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Re: [pbmserv] New game: Cubox




Is it possible that the option to pass could result in a deadlock?  I'm not
sure I'm visualizing correctly here.

No, players must move if possible. They can only pass if there is no legal move.


Cameron


----- Original Message -----
From: "Cameron Browne" <cameronb@optusnet.com.au>
To: <pbmserv-users@gamerz.net>
Sent: Wednesday, March 23, 2005 4:11 AM
Subject: [pbmserv] New game: Cubox


> Hi, > > A new game Cubox has been added to the server. This is a connection game > with cuboctahedral pieces that players may stack, sort of like a 3D version > of Y. This game has some geometric niceties due to the nature of the > cuboctahedral stacking. > > I'm looking for testers so if any brave souls would like to try it out, > please challenge me: > > cubox challenge <yourname> camb > cubox challenge camb <yourname> > > Cameron > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > > http://www.gamerz.net/pbmserv/cubox.html > > Help For the Game Of Cubox > > Introduction > > Welcome to the network Cubox server. The challenge command is > described here. Other commands are the same as for all pbmserv games. > > cubox challenge userid1 userid2 [-size=S] > > Starts a new game between userid1 and userid2. > The -size option specifies the board size in the range 3..16 (default > is 8). > > Rules > > Cubox is a 3D connection game for two players, X and O. Each player > owns a number of cuboctahedral pieces (called cubox) of their colour. > A cuboctahedron is a polyhedron formed by six squares and eight > triangles: > > +-------+ +-------+ > / -_ _- \ /| |\ > / -+- \ / +-------+ \ > / / \ \ /_- \ / -_\ > +_ / \ _+ +- \ / -+ > \-_ / \ _-/ \ \ / / > \ +-------+ / \ _+_ / > \| |/ \ _- -_ / > +-------+ +-------+ > Top Bottom > > The board is a triangular field of cuboctahedral hollows, hexagonal in > cross-section, whose triangular bases all face in the same direction > (a bit like a hexagonal egg carton). The board is initially empty. > > Play: Players take turns adding one of their cubox by either: > i) Dropping it on an empty board hollow, or > ii) Stacking it on top of a flat triangle formed by one friendly and > two enemy cubox. > > Players must move if possible, else pass. > > Aim: A player wins by connecting all three sides of the board with a > path of their cubox. Two cubox are connected if they visibly touch, > either corner-to-corner or one stacked directly upon the other. > > A cubox is deemed to "touch a board edge" if it is one of the > outermost cubox for its level, that is, if it would form part of the > outer slope if the board were completely stacked with pieces. > > Examples > > The following example shows a legal stacking move. An X cubox is > stacked upon a flat triangle formed by one X and two O cubox. Note > that the stacked cubox points in the same direction as the three > supporting cubox. Note also that the stacked X cubox cuts the > connection between the two O cubox. > > +-------+ +-------+ > / -_ _- \ / -_ _- \ > / -+- \ / -+- \ > / / \ \ / / \ \ > +_ / ^ \ _+ +_ / ^ \ _+ > \-_ / ^X^ \ _-/ \-_ / ^X^ \ _-/ > \ +-------+ / \ +-------+ / > \| |/ Stack---> / -_ _- \ > +-------+-------+-------+ +-----/ -+- \-----+ > / -_ _- \ / -_ _- \ / -_ / / \ \ _- \ > / -+- \ / -+- \ / -+_ / ^ \ _+- \ > / / \ \ / / \ \ / / \-_ / ^X^ \ _-/ \ \ > +_ / ^ \ _+_ / ^ \ _+ +_ / ^ \ +-------+ / ^ \ _+ > \-_ / ^O^ \ _-/ \-_ / ^O^ \ _-/ \-_ / ^O^ \| |/ ^O^ \ _-/ > \ +-------+ / \ +-------+ / \ +-------+-------+-------+ / > \| |/ \| |/ \| |/ \| |/ > +-------+ +-------+ +-------+ +-------+ > > The following example shows a game won by O. The winning chain touches > the bottom edge via D2, which is an outermost cubox for level 1 deemed > to "touch a board edge" even though it is stacked above board level. > > 11-- ^ > > 10 > > 9-- ^ ^ > > 8 +---+ +---+ > / xxx \ / ooo \ > 7-- ^ + + + > \ xxx / \ ooo / > 6 +---+ +---+---+---+---+---+ > / ooo \ / ooo \^/ ooo \^/ xxx \ > 5--+ + +---+ + + + > \ ooo / / xxx \ \ ooo / \ xxx / > 4 +---+-+ +-+---+ +---+ > / oo\ xxx /xx \ > 3-- ^ + +---+---+ + ^ ^ > / ooo \ \ xxx / > 2 +-+ +-+---+---+ +---+ > / xx\ ooo /xx \ / xxx \ / ooo \ > 1-- ^ + +---+ + + + ^ > \ xxx / \ xxx / \ xxx / \ ooo / > +---+ +---+ +---+ +---+ > / / / / / / > A B C D E F G H I J K > > Possible stacks: D6 F6 > > Due to limitations of the ASCII representation, cubox are simplified > and represented by their hexagonal cross-sections in an effort to keep > the board display to a reasonable size and reduce clutter. > > Legal moves for the current player are marked '^'. This includes empty > board points (hollows) and possible stack moves. > > The board coordinates for possible stack moves are also listed > explicitly below the board, since it becomes increasingly difficult to > determine the coordinate the higher a stack is. If in doubt, the > player should read through the list of possible stack moves to > ascertain which coordinate they want. > > Notes > > The fact that a winning connection must be continuously visible from > above means that it is effectively a 2D connection built upon a 3D > structure. This allows the elegant Cut/Join property of most > connection games, and means that exactly one player must win. > > Winning paths require successively fewer pieces at higher levels, > although by this point the placement of pieces is entirely dictated by > the distribution of lower-level support pieces. > > Each stack move breaks exactly one enemy connection. A triangle of > same-coloured pieces constitutes a strong formation whose connections > cannot be broken (e.g. the triangle of X pieces at the bottom of the > second example). > > Once the board level pieces have been placed, it is only possible to > stack higher level cubox facing in the same direction, with square > faces meeting square faces (see the first example). This avoids phase > problems when stacking upon a hexagonal grid. Cubox would not work if > spheres were used instead of cuboctahedrons. > > The fact that each stacked piece is placed on a majority of enemy > pieces subverts the N-1 reduction rule of Y, as a triangle dominated > by one player becomes dominated by other player after the stack. Each > stack move is therefore equivalent to an inverse N-1 reduction for > that triangle of pieces. > > The stipulation that pieces can only stack on one friendly and two > enemy pieces may seem arbitrary, but is in fact critical. Allowing > pieces to stack on three enemy pieces would be an overly strong play > that would break all three connections between those enemy pieces. On > the other hand, allowing pieces to stack on two or more friendly > pieces would make it too easy to stack and in most cases would simply > reflect that triangle's N-1 reduction anyway (though it may have > implications for higher stacks). > > Open Problem: I don't believe that deadlocks can occur, but have yet > to prove this. The definition of connectivity may be weakened to "two > cubox are connected if they visibly touch corners or overlap when > viewed from above" to imply a visible rather than physical connection > and resolve such deadlocks (though I don't think this is necessary). > > Heard of Martian Chess? Well, Cubox could be Martian Y: > http://www.exo.net/~pauld/Mars/4snowflakes/martiansnowflakes.html > > Syntax > > cubox move board# userid password g4 (move at point G4) > cubox move board# userid password swap (second move only) > cubox move board# userid password pass > > References and History > > The basic mechanism of Cubox was devised by Cameron Browne in 2002 to > demonstrate how a connection game could avoid phase problems with > hexagonal stacking. The official version implemented above (v1.5) was > completed in March 2005. > > Implementation and help file by Cameron Browne, March 2005. > > > To unsubscribe, send a message to esquire@gamerz.net with > unsubscribe pbmserv-users@gamerz.net > as the BODY of the message. The SUBJECT is ignored. > >



To unsubscribe, send a message to esquire@gamerz.net with
        unsubscribe pbmserv-users@gamerz.net
as the BODY of the message.  The SUBJECT is ignored.