Example settings for player-enforced games
Latest iteration in our collections of settings to think about player-editable games, player-enforced game shapes, rulechanging, and related phenomena. The subset of concern here is settings to play in – settings with a minimum of moving parts.
builder-assistant language
I envision a builder-assistant game where
- They establish in finite steps what words to use for what
- There is a cost to signalling
- They establish in finite steps a prefix code for common sequences
- Signals can be the subject of signals
- There is the machinery for changing signal semantics in the first place
- This may be a set of parallel games
Stability theory and lonely Vickrey
The setting here is just auctions but the subproblem of interest is constructing the space of game specifications that has a edit distance metric that exhibits the desirable property of being able to express multiplayer multi-commodity Vickrey being "unstable".
playing two games
The thing where you're "multiplying two protocol state machines together" but one is subordinate to the other. for an intuition of metagame.