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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

blood bank problem

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.