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[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.