Diplomacy Zine -- EP #191 Chapter Seven From: Eric_S_Klien@cup.portal.com Date: Tue, 14 Aug 1990 03:24:30 +0000 Issue #191 of ELECTRONIC PROTOCOL: ************************************************************************ "Logic is a tweeting bird, chirping in your ear. Logic is a wreath of pretty flowers that smell *bad*." ************************************************************************ Chapter One contains: BLITZKRIEG, GETTYSBURG, RED STORM RISING, and PASSCHENDAELE And is published by daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSLAYER, JACAL, MANHATTAN, VERSAILLES, DRESDEN, and KHAN And is published by tedward@cs.cornell.edu/Ted Fischer Chapter Three contains: MULHOUSE, DAWN PATROL, SNIKKEL-2, BERLIN, SNIKKEL-1, EL ALAMEIN, SQUALANE, UNGAWE, CAPTAIN CAVEMAN And is published by cwekx@htikub5.bitnet/Constantijn Wekx Chapter Four contains: NICKEL, OZARK, DEADLY DAGGERS, YORKTOWN, MONTREUIL-SUR-MER Chapter Five contains: ARCHANGEL, BORDEL, ERIS, MASADA, and YALTA And is published by bmers58!dgibbs@bnrgate/David Gibbs Chapter Six contains: TOKUGAWA, BERLIN WALL, HIROSHIMA, GENGHIS KHAN, SEA LION, VIOLENT PEACE And is published by sinhaa@mcmaster.ca/Anand Sinha ------------- Chapter Seven ------------- No games in this issue. Publisher comments: Quote is from the "I, Mudd" episode of Star Trek. Submitted by by AS365156@Orion.YorkU.CA code named Video Dienstag. More from loeb@rita.laas.fr/Daniel Loeb: An extra note to my Diplomacy Programming Project Proposal. If any of you students would like to participate, I would be glad to write to your school and tell them that as a professor at the University of Bordeaux, I am supervising your work, and that they should give you computer science credit for your program. A potential warm up exercise follows in another message. More from loeb@rita.laas.fr/Daniel Loeb: I've already gotten quite a bit of response to the Diplomacy Programming Project. However, I don't know how soon I'll have 7 working programs to run against each other. In the meantime, could you tell me what house rules you will be using concerning computer PROGRAMS who want to compete against human being in the Electronic Protocol. ((I would have seperate categories for open to all games. In general, my zine is racist and discriminates against non humans.)) I suggest that you allow people signing up for a diplomacy game to specify "humans-only". The default would be "open to all". In GUNBOAT, it is not revealed that a computer program is playing. In other variants, the programmer is encouraged to print a list of vocabulary the other players should use in communicating with the program. No program can control more than one country in the same game, nor can there be two programs in the same game written by programmers at the same site. More from loeb@rita.laas.fr/Daniel Loeb: DPP Update: 1) Richard Kirby has told me that it should be possible to have all of the programs written in the language of the players choice using UNIX ports to exchange information. In this light, my choice of LCS as the language was somewhat arbitrary. Michael Hall suggests that some programmers would prefer a rule-oriented language. 2) Until we have 7 programs working, I suggest we run games involving human players as well. I have asked Eric Klien for permission. If we end up with more than 7 programs, than we can devise complicated tournaments. 3) Should programs know which other programs control the other countries asks Jack Bennetto, so that they could learn each others habits or hold grudges. And if so, given the fact that these programs will be frequently changed, when will a program be considered new (from the point of view of grudges). My suggestion that is that programs should be allowed to remember other programs for the length of any one tournament. 4) Any suggestions on how to find an adjudicating program with which to hook all the 7 programs together? I've asked Ken Lowe for help in that category. 5) I am now trying a Prisoner's Dilemna tournament by way of warming up for a Diplomacy tournament. Tell me if you want to enter. 6) Here is a sample protocol programs can use to talk to each other. Any comments: MESSAGE PROTOCOL: Message Meaning (example) TRY msgs I do not understand the message you sent, following is a list of messages I can undestand. (TRY WAR PCE UNO UDO) WAR I declare war on you (WAR) PCE I declare peace on you. (PCE) DMZ prov Let's declare "prov" a demilitarized zone (DMZ BUR) UNO order Please do not submit the following order (UNO BUILD F STP(NC)) UDO order Please submit the following order (UDO A WAR - PRU) INO order I promise not to submit the following order (INO A MAR S A VEN - PIE) IDO order I promise to submit the following order (IDO F ECH - MAO) EXP [msg] You broke your promise (indicated) (EXP UNO BUILD F STP(NC)) SRY I am sorry (SRY) FOR turn msg The following message refers to potential orders during the indicated turn (FOR 15 UDO BUILD F SEV) IFF m1 THN m2 (ELS m3) If you m1 [either UNO or UDO probably] then I will m2 or else I will m3 (IFF FOR 15 UNO BUILD F STP(NC) THN WAR ELS FOR 16 IDO A SWE S F STP - NWY) YES (msg) I agree. Message received. (YES) NOP (msg) I do not agree. (NOP) RPT Please repeat message or send a new one. (RPT) WHT unit Suggest a(nother) move for the indicated unit (WHT F NTH) HOW unit/prov Suggest a plan of attack (HOW MOS) FRM nation msgs The following message were sent to me from the indicated nation (FRM RUSSIA (INO BUILD F STP(NC))) SND nation msgs Send the following messages to the indicated nation (SND RUSSIA (UNO BUILD F STP(NC))) END End of message. Ready to submit orders. (OUT) PPT Offer to become a puppet (PPT) From Jack Bennetto <bennetto-jack@CS.YALE.EDU>: A few suggestions on the sample protocol: Is PCE used to end a war or form an alliance? I think these should be seperate. PCE would propose a non-aggression pact, while something else (ALY?) would propose an allience. A more tentative suggestion: ALY ENGLAND might propose an allience against England, ignoring (say) Italy. Not only would this allow more to be communicated, but I think the message would be easier for the program receiving it to deal with. There should be some way to deal with long term goals, such as a message suggesting an eventual supply center distribution. For instance, after the alliance against England was formed, Germany might send: DST GERMANY BEL EDI FRANCE LON YOR France could then judge the distribution and reply. Otherwise it would be difficult for Germany to convince France to support him into Belgium. A simple alliance is somewhat vague and France has no way to refer back to previous aid ("I got you Belgium, I should get the next center.") (This could be added but it might overly complicate things.) DST might include other players as well, and non-supply spaces: DST GERMANY BEL EDI NTS FRANCE LON YOR ECH RUSSIA NWY How do you respond negatively to a HOW message? Maybe: NOP(HOW MOS) meaning no, I don't think we sould take Moscow. (Or we aren't able to take Moscow?) Should EXP include some turn number or message number? Or even YES, NOP, and SND? Should there be some way to predict opponents moves? Or the success or faliure of yours? Maybe: THK ENGLAND F ECH-BRE (I think England will attack Brest with the EC) WIN A RUH-BEL (I think that move will succeed) LUZ F PIC S A RUH-BEL (But he'll cut you're support) This would also allow one program to judge the skill of another and deceive and take advatage of less intellegent programs, making it difficult for a program to exist on the skill of its allies. Supports and supply cuts could be listed after the attack to imply that the attack will succeed if thess other things are done. A SNT message might tell someone the you sent someone a message, which whould make three-way alliances easier. Alternatively, messages could be sent with multiple addresses, guarenteeing that your program sent the message to the other allies. (leading to, of course, DFM, disregard following message...) I'm not sure whether UDO and UNO should be part of IFF statements. UDO and UNO seem to imply more the promise then the action. Just semantics, really. How would your system say "If a third party does this then I will do this"? That's all I can think of for now. Some might complicate things to much, although you have included the TRY command to allow less sophisticated negotiators to compete. I feel pretty strongly about something like ALY and DST, though. One way to choose protocols would be to play (or at least start) a test human game using only your orignal ones, which might suggest a better set of protocols and some ideas for writing programs. I sense I might end up getting drawn into this if I'm not careful. Jack Bennetto More from m.i.nelson@gdr.bath.ac.uk/Mark Nelson: Dear Eric, Work on my ratings article is progressing, and an end of the actual rating process is in sight. WHat I need is a list of UNFINISHED GAMES (particular any from 1989) and the ORIGINAL PLAYERS. It would also be useful (butnot essential) to have a similiar list for unfinished 1990 games. (I rate games on a year by year basis). ((I sent them.)) Youhave yet to run any adventurous variants, mainly regular board with minimal rule changes. I guess a problem is that players can't get maps fromnew games wioth the zine! So, snailmai zines have a slight advantage! Still, I would expect thatwould be a sufficient interest in m say, DOWNFALL even without including maps. When I got around to start running my variant CHAPTER for you then I shall try to encourage people to play variants which are on different maps. ((I snail mail variant maps, it is no problem.)) More from m.i.nelson@gdr.bath.ac.uk/Mark Nelson: Dear Eric, I cannot agree with Daniel Loeb in that kibitzing would make a good diplomacy variant on its own. It is used in RATHER SILLY DIPLOMACY, but is combined with many other obtions and ideas. Onit's own I don't think that the idea has sufficient appeal to establish itself has a `good' variant (whatever one of those maybe!). Certainly, I wouldn't play in such a game. In the version suggested (no press exept through the kibitzer) then I don't believe that the kibitizer would have a very high chance of `winning' the game. Thelikely outcome is that there would be NO communication between players, and therefore the kibitizer would have no influence over the course of the game. i The version when the Kibitzer is not allowed to alter messages wouldprobablynot work, it has a chance if the GM is only GMing the one game. SImply it would be too time consuming for the GM to physically check that the original message and the kibitzer sent message are exactly the same. If Daniel could work this idea into a `larger' variant (combining some other different ideas) then there might be a basis for a new variant. As it stands, I don't thinkthatthere is sufficient interest in the game for it to be anythingother than another variant gathering dust in someone's files! SUPER DIPLOMACY. There is already something similiar to this, CHAOS I by DOn Miller. Julie Martin's EVERYBODY PLAYS also has a similiar theme, although her game takes things to extreme! In these games there is doubtas to which country you are playingat any time. Another similiar idea is 1492 in which the GM draws up an extension to the starting map (which isn't the same as in regular dip) prior to the game start. The players then discover their world as they explore it, moreover you're only told about what you find--the turn report does not specify what other people have discovered. The concept of discovering the map during play has been used in one or two other designs but has not proven to be popular, I think that most designers considered that it added toomuch luckinto the game. Personally, I quitelike the idea. FInally there is SOMEWHAT DEMIURGIC diplomacy in which players add new rules as the game progresses, this can make for a very entertaining\silly game (take your pick) as the more imaginative players comeup with some silly proposals. Another game that is a challange to GM, since there are so many extra rules that you must keep track of. One game has been runto completition in the UKbysnailmail and severalothers have started. Danielisunfortunate, in living in France. I don't think thatthere is a French Variant Bank, although Jeff Bryant runs a variant bank in Belgium which stocks games. I don't have time to type up these rules onto e-mail format. One game which I should perhapes mentionis Lew Pulsipher's SONG OF THE NIGHT (about which there is some debate as to the playability of the game). In this the players know the map, but in everyprovince they enter there is a `random' event (perhapes I should add thatthis random event only occurs when the province is visited for the first time). Being a fantasy -based game the random events are normally meeting various kinds of monsters which either lly with you or attack you (possible preventing you enering the province). Players have Hero pieces and wizard pieces (which can cast spells) and there is magic and treasure to be found! It is a pain to GM (I playedinone game and GMd two others). But perhapes Daniel wouldbe interested in this game given thathe is also a role--players? I think that it would be very difficult to progamme a computer todiplome, but it would be very interesting to try to program a computer to play a good TACTICAL game. And a game ran between seven computers playing purely on tactics would make an interesting specticule. I'm interestedin seeing hos this devolpes. AN easier task (possible) would be to cocentrate on programming justfor the two-`player' game. One thing not mentioned by Daniel, how far would programmers be able to give `book' openings? Do you intend runnng the dip aricles I mailed you, as opposed to the letter column/editorial I mailed you? Mentioning the letter column, you have yet to answer my question to you hidden away in it! ((Let me know what it is, and I'll answer it.)) Thanks for mailing me Eric's address, I've been able to book my copy of the full RS POLL results which I am looking forward to with baited breath. It's a pittythat you were not appointed a bNC for e-mailgames. I would ring/write to Don Williams if I were you to try and get this position, the present situation is clearly unacceptable. I think that you are being too harsh on the BNC (who I know has had `rel-life' problems). As for MNs, whydon't youget these of BRAD WILSON who I have always foubnd to be prompt. The prospect of setting up a branch of the DAAS on e--mail is one that I had not considered, but on that (memory permitting) I hope to putinto action. I will send you a copy of my classification system, if you wait until September I will send you a copy of the next catalogue so you cana look at all the articles that I have already catalogued. You mention thatthere is a list of which dippy articles are in which issues. How can I get hold of this list? About the Runestone Poll, if youprint anyof my comments then pleaseprint my name. Anything else, to add? Don't think so. MARK PS One of the reasons that EP may be so `impersonal' is that is is very difficult to keep loccing issues, they come out at such a fast and furious pace that it is very difficult to keep levelwith them. Hence people might not bother loccing at all, or only very occassionally. More from loeb@rita.laas.fr/Daniel Loeb: 1) Concerning the remarks by Jack Bennetto: I've changed the protocol somewhat. A new copy can be found below. I don't think it would be a good idea to test the protocol among humans too much. Two people would go crazy try to write using these 3 letter prefixes. EXP can include a turn number now, but not a message number, since we might not be able to guarantee the order of delivery. The WIN and LUZ commands are included in the think command, since THK allows the return of commented moves. The multiply addressed messages is an issue we will have to discuss. I am under the impression that it will complicate the interface unnecessarily. We should try to indicate which messages should be acceptable to all machines, and what substitute messages are available in other cases. 2) Ken Lowe says his Judge program is written in C, and can be FTPed from milton.u.washington.edu as public/misc/dip.tar.Z 3) Eric Klien says he will allow working programs in some of his Electronic Protocol games. However, by default, all Electronic Protocol games are open to humans only. Now here is my revised protocol: MESSAGE PROTOCOL: Notes: All message meanings are for advisory purposes only. Programmers may devise any message they like, and may interpret messages as they see fit. However, the message "TRY" should be most useful in communication between program with differing vocabularies. All messages should be surrounded in parenthesis and begin with a word of exactly three letters. Parenthesis should be included as indicated; however, messages should be readible without the parenthesis. Brackets denote optional arguments, and braces indicate repeatable arguments. Brackets and braces normally do not appear in messages. A choice is indicated by a slash. Unnecessary spaces or characters should not appear in a message. Lower case characters should not be used. Lower case letters are used below to describe arguments as indicated below: annmoves = (unit move (note)) int = integer move = HLD / MTO prov / SUP unit {MTO prov} / CNV unit {MTO prov} / RTO prov / BLD / REM / DSB msg = message (or the key word of a message) nation = ENG / FRA / GER / ITA / AUS / RUS / TUR / REF note = FLD / BNC / CUT / (RET {prov})/ NMR / NSO / NSU / DSR / VLD / HUH / FAR prov = name-of-province or ( STP/SPA/BUL NTH/STH/WST/EST ) results = {(nation {annmove})} rule = rule number according to Avalon Hill rulebook syntax = DPP or another standard turn = (year - 1901)*5 + 1or2or3or4or5 depending on movement phase unit = ( A/F prov ) 1) Making contact with the other countries. Message Syntax: (TRY {msg} ) Meaning: I do not understand the message you sent, following is a list of messages I can undestand. Example: (TRY DWR PCE UNO UDO), Example: (TRY) used by a program which can't communicate Reply with: Equivalent command from message list. Message Syntax: (PSV {msg} ) Meaning: Following is a list of messages I can understand although I don't use them. Message Syntax: (ACT {msg} ) Meaning: Following is a list of messages I use but don't understand. Message Syntax: (HUH (msg)) Meaning: I understood the general command sent, but not the specific syntax. Here is the misunderstood message with an asterisk inserted at the point up to which I understand. (The code (ERR) can be inserted instead of an asterisk.) Example: (HUH (DMZ BUR *ENG RUH)) indicated the nonacceptance of a nation in a list of provinces in the demilitarized zone command. Reply With: A better version of the same command. Message Syntax: (ALT {syntax}) Meaning: Please use (one of) the alternate syntax/protocol indicated. (This is for use if people create alternate conflicting protocols.) Example: (ALT DPP) Reply With: Given more than one choice of protocol reply positively with ALT or the protocol. Given one choice reply positively with YES or the protocol. Respond negatively with NOP or TRY or ACT or PSV. Message Syntax: (YES [(msg)]) Meaning: I agree to (or have received) your message (as follows). Message Syntax: (NOP [(msg)]) Meaning: Contrary to YES. Message Syntax: (RPT) Meaning: Please repeat or replace message. Reply With: Message, or NOP is you are unable to do so. Message Syntax: (BWX) Meaning: No comment. None of your bee's wax. Message Syntax: (END) Meaning: Offer to disconnect. Ready to submit orders assuming the other replies with a YES. 2) Communicating with the GM. Message Syntax: (CDD) Meaning: The country in question has achieved a fatal error and is in civil disorder. WARNING: Only the GM is allowed to write programs which generate this message. These programs will automatically replace programs which crash. Message Syntax: (TME int) Meaning: You must submit moves soon. Example: (TME 3) : you may send 3 more message Example: (TME 0) : no more messages may be sent. Send moves immediately. Reply With: Your orders. Message Syntax: (SUB {moves}) Meaning: I submit the following orders. Order can be resubmitted for change if necessary. Replies from GM: YES if moves are now complete followed by TME if this is true for all countries. THK if moves are lacking or contain errors. Message Syntax: (ORD turn results) Meaning: These are the results of the previous turn. If the coming move is a movement phase, then begin diplomacizing. Otherwise, submit moves soon, since (TME 0) will be your only warning. NOTE: Only the GM should generate this message. 3) Basic terminology Message Syntax: (DWR) Meaning: I declare war on you. Message Syntax: (PCE) Meaning: I propose a general cease fire between our forces. Reply With: Negatively NOP or DWR. Positively with YEP or DMZ. Possibly to be followed by ALY. Message Syntax: (DMZ [{prov}]) Meaning: Let's declare a demilitarized zone (as follows): Example: (DMZ BUR RUH NTH) Reply With: YEP, NOP, or DMZ. Message Syntax: (ALY [WTH {nation}] [VSS {nation}]) Meaning:I propose an alliance between me and you (and the indicated country(ies)) (versus the indicated country(ies)) Example: (ALY WTH FRA VSS GER RUS) Message Syntax: DST {(nation [{prov}]/int )} Meaning: We will divide the spoils as follows. (Avoid listing nations who won't be getting spoils.) Temporary distributions of spoils to eliminate inequities can be assigned using FOR command. Example: (DST (ENG BRE SPA POR) (GER BEL PAR) (ITA MAR)) Example: (DST (ENG 3) (GER 2) (ITA 1)) Reply With: DST with provinces in order to reply positively to DST with integers. Message Syntax: ( UNO/UDO/INO/IDO {(order)}) Message Syntax: ( XNO/XDO nation {(order)}) Meaning: I/you/he will/won't/should/shouldn't make the following order(s). (Specify a time with FOR. Otherwise, default is the earliest time such an order might be appropriate.) Example: (UNO ((FLT (STP NTH)) BLD)) Example: (UDO ((AMY WAR) MTO PRU) ((AMY SEV) MTO ARM) Example: (INO ((AMY MAR) SUP (AMY VEN) MTO PIE)) Example: (IDO ((FLT ECH) MTO MAO)) Example: (XDO ENG ((FLT ECH) CNV (AMY EDI) MTO WAL)) Example: (XNO FRA ((AMY PAR) HLD)) Reply With: YES or SND. Message Syntax: EXP [turn] [{(msg)}] Meaning: You broke you promise(s) (indicated) (before the turn indicated.) Example: (EXP 12 (UNO ((FLT (STP NTH)) BLD))) Reply with: SRY, NOP=DNY, DWR, or YEP (to indicate accusation is true without being sorry or declaring war). Message Syntax: (SRY) Meaning: I am sorry. Message Syntax: (DNY) Meaning: I deny your accusation. 4) Complex messages Message Syntax: (FOR turn {(msg)}) Message Syntax: (FOR [turn]-[turn] {(msg)}) Meaning: The following messages refer to the turn(s) indicated. Example: (FOR 15 (UDO ((FLT SEV) BLD)) : good for Winter 1903 Example: (FOR 15- (UDO ((FLT SEV) BLD)) : good starting Winter 1903 Example: (FOR -15 (UDO ((FLT SEV) BLD)) : good until Winter 1903 Example: (FOR 15-20 (UDO ((FLT SEV) BLD))) : good Winter 1903 - Winter 1904. Message Syntax: (IFF (m1) THN (m2) [ELS (m3)]) Meaning: If you m1 [either UNO or UDO probably] then I will m2 or else I will m3. Example: (IFF (FOR 15 (UNO ((FLT (STP NTH)) BLD))) THN (DWR) ELS (FOR 16 (IDO ((AMY SWE) SUP (FLT (STP NTH)) MTO NWY)))) : If you don't build F Stp(nc) in winter 1903 then I will declare war, otherwise I will support you in Spring 1904 to Norway. Message Syntax: (WHT [{(unit)}]) Meaning: Suggest a(nother) move for the indicated unit (or all my units). In the case of his units, then this is a demand to know what these units will be ordered to do. Example: (WHT (FLT NTH)) Reply with: Negatively with BWX. Positively with IDO or UDO, and use WHT for the remaining units. (Try to make forward progress with these suggestions in order to avoid infinite loops.) Message Syntax: (HOW unit/prov ) Meaning: Suggest a plan of attack Example: (HOW MOS) Reply with: IDO or UNO, or NOP if you don't think it is a good idea and THK, WIN, LUZ to give the reason. Message Syntax: (THK results) Meaning: I predict the following results. (Also used by the GM to correct errors.) Message Syntax: (CTE rule) Meaning: I cite rule (by rulenumber) which you may have overlooked. Message Syntax: (FRM nation [nation2] {(msg)}) Meaning: The following message(s) were sent to me (or Nation2) from the indicated nation. Example: (FRM RUS (WAR)) Example: (FRM RUS ENGLAND (WAR)) Message Syntax: (SND nation {(msg)}) Meaning: Send the following messages to the indicated nation Example: (SND RUSSIA (UNO ((FLT (STP NTH)) BLD))) Message Syntax: (SNT nation {(msg)}) Meaning: I have sent following messages to the indicated nation. (Equivalent constructions are available using FRM, but may be less believable.) Example: (SNT RUSSIA (UNO ((FLT (STP NTH)) BLD))) Message Syntax: (DFM [int]) Meaning: Discard the next (so many) message(s). (This command is only useful if ports are available for speaking to several nations at a time.) Example: (DFM 2) Message Syntax: (PPT [{ IDO/SND/FRM/DST }] ) Meaning: I offer to become your pupppet (and I will: make the move you tell me to, send the messages you tell me to, forward all messages to you, and accept any distribution of supply centers that you think of. Any conditions on the Puppetship should be places in a FRM or IFF. Example: (IFF (DST (AUSTRIA VIE BUD TRI)) THN (FOR -80 (PPT IDO SND FRM))) : If you let me (Austria) keep my home supply centers then I will do whatever you say until the end of 1908 Example: (PPT) Alphabetical Index ACT message active vocabulary ADR province adriatic sea AEG province aegean sea ALB province albania ALT message alternate protocol ALY message ally (see WTH VSS) AMY type army ANK province ankara ARM province armenia AUS nation austria-hungary BAL province baltic sea BAR province barents sea BEL province belgium BER province berlin BLA province black sea BLD order build BNC note move bounced (opposed by an EQUAL force) BOH province bohemia BRE province brest BUD province budapest BUL province bulgaria BUR province burgundy BWX message bee's wax, none of yours = no comment CDD GM message civil disordered nation CLY province clyde CON province constantinople CNV order convoy CTE message cite rule CUT note support cut DEN province denmark DFM message discard following message DMZ message demilitirized zone DNY message deny DPP syntax diplomacy programming project (See ALT) DSB order disband (instead of retreating) DSR note move failed since convoy disrupted DST note distribution of supply centers DWR message declare war EAS province eastern mediterranean ECH province english channel EDI province edinburgh ELS argument else (see IFF) END message end = disconnect ENG nation england ERR message error EST coast east EXP message explain FAR note too far = not adjacent (along the coast) FIN province finland FLD note move failed (defeated by a GREATER force) FLT type fleet FOR message for these turns FRA nation france FRM message received from GAL province galicia GAS province gascony GER nation germany GOB province gulf of bothnia GOL province gulf of lyon GRE province greece HLD order hold HOL province holland HOW message how should we attack HUH message huh - error IDO message i will do IFF message if (see THN ELS) INO message i will not do ION province ionian sea IRI province irish sea ITA nation italy KIE province kiel LVP province liverpool LVN province livonia MAO province mid-atlantic ocean MAR province marseilles MOS province moscow MTO message move to MUN province munich NAF province north africa NAO province north-atlantic ocean NAP province naples NMR note no move received NOP message nope = no NSO note no such order NSU note no such unit NTH coast/province EITHER north sea OR north coast NWG province norwegian sea NWY province norway ORD GM message orders PAR province paris PCE message peace PIC province picardy PIE province piedmont PSV message passive vocabulary PPT message puppet offer POR province portugal PRU province prussia REF nation referee = gamemaster REM message remove (due to lack of supply centers) RET note must retreat ROM province romania RPT message repeat message RTO order retreat to RUH province ruhr RUM province rumania RUS nation russia SER province serbia SEV province sevastapol SIL province silesia SKA province skagerrak SMY province smyrna SND message send to SNT message i sent SPA province spain SRY message sorry STH coast south coast STP province st petersburg SUB GM message submit moves SUP order support SWE province sweden SWI province switzerland (an illegal province) SYR province syria THK message think that THN argument then (see IFF) TME GM message time left TUN province tunis TUR nation turkey TUS province tuscany TRI province trieste TRY message try these commands TYL province tyrolia TYS province tyrrhenian sea UDO message you should do UKR message ukraine UNO message you should not do VLD note valid order VEN province venice VIE province vienna VSS argument versus (see ALY) WAL province wales WAR province warsaw WES province western mediterrnean WHT message what to do with WST coast west coast WTH argument with (see ALY) XDO message he should do XNO message he should not do YES message yes YOR province yorkshire More from m.i.nelson@gdr.bath.ac.uk/Mark Nelson: Dear Eric, I have just finished reading EP 185. Perhapes you should rename you zine CYPRPUNK WEELY-a fanzine just devoted to publishing new cyperpunk fiction? COuld Gibson have thought up anything more terrifying and outrageous than this? However, the most important stuff inthis issue is the formation of the CLB. If you want good rights, you don't wait for the legislatros to draft them...you goout and fight for them on the asis of excisting laws! I hope that we will be kept informed of whatever progress the CLB make, what would be interesting is to read the abuse given the organization by `the more institutionalized precincts of the computer industry'. MARK More from loeb@rita.laas.fr/Daniel Loeb: Subject: A Computer Diplomacy Strategy (Eric, please consider this as an article for publication, and remind people about the Diplomacy Programming Project). In 1983, I wrote a program for the Apple ][ to adjudicate diplomacy. In addition, the program would play the remaining countries following a choice of three strategies: (1) Civil Disorder. All units hold. Units disband when forced to retreat. Builds are waived. Removals are accomplished using a FIRST-IN/FIRST-OUT principle (as opposed to the shortest route rule indicated in the rules). (2) Random. All units move to an adjacent province at random. Legal retreats are randomly taken when possible. Removals are chosen at random. Builds are in a random open supply center, and if applicable the choice of fleet/army and of coast is at random. (3) Somewhat serious strategy. This strategy was the best I could write in Basic. [Possible simple extensions are indicated in brackets.] Drawbacks: no communication with allies, no convoys, no long term strategy, no stabs, possible cuts not taken into account, no draws, no concessions Allies: The program would sort the other countries according to their "trustworthiness". The initial sorting is at random. The program considers copies of itself (and strategies 1 and 2) as being more trustworthy than humans. Other than that the choice is random. [EXTENSION: the program uses previous games' data to construct list.] During the game any country which attempts to move into a supply center I own is moved to the bottom of the list. [EXTENSION: Allies can attempt to recover their home supply centers if I own them.] The first two countries in the list are considered allies. The bottom two are considered enemies and the middle two are considered neutrals. 1901: As a direct function of the trustworthiness list, the program choses among a set of BOOK openings in Spring 1901. These are what I consider the best moves except that the English openings leading to convoys are avoided since the program doesn't know how to convoy. [EXTENSION: Use book openings in Fall 1901 as well.] Afterwards: In the following turns, the analysis preceeds in several stages, namely: a - Analysis of vulnerability of each space on board b - Valuation of each space on board c - Targetting of units d - Assignment of moves e - Reassignment of holds (a) For each space, we count the number of own forces, allied forces, neutral forces, and enemy forces which could move this turn to that space. [EXTENSION: Since a unit is unlikely to move to a space when a unit can move to somewhere much more important, we should recalculate (a) after (b) taking such units into count as an appropriate fraction of a unit. (a) and (b) could then be repeated until the results converge.] [EXTENSION: An ally's claim that he will move or support somewhere should be taken into account in these figures---as is to a lesser extent any rumor about or statements by the enemy and neutrals.] (b) Each space is given a value of its importance in function of: 1. the number of each type of unit which can move there this turn, 2. the kind of space (neutral supply center, my home supply center, province, enemy home supply center, etc.), 3. its owner, and 4. a small random factor in order to help the program not be "outguessed" by players well aware of the computer's strategy. Plus, a certain small fraction of the value of the neighboring spaces is added to the value of each space in order to encourage movement in "the right direction" and towards key spaces such as Tyrolia and the North Sea with many important neighbors. [EXTENSION: The importance of a space as claimed by an ally should be taken into account somewhat here.] [EXTENSION: the inland neighbors, bicoastal neighbors, and sea neighbors should be kept track of separately in order to help decide if to send in an army or a fleet and if so then on what coast.] (c) The units are assigned one at a time as their "target" the space nearest them with the highest importance. The number of units assigned to each target is kept track of, and the importance of the space is lowered when the necessary number of units are targetted there. (For example, it is only necessary to send 1 unit to an undefended space, but it is necessary to target 3 units to defend a space against a potential force of 3 units.) [EXTENSION: Moves left over to be made by ally should be communicated to him, and moves the ally says he will make should be adjust the necessary number of units.] (d) Then for each space targetted, we check if there is a unit in the space targetted for the space, if so then the others support him, and he is provisionally ordered to hold. If not, then we check if we already have a unit in the space targetted for elsewhere, if so then we attempt to deal with that other space first. Such a deferment can not result in an infinite loop. Otherwise, we continue by chosing one of the targetted units to move into the space while the others support. The moving unit will be the one coming from the least important space. [EXTENSION: The moving unit will be the one whose support would otherwise be cut.] [EXTENSION: Targettings involving allied units should involve discussion with ally.] (e) For units provisionally assigned to hold, we take a last look to see if there is anything they can do. That is, check if there is a neighboring targetted space which can be supported. [EXTENSION: Perform this cocurrently with (d).] [EXTENSION: If this fails then ask ally for suggestions) [EXTENSION: Also consider all possible convoys through the space.] ----------- The program never disbands if not necessary. Instead it retreats according to the previously established importances. Removals and builds are also accomplished according to this table. [EXTENSION: This table could be recomputed according to recent developments, and in order to avoid having retreats bounce.] ----------- My feeling is that this outline should provide a good core to any diplomacy program. What do you all think? Please send in your suggestions. Yours, Daniel Loeb More from m.i.nelson@gdr.bath.ac.uk/Mark Nelson: Dear Eric, I am enclosing a short article I have written on the Runestone Poll Results which will be published in several UK zines. If you think there is anything that I have missed out then let me know and I will add it to the final copy. (I have not deleted formatting controls because you have all ready covered the RP in EP, so there wwould be no point in you running the article.). Yours mark. \begin{center} {\Huge {\bf CUTTIN' OUT 7: AUGUST 1990}} \end{center} \begin{center} {\LARGE {\bf The 1990 Runestone Poll}} \end{center} \underline{Cuttin'} \underline{out} is a roving subzine which appears at irregular interviews. It is produced by {\em Mark Nelson}, 112 Huntley Avenue, Spondon, DERBY. DE2 7DU. This issue may be reprinted in any zine, just so long as I get a copy of the reprint issue! The Runestone Poll is the American equivilant of our own Zine Poll, and was run this year by Eric Brosius. As well as covering zines, there are seperate polls for subzines and GMs. The aim of this article is to review the top American zines, and to encourage readers to take the plunge to see an American zine. The following reviews emphasis that there are now a number of well writte and well-produced zines. In fact there are probably more such zines in the states than over here! If you are interested in subbing to one of the zines reviewed below, then you can send your subscription to: Doug Rowling, 228 Kinnell Avenue, Cardonald, GLASGOW. G52 3 RU. You should also order the \underline{Zine} \underline{Register}, and order a selection of zines from the North American Zine Bank (\$5). The top ten zines were: 1. NORTHERN FLAME ({\em Cal White}) 2. Upstart ({\em Gene Schenck}) 3. The Zine Register ({\em Tom Nash}) 4. Perelandra ({\em Pete Gaughan}) 5. Penguin Dip ({\em Steve Dorneman}) 6. Kathy's Korner ({\em Kathy Caruso}) 7. Been There, Done That ({\em Tom Nash}) 8. House Of Lords ( {\em Dick \& Julie Martin}) -- {\sf folded} -- 9. The Boob Report ({\em Jim Burges}) 10. ark ({\em Eric Brosius}) {\bf NORTHERN FLAME} Cal is an `old--timer' who was active in the North American Hobby in the late 1970's before dropping out. He returned in 1987 after a lengthy `retirement'. Ten years older, and ten years wiser Cal runs a very relaxed zine and takes a poor view of people who take the hobby too seriously. The center piece of the zines is a very long and friendly letter--column. With six--weekly deadlines, it is very easy to both contribute to the zine and play in it; although with a cost of /0.15p per side + postage it is a little expensive. A refreshing change from the multitude of zines (on both sides of the Atlantic) which take things too seriously. I have only seen a couple of issues of {\bf Upstart} which is now in its third year of production. A more or less standard diplomacy zine with an interest in naval trivia. \$7.50 for ten issues. {\bf The Zine Register} is the American equivilant of \underline{Mission} \underline{From} \underline{God}, but being laser--printed on nice white paper it's looks much better. Reviews of all the North American zines (often by two or three people) and many non-North American zines. If you're interested in seeing a North American zine you should certainly make this your first port of call. Cost \$ 1.50. {\bf Perelandra} has been described by no less an authority as Iain Bowen as being {\em ``A US \underline{Denver Glont} without the mania or the word `fuck'\,''. A zine that always does well in American Polls and has a focus on literature. (Yup, another one that I don't see.) \$ 1.50 an issue. This article is trying to encourage people to take a look at North American zines, to break down barriers. {\bf Penguin Dip} is an example of barrier breaking between fandoms. It features the normal diplomacy stuff (games and articles) written by diplomacy fans and the `usual' (letters, articles, reviews) written by sf fans. It's a melting pot between the two fandoms, is extremely well written and quite excellently produced. At \$20 for a years sub, this is excellent value for money. {\bf Kathy's Korner} is a very induvidualistic zine, and very difficult to review. There is no--other zine like it in the world! In spirit, NERTZ comes nearest to it although the two zines are poles apart. A reader participation zine, in which the casual reader will sink without trace. Not a zine for the newcomer to the North American Hobby to see, but once you've found your feet perhapes worth a look. Kathy is one of only a handful of people who have won three games as Italy in postal dip. \$1 an issue for one of the longest running North American zines (into the 160's). {\bf Been There, Done That} is a fairly new zine that Iain Bowen describes as ``One of the most British of the US zines''. The zine has a large letter--column discussing a variety of subjects, and Tom is one of the growing number of Americans who has a passion for Railway Rivals. Perhapes the best place for Brits to start their exploration of the North American Hobby. At \$ 1 an issue, certainly a cheap entrance place into the North American Hobby. {\bf House of Lords} has folded, but it was the top zine for hobby discussion. {\bf The Boob Report} is free to players, traders and regular contributors and has a letter column that covers all kinds of music. However, at three-weekly probably too efficient for British contributions. {\bf ark} is devoted to running Empire Builder. Nuff said. \begin{center} {\sf Some Other Noticable Zines} \end{center} 13 {\bf Carolina Command \& Commentary} (Michael Lowrey) is produced by those nice people at Chapel Hill (site of World Dip Con II). A zine for people interested in American politics and American foreign policy $\backslash$ international relations. However, the mainstay of the zine are all far--right Republicans. \$1 an issue. 14 {\bf Excelsior} (Bruce McIntyre) I don't know way, but there is a definite different feeling to Canadian zines. There are all friendly and easy going, more fannish (?), than their American counterparts. This is another well written zine (on a par with anything produced over here), but is produced on a very `relaxed' schedule -- 8--12 week intervals beetween issues being common. An unashamed perzine. Certainly a zine worth seeing, but possible too slow or those who want to become active in the North American hobby. 15 {\bf benzene} (mark lew) is not really a diplomacy zine, it's a perzine with a slant on economics/politics which features serious letters by diplomacy fans. mark is very articulate, as are many of the contributors. no overseas price quoted, but expensive. mark is currently engaged in a feud against capital letters. 20 {\bf Graustark} (John Boardman) You wondered why Boardman numbers were called Boardman numbers? Well they were named after the first custodian--John Boardman who amazingly enough is still around. But what is even more amazing is that this is the original diplomacy zine, which ran the first ever game of diplomacy in the Summer of 1963 and is slowly edging its way towards Issue 600. \$10 for 12 issues. More from loeb@rita.laas.fr/Daniel Loeb: 1) Ken Lowe gives more information about getting the source code for Judge. You can send the command get uudip.tar to judge (judge@milton.u.washington.edu) for the source without conference maps. (160,826 bytes). 2) Richard Kirby gives more detail about how UNIX sockets work: Sorry I havent got back to you sooner. Anyway thanks for the messages. As to your point about parallelism, well UNIX provides multi-processing which is psuedo-parallel. Back to the idea of a PhD, what I should have said is that I have read several papers on diplomacy, in the game, and in real life. Also, with six, seven or more other people doing similiar work it would be hard to prove that it was my own work. Anyway, I will have a word with my boss about it and see what he says. Before I can send some code to you (actually I can do a C program that should be reasonably portable) showing how sockets would work, I really need to know if you have a Sun, and what Common Lisps you have, since there is no standard for inter-process communications. Basically, how it will work is that each player would be a seperate UNIX program, and there would be one more which would be the GM. Each program would have a socket for communicating through. When a player first starts, it connects with the GM, and gets given a country, and then creates its own socket with the countries name. Whenever the player feels like talking to another country, it just connects to the socket with the country's name. (UNIX sockets are just files which act as rondeavous points). I have the socket code for KCL (a freebie Common Lisp), and I think that some Common Lisp's provide this stuff anyway. The point is though, that using the seperate UNIX processes idea, we can all use exactly what we want as the language, as long as there is the facility to talk on sockets. When do you expect to start this? From what I have seen, I think that some people might not realise how difficult it will be to build a decent diplomat, but it will certainly be very exciting to try :-) 3) Here are two minor extensions I should have mentioned in my letter on computer strategies: First, in addition to being lowered whenever they attack you.... [EXTENSION: programs are moved to the bottom of the list if caught lying.] Second, one of the factors used in calculating the importance of a space is ... [extension: 5. whether it is now a fall or a spring turn.] During Fall turns the emphasis will be on supply centers, and in spring turns the emphasis will be on strategic spaces. 4) ****************************************************************************** To join in the fun, send your name, home address, home and work phone numbers, and country preferences to Eric_S_Klien@cup.portal.com. ****************************************************************************** Up