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Re: [pbmserv-dev] Ifmoves



OOH! OOH! OOOH! Mr. Kotter! OOH! OOH!  

Please do if moves!

I know just how it can be done.

What I mean is: I can't program at all, but I know how
it should look to the users and you smart programmers
should make it happen just like I say.  If anyone is
interested, I will describe my amazing system in
detail.

Eric/swift



--- Richard Rognlie <rrognlie@gamerz.net> wrote:
> I, too, need to weigh in here.
> 
> Forced moves only make sense if it gives away no
> information.
> 
> In this case (as with any games with hidden
> information) it tells
> someone that you are now out of cards of that type. 
> Which tells
> the player with more cards of that type, "Don't play
> that again...
> you might get trumped"
> 
> So, I'm sure you'll understand when I decline to
> implement the
> patch.  But thanks for looking into it anyway.
> 
> The only way it would NOT give away information is
> if we ever get
> around to adding "ifmoves" or "advance actions"... 
> e.g.
> whoever leads plays XXX.  you, in the 3rd or 4th
> position, 
> know what you want to play (whether it's your only
> card of that
> suit, or you know you want to play your Ace, or 2,
> or whatever)
> 
> Once *that* functionality is working, then forced
> play of the 3rd or
> 4th position doesn't reveal anything.  2nd position
> is still an issue
> because there's almost no way for that player to
> predict the suit led
> and therefore if a cards is immediately played in
> the 2nd position
> (and then 3rd and then 4th) you know it was a forced
> (vs. a queued)
> play.
> 
> Oh the joys of designing a server on the fly...  8^)
> 
> 
> On Wed, Feb 19, 2003 at 03:06:22PM +0100, Clearwater
> wrote:
> > >I disagree.  If I play a spade and the computer
> pops
> > >out the next player's turn immediately, I know
> that
> > >player has no more spades, and also a lot of
> something
> > >else.  It gives too much information about an
> > >opponent's hand.
> > 
> > I hadn't thought about that... I think you're
> right.
> > Well, at least, it made me look into the code and
> see how it works.
> > 
> > 
> > Clearwater
> >
>
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