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

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(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.

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