[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [pbmserv] New game: DNA



I'm in...

Sounds reminiscent of Post tag systems...

Cheers,

Lyman



----- Original Message ----
From: Cameron Browne <cameron.browne@btinternet.com>
To: pbmserv-users@gamerz.net
Sent: Wednesday, October 15, 2008 11:37:58 AM
Subject: [pbmserv] New game: DNA

Hi,

A new game DNA has been added to the server. Players whittle away at 
their opponents' genetic code in order to delete them from existence.

PBeM help page: http://www.gamerz.net/pbmserv/dna.html
Web graphics: http://www.gamerz.net/pbmserv/List.php?Dna

Usage:
   dna challenge <you> camb

I'd be interested in some multiplayer games.

Cameron (camb)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Help for the Game of DNA

    Welcome to the network DNA server. The challenge command is described here.
    Other commands are the same as for all pbmserv games.

      dna challenge [-length=number] [-chunk=number] [-manual]
          userid1 userid2 .. userid8

    starts a new game for two to eight players players.

    The -length parameter specifies the DNA sequence length (default 36).
    The  -chunk parameters specify the size of the chunk removed each turn
    (default 3).
    The -manual option allows players to manually set their own sequences.

   Introduction

    DNA is a game of accelerated evolution: whittle down your 
opponents' genetic code before they whittle down yours!

   Rules

    Each player starts with a DNA sequence of 36 randomly generated nucleotides
    labelled  A,  C,  G  and  T  for adenine, guanine, cytosie and thymine
    respectively.

    Players take turns nominating a chunk of three consecutive nucleotides
    contained in their sequence. All instances of that chunk are removed from
    their  sequence  and  all  opponents'  sequences.  Chunks  are removed
    left-to-right with the remainder of the sequence collapsing down 
to fill the
    gap; this operation is repeated until no more chunks are removed, hence
    multiple removals are possible.

    During the first round of play, the first player may remove at most one
    chunk from any opponent, the second player may remove at least two chunks
    from any opponent, and so on.

    Players whose sequence length falls below the chunk size are removed from
    the game; the last surviving player wins. If the sequence length of all
    players falls below the chunk size then the game is won by the player with
    the longest sequence, else the game is a tie for equal sequence length.

   Example

    For example, the following figure shows a game between ned, ted and jed.

    ned (36): TCGCATGTACAAAGTTTTCAATCTTCGCCTTGAGAG
    ted (36): TCAGCGCGTTCCCGGAGTCGTCGTATTAAAGGGGAT
    jed (36): GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG

    As first move, ned might nominate the chunk AAG which occurs once in their
    sequence as well ted's, giving the following results once these chunks are
    removed (ned could not have nominated TTG on the first move as that chunk
    occurs twice in jed's sequence):

    ned (33): TCGCATGTACATTTTCAATCTTCGCCTTGAGAG
    ted (33): TCAGCGCGTTCCCGGAGTCGTCGTATTAGGGAT
    jed (36): GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG

    As second move, ted might nominate TTC whose removal gives the following
    results:

    ned (27): TCGCATGTACATTAATCGCCTTGAGAG
    ted (30): TCAGCGCGCCGGAGTCGTCGTATTAGGGAT
    jed (33): GCCAATTATGGACTTGTTGTCAGATAGTCGGCG.

   Notes

    Cchunk  removal may be nested and not necessarily straightforward. For
    example, the chunk AGC only occurs once in the sequence TAAGAAGCGCCT but
    consider what happens as it is removed:

      TAAGA[AGC]GCCT  -->  TAAG[AGC]CT  -->  TA[AGC]T  -->  TAT

    Chunks may be selected strategically to break dangerous formations in your
    own sequence or to manipulate opponents' sequences to encourage them to
    attack other opponents. For example, ned might nominate a sequence whose
    removal causes ted's sequence to form a chunk that's disastrous for jed.

    In multiplayer games, there is therefore a balance between hurting your
    opponents (especially the next player in turn, who you have the greatest
    control over) and helping them hurt others. Spread the hurt around!

    Only one strand of each player's double helix is shown as that strand's
    sequence implies the sequence on the other strand (unless you have eleven
    toes).

Test Options

    The -min_chunk parameter specifies the minimum chunk size (must be at least
    2).
    The  -max_chunk parameter specifies the maximum chunk size. Chunks may
    therefore range in size within each game (e.g. 2..4).
    The -non_incremental option removes the incremental first round limit on
    chunk removal.
    The -need_not_own option specifies that players need not own a chunk to
    nominate it.
    The -no_reduce_self option specifies that players do not remove chunks from
    their own sequence.
    The -reduce_next option specifies that players remove chunks from the next
    opponent but not other opponents.

Syntax

    Remove chunk GGT:
      dna move board# userid password GGT

    Manually set sequence to GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG:
      dna move board# userid password GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG

    Alternatively, simply spit on your keyboard to trigger the 
auto-gene sequencer and
    start the game with your own unique DNA sequence!*

    *Not implemented yet.

   History

    DNA rules by Cameron Browne, copyright (c) Cyberite Ltd 2008.

    Graphical web interface: http://www.gamerz.net/pbmserv/Dna.php?Dna

    Implementation and Help file by Cameron Browne, October 2008. 


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.