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Fri, 24 Mar 2023
Notes on card games played by aliens
A few years back I mentioned, in an article on a quite different topic:
Apparently the answer to that is ‘later’. Much later. Last month Eric Erbach wrote to ask:
I'm not sure. This is not that article. But M. Erbach inspired me to think about this some more and I excitedly sent him several emails about the alien relationship to poker and other card games. Then today I remembered I have a whole section of the blog for ‘notes’ and even though it has only two articles in it it was always intended as a place where I could dump interesting ideas that might never go anywhere. So here we are! I didn't actually talk about chess or go in my message, but I went off in a different direction.
The essence of poker is the secret information, which enables bluffing: does that person across the table from me have a winning position, or are they just pretending to have a winning position? Or, conversely: fate has dealt me a losing hand. How do I make the best of a bad situation? This is, I believe, a crucial sort of problem that will come up over and over for all sentient beings. Everyone at some point has to make the best of a bad situation. You have to know when to hold 'em, and when to fold 'em. Games like poker are stripped-down practice versions of these sorts of fundamental problems. (Games like chess and go are stripped-down practice versions of different sorts of fundamental problems, problems of strategic planning and tactical execution.) Thinking about human card games, I said:
Humans invented trick-taking card games over and over. Consider not just European games like bridge, pinochle, euchre, skat, hearts, spades, and canasta, which may have developed out of simpler games invented a thousand years ago in China, but also the West African game of agram. So it is tempting to think that the aliens would surely do the same. But maybe not! Turning it around the other way, I think auctions are also something very likely to be shared by all sentient beings, and yet human card games seem include very few auction-themed games. If the humans can neglect what must be a huge class of sealed-bid auction games, perhaps the aliens will somehow forget to have trick-taking games. Trick-taking games like contract bridge and auction bridge have things called auctions, but they're not actually very auction-like. For an example of what I mean, here's goofspiel, a game that is pure auction:
One
player receives the thirteen spade cards, the other the thirteen club
cards. If there is a third player, they receive the thirteen heart
cards.
The diamonds are shuffled, stacked face down, and the top one is turned over. Each player now offers a sealed bid to buy the face-up diamond card. They do this by selecting one of the cards from their hand and playing it face-down on the table. The sealed bids are revealed simultaneously and the highest bid placed wins the auction. scoring points for the winning player: the A♢ is worth one point and K♢ worth 13. The bid cards are discarded, the next diamond is revealed, and the game continues with each player offering a bid from their now-depleted hand. After 13 rounds, the player with the most points out of 91 is the winner. For a more complex auction bidding game, see Sid Sackson's All My Diamonds. Now, my point is that as far as I know there are very few popular human auction games. But perhaps, instead of bluffing games like poker or trick-taking games like whist, the aliens love to play auction games with cards? Many interesting variations are possible. In email with M. Erback I suggested a completely made-up auction game of a sort I've never seen among humans:
I think there might be interesting strategy here. Suppose you are going second. Which card of the bundle will you look at? You can look at the same one that the first player looked at, so now you know what they know, but they also know what you know and that you know what they know. Or you can look at a different card, and learn something that nobody else knows yet. After that you have to make a bid, which communicates to the other players something about what you know, and in the early stages of the game you can be tricky and make your bid a bluff. Maybe players are allowed to pass without dropping out. Or maybe it wouldn't work at all; you never know until you playtest it. What if we played Texas Hold'em in this style? Instead of exposing all five community cards, some were kept partly secret? Another thing we can do to get an alien game is to take a common human game and make it into something completely different by changing the emphasis:
Many old games can be spiced up in this way. For example chess, but if your opponent plays a move you don't like, you can force them to take it back and play a different move, by chopping off one of your fingers. Totally different strategy! Finally, I remembered a funny moment from the Larry Niven story “There is a Tide”. Niven's character Louis Wu has discovered a valuable lost artifact. Unfortunately, a representative of a previously-uncontacted alien species has discovered the same artifact. Rather than fighting, Wu proposes that they gamble for it.
Pretty funny! Louis is imagining something fun and interesting, but the alien proposes the opposite of this. In my opinion this is a good plan, as it will tend to prevent arguments. Although something needs to be said about the 22% chance that Louis and the alien will tie. In any case, Louis is kind of a dilettante, and it turns out that the alien is actually playing the game that is one level up. [ Addendum: Thanks to John Wiersba for providing me with the name of goofspiel. ] [Other articles in category /notes] permanent link Thu, 30 Jan 2014
Twingler, a generic data structure munger
(Like everything else in this section, these are notes for a project that was never completed.) IntroductionThese incomplete notes from 1997-2001 are grappling with the problem of transforming data structures in a language like Perl, Python, Java, Javascript, or even Haskell. A typical problem is to take an input of this type:
and to transform it to an output of this type:
One frequently writes code of this sort, and it should be possible to specify the transformation with some sort of high-level declarative syntax that is easier to read and write than the following gibberish:
This is especially horrible in Perl, but it is bad in any language. Here it is in a hypothetical language with a much less crusty syntax:
You still can't see what it really going on without executing the code in your head. It is hard for a beginner to write, and hard to anyone to understand. Original undated notes from around 1997–1998Consider this data structure DS1:
This could be transformed several ways:
Basic idea: Transform original structure of nesting depth N into an N-dimensional table. If Nth nest is a hash, index table ranks by hash keys; if an array, index by numbers. So for example, DS1 becomes
Or maybe hashes should be handled a little differently? The original basic idea was more about DS2 and transformed it into
Maybe the rule is: For hashes, use a boolean table indexed by keys and values; for arrays, use a string table index by integers. Notation idea: Assign names to the dimensions of the table, say X and Y. Then denote transformations by:
The (...) are supposed to incdicate a chaining of elements within the larger structure. But maybe this isn't right. At the bottom: How do we say whether
turns into
or [ X => [Y, Z] ] (accumulation) Consider
Note that:
Brackets and braces just mean brackets and braces. Variables at the same level of nesting imply a loop over the cartesian join. Variables subnested imply a nested loop. So:
But
Hmmm. Maybe there's a better syntax for this. Well, with this plan:
It seems pretty flexible. You could just as easily write
and you'd get
If there's a `count' function, you can get
or maybe we'll just overload Question: How to invert this process? That's important so that you can ask it to convert one data structure to another. Also, then you could write something like
and omit the X's and Y's. Real example: From proddir. Given
For example:
Turn this into
Something interesting happened here. Suppose we have
And we ask for In the example above, why didn't we get
If the outer iteration was supposed to be over all id-name-desc triples? Maybe we need
Then you could say
to indicate that you want to uniq a list. But maybe the old notation already allowed this:
It's still unclear how to write the example above, which has unique key-triples. But it's in a hash, so it gets uniqed on ID anyway; maybe that's all we need. 1999-10-23Rather than defining some bizarre metalanguage to describe the transformation, it might be easier all around if the user just enters a sample input, a sample desired output, and lets the twingler figure out what to do. Certainly the parser and internal representation will be simpler. For example:
should be enough for it to figure out that the code is:
Advantage: After generating the code, it can run it on the sample input to make sure that the output is correct; otherwise it has a bug. Input grammar:
Simple enough. Note that (...) lines are not allowed. They are only useful at the top level. A later version can allow them. It can replace the outer (...) with [...] or {...] as appropirate when it sees the first top-level separator. (If there is a => at the top level, it is a hash, otherwise an array.) Idea for code generation: Generate pseudocode first. Then translate to Perl. Then you can insert a peephole optimizer later. For example
could be optimized to
add into hash: as key, add into value, replace value add into array: at end only How do we analyze something like:
Idea: Analyze structure of input. Analyze structure of output and figure out an expression to deposit each kind of output item. Iterate over input items. Collect all input items into variables. Deposit items into output in appropriate places. For an input array, tag the items with index numbers. See where the indices go in the output. Try to discern a pattern. The above example:
OK—2s are keys, 1s are array elements. A different try fails:
Now consider:
A,C,D get 1; B,E get 2. this works again. 1s are keys, 2s are values. I need a way of describing an element of a nested data structure as a simple descriptor so that I can figure out the mappings between descriptors. For arrays and nested arrays, it's pretty easy: Use the sequence of numeric indices. What about hashes? Just K/V? Or does V need to be qualified with the key perhaps? Example above:
Now try to find a mapping from the top set of labels to the bottom.
Problem with this:
is unresolvable. Still, maybe this works well enough in most common cases. Let's consider:
etc. Conclusion: How to reverse? Simpler reverse example:
Conclusion: What if V items have the associated key too?
Now there's enough information to realize that B amd C stay with the A, if we're smart enough to figure out how to use it. 2001-07-28Sent to Nyk Cowham 2001-08-24Sent to Timur Shtatland 2001-10-28Here's a great example. The output from
we want to transform this into
[Other articles in category /notes] permanent link Sun, 19 Jan 2014
Notes on a system for abbreviating SQL queries
(This post inaugurates a new section on my blog, for incomplete notes. It often happens that I have some idea, usually for software, and I write up a bunch of miscellaneous notes about it, and then never work on it. I'll use this section to post some of those notes, mainly just because I think they might be interesting, but also in the faint hope that someone might get interested and do something with it.) Why are simple SQL queries so verbose?For example:
(This is 208 characters.) I guess about two-thirds of this is unavoidable, but those join-using clauses ought to be omittable, or inferrable, or abbreviatable, or something.
(Only 94 characters.)
Then the question arises of how to join the batches to the clients. This is the only really interesting part of this project, and the basic rule is that it shouldn't do anything really clever. There is a graph, which the program can figure out from looking at the foreign key constraints. And the graph should clearly have a short path from batches through products to clients.
If something is truly ambiguous, we can issue an intelligent request for clarification:
Overview
Can 1 and 2 really be separated? They can in the example above, but maybe not in general. I think separating 3 and putting it at the end is a good idea: don't
try to use field name abbreviations to disambiguate and debreviate
table names. Only go the other way. But this means that we can't
debreviate What if something like About abbreviationsAbbreviations for
There is a tradeoff here: the more different kinds of abbreviations you accept, the more likely there are to be ambiguities. About table inferenceThere could also be a preferences file that lists precedences for
tables and fields: if it lists About join inferenceShort join paths are preferred to long join paths. If it takes a long time to generate the join graph, cache it. Build it automatically on the first run, and then rebuild it on request later on. More examples(this section blank) Implementation notesMaybe convert the input to a Note that this requires that the input be valid SQL. Your original idea for the abbreviated SQL began with
rather than
but the original version would probably be ruled out by this implementation. In this case that is not a big deal, but this choice of implementation might rule out more desirable abbreviations in the future. Correcting dumb mistakes in the SQL language design might be in Quirky's purview. For example, suppose you do
Application notesRJBS said he would be reluctant to use the abbreviated version of a query in a program. I agree: it would be very foolish to do so, because adding a table or a field might change the meaning of an abbreviated SQL query that was written into a program ten years ago and has worked ever since. This project was never intended to abbreviate queries in program source code. Quirky is mainly intended for one-off queries. I picture it going into an improved replacement for the MySQL command-line client. It might also find use in throwaway programs. I also picture a command-line utility that reads your abbreviated query and prints the debreviated version for inserting into your program. Miscellaneous notes(In the original document this section was blank. I have added here some notes I made in pen on a printout of the foregoing, on an unknown date.) Maybe also abbreviate Since debreviation is easier [than join inference] do it first! Another idea: " [Other articles in category /notes] permanent link |