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Re: [pbmserv] New game: DNA
Would a command to initialise your code with a random sequence be useful?
Maybe even a game option to set random codes for all players.
> Hi,
>
> A new game DNA has been added to the server. Players whittle away at
> their opponents' genetic code in order to delete them from existence.
>
> PBeM help page: http://www.gamerz.net/pbmserv/dna.html
> Web graphics: http://www.gamerz.net/pbmserv/List.php?Dna
>
> Usage:
> dna challenge <you> camb
>
> I'd be interested in some multiplayer games.
>
> Cameron (camb)
>
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Help for the Game of DNA
>
> Welcome to the network DNA server. The challenge command is described
> here.
> Other commands are the same as for all pbmserv games.
>
> dna challenge [-length=number] [-chunk=number] [-manual]
> userid1 userid2 .. userid8
>
> starts a new game for two to eight players players.
>
> The -length parameter specifies the DNA sequence length (default 36).
> The -chunk parameters specify the size of the chunk removed each turn
> (default 3).
> The -manual option allows players to manually set their own sequences.
>
> Introduction
>
> DNA is a game of accelerated evolution: whittle down your
> opponents' genetic code before they whittle down yours!
>
> Rules
>
> Each player starts with a DNA sequence of 36 randomly generated
> nucleotides
> labelled A, C, G and T for adenine, guanine, cytosie and thymine
> respectively.
>
> Players take turns nominating a chunk of three consecutive nucleotides
> contained in their sequence. All instances of that chunk are removed
> from
> their sequence and all opponents' sequences. Chunks are removed
> left-to-right with the remainder of the sequence collapsing down
> to fill the
> gap; this operation is repeated until no more chunks are removed,
> hence
> multiple removals are possible.
>
> During the first round of play, the first player may remove at most
> one
> chunk from any opponent, the second player may remove at least two
> chunks
> from any opponent, and so on.
>
> Players whose sequence length falls below the chunk size are removed
> from
> the game; the last surviving player wins. If the sequence length of
> all
> players falls below the chunk size then the game is won by the player
> with
> the longest sequence, else the game is a tie for equal sequence
> length.
>
> Example
>
> For example, the following figure shows a game between ned, ted and
> jed.
>
> ned (36): TCGCATGTACAAAGTTTTCAATCTTCGCCTTGAGAG
> ted (36): TCAGCGCGTTCCCGGAGTCGTCGTATTAAAGGGGAT
> jed (36): GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG
>
> As first move, ned might nominate the chunk AAG which occurs once in
> their
> sequence as well ted's, giving the following results once these chunks
> are
> removed (ned could not have nominated TTG on the first move as that
> chunk
> occurs twice in jed's sequence):
>
> ned (33): TCGCATGTACATTTTCAATCTTCGCCTTGAGAG
> ted (33): TCAGCGCGTTCCCGGAGTCGTCGTATTAGGGAT
> jed (36): GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG
>
> As second move, ted might nominate TTC whose removal gives the
> following
> results:
>
> ned (27): TCGCATGTACATTAATCGCCTTGAGAG
> ted (30): TCAGCGCGCCGGAGTCGTCGTATTAGGGAT
> jed (33): GCCAATTATGGACTTGTTGTCAGATAGTCGGCG.
>
> Notes
>
> Cchunk removal may be nested and not necessarily straightforward. For
> example, the chunk AGC only occurs once in the sequence TAAGAAGCGCCT
> but
> consider what happens as it is removed:
>
> TAAGA[AGC]GCCT --> TAAG[AGC]CT --> TA[AGC]T --> TAT
>
> Chunks may be selected strategically to break dangerous formations in
> your
> own sequence or to manipulate opponents' sequences to encourage them
> to
> attack other opponents. For example, ned might nominate a sequence
> whose
> removal causes ted's sequence to form a chunk that's disastrous for
> jed.
>
> In multiplayer games, there is therefore a balance between hurting
> your
> opponents (especially the next player in turn, who you have the
> greatest
> control over) and helping them hurt others. Spread the hurt around!
>
> Only one strand of each player's double helix is shown as that
> strand's
> sequence implies the sequence on the other strand (unless you have
> eleven
> toes).
>
> Test Options
>
> The -min_chunk parameter specifies the minimum chunk size (must be at
> least
> 2).
> The -max_chunk parameter specifies the maximum chunk size. Chunks may
> therefore range in size within each game (e.g. 2..4).
> The -non_incremental option removes the incremental first round limit
> on
> chunk removal.
> The -need_not_own option specifies that players need not own a chunk
> to
> nominate it.
> The -no_reduce_self option specifies that players do not remove chunks
> from
> their own sequence.
> The -reduce_next option specifies that players remove chunks from the
> next
> opponent but not other opponents.
>
> Syntax
>
> Remove chunk GGT:
> dna move board# userid password GGT
>
> Manually set sequence to GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG:
> dna move board# userid password GCCAATTATGGACTTGTTGTCAGATAGTTTCCGGCG
>
> Alternatively, simply spit on your keyboard to trigger the
> auto-gene sequencer and
> start the game with your own unique DNA sequence!*
>
> *Not implemented yet.
>
> History
>
> DNA rules by Cameron Browne, copyright (c) Cyberite Ltd 2008.
>
> Graphical web interface: http://www.gamerz.net/pbmserv/Dna.php?Dna
>
> Implementation and Help file by Cameron Browne, October 2008.
>
>
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>
>