Looney Labs Icehouse Mailing list Archive

Re: [Icehouse] Zendo Puzzle

  • FromTimothy Hunt <games@xxxxxxxxxxxxxx>
  • DateThu, 12 Mar 2009 16:03:14 -0500
Except it then becomes a protractor rule.  What angle are you going to
consider small enough to consider them to be "opposite"?  What
allowance are you going to have for pointing in the same direction?

I can almost guarantee that you won't be able to make them so their
pointing lines are exactly parallel, so you'd have to make a judgment
as to the tolerance. However, you can, quite easily, make them flat,
upright or weird.


On Thu, Mar 12, 2009 at 3:56 PM, Nick Lamicela <nupanick@xxxxxxxxx> wrote:
> then just change the orientation part of the rule to "either all three
> pyramids are pointing in the same direction, or else one pyramid is upright
> and two are pointing flat in opposite directions." All relative.
> ~nupanick (or other appropriate name)
> ===================
> Guvf VF zl jvggl fvtangher.
> On Thu, Mar 12, 2009 at 4:41 PM, Joshua Kronengold <mneme@xxxxxx> wrote:
>> David L. Willson writes:
>> >And I think that's 209 possible white koans now, if I was right about
>> >the other to begin with, which I probably wasn't, but JK will be along
>> >tao loudly correct me and draw aspersions on my literacy, I imagine.
>> Please don't engage in personal attacks here.
>> And if you can't take it without rancor, don't throw it. (the last
>> discussion was quite pleasant until certain people, you included,
>> started proclaiming their way as "the one true way". I just got
>> annoyed when you made a false equality in support of your position.)
>> >{upright, flat, weird} or {upright, flat-left, flat-right} (as in
>> > Treehouse).  In either case, "Yes, I missed it."
>> Personally, I'd look at "all pieces are in a line" as a fidly rule and
>> not use it; when I run SET, I use a nice simple "contains (or consists
>> entirely of) three pices for which the following properties are either all
>> the identical or all different among those three pieces: orientation
>> (upright, wierd, flat), size, color.
>> The problem (IMO) with left/right orientations is that you need a
>> baseline.  Which means you need to specify something like "all pieces
>> are on a line" or "all pieces are in parallel.
>> Which is the kind of rule (grossly) that is of the form "medium-difficulty
>> rule, precondition of other medium-difficulty rule" which, as in in the
>> "three-state zendo" discussion, I find makes for a much more difficult
>> rule than one expects (which is why I'm interested in experimenting
>> with breaking down those rules into three different states, to make
>> them much more tractable for players).
>> IOW, I think that unless it's an illegal zendo rule (ie, absolute left
>> and right, rather than defined within the koan), that an "upright,
>> left, right" SET rule is -substantially- harder than a normal SET
>> rule.
>> --
>>       Joshua Kronengold (mneme@(io.com, labcats.org)) |\      _,,,--,,_
>>  ,)
>> --^--   "Did you know, if you increment enough, you   /,`.-'`'   -,  ;-;;'
>>  /\\    get an extra digit?"  "I knew," weeps Six.    |,4-  ) )-,_ ) /\
>> /-\\\   "We knew. But we had forgotten."             '---''(_/--' (_/-'
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