Long post, game design
Crungle is a game designed to be a simple test of general reasoning skills that's difficult to play by rote memory, since there are many possible rule sets, but it should be easy to play if one can understand and extrapolate from rules. The game is not necessarily fair, with the first player often having an advantage or a forced win. The game is entirely deterministic, although a variant determines the rule set randomly.
This is version 0.1, and has not yet been tested at all.
Crungle is a competitive game for two players, each of whom controls a single piece on a 3x3 grid. The cells of the grid are numbered from 1 to 9, starting at the top left and proceeding across each row and then down to the next row, so the top three cells are 1, 2, and 3 from left to right, then the next three are 4, 5, and 6 and the final row is cells 7, 8, and 9.
The two players decide who shall play as purple and who shall play as orange. Purple goes first, starting the rules phase by picking one goal rule from the table of goal rules. Next, orange picks a goal rule. These two goal rules determine the two winning conditions. Then each player, starting with orange, alternate picking a movement rule until four movement rules have been selected. During this process, at most one indirect movement rule may be selected. Finally, purple picks a starting location for orange (1-9), with 5 (the center) not allowed. Then orange picks the starting location for purple, which may not be adjacent to orange's starting position.
Alternatively, the goal rules, movement rules, and starting positions may be determined randomly, or a pre-determined ruleset may be selected.
If the ruleset makes it impossible to win, the players should agree to a draw. Either player could instead "bet" their opponent. If the opponent agrees to the bet, the opponent must demonstrate a series of moves by both players that would result in a win for either player. If they can do this, they win, but if they submit an invalid demonstration or cannot submit a demonstration, the player who "bet" wins.
Now that starting positions, movement rules, and goals have been decided, the play phase proceeds with each player taking a turn, starting with purple, until one player wins by satisfying one of the two goals, or until the players agree to a draw. Note that it's possible for both players to occupy the same space.
During each player's turn, that player identifies one of the four movement rules to use and names the square they move to using that rule, then they move their piece into that square and their turn ends. Neither player may use the same movement rule twice in a row (but it's okay to use the same rule your opponent just did unless another rule disallows that). If the movement rule a player picks moves their opponent's piece, they need to state where their opponent's piece ends up. Pieces that would move off the board instead stay in place; it's okay to select a rule that causes your piece to stay in place because of this rule. However, if a rule says "pick a square" or "move to a square" with some additional criteria, but there are no squares that meet those criteria, then that rule may not be used, and a player who picks that rule must pick a different one instead.
Any player who incorrectly states a destination for either their piece or their opponent's piece, picks an invalid square, or chooses an invalid rule has made a violation, as long as their opponent objects before selecting their next move. A player who makes at least three violations immediately forfeits and their opponent wins by default. However, if a player violates a rule but their opponent does not object before picking their next move, the stated destination(s) of the invalid move still stand, and the violation does not count. If a player objects to a valid move, their objection is ignored, and if they do this at least three times, they forfeit and their opponent wins by default.
Goal rules (each player picks one; either player can win using either chosen rule):
End your turn in the same space as your opponent three turns in a row.
End at least one turn in each of the 9 cells.
End five consecutive turns in the three cells in any single row, ending at least one turn on each of the three.
End five consecutive turns in the three cells in any single column, ending at least one turn on each of the three.
Within the span of 8 consecutive turns, end at least one turn in each of cells 1, 3, 7, and 9 (the four corners of the grid).
Within the span of 8 consecutive turns at least one turn in each of cells 2, 4, 6, and 8 (the central cells on each side).
Within the span of 8 consecutive turns, end at least one turn in the cell directly above your opponent, and end at least one turn in the cell directly below your opponent (in either order).
Within the span of 8 consecutive turns at least one turn in the cell directly to the left of your opponent, and end at least one turn in the cell directly to the right of your opponent (in either order).
End 12 turns in a row without ending any of them in cell 5.
End 8 turns in a row in 8 different cells.
Movement rules (each player picks two; either player may move using any of the four):
Move to any cell on the board that's diagonally adjacent to your current position.
Move to any cell on the board that's orthogonally adjacent to your current position.
Move up one cell. Also move your opponent up one cell.
Move down one cell. Also move your opponent down one cell.
Move left one cell. Also move your opponent left one cell.
Move right one cell. Also move your opponent right one cell.
Move up one cell. Move your opponent down one cell.
Move down one cell. Move your opponent up one cell.
Move left one cell. Move your opponent right one cell.
Move right one cell. Move your opponent left one cell.
Move any pieces that aren't in square 5 clockwise around the edge of the board 1 step (for example, from 1 to 2 or 3 to 6 or 9 to 8).
Move any pieces that aren't in square 5 counter-clockwise around the edge of the board 1 step (for example, from 1 to 4 or 6 to 3 or 7 to 8).
Move to any square reachable from your current position by a knight's move in chess (in other words, a square that's in an adjacent column and two rows up or down, or that's in an adjacent row and two columns left or right).
Stay in the same place.
Swap places with your opponent's piece.
Move back to the position that you started at on your previous turn.
If you are on an odd-numbered square, move to any other odd-numbered square. Otherwise, move to any even-numbered square.
Move to any square in the same column as your current position.
Move to any square in the same row as your current position.
Move to any square in the same column as your opponent's position.
Move to any square in the same row as your opponent's position.
Pick a square that's neither in the same row as your piece nor in the same row as your opponent's piece. Move to that square.
Pick a square that's neither in the same column as your piece nor in the same column as your opponent's piece. Move to that square.
Move to one of the squares orthogonally adjacent to your opponent's piece.
Move to one of the squares diagonally adjacent to your opponent's piece.
Move to the square opposite your current position across the middle square, or stay in place if you're in the middle square.
Pick any square that's closer to your opponent's piece than the square you're in now, measured using straight-line distance between square centers (this includes the square your opponent is in). Move to that square.
Pick any square that's further from your opponent's piece than the square you're in now, measured using straight-line distance between square centers. Move to that square.
If you are on a corner square (1, 3, 7, or 9) move to any other corner square. Otherwise, move to square 5.
If you are on an edge square (2, 4, 6, or 8) move to any other edge square. Otherwise, move to square 5.
Indirect movement rules (may be chosen instead of a direct movement rule; at most one per game):
Move using one of the other three movement rules selected in your game, and in addition, your opponent may not use that rule on their next turn (nor may they select it via an indirect rule like this one).
Select two of the other three movement rules, declare them, and then move as if you had used one and then the other, applying any additional effects of both rules in order.
Move using one of the other three movement rules selected in your game, but if the move would cause your piece to move off the board, instead of staying in place move to square 5 (in the middle).
Pick one of the other three movement rules selected in your game and apply it, but move your opponent's piece instead of your own piece. If that movement rule says to move "your opponent's piece," instead apply that movement to your own piece. References to "your position" and "your opponent's position" are swapped when applying the chosen rule, as are references to "your turn" and "your opponent's turn" and do on.
#Game #GameDesign
Alone at the (seeming) end of the world. The Hochjoch Hospiz at the end of the Rofental, near the former confluence of three (formerly) major glaciers in the central Alps: Hintereisferner, Kesselwandferner and Hochjochferner. Vernagtferner is also nearby, which at times interrupted the outflow of these other glaciers, caused an ice lake to form, which when it burst led to widespread destruction in the valleys below (several times since the early 1600s). These days all of these glaciers are s…
I am trying to reply to a topic on a forum about what can be included in The Movie Database (as opposed to IMDb) and it is getting flagged, which is annoying since the last post includes this nonsensical claim:
> Distribution/release is an essential fact about the existance of a movie- a movie has to have some type of distribution/release (otherwise the movie literally doesnt exist).
I thought I might be hitting filters because I mentioned the name of a documentary about The …
love is the voice under all silences,
the hope which has no opposite in fear;
the strength so strong mere force is feebleness:
the truth more first than sun more last than star
—do lovers love? why then to heaven with hell.
Whatever sages say and fools, all’s well
-- e.e. cummings
Estrogen? Hot drinks will suffice!
"""
Naturally, cold water cooled. For that reason it was used in mania and frenzy, sicknesses of heat where the spirits were in ebullition, solids tightened and liquids were heated to the point of evaporation, leaving the brain of the patient ‘dry and brittle’, as anatomists regularly demonstrated. Reasonably enough Boissieu includes cold water among his list of refreshing cures: baths were the foremost ‘antiphlogistic’, purifying the body of any excessive igneous particles to be found there. Taken as a drink, it was a ‘dilutive procastinant’ that diminished the resistance of fluids to the action of solids, thereby indirectly lowering the general heat of the body.
But it was also said that cold water brought heat and that hot water cooled. Such at least was the thesis defended by Darut. Cold baths chased the blood from the periphery of the body and pushed it ‘with increased vigour towards the heart’. As the heart was the seat of natural heat, the blood was warmed there, all the more so as “the heart, which struggles alone against all the other parts, makes renewed efforts to expel the blood and overcome capillary resistance. What results is a greater intensity of circulation, the division of the blood, the fluidity of the humours, the destruction of congestions, an increase in the strength of the natural heat, of the appetite of the digestive forces, and the activity of the body and the mind.” A symmetrical paradox operated regarding hot baths: blood was attracted to the extremities of the body, as were the humours, sweat, and all forms of liquid, both beneficial and harmful. The vital centres were therefore deserted, the heart slowed and the organism thus began to cool down. This fact was confirmed by the ‘fainting, lipothymia… weakness, nonchalance, lassitude, and lack of vigour’ that generally accompanied excessive bathing with hot water.
But there was more. So great was the polyvalence of water, so great was its aptitude to submit itself to the qualities that it carried, that it sometimes lost its efficacy as a liquid and acted as a desiccant instead. Water could Prevent dampness. In part, this was the old principle of similia similibus, but in another sense, and by the intermediary of a visible mechanism. For some, it was cold water that brought dryness, as heat kept water humid. Heat dilated the pores of the organism, distended its membranes, and allowed humidity to impregnate them as a secondary effect. Liquids made their way through heat. For that reason, the hot drinks so widely used in the seventeenth century risked becoming a danger, and those who took too many risked relaxation, general dampness and a weakness of the whole organism. As these were traits commonly associated with the feminine body, as opposed to the dry, virile solidity of the male, the abuse of hot drinks could lead to a general feminisation of the human race: “Not without reason, the reproach is made to the majority of men that they have softened and degenerated, taking on the habits and inclinations of women – the only thing lacking is a physical resemblance. The abuse of humectants could accelerate the metamorphosis, and render the two sexes almost identical both physically and morally. Woe betide the human race if this prejudice ever spreads to the masses: there will be no more labourers, artisans or soldiers, as they will have lost the strength and vigour necessary for their profession.” [Pressavin]
"""
(Michel Foucault, History of Madness)
"For years, new cars have got ‘bigger and better’, driven by marketing and the need to keep ahead of – or at least up with – the opposition. Bigger means heavier, and a heavier car that’s also been made quicker needs bigger brakes...."
Unsupervised Skill Discovery as Exploration for Learning Agile Locomotion
Seungeun Rho, Kartik Garg, Morgan Byrd, Sehoon Ha
https://arxiv.org/abs/2508.08982 https://
Sources: OpenAI execs fear rising political scrutiny in California could hinder its for-profit plans and have discussed moving out of the state as a last resort (Berber Jin/Wall Street Journal)
https://www.wsj.com/tech/ai/openai-for-profit-conversion-opposition-0…