2024-05-14
2024-05-08
2024-05-06
模倣子 Memetic Analysis of Faspeel Game
Faspeel Game - Memetic Index - Essay List
THIS IS A WORK IN PROGRESS
Introduction
I want to develop the matrix for the game. I'm working on the idea that memeplexes are networks. States allow deployment of memes, which lead to other states.
I've been listening to Linked again, and there are ideas like scale-free networks, hubs (1), average connection distance, network diameter, and so on. For one thing, networks with hubs are susceptible to attacks on the hubs. In other words, racism and other social ills could be dismantled by attacking the hubs of the memeplex network. These could be identified by examination of the memetic inventory of racism, but more scientifically, these hubs could be identified statistically, and then attacked using memetic engineering techniques.
Anyway, back to the game.
Game Set-Up
Okay, so what we have are the state of the positions of the coins, which are just "Away" and "Near" and this is symmetric for both players. The coins on the board are called the "showing" coins, or "the show".
fig. 1.1. "Near" |
fig. 1.2. "Away" (starting set-up) |
By the way, I'm going with only a coin on the board and a single coin covering the "secret" coin and that's it. The off-the-board coins are called "the message." The message consists of a concealed coin, known as "the secret" and a coin covering it from view, called "the cover."
Okay, so every turn a player can make one of three moves, or memes:Memetic States of the Game
There are some three orthogonal groups of states to the game, through which the system may vary independently, but which nonetheless determine which memes may be deployed, and these deployment opportunities are state-dependent. These consist of (4):
The state systems are the state of the showing coins on the board: "Away" and "Near"
The states of the message and showing coins of each player. The "other" player can have her coin on the board showing heads or tails as well as the "cover" coin. This gives us four possible states, "Other Show-Tails & Cover-Tails" or Ott, and then "show-tails & cover heads" or Oth, then Oht and Ohh. Similarly, the "self" player can have Stt, Sth, Sht, and Shh.
State Transitions
An example of a state of this system could include:
Away.Ohh.Sth
This could just as well be written Sth.Ohh.Away or even Ohh.Away.Sth. These state systems are orthogonal, so it's immaterial the order we write them, but there may be matters of convenience or clarity of notation at play.
Again, the memes of the system may be delineated completely. We'll add a couple for the scoring, which happens with a bump! meme, resulting in a both! score, or a bust! score (where players flip coins for the score). We're going to try to model the bump! meme as producing a "compelled" state (6) which proceeds automatically to either the both! or bust! meme and then to the Away state.
away! move away (when near) Near.away! => Away
near! move close to the other player (when far away) Away.near! => Near
bump! try to score on the other player (when near) Near.bump![both!, bust!] => Away
flip! change one's showing coin
This can take the form of four different state transitions
Stt.flip! => Sht "flip showing coin from tails to heads with cover coin tails"
Sth.flip! => Shh "flip show from tails to heads with cover heads"
Sht.flip! => Stt "flip show from heads to tails with cover tails"
Shh.flip! => Sth "flip show from heads to tails with cover heads"
or a shorthand for all cases could be: S[t,h]x.flip! => S[h,t]x
This means "flip show from tails or heads to heads or tails while keeping the cover the same." At this point it's unclear whether we'll use this notation in laying out all of the possible deployment descriptors.
Sth.tell! => Sth "show is tails, cover is heads, change nothing"
Stt.tell! => Sth "show is tails, flip cover coin from tails to heads"
Sht.tell! => Shh "show is heads, flip cover coin from tails to heads"
Sth.tell! => Stt "show is tails, flip cover coin from heads to tails"
Shh.tell! => Sht "show is heads, flip cover coin from heads to tails"
Near.bump!bust! => Away "bumpee's secret differs from bumper's showing"
Deployment Descriptors
Network Description
Deployment Decision Processes
Network Topology Implications
Summary & Conclusions
___________________________________
(1) As in memetic nexuses.
(2) Note that changing your message coins may involve actually changing nothing, or changing only one of the coins, the "cover" or the "secret", or both. It's possible to only telegraph having shuffled them to the other player, but not actually doing anything.
(3) When a player (the "bumper") decides to bump! the coin of the other player (the "bumpee"), we check the bumpee's "secret" coin against the bumper's showing coin. If they're the same, each player gets two points, if different, each player flips a coin. If both come up tails the bumpee gets three points, otherwise the bumper gets one point. Finally the bumper moves his showing coin to the "away" position and the bumpee repositions her "message" coins.
(5) I've not mentioned the "secret" coin of either player. Obviously the state of that coin is invisible to the other player. We'll try to get into how this can nonetheless be part of a player's decision modeling, both in terms of what she "knows" about own coin, and what she "thinks" about the other player's secret coin, based upon she can actually see, i.e., the show and the message, and the message he might be sending her with those coins.
(6) A compelled state is where a meme deployment puts an agent in a state where they have to choose between one or more memes to deploy. One way to denote this is with "immunomemetic notation," for example, bump!bust! => Away as opposed to something like bump! => ScoreState.bust! => Away
(7) Actually, the bump! meme changes the state from Near to Away, and it also changes the Ox[t,h] state, since the other player updates her message coins. Again, this is a compelled state.
(8) the full description of a memetic deployment is State.agent.meme! => NewState. In most of this essay I've left out the agent, since it's implied to be the player. However, we could be specific by assigning the player whose turn it is as "self" and the other player as "other". Hence, Near.self.bump![self.both!, self.bust!]other.tell! => Away. Again we see how both! and bust! are memes in a compelled state, so in a sense they have no agent, as such, though it is still in a sense "self" the initiator.
2024-05-04
漫画 Comic-A-Day for a Year
Manga Index
I posted this to go off on May The Fourth Be With You. I'll be back from Blaze's wedding on the 15th of June.
How did I do?
2024-05-03
2024-04-28
The Erasure of Women
2024-04-22
Alternate Lord’s Prayer
All-father,
Who farted the heavens, (3)
Howard be thy name. (4)
Give us this day some garlic bread and
Forgive us our jokes as we forgive those who laugh at us.
Save us from self-urination, (1)
And deliver us from ego.
For wine is dumb, and true story, I am always a drunk forever and ever.
Say "When" (2).
_____________________________-
by Johannes
_____________________________
(1) rewrite "And lead us not into tarnation" to something like "save us from urination"
(2) Aaaaaah-men
(3) whose art is the heavens
(4) Harold to Howard. Jesus H. Christ--"H." = "Howard"
2024-04-21
模倣子 Faspeel Game
Introduction
The French name is “Face-pile” (Faspeel or “heads or tails”) the German is Münzspiel (“coin game”) and the Japanese is 表裏 (“hyô-ri” or “heads or tails”). Still working on Spanish—could be something like “cara mentirosa” (“lying face/coin face”).
I plan to make an illustrated explanation in at least English for how to play.
The game was originally conceived as the simplest possible play environment to model two memetic agents interacting using a simple set of rules and trying to model one another’s intentions. It originally started with chess and finished with boiling it down to a two-by-two “board” with only one piece per player.
Anyway, stick with me and let’s see where this goes…
The Set-Up
Each player has four coins of the same type, each player having a different type, eg, four US nickels and four pennies, or four Japanese ten yen coins and four hundred yen coins. AA sobriety coins could even work.
The point is that each of a player’s coins should be able to physically cover any of the others, and each player should have a clearly distinct coin on the board.
So, four nickels and four pennies.
1. Make a cross on a piece of paper. This is "the board."
fig. 1. The Board |
2. Each player places a coin, face up or face down, at diagonals of the cross. The coin on the board is "the show" or what is showing.
fig. 2. Initial Board Set-Up--diagonals |
3. Each player places their remaining three coins in front of themself, two of them stacked on top of each other. They may all be any combination of heads or tails. This is "the signal" or "the message". The coin hidden underneath is "the secret."
fig. 3. "The Message" and "Secret" |
This will all make sense when I explain how to play.
How to Play
You score points by "bumping" into the other player's coin. This is simply being in the space next to their coin, and then if they're still there by your next turn, moving onto it. I'll explain how this works.
Each turn a player may take one of the following actions:
1. You may Move (or Bump). If you're next to the other player's coin, you may either move away to the diagonal position, or you may "bump" them. I'll explain what happens with a bump below.
2. You may Flip your showing coin on the board from heads to tails or vice-versa.
3. You may Change your "message." You can take the three coins in front of you and without letting the other player see, change whether the top two coins are heads or tails and/or whether the hidden coin is heads or tails. Place the coins back in front of you.
Bumping and Scoring
When you bump into another player's coin:
1. You place your coin at the diagonal to the other player's coin, that is, the opposite corner of the board.
2. The bumped player reveals their "secret" coin.
3.1. If your showing coin (on the board) and the other player's secret coin are the same, you each get a point (make a tally on the paper the board is drawn on, or wherever).
3.2. If your showing coin and their secret coin are different, each player flips a coin.
3.3. If both flip tails, the bumpee gets three points, otherwise the bumper gets a point.
4. The bumped player rearranges their three message and secret coins.
5. Continue play starting with the bumped player.
The End of the Game
The game ends when one player reaches ten points.
You can play cooperatively or competitively. Example scores is 3/10 or 7/10 meaning the losing player got three or seven respectively. A "good" cooperative game might be 9/10 or 10/10, for instance.
Strategy
You can use your message coins to signal the other player. Don't tell them which signals you are using--part of the fun of the game is trying to work it out. Also, you can just send random messages or you can lie.
For instance, both message coins on heads could mean "my hidden coin is heads" or it could mean "my hidden coin is the same as my showing coin" or it could be just random. You could even try to signal things like "please flip your showing coin."
Things might be able to get sophisticated, for example, signaling the other player that your message means one thing, both coins heads or tails, coin on top of the hidden coin one thing and the other one something else, whatever, and then switching in the middle of the game in order to trick them.
It should also be easy to "run away" from the other player if you need to change your message or flip your showing coin if you want to cooperate but are not set up right, in preparation for a successful cooperative bump a turn or two later.
Notes
There may be some tweaking on what happens when a "conflict bump" happens. I've tried to set it up to be on average even with the 3 to one coin flip thing.
2024-04-19
2024-04-15
2024-04-12
模倣子 Complete List of Macromemetics Essays for Book
Memetic Index
This is a first go around of collating my various memetics essays over the years. All of these I have copied into directories as Google Docs, with the idea of putting them into a book.
There may be a few duplicates, and of course a lot of subject overlap.
I will be messing with the titles and grouping things going forward.
Number | Title / URL |
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10 | Dining Philosophers |
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33 | Good, clear discussion of how memes function in the brain and how resonance works and is a foundational principle for Macromemetics |
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79 | Do Immunomemes Have a Basic Structure? Transition matrices, weighting, bullying, oppression/bullying vs. oppression |
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103 | Bullshit |
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