> Make a rule too easy and you end up giving away points.
> Make a rule too hard and still give away points.
> Do it just right and you don't lose ground on your "opponent" (you each 
> get 2 points).
> 
> -Dale
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