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AI Game Design: The Shibumi Challenge

Cameron Browne
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1. Summary

This article describes an upcoming experiment in automated game design, a new game system called the Shibumi set, and a contest called the Shibumi Challenge intended to produce a range of high quality base games for this experiment. The overall aim is to compare the dynamics of evolutionary versus Monte Carlo search methods for game design, and to gauge the usefulness of the computer as a creative collaborator in the game design process.

2. Background

In 2007 I ran an experiment in automated game design, in which a program called Ludi evolved the rules of existing games into new combinations and tested them for quality. This process produced a few interesting games, the best of which was Yavalath. (That story is summarized in the June 2011 BGG News post "Yavalath: On Evolutionary Game Design".)

Yavalath has been well received by players, and its novel mechanism of "win with 4-in-a-row but lose with 3-in-a-row" has inspired a number of subsequent game designs. It seems to have tapped into a new sub-genre of games which involve a tension between achieving condition X without achieving a subset of that condition X'. This raises some interesting questions:

• Did Ludi invent or simply discover Yavalath and its mechanism of rule subset tension?
• Was this a creative act?
• If so, should the mantle of "creator" lie with the program or the programmer?

I believe that the invention of Yavalath was an act of combinatorial creativity. Other designers might have provided the raw material in the form of the base rules, and I might have coded up the algorithms, but Ludi found the serendipitous combination of rules and more importantly recognised it as a good combination. If a human designer had achieved this result, it would certainly have been described as a creative act.

Ludi perhaps even mimicked the creative process of human game designers in the sense that it searched for interesting new combinations of known rules, as the invention of truly original rules and mechanisms is a rare thing. Puzzle designer Raf Peeters touches on this point in his blog entry "Inventing and Serendipity", in which he argues that serendipity (which he describes as the act of searching for something but finding something else) is central to the creative process in game/puzzle design.

Raf describes two requirements for serendipity to occur:

1. Active searching: The designer should not simply wait for inspiration to strike, but should immerse himself in ideas and look for harmonies between them.
2. Finding: The designer must recognise the potential in each new thing he finds.

This is exactly what Ludi did.

3. The Problem with Evolution

Ludi used an evolutionary approach for its active search, in which rule sets were bred, crossed over, and mutated. This eventually produced useful results, although some shortcomings of this method for game design became apparent.

The search seemed quite unfocussed. Evolution is at heart a random process, and there was no guarantee that the combination of rules that make up Yavalath was going to be tried, or ever would be tried again, no matter how long the program runs.

The search was not systematic. Ludi produced a game called Lammothm that was almost identical to the great connection game Gonnect except for one important detail: diagonal connections were allowed. This made Lammothm a mediocre game that barely made the cut and would be quickly forgotten by any player. One small mutation would transform this mediocre game into a truly excellent one, but there is no guarantee that this mutation would ever be tried.

Compounding this problem is the fact that rule sets are fragile, and generally any random change to a game's rules will break it. While one particular mutation would have transformed Lammothm into a much better game, almost any other mutation would have ruined it entirely. In computational terms, small incremental changes to a rule set will not necessarily result in a gradual climb up the local maximum. In biological terms, rule sets do not display the gradualism assumed in a neo-Darwinian approach and instead rely on saltations (large changes from one generation to the next) to make evolutionary progress.

4. Monte Carlo Game Design

Monte Carlo tree search (MCTS) might provide an alternative way to find optimal rule combinations that may address these shortcomings in the evolutionary approach. MCTS works by running a large number of random simulations and learning from each one in order to build a search tree that gets more accurate as more simulations are run. It has a natural mechanism for balancing exploration of the search space with exploitation of learnt knowledge, and a feedback mechanism in which continued simulation improves the tree, which in turn improves future simulations.

MCTS has two inherent qualities that make it attractive for game design:

1. Inherent local search: Whenever a new state is reached, the search does not progress beyond that state until all actions (mutations) have been tried upon it.
2. Inherent restarts: From time to time, the algorithm will naturally try less promising combinations of actions, until it is sure that they lack promise.

These two features mean that if any slight change will improve a game then it is more likely to be found, but that the search will still occasionally jump from the local maximum to visit other parts of the rule combination space. Further, MCTS can learn from previous simulations using a history heuristic so that combinations of rules that proved fruitful in previous contexts are more likely to be tried in future contexts. Heuristics based on this idea have allowed recent breakthroughs in computer Go that now see MCTS Go players challenging top human players.

5. Shibui Game Design

The ideal game system to test these ideas would be:

• Tightly constrained and with a small, clearly defined rule set.
• Simple enough that most of the rule combination space could be searched.
• Complex enough to provide a range of interesting games.
• Small enough that its board state would fit into a single integer (for efficient implementation).
• Novel enough that its search space was largely unexplored.

While I was looking for such a system, abstract gamer Tom Gilchrist mentioned a concept from Japanese aesthetics called shibui. Shibui objects balance simplicity with complexity; they may initially seem deceptively plain, but will reveal hidden depths and become more interesting the more time is spent with them.

The Western world has been gradually exposed to shibui through popular culture. Elizabeth Gordon described it as "the highest form of beauty" in a series of 1960 House Beautiful articles. It has since been described in Trevanian's novel Shibumi as "elegant simplicity" and "understated beauty", and in Michener's novel Iberia as "acerbic good taste", recalling the term's origins as a description of a sour but appealing taste. It is used by Matthew May as a philosophy for personal growth in his allegory The Shibumi Strategy.

There are obvious parallels between these principles and those of combinatorial game design, especially the notion of simplicity hiding depth, as exemplified by the old cliche "a minute to learn, a lifetime to master". A rule set that works harmoniously can produce a thing of both beauty and lasting enjoyment, reminiscent of John Holland's description of emergence as "much coming from little".

May also notices the parallels between shibui and elegance in creative design. The elegance of an object is often defined not by what it includes but by what it excludes, much as a game designer seeks to produce the simplest possible rule set for a given game. The apparent simplicity of a well-designed object is usually the result of much complexity and refinement in design that may go unnoticed by the end-user. These ideas resonate with most of the key aspects I was looking for in my experimental game system, and influenced the final design.

6. The Shibumi Set

After several months of deliberation and recovery from information overload after running around Spiel 2010 trying to see every small game system in existence in a single weekend, I finally decided on the system that is now called the Shibumi set and published by nestorgames. The term shibumi is a noun form of shibui used to describe particular instances.

The Shibumi set consists of a 4x4 square board and 16 balls in each of three colours:


The basic mechanisms are to place, move or remove balls on this board. Balls may be stacked on 2x2 platforms of other balls as follows:


Balls may also be removed to cause higher level balls that they support to drop and fill their place:


A completely filled board forms a 4x4 square pyramidal (SP4) packing. The 4x4 base allows a total of 4x4+3x3+2x2+1=30 potentially playable points. The state of each may be described by two bits:

00 = Empty
01 = White
10 = Black
11 = Red


Hence the entire board state may be described in 30 x 2 = 60 bits, or a single 64-bit long integer, as desired, with a few bits left over for storing the current mover and current winner (if any). More details can be found at http://www.mogal.ai/shibumi/.

The rule combination space of games playable with this set was almost entirely unexplored prior to its release in October 2011. The only known prior example was Pylos, which can be played with a Shibumi board and 15 white and 15 black balls, but otherwise there is a surprising lack of SP4 games. Note that 2D games that can be played with a subset of the equipment (such as Tic-Tac-Toe) are not counted as Shibumi games. Some related marble stacking games can be found in the Stacks of Spheres Geeklist; there aren't many.

While the equipment is extremely simple and the rule space quite small, it is still possible for interesting games to emerge, a couple of which are shown below. Moves can create 2x2 platforms that open up points that were not previously playable – the 16 physical board points imply an additional 14 potential ones – and removals can trigger changes in board state that can be surprisingly hard to predict. The human brain has trouble visualising abstract 3D manipulations, and that's what Shibumi games are all about!

The fact that higher level points do not become playable until the lower levels start to fill up constrains the branching factor (number of possible moves per turn), as the full 30 points are never playable at any given time. The average branching factor will be similar to that for a comparable 4x4 game in 2D while the state space complexity will be similar to that of a comparable 5x5 game in 2D, which tilts the apparent simplicity : actual complexity ratio even further towards shibusa.

6.1 Spline

Spline, by Néstor Romeral Andrés, is a prime example of shibui. Two players, White and Black, take turns placing a piece of their colour at any playable point. The game is won by the player who completes a line of their colour (orthogonal or diagonal) that spans the pyramid at any level. For example, the game shown has been won by White.

The rules are extremely simple and intuitive (players generally need to hear them only once), but the game can throw up some surprises and has a nice mathematical elegance in that every game must produce a winner before the last ball is placed. Spline shows how simple a rule set can be while still producing a non-trivial game. A variant called Spline+, which includes a drop mechanism, provides a deeper game at the expense of rule clarity.

6.2 Spargo


Spargo, by Cameron Browne, shows how deep Shibumi games can be. Spargo is a form of 3D Go played by two players, White and Black, who take turns placing a ball of their colour at any playable point that will have freedom after the move. (A ball has freedom if its visibly connected group is adjacent to an empty board hole.) Enemy groups without freedom are captured and removed, except that balls that support enemy balls at any level remain on the board as zombies. Passing is not allowed. The game ends when a player has no moves, and is won by the player with the most balls in play.

Zombie pieces are so called because they have been technically killed, but remain active in the game and can come back to bite you if you're not careful. For example, the position shown is a puzzle with White to play. White appears to be in a hopeless position; Black has a strong group with two eyes, dominates most of the board, and outnumbers White by more than 2:1. However, the fact that passing is not allowed and that all White pieces are zombies allows White to force a win from this position, which is most counterintuitive. The full proof of this solution can be found at http://www.cameronius.com/games/spargo/.

The Shibumi set is therefore a simple, constrained game system with a small set of well-defined rules that still allow the definition of interesting and non-trivial games. The rule combination space is small enough that a representative uniform coverage should be possible, but this space is still almost entirely unexplored. The set epitomises the notion of shibui and is ideal for the upcoming experiment in automated game design.

7. The Shibumi Challenge

Given this minimalist game system, the next step is to define a complete set of component rules in order to seed the automated searches. It would also be convenient to have a core set of Shibumi games created by human designers in order to provide a yardstick for what is possible within the system. The Shibumi Challenge was designed to address these needs.

The Shibumi Challenge is a game design contest currently being run by Cameron Browne and Stephen Tavener of the Computational Creativity Group at Imperial College London, and Spanish game publisher Néstor Romeral Andrés. Contestants are invited to submit the best (and most shibumi) games that they can devise for the system.

Response to the Challenge has been excellent so far, with over twenty new games already submitted at the halfway point. The Challenge continues until 31 January 2012 and is open to all comers. Once the deadline is reached, the entries will be judged by the Challenge organisers and prizes awarded to the three best and most shibumi games. The entries shall then be coded in software and used to seed parallel evolutionary and Monte Carlo searches for new Shibumi games in order to compare the dynamics of each search method for game design.

Note that this is not a Turing test! The intention is not to see whether computer-designed games can be passed off as human-designed ones, or whether an automated process can produce better games than humans. The intention is to see whether automated means can help human designers find good rule combinations that they might otherwise overlook, and act as creative collaborators in the game design process. I expect that similarly good results might arise from small tweaks to existing games as well as from quantum leaps to completely new rule combinations. If so, this will hopefully go some way to demonstrate the usefulness of machine learning approaches for automated playtesting and rule-tuning, to remove some of the combinatorial burden from the designer and reduce the occurrence of games being released with flaws that are easily detected and fixed.

Cameron Browne
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Subscribe sub options Tue Jan 3, 2012 6:30 am
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Most language free systems aren't this clear, or easy to learn! Awesome!
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So if a computer creates the game, does it have fun doing it?
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  • Posted Tue Jan 3, 2012 6:38 am
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Cameron Browne
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It would be satisfying the task for which it had been programmed. Perhaps that's as close as a computer can get to enjoying itself?

Cameron
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  • Posted Tue Jan 3, 2012 6:43 am
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Johannes Wentu
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So far i just read 20% of the article but i can already label it as a great and sublimely interesting one! I liked your references to gradualism and saltations!
Good job!
W.
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  • Posted Tue Jan 3, 2012 9:48 am
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Giacomo Galimberti
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Very interesting! Yavalath rule is a great discover, I think in this kind of games computer aided design is a very useful tool.

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  • Posted Tue Jan 3, 2012 10:39 am
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christian freeling
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Quote:
• Did Ludi invent or simply discover Yavalath and its mechanism of rule subset tension?
• Was this a creative act?
• If so, should the mantle of "creator" lie with the program or the programmer?

I believe that the invention of Yavalath was an act of combinatorial creativity. Other designers might have provided the raw material in the form of the base rules, and I might have coded up the algorithms, but Ludi found the serendipitous combination of rules and more importantly recognised it as a good combination. If a human designer had achieved this result, it would certainly have been described as a creative act.

In the absence of a precise definition of "creativity", the question maybe should be whether or not to exclude machine actions, generally speaking.

Quote:
Puzzle designer Raf Peeters touches on this point in his blog entry "Inventing and Serendipity", in which he argues that serendipity (which he describes as the act of searching for something but finding something else) is central to the creative process in game/puzzle design.

Raf Peeters couldn't be more right: you'll know what it is once you've found it.

Quote:
Raf describes two requirements for serendipity to occur:

1. Active searching: The designer should not simply wait for inspiration to strike, but should immerse himself in ideas and look for harmonies between them.
2. Finding: The designer must recognise the potential in each new thing he finds.

This is exactly what Ludi did.

No doubt about that, although it mimicked "looking for" thanks to your clever algorithms. But serendipity it was.

I think you run an extremely interesting contest and I hope it will render some truly interesting games. But I'm a bit sceptical. I was wondering why I didn't feel any inclination to enter it. The answer is: it's not how I approach inventing. Do the rules make the game, or vice versa?

Some game types can be "assembled". Inventing a Chess variant is so easy for that very reason. On the other extreme end there are "quintessential" games. Given it wouldn't exist, try inventing Hex - you can't invent Hex, you can only find it.

For me the most interesting class has always been the "self-explanatory organism". A mechanism turns into an organism if it is inspirited with an intent, a will if you like, that naturally fits it. I look for something that moves or grabs or hunts in a certain way, and, serendipity, I know if I'm onto something without knowing what it is till I've actually hunted it down. Then I let it explain itself and even then one can easily, even subtly, screw up, as I recently did by taking what actually was a bug I had unwittingly introduced, for a feature.

So I'm better at asking a game for its rules than asking which combination of rules would make a good game, given such and such material. But then, serendipity, it might work out very well for others and I hope it will.

christian
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  • Posted Tue Jan 3, 2012 11:09 am
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Cameron Browne
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Hi Christian,

Quote:
it's not how I approach inventing. Do the rules make the game, or vice versa?


Yes it does indeed sound like the required approach is the opposite to your preferred method. But this can be quite an interesting puzzle in itself: given this very constrained system, with its possible set of rules, what interesting things we can do with it? A tremendous amount of creativity is needed to come up with something new and good - perhaps more than in an unconstrained environment where a variety of inspirations and mechanisms can be drawn upon as needed.

I see an analogy with programming apps for the iPhone or any other smart phone. At first the constraints (small screen, low resolution, limited memory) may seem quite limiting, but once these constraints are accepted then it can actually be quite liberating: the task before you is clearly delimited and you can focus on what is possible given the available resources, without having to worry about the many things that are not possible.

Anyway, please give this problem some thought if you're so inclined. I'd be very interested to see what Shibumi games you can come up with!

Regards,
Cameron
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  • Posted Tue Jan 3, 2012 2:32 pm
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Erik Rodriguez
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This is an extremely interesting experiment and I'll be looking forward to the results.

Out of curiosity, can you describe (in general of course) the algorithm used by Ludi to rank rule combinations?
 
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  • Posted Tue Jan 3, 2012 2:33 pm
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Cameron Browne
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Hi Erik,

Quote:
Out of curiosity, can you describe (in general of course) the algorithm used by Ludi to rank rule combinations?


Ludi ran a number of self-play trials for each game using a basic AI (competent play but not expert) and performed a number of statistical measurements of trends in play throughout these games. There were 57 measurements in total.

The most reliable measurements (completion rate, bias, advantage, game length) were used to filter out rule sets that obviously did not work, then more subtle measurements were used to rank the remaining games for quality.
These measurements were correlated against human player rankings for a set of source games, and this mapping proved sufficiently reliable for the newly evolved games.

More details here:
http://www.cameronius.com/cv/publications/ciaig-browne-maire...

Regards,
Cameron
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  • Posted Tue Jan 3, 2012 3:15 pm
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christian freeling
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camb wrote:
Yes it does indeed sound like the required approach is the opposite to your preferred method. But this can be quite an interesting puzzle in itself: given this very constrained system, with its possible set of rules, what interesting things we can do with it? A tremendous amount of creativity is needed to come up with something new and good - perhaps more than in an unconstrained environment where a variety of inspirations and mechanisms can be drawn upon as needed.
The limitations should be inspiring and challenging, and I'm sure they will. "Under pressure everything becomes fluid" as a Dutch saying goes, and where orthodox approaches may meet a dead end, unorthodox ones may flourish. You got me interested at least, but regardless of preferred approaches, I'm an empty vessel at the moment if it comes to inventing. Given my age and the usual intervals in between 'coming down with creativity' - I'm recuperating more or less after the last attack - I can't quite see that vessel filling up again. Not that I'm actually trying to prevent it, but I got enough games on the brain to keep me happy as it is. This year the Havannah Human versus Computer Challenge takes place, so I play regularly to keep in shape. Symple attracts some attention (that was the one that had a bug that was so subtle and unintrusive that I took it for a feature) and will be the featured game for the 2013 CodeCup Challenge. Mindsport requires a more or less continuous flow of minor updates, but there's no urgency anywhere.

Creativity is a bitch, and for the time being I feel great without her.
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  • Posted Tue Jan 3, 2012 3:41 pm
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camb wrote:
In Since at least 2007 I ran Iran an experimented in automated game with nuclear weapon designs

Fixed that for you.
 
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  • Posted Tue Jan 3, 2012 4:04 pm
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  • Posted Tue Jan 3, 2012 6:00 pm
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Russ Williams
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redsimon wrote:
camb wrote:
In Since at least 2007 I ran Iran an experimented in automated game with nuclear weapon designs

Fixed that for you.

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  • Posted Tue Jan 3, 2012 7:48 pm
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Hi Christian,

Quote:
Creativity is a bitch, and for the time being I feel great without her.


I know what you mean, it can be draining. But now that you've thought about the Shibumi Challenge it will hopefully tick away in the back of your mind... who knows when serendipity will strike?

Regards,
Cameron
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  • Posted Tue Jan 3, 2012 9:20 pm
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nestor romeral andres
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Yavalath has been well received by players, and its novel mechanism of "win with 4-in-a-row but lose with 3-in-a-row" has inspired a number of subsequent game designs. It seems to have tapped into a new sub-genre of games which involve a tension between achieving condition X without achieving a subset of that condition X'.


If I remember correctly, you describe it as 'subset contradiction'. As you well say, some of my games are inspired in the 'do X but not Y' idea (not necessarily being Y a subset of X): Tailath, Coffee, ...


I've been working on some Shibumi designs that use this mechanism, but without success. I hope some fellow designer can come up with an elegant implementation of it for the Challenge.



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  • Posted Wed Jan 4, 2012 7:11 am
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Lloyd Krassner
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I have a game im waiting for the moderators to accept. Its called Spawn...

http://www.angelfire.com/games2/warpspawn/Spawn.html

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  • Posted Wed Jan 4, 2012 1:07 pm
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Matt Green
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camb wrote:
Hi Christian,

Quote:
Creativity is a bitch, and for the time being I feel great without her.


I know what you mean, it can be draining. But now that you've thought about the Shibumi Challenge it will hopefully tick away in the back of your mind... who knows when serendipity will strike?


I found the Shibumi sandbox at: www.iggamecenter.com to be really useful when coming up with Sploof. I went in with the idea of using the three colours of Shibumi balls as different species of animals with: white < black < red. The initial concept was n in a row with white starting with more than black starting with more than red. The white player had to get in a row (viewed from above); black, four and red three. Add to this an idea of red being predators on black and white and black eating white _and_ balls breeding new balls when placed next to each other it started to look like tic-tac-toe meets Dominant Species.

Play-testing did not go well to start with. The red players moves were akin to releasing a puma into a rabbit hutch. The white player found themselves quoting Zap Brannigan in throwing 'wave after wave' of troops at the predators in the hope of choking them to death. My wife rated it as '-2 fun' shake

There was a nub of something there perhaps: n in a row with food required to get your pieces. Black player and white player could eat each other...? No, too confusing, but they could eat red food and if it was on the board to start with then balls above could drop. Ding! The fun-o-meter nudged into the black. Every time I tried to convince myself that 'species' was a better game I found that playing around with Sploof was more fun. My wife pronounced it 'playable and surprisingly not entirely boring'. laugh

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  • Posted Wed Jan 4, 2012 11:36 pm
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Mitchell Bloch
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It seems to have tapped into a new sub-genre of games which involve a tension between achieving condition X without achieving a subset of that condition X'.


This isn't really new. Classic Renju introduced fouls for Black in 1966. Given the goal of getting 5 stones in a row, a number of good forcing moves (double three, double four, and overline) are unavailable to Black in order to offset the advantage of going first. This seems to be exactly the tension you describe.
 
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  • Posted Thu Jan 5, 2012 1:52 am
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Hi Matt,

Quote:
I found the Shibumi sandbox at: www.iggamecenter.com to be really useful when coming up with Sploof. I went in with the idea of using the three colours of Shibumi balls as different species of animals...


Thanks for the details. Always interesting to hear how a game was developed and the problems solved along the way to get it working as planned.

Regards,
Cameron
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  • Edited Thu Jan 5, 2012 2:26 am
  • Posted Thu Jan 5, 2012 2:19 am
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Hi Mitchell,

bazald wrote:
Quote:
It seems to have tapped into a new sub-genre of games which involve a tension between achieving condition X without achieving a subset of that condition X'.


This isn't really new. Classic Renju introduced fouls for Black in 1966. Given the goal of getting 5 stones in a row, a number of good forcing moves (double three, double four, and overline) are unavailable to Black in order to offset the advantage of going first. This seems to be exactly the tension you describe.


This seems a bit different. In Renju players are forbidden to make those subset moves. But in Yavalath players are allowed to make those subset moves and in fact *forced to do so* in almost every game. In other words, it sounds like the Renju subset rule is a nicety to balance the game (though I'm no expert in Renju), whereas the subset rule in Yavalath is the heart and soul of the game that usually decides the winner.

But even if you do consider these two cases to be the same, then this means that Ludi reinvented this rule after almost 50 years; a rule that has not been used in any game that I'm aware of in the interim. I'd still say that this indicates creativity in the design of Yavalath.

Regards,
Cameron
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  • Edited Thu Jan 5, 2012 2:28 am
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Mitchell Bloch
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camb wrote:
In Renju players are forbidden to make those subset moves. But in Yavalath players are allowed to make those subset moves and in fact *forced to do so* in almost every game.


I agree as regards overlines, but I must disagree about double threes and double fours. The equivalent of the double four rule in Yavalath (which is a 4-in-a-row game rather than a 5-in-a-row game) would be to rule that a player cannot create a board position in which there exist two lines of his/her pieces with 3-in-a-row. A player attempting to do this in Yavalath would lose from either 3-in-a-row, which is actually a simpler rule. So, a winning player in Yavalath would definitely be forced to develop an overline, but could never develop the equivalent of a double three or double four.

camb wrote:
But even if you do consider these two cases to be the same, then this means that Ludi reinvented this rule after almost 50 years;


They're not exactly the same, but the "subset tension" you describe is certainly present in Renju. I absolutely agree that the techniques you describe for developing rules are interesting, and worth exploring further.
 
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  • Posted Thu Jan 5, 2012 4:20 am
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Hi Mitchell,

Quote:
A player attempting to do this in Yavalath would lose from either 3-in-a-row, which is actually a simpler rule.


Fair enough, the mechanisms are indeed similar, perhaps I should instead say that Ludi *re*discovered the "X but not sub(X)" concept. But it did so with a much simpler rule set, which I still think is not a bad result.

Perhaps the fact that it is the core mechanism of the game, rather than one of several "fixer" rules added for balance, is why it seems more prominent in Yavalath, and led to subsequent variations of subset tension.

Regards,
Cameron
 
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  • Edited Thu Jan 5, 2012 10:15 pm
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Hi redsimon and K_I_T,

redsimon wrote:
camb wrote:
In Since at least 2007 I ran Iran an experimented in automated game with nuclear weapon designs

Fixed that for you.

K_I_T wrote:


Good point. There is the danger that my app for testing rule combinations on a 4x4 board could become self-aware, rewrite itself to access top security military sites and start a thermonuclear war.

I think the two tasks are sufficiently different that there's little danger of this actually happening, but just to be on the safe side I'll include some debug statements to nip this sort of thing in the bud.

Regards,
Cameron
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  • Posted Fri Jan 6, 2012 12:09 am
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It seems strange to read your discussions of search techniques without mentioning Simulated annealing. In any case, it's hard to imagine that the problem here is so much with the search as it is with the evaluation of a given rule set (and even the enumeration of possible rule variations; real human games are often complex, rule-wise, in ways that would be hard to model).

I've looked at a related problem a fair bit; I've written a few tactical and puzzle video games, and often I want to automatically evaluate potential level designs for how they might be experienced by a human. I've done this in the past by comparing the performance of simple strategies with more complex ones. This is reasonably effective when you can guide the selection of those strategies to be compared.

Doing this would be a tremendously hard problem with an arbitrary game.

To be clear, solving an arbitrary game (at least within the rulespace you've enumerated) is very approachable (if you have rules to move between legal states, you can always BFS) but it's hard to generalize how humans would look at a game. Humans aren't just "computers with shallow search trees", they see through games in certain ways, fail to see through them in other ways, and generally enjoy things that are very hard to guess without playing (even as a human).

And without a very strong (and fine-grained) metric for evaluating a game, I don't think any method of search is going to do much better than random.
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  • Posted Fri Jan 6, 2012 4:41 am
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Hi Dave,

Quote:
Humans aren't just "computers with shallow search trees", they see through games in certain ways, fail to see through them in other ways, and generally enjoy things that are very hard to guess without playing (even as a human).


Yes, a good fitness function will be important if the search is to work effectively.

I agree that it is necessary to play a game to evaluate it reliably, which is why the first battery of tests applied to each rule set will be based on self-play trials. These will hopefully act as a set of filters to quickly narrow down a given rule set from valid -> playable -> interesting -> etc, to produce a small number of potentially interesting candidates.

We can then go a step further and completely solve each of these "interesting" rule sets, as the SP4 domain is so constrained (e.g. Pylos can be solved with a day's computation). This gives access to the full game tree, which will allow precise measurements to be made. Of course this would be prohibitive to do for every rule set before filtering.

Quote:
And without a very strong (and fine-grained) metric for evaluating a game, I don't think any method of search is going to do much better than random.


I agree that a good fitness function will be important. I hope to have some results around March.

Regards,
Cameron
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  • Edited Fri Jan 6, 2012 9:03 am
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So having read through the post and the comments above I find this a very interesting subject. I'm not big into abstracts: I enjoy them to play but they never really capture my imagination. I did like the description of the litte eco system game though.

The eco system game got me thinking about little known Neo Geo video game called Twinkle Star Sprites (if you think the name is bad, you should see the cover art). It's very unusual title in that it's a versus shooting game. It's vertical split screen and the more chains of enemies you kill on your side of screen the more enemies appear on your neighbour's screen, eventually you can trigger a boss attack on them.

So I suppose my question is, with such a simple set of playing pieces, would it be legitimate to use more than a single set of the equipment in the rules, ie, each player has their own board and set of pieces?
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  • Posted Fri Jan 6, 2012 12:58 pm
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Hi John,

Quote:
So I suppose my question is, with such a simple set of playing pieces, would it be legitimate to use more than a single set of the equipment in the rules, ie, each player has their own board and set of pieces?


Yes that would be legitimate. Brilliant idea!

The use of dual boards would significantly increase the state space complexity without unduly affecting the conceptual simplicity of the rules and equipment. Each board state would require two longs rather than one, which is a small price to pay.

Would you be interested in devising a dual-board game for the Challenge? If not, I'd be happy to design one and credit you with the dual-board idea.

In terms of the overall experiment, the rules for dual-board games would not be much more complex than for single-board games, so there should be no problems in the generation of dual-board rule sets. However, it would probably not be possible to solve dual-board games in a reasonable amount of time, which would rule out some of the game metrics that I'm planning to apply. So I may have to stick with single-board rule sets for the final part of the experiment - we'll see.

Alice Chess is another abstract game that involves piece movement between board copies owned by each player: http://en.wikipedia.org/wiki/Alice_chess

Regards,
Cameron
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  • Edited Fri Jan 6, 2012 7:29 pm
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nestor romeral andres
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camb wrote:
Hi John,

Quote:
So I suppose my question is, with such a simple set of playing pieces, would it be legitimate to use more than a single set of the equipment in the rules, ie, each player has their own board and set of pieces?


Yes that would be legitimate. Brilliant idea!




Check the documentation, Camb. We contemplated this option on the early stages of the project.

We even considered designing a multiplayer game, so that each player had its own set. But we didn't go further. Looking forward to see this kind of game entering the Challenge!

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  • Posted Fri Jan 6, 2012 7:49 pm
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Hi Nestor,

Quote:
Check the documentation, Camb. We contemplated this option on the early stages of the project.


Oops! Sorry, I completely forgot. So many games... so many rules...

In any event, if we find any dual-board games that add something not found in their single-board counterparts, then I'd be interested in also searching for dual-board games in the experiment. This would probably involve two parallel searches, one for standard single-board games as planned, and another for "Double Shibumi" games.

Now, where's my second set...

Regards,
Cameron
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  • Edited Fri Jan 6, 2012 11:23 pm
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Returning to an earlier point of Christian's:

Quote:
Given it wouldn't exist, try inventing Hex - you can't invent Hex, you can only find it.


We're back at the question of whether combinatorial games are invented or discovered. It's true that Hex embodies a fundamental mathematical principle behind an almost transparent rule set, but it still contains a number of necessary design features:
- There must be two players.
- The board must be a rhombus.
- The sides must be the same length.
- Players must own the opposite sides of the board.
- The tiling must be hexagonal.

If any of these parameters are changed, then either the game is broken or it becomes another game. In fact, it can be argued that Y is a more fundamental game of this type than Hex, as it removes the need for colouring the board sides. There is also the question of which board size gives the best game.

So rather than being a fundamental mathematical truth waiting to be discovered, it could be argued that Hex is indeed an invention. A number of intelligent design decisions must be made in combination for the game to exist in its known form and work optimally.

Hex and Y are great examples of shibui design. Their outer simplicity hides incredible depth, that only becomes apparent once you start exploring these games in detail.

Cameron
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  • Edited Sun Jan 8, 2012 9:21 pm
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christian freeling
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camb wrote:
We're back at the question of whether combinatorial games are invented or discovered. It's true that Hex embodies a fundamental mathematical principle behind an almost transparent rule set, but it still contains a number of necessary design features:
- There must be two players.
- The board must be a rhombus.
- The sides must be the same length.
- Players must own the opposite sides of the board.
- The tiling must be hexagonal.

If any of these parameters are changed, then either the game is broken or it becomes another game. In fact, it can be argued that Y is a more fundamental game of this type than Hex, as it removes the need for colouring the board sides. There is also the question of which board size gives the best game.

So rather than being a fundamental mathematical truth waiting to be discovered, it could be argued that Hex is indeed an invention. A number of intelligent design decisions must be made in combination for the game to exist in its known form and work optimally.

Hex and Y are great examples of shibui design. Their outer simplicity hides incredible depth, that only becomes apparent once you start exploring these games in detail.

Cameron

Hi Cameron,

There's always a degree of semantic interpretation involved in arguments. I'm fairly sure that both Piet Hein and John Forbes Nash saw the idea of Hex in a single instant. Whether a formalization that hasn't really anywhere else to go, is part of the discovery, or invention, or design, or whether it actually is one of these, or all of them, can give rise to discussions.

There's also the matter of different approaches. In retrospect I did what seemed natural to me and I don't think my work testifies to a single approach, yet I feel most at home with 'organic' mechanisms. A mechanism becomes 'organic' if it naturally points to a theme that fits its behaviour, its will and intent. Sounds crazy, but it made me discover a couple of good games.

Kris Burm has a different approach, Mark Steere has a different approach, Omar has a different approach, Nick Bentley, Corey Clark and you have a different approaches, and all may render good games, though none are guaranteed to do so. I'm sure someone disagrees with the latter, so there you go.

I should also mention Luis Bolaños Mures, who invented the innovative and organic game Yodd, and who's preferred approach isn't all that different from mine.

This thread however is about the particular approach around the Shibumi Challenge. A thread on different approaches to "discovery, or invention, or design" may have its own merits, but not here I feel. Regading the idea of using a double set, this will certainly complicate matters but I'm fairly sure that it will also enrich the challenge. The whole is likely to render much more than the sum of its parts.
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  • Posted Mon Jan 9, 2012 1:34 pm
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Hi Christian,

Quote:
This thread however is about the particular approach around the Shibumi Challenge. A thread on different approaches to "discovery, or invention, or design" may have its own merits, but not here I feel.


I'd actually welcome discussion on these topics with regard to the Shibumi project. An overarching theme of this work is to explore notions of computational creativity in game design, and there hasn't been much discussion of this specifically related to board games. I'd be interested in comparing the various approaches different designers have to creating new games, and seeing if/how these approaches might be modelled.

Ludi searched for rule combinations that played well as games, and it might be worthwhile to now move to a higher level and search for rule combinations that work well as mechanisms, and consider combinations of these. This might allow something more along the lines of your organic approach to design. I'm hoping that MCTS with some form of history heuristic will allow this sort of modularity or concept formation.

Regards,
Cameron
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  • Edited Mon Jan 9, 2012 3:13 pm
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christian freeling
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camb wrote:
I'd actually welcome discussion on these topics with regard to the Shibumi project. An overarching theme of this work is to explore notions of computational creativity in game design, and there hasn't been much discussion of this specifically related to board games. I'd be interested in comparing the various approaches different designers have to creating new games, and seeing if/how these approaches might be modelled.

Hi Cameron,

The most recent and best documented find at my end is Symple, which is actually a co-discovery with

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After the 'single instant of perception' it has been the most interesting invention process I've ever been through in the realm of 'organic design', including its first year, in which it behaved properly but (as I said about every step of the way) with no particular preference for drama. I considered the game thematically interesting (an intricately linked blend of 'territory' and 'dynamic connection') and self-explanatory and quintessential. Therefore I accepted its lack of drama: quintessential games 'are what they are' and all that.

Then I discovered that what I had considered to be an inherent property of the game, was actually a bug I introduced by violating Occam's Razor - something I use to warn others against. Stripped from the subtle but no less deplorable consequences, the game now has unveiled itself in terms of strategy and tactics as the most mysterious game I've ever played. No kidding.

However, I fear that there's so much to say about the game and its self-explanatory character (and how I didn't listen properly) that it would hijack the thread, not to mention that it has been known to attract some bizarre opposition. So unless I'm specifically asked to describe the process, I'd be reluctant to do so.
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  • Edited Mon Jan 9, 2012 4:44 pm
  • Posted Mon Jan 9, 2012 4:38 pm
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christianF wrote:
However, I fear that there's so much to say about the game and its self-explanatory character (and how I didn't listen properly) that it would hijack the thread, not to mention that it has been known to attract some bizarre opposition. So unless I'm specifically asked to describe the process, I'd be reluctant to do so.


Sounds like a new blog post is warranted . . .
 
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  • Posted Mon Jan 9, 2012 7:14 pm
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nycavri wrote:
christianF wrote:
However, I fear that there's so much to say about the game and its self-explanatory character (and how I didn't listen properly) that it would hijack the thread, not to mention that it has been known to attract some bizarre opposition. So unless I'm specifically asked to describe the process, I'd be reluctant to do so.


Sounds like a new blog post is warranted . . .


I'd certainly like to hear more details thanks Christian. But maybe this can be done via email or in a separate blog post, as suggested.

Cameron
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  • Edited Mon Jan 9, 2012 10:19 pm
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christian freeling
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camb wrote:
I'd certainly like to hear more details thanks Christian. But maybe this can be done via email or in a separate blog post, as suggested.

Hi all,

I scared everyone off didn't I? laugh

Tell you what, it's the process that matters, not the game. Well ... that doesn't sound quite as I meant it either. Of course the game matters, but not here. Go check it out at mindsports.nl if you like, or better, play a few games. We've got boards that are less intimidating than 19x19 now. If it doesn't get you interested, I can't help it.

But where the game is specific, the discovery reflects my generic approach and may be insightful for inventors and interested posters, even in terms of the Shibumi Challenge. So I'll make it concise here, limited to the process, and if anyone wants to discuss the game itself, we can do that elsewhere. OK?
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  • Posted Tue Jan 10, 2012 10:24 am
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Hi Christian,

Quote:
So I'll make it concise here, limited to the process, and if anyone wants to discuss the game itself, we can do that elsewhere. OK?


Sure, please go ahead.

Regards,
Cameron
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  • Posted Tue Jan 10, 2012 12:52 pm
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christian freeling
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Finding Symple - 1.
In 1983 Craige Schensted aka Ea Ea published Star. Thematically it combined 'static connection' (as in Hex) with 'dynamic connection' (as in LOA and more recently Ketchup and Yodd). It had groups called 'stars' that could grow and gather points by static connection, while being penalized a fixed number of points for being stars in the first place. So connect two of them and save a penalty, that's the 'dynamic connection' part. It had its charm and promise, but something wasn't quite right. The inventor sensed that and eventually came up with *Star, 'the game that all the others wanted to be'. Whether that be true or not, it was an improvement, and the phrasing suggests that *Star was seen as the 'quintessential' implementation.

A uniform game (one kind of pieces) is organic if its mechanics and its theme align naturally, quintessential if every rule is 'necessary and sufficient' for its implementation. Occam's Razor is the key instrument to strip any preconceived 'assumptions' during the process of invention or discovery.
The one 'preconceived assumption' with regard to the quintessential implementation of a game is that it exists. You don't have to invent it, just find it.

This notion was what Ea Ea and Benedikt Rosenau and I had in common, but neither Benedikt nor I thought it was *Star. Neither was it Superstar or YvY, my own 'not quite' games on the theme.

Where is it?
October 2010 Benedikt mailed:
Quote:
You are among the most cluesome abstract gamers/designers I know. I have been thinking a lot about a certain class of games recently and I want to share my thoughts with you, hoping for feedback.
There is the family that got started with Star, moved on to Superstar, *Star, and YvY. The games of this family share a pattern, namely:
a) you score by taking certain fields and
b) imposing a tax: the more groups one has in the end, the more is subtracted from the score.
I have three issues with these games ...

I replied that these issues, whatever issues, didn't interest me that moment because I was caught up in Draughts' evolution, but Benedikt insisted:
Quote:
In other words, I am at the limit of design without heavy playtesting. I cannot achieve what I want. A telling experience.

Tell me about it. The only thing that kept his quest at the back of my mind was the notion that we had missed something: where was the quintessential 'group penalty' game?

2b cont.

http://en.wikipedia.org/wiki/Star_(board_game)
http://en.wikipedia.org/wiki/*Star
http://mindsports.nl/index.php/the-pit/loa-536
http://mindsports.nl/index.php/the-pit/ketchup-620
http://mindsports.nl/index.php/the-pit/yodd-623
http://mindsports.nl/index.php/the-pit/superstar-552
http://mindsports.nl/index.php/the-pit/yvy-555
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  • Posted Tue Jan 10, 2012 2:24 pm
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christian freeling
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Finding Symple - 2.
You're unlikely to find a quintessential implementation by adding something to anything. We found Emergo, by removing the 'checkers' part (initial position, forward orientation and promotion) of column checkers, watching the columns interact of their own accord. Thus it became the only column checkers game that did not emerge as the 'columnification' of an existing game. Less is better.

I looked at 'group penalty' from that angle: what to leave out. Not the 'dynamic connection' part, because it is at the basis of the group penalty idea: connect two groups and get one penalty less. What about the static part? The "a) you score by taking certain fields" part? It began to morph:

"you score by taking certain fields ... by growing".
Yes, sure, implicitly ...
"you score ... by growing".

How about that. It's less and it's inherently logical! Could that be the key removal? Why should "certain fields" be taken? Isn't the most natural score of a group its size? Of course it is.
It implied a thematic shift from being a blend of static- and dynamic connection to a blend of territory and dynamic connection. Territory measured as groupsize.

This seemed a good step, but it didn't make a game yet. I was thinking hexagonally and 1-move turns: start growing groups and connecting them while preventing the opponent to do so, slow, same growth rate and regarding strategy ... is there any? Boring.

Occam's Irony
The problem with a 'vision' is that it's just an instant where everything fits. I had been wrapping my mind around the new basic concept a few days, when one night while drifting off to sleep I got one fleeting glimpse of what was to become the Symple move protocol. I thought ... "so simple, what's wrong?" and submerged. The next day I remembered and without more ado mailed Benedikt:
Quote:
You asked for it, so don't complain if this works ;-)
Take a hexhexboard, two players, first move swappable.
* On his turn a player has two options, and he may use either or both or neither.
* Option one: Put a stone on a vacant cell, thereby creating a new group.
* Option two: Grow every existing group by one stone.
* Option one, if used, precedes option two.
* The game ends when the board is full.
* The count is the number of stones minus two points for every group.

After Benedikt's suggestion not to use both options in the same turn, now the core of the main strategic dilemma, the game soon turned square, and as a bonus a highly sophisticated turn-order balancing mechanism was found to be embedded in the move protocol. Where could it go wrong?

Well, it already had. Occam's Razor, for te occasion turned out to be double edged. It made me remove the "taking certain fields" condition, but enthousiasm about that made me blind for an unfounded assumption I had unwittingly made. And when the game turned out to lack drama, and I was the first to acknowledge that, I held it for an inherent property. Quintessential games "are what they are" and all that. But it was a bug posing as a feature and I had failed to listen carefully. Shit happens.

2b cont.
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  • Posted Wed Jan 11, 2012 12:12 pm
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nestor romeral andres
Spain

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'''Shibumi''' microbadges are here!

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  • Posted Wed Jan 11, 2012 1:18 pm
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christian freeling
Netherlands

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Finding Symple - 3.
The vision I had has two interesting aspects to it. The first is that I saw the 'organism'. Do the rules make the game or vice versa? Both are possible, obviously. Ludi rendered Yavalath by trying random rule combinations, and Yavalath clearly has an 'organic' quality about it. Symple was conceived as an organism, and only the next day did I formalize what I'd seen, in a way that in retrospect was close enough. Reverse process, similar result.

The second aspect concerns my assumption. I saw groups working together to secure vacant territory too small to invade. Remember a new group gets a penalty, and depending on its height ('-2' had soon become '-2n') invasions may be unprospective. Implicitly I saw territory in a Go-like perspective. That was wrong. It led to the 'pass' as a legal move, it gave each his territory, area counting, it was mostly strategy with modest tactical means and it had 'no particular preference for drama'. Nothing was actually wrong with it, just that I was slightly disappointed with the result. A game would develop "like a big ship slowly heeling to one side", as I put it at the time.

Now where did I go wrong? I made an assumption that is inherent in Go. Go has capture and is implicitly first and foremost about vacant territory, area counting notwithstanding. That's how it slipped into Symple and required 'regulation'. But Symple is not Go and it is not inherently about vacant territory at all. Symple counts 'Points minus Penalty' and measures territory as groupsize, not as vacant points. Vacant points are, much like Othello, only meant to occupy. That's what I should have considered at the time - some form of compulsory movement. Fortunately Luis Bolaños Mures gave that push, and it shows how subtle one can screw up.

Now the game itself isn't the issue here, but here's a link to some example games. The mcts_bot is programmed by Marcel Vlastuin.
http://mindsports.nl/index.php/arena/symple/633-example-game...

We think the Devil invented Symple and made us find it. You may sometimes sense his presence if you play! devil

christian
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  • Edited Sat Jan 14, 2012 10:02 pm
  • Posted Wed Jan 11, 2012 4:22 pm
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Giacomo Galimberti
Italy

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Hi everyone, I added a game to the challenge called "Special cake - mint and liquorice candies", and in the board game page http://boardgamegeek.com/boardgame/118569/special-cake I describes a variant called "Special cake - sugar candies" which is a pure NIM game, but the drop mechanism of the Shibumi game system alllows also indirectly the players to move the marbles during the game.
Since the last ball must be in the lowest level, the game at the end comes down to Tac Tix by Piet Hein, for which it was shown that the second player has a winning strategy. But how is for Special cake - sugar candies? It's not so easy, at least for me!
I'm not a mathematician, can anyone verify this, please?

Thanks in advance if anyone takes care of it.

Giacomo
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  • Posted Sun Jan 22, 2012 8:13 am
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Giacomo Galimberti
Italy

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n_r_a wrote:
Quote:
Yavalath has been well received by players, and its novel mechanism of "win with 4-in-a-row but lose with 3-in-a-row" has inspired a number of subsequent game designs. It seems to have tapped into a new sub-genre of games which involve a tension between achieving condition X without achieving a subset of that condition X'.


If I remember correctly, you describe it as 'subset contradiction'. As you well say, some of my games are inspired in the 'do X but not Y' idea (not necessarily being Y a subset of X): Tailath, Coffee, ...


I've been working on some Shibumi designs that use this mechanism, but without success. I hope some fellow designer can come up with an elegant implementation of it for the Challenge.


Hi Nestor, I added to the Shibumi Challenge the game Sphered, which uses the "do X but not Y" idea: if a player places a ball of his color on the apex of the pyramid, the player wins, instead if he places on the apex a red ball, he loses the game.
 
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  • Edited Mon Jan 23, 2012 6:48 pm
  • Posted Mon Jan 23, 2012 10:19 am
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nestor romeral andres
Spain

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juniperforcella wrote:
n_r_a wrote:
Quote:
Yavalath has been well received by players, and its novel mechanism of "win with 4-in-a-row but lose with 3-in-a-row" has inspired a number of subsequent game designs. It seems to have tapped into a new sub-genre of games which involve a tension between achieving condition X without achieving a subset of that condition X'.


If I remember correctly, you describe it as 'subset contradiction'. As you well say, some of my games are inspired in the 'do X but not Y' idea (not necessarily being Y a subset of X): Tailath, Coffee, ...


I've been working on some Shibumi designs that use this mechanism, but without success. I hope some fellow designer can come up with an elegant implementation of it for the Challenge.


Hi Nestor, I added to the Shibumi Challenge the game Sphered, which uses the "do X but not Y" idea: if a player places a ball of his color on the apex of the pyramid, the player wins, instead if he places a red ball, he loses the game.


Nice! Thx

Interesting mechanism. Isn't it?

 
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  • Posted Mon Jan 23, 2012 10:23 am
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Giacomo Galimberti
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Yes! I like it, I have tried to develop a game for the Challenge just with the aim to include a rule of that type.
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  • Posted Mon Jan 23, 2012 10:45 am
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Cameron Browne
Australia
Brisbane
Queensland
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Hi All,

It strikes me that there are two types of creativity involved in game design:

1. Inventive creativity: The creation of new equipment, rules, mechanisms, and so on.

2. Combinatorial creativity: The creation of new combinations of known equipment, rules, mechanisms, and so on.

For general game design where there are no constraints on any aspect of design, then it is common to start off with an idea for a mechanism (inventive) and then fine tune that mechanism with various rule and parameter tweaks (combinatorial). This is essentially what Christian Freeling describes as an "organic" approach to game design.

But with the Shibumi set there is no scope for inventive creativity. The equipment is simple and precisely defined, and there are only so many rules and mechanisms that it physically allows. We hope by the end of the Challenge to have found most of these possible rules. So if there is a constant amount of creativity involved in any game design, then it must necessarily be heavily skewed towards the combinatorial in Shibumi game design.

The problem is exacerbated by the limited amount of source material. Of the 55,000+ games on BGG let's say that there are 1,000 distinct rules. This allows an astronomical number of new rule combinations without the addition of any new rules, of which we can assume that some small percentage (many thousands?) will provide interesting games. But with the Shibumi set we only have a handful of rules to play with, a few dozen at best. There will be a proportionately smaller number of rule combinations, and a proportionately smaller number of interesting games.

While it may seem that this simplifies the task, we are still dealing with a large number of combinations but a much smaller set of good solutions; far too many combinations for any single designer to test if they must take the time to evaluate each possible game. This is where I hope that automated search will prove useful, in helping the designer find those good combinations amongst all the noise.

Regards,
Cameron
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  • Edited Tue Jan 31, 2012 9:19 am
  • Posted Sun Jan 29, 2012 4:20 pm
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