ark (05/18/82)
The June 1982 issue of Scientific American describes a fascinating game called Nomic. Briefly, the rules of the game describe how the players can change the rules. The object of the game is essentially to change the rules so that you can win. This is harder than it sounds because (at least at first) rules can only be changed through unanimous vote. I have requested formal permission to send the complete set of rules out over USENET. If permission is granted, I will do so forthwith.
hal (05/25/82)
First an observation. Note that the game of Nomic is an excercise in self-modifying code. The instruction space (Rules) and the data space (information manipulated by the players) are one and the same. Thus the Players have the oppurtunity to des- troy the game itself. Is anyone interested in playing a game of Nomic over the net? Below is a proposed set of procedures for conducting a game by network mail. In adapting the rules for a play-by-net (PBN) game I have introduced the concept of a Clerk. The Clerk serves as a communications node for the players and performs such tasks as keeping score, submitting proposed rule changes to the Players, announcing the results of votes, and providing rule updates to the players. These duties are part of the rules and subject to change as the game progresses. Two major considerations in adapting the rules for a PBN game are whether the Clerk is a Player and whether the Players can communicate directly. Rules could be introduced which define which player is the Clerk and how the Players may chose a new Clerk. In the rules below the Clerk is not a Player in order to keep things simple for this first experiment at PBN Nomic. The other consideration is the anonymity of the Players. Rule 210 prohibits secret consultation between Players. Besides being unenforceable several benefits can be derived from direct commun- ication between Players. Therefore the rules below omit Rule 210. I would be willing to act as Clerk for an experimental game. This game would be limited to 6 Players. After the game is com- plete I will collect an evaluation of these procedures from the Players and submit these results to net.games. Look over the procedures and rules below and, if you are interested in partici- pating, notify my by network mail. I would also be interested in hearing of other's ideas on adapting Nomic to play-by-net games. Hal Chambers (purdue!pur-phy!hal) ======================================================================= DEFINITIONS Player A Player is a person participating in the game and elig- ible to become the winner by satisfying whatever victory condition may be in effect. Table The Table is an ordering of the Players that is used to define move order and interpret other Rules. The Table also represents the information that is known to all the Players. The phrases "notify the Table", "send to the Table", and similar phrases mean that the information is mailed to all Players and the Clerk via network mail. Clerk The Clerk serves as a communications node for the Players. The Clerk defines the ordering of the Players at the Table, notifies the Players of who moves first, and performs what- ever other duties may be defined in the rules. The Clerk also provides copies of the current rules and scores upon request. PROCEDURES The game is started by the Clerk. After determining who the Players are, the Clerk notifies them of the following: 1. The identity of the Players and their ordering at the Table. 2. Which Player moves first. 3. A copy of the Definitions, Procedures, and the initial set of Rules. The sequence of actions during a turn is: 1. The Player with the turn submits a proposed rule change to the Table. 2. Players discuss the rule change using network mail. 3. The proponent of the rule change submits to the Table a call for the vote and the exact text of the proposed change as it will be voted on. 4. The Players mail their votes to the Clerk. Votes must reach the Clerk within four days of when the Clerk receives the call for the vote. 5. The Clerk announces to the Table the results of the vote. 6. If the change is adopted the Clerk notifies the Table of the changes made in the rules. 7. The Clerk announces whose turn is next. ============================================================================== INITIAL SET OF RULES Immutable Rules 101. All players must always abide by all the rules then in ef- fect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Ini- tial Set consists of Rules 101-116 (immutable) and 201-213 (mut- able). 102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers. 103. A rule change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, re- peal, or amendment of an amendment, or (3) the transmutation of an immutable rule into a mutable rule or vice versa. (Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; no rule is absolutely immune to change.) 104. All rule changes proposed in the proper way must be voted on. They will be adopted if and only if the required number of votes is received. 105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule changes. 106. All proposed rule changes must be written down before they are voted on. If they are adopted, they must guide play in the form in which they were voted on. 107. No rule change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule change may have retroactive application. 108. Each proposed rule change must be given a rank-order number (ordinal number) and must be referred to by that number. The numbers must begin with 301, and each rule change proposed in the proper way must receive the next successive integer, whether or not the proposal is adopted. If a rule is repealed and reenacted, it receives the ordinal number of the proposal to reenact it. If a rule is amended or transmuted, it receives the ordinal number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part received the ordinal number of the proposal to amend or repeal the amendment. 109. Rule changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. 110. Mutable rules that are inconsistent in any way with some immutable rule (and that can be made consistent with it only by transmuting it into a mutable rule) are wholly void and without effect. They do not implicitly transmute immutable rules into mutable rules and at the same time amend them. Rule changes that transmute immutable rules into mutable rules will be effective if and only if they explicitly state their transmuting effect. 111. If a rule change as proposed is unclear, ambiguous, para- doxical or destructive of play, is held by a player to consist of two or more rule changes compounded or to be an amendment that makes no difference or is otherwise held to be of questionable value, then the other players can suggest amendments or argue against the rule change before the vote. The proponent, however, decides the final form in which the proposal is to be voted on and chooses the time to end debate and vote. 112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may, however, be altered, and rules that establish a winner when play cannot continue may be enacted and (when they are mutable) be amended or repealed. 113. A player always has the option of forfeiting the game rath- er than continuing to play or incurring a game penalty. (No penalty worse than losing, in the judgment of the player incur- ring the penalty, may be imposed.) 114. There must always be at least one mutable rule. The adop- tion of rule changes must never become completely impermissible. 115. Rule changes that in any way affect rules needed to allow or apply rule changes are fully as permissible as other rules changes. Even rule changes that repeal part or all of their own authority are permissible. No rule change or type of move is or is to be impermissible solely because of the self-reference or self-application of a rule. 116. The adoption of rule changes is permissible only when a rule or a set of rules makes it permissible. Otherwise whatever is not explicitly prohibited or regulated by a rule is allowed and unregulated (as opposed to the maxim "All is forbidden except what is explicitly allowed.") Mutable Rules 201. Players must alternate in clockwise order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players being with zero points. 202. One turn consists of two parts, in this order: (1) Propos- ing one rule change and having it voted on, and (2) having the Clerk throw one die once and adding the number of points on its face to that Player's score. 203. A rule change is adopted if and only if the vote is unani- mous among the eligible voters. 204. If Initial Rule 203 is amended or repealed, then whenever rule changes are adopted without unanimity, the players who voted against such rule changes receive 10 points apiece. 205. An adopted rule change takes full effect at the moment of the completion of the vote that adopted it. 206. If any player's proposed rule change is voted down, that player loses 10 points. 207. Each player always has exactly one vote. 208. The winner is the first player to achieve 100 (positive) points. 209. At no time are there to be more than 25 mutable rules. 210. The Clerk will provide a current copy of the Rules and player's scores upon request. All votes are taken by player's submitting their ballots to the Clerk who will count the ballots and announce the results. 211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, the rule with the lowest ordinal number takes precedence. If at least one of the rules in conflict explicitly says of it- self that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), such provisions must supersede the numerical method of determining precedence. If two or more rules claim to take precedence over one another or to defer to one another, the numerical method must again govern. 212. If players disagree about the legality of a move or the in- terpretation or application of a rule, the player to the right of the one moving is to be the Judge and decide the question. (Such a process is called invoking Judgement.) The Judge's Judgment may be overruled only by a unanimous vote of the other players, taken before the next turn is begun. When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. If a Judge's Judgment is overruled, the player to the right of the Judge becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn, or during the turn of a team- mate. Unless a Judge is overruled, one Judge settles all ques- tions arising from the game until the next turn is begun, includ- ing questions as to his or her own legitimacy and jurisdiction as Judge. New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. Disagreement, for the pur- poses of this rule, may be created by the insistence of any player. 213. If the rules are changed so that further play is impossi- ble, or if the legality of a move is impossible to determine with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player who is unable to complete a turn is the winner. This rule takes precedence over every other rule determining the winner.
mcguire (01/23/83)
I like the sound of Nomic. Our library, however, doesn't have any Scientific Americans from 1982. If anyone out there could summarize the article, I'm sure it would be greatly appreciated by others as well as myself. Nomic sounds like a good way to have a fun time at the cost of only a few minutes a day. thanks Ryan
puder (02/01/83)
Playing nomic on the computer may not amount to a mere "few minutes a day". If you have any nit pickers involved, (such as a lot of programmers are) you will find that you must spend a lot of time per day (especially when it is your turn) getting the wording JUST RIGHT. I know. We tried it.
israel@umcp-cs.UUCP (04/06/84)
A Net-wide version of Nomic was tried on the Arpanet, but I think it died. We tried one here at the Univ. of Maryland, and it went for about eight months, but it too diedf from lack of interest. In particular, we found that it was too hard to get rules passed. We were playing with thirteen people, and it is very hard to get that many people to agree unanimously on something. We also found that the rules were not conducive to playing an extended time game over net-mail, and that was part of the problem. For example, one of the rules states that a vote isn't complete until all game participants have voted, and that left open the possibility of someone stonewalling the game by not voting. To play a net-wide game, I would suggest that a modified set of rules be used instead. By the way, I have the complete set of rules on-line, and would be glad to mail or post them if people are interested. For those who don't know, Nomic comes from the latin word "Nomos" which means "of the law". It is a meta-game in that it has a set of rules that govern play, but play procedes by trying to modify that set of rules (which would then take effect and govern the rest of the game). Interesting ideas come from this, including thinking about how to change to rule-set to the rule set of Monopoly (or some other game), while obeying and remaining consistent with the current set of rules. -- Bruce Israel University of Maryland, Computer Science {rlgvax,seismo}!umcp-cs!israel (Usenet) israel.umcp-cs@CSNet-Relay (Arpanet)
apteryx@ucbvax.UUCP (Brian Peterson) (04/07/84)
(munch this line...) We had a Nomic game among 6 people, and once we passed a rule stating that votes would default to 'yes' after a given time after the offficial call for votes was given, the game went on nicely. Until someone passed a strange rule trying to define a turn as all players submitting a rule change at once. There was some debate as to what was affected, and the game died. Brian Peterson apteryx@ucbingres (UC Berkeley)
holly@dartvax.UUCP (Holly Cabell) (03/17/85)
I would like to see if anyone out there is interested in starting a game of Nomic by mail. The rules were posted a while back, and if you like I will post them again or mail them. If a few people are interested, we can start a game up soon. Also, has anyone out played NOMIC and have any suggestions for those of us starting a game? --johnc at [the.world] ! dartvax ! holly