From: Andrea Dallera Date: 2010-03-31T16:47:17+09:00 Subject: Re: Playing Games with "Ruids" Hei, your project _sounds_ interesting but I'm personally getting annoyed by the amount of spam you're generating on the list. I'm also thinking that you're doing this on purpose, since you've been ignoring the previous criticism altogether. So please, give us either a proper description of how this exactly works or a link to a repository where we can all see the code. This behavior of yours is neither polite nor beneficially to your side: honestly, you're not giving a good impression of yourself. I personally think you're either a troll or some student who's attended CS 101 and think he's teh awesome. -- Andrea Dallera http://github.com/bolthar/freightrain http://usingimho.wordpress.com On Wed, 2010-03-31 at 16:25 +0900, thunk wrote: > ok, some clarity arrived: > > for trivial games one "helperclass" each. one '?'method per potential > move. chess would require maybe 6 helper classes or so. the "ruids" > play n play players. the swarms are organized differently than i have > done but no big deal. each swarm would handle a new move by any > player. and no big deal. > > ok. > > but the rules of the game are determined by the ruids. the ruids > could replace an existing rule (not just elbow in an be accumulated). > this means that the game rules could be changed as the games are being > played. the rule changes could be trivial, or they could be > controlled by some meisterspieler that is adding interest to the whole > mental menagerie of male bemastering. > > so vying to change the rules - "politics" - could become part of the > whole RuidScape. > > now that seems pretty amusing and somewhat less trivial. > > > > > > >