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Re: [pbmserv] New game: Cubox



Is it possible that the option to pass could result in a deadlock?  I'm not
sure I'm visualizing correctly here.

Steve

----- Original Message ----- 
From: "Cameron Browne" <cameronb@optusnet.com.au>
To: <pbmserv-users@gamerz.net>
Sent: Wednesday, March 23, 2005 4:11 AM
Subject: [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.
>
>
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