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LifeGameBot |
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The bot's name is LifeGameBot who is in the channel \lifegame of freenode IRC network and operates the game rules. All users commands are by means of private message with the bot in the syntax of section 0 below. Players can chat on IRC with each other publicly privately or simply choose their preferred methods for any negotiation which is not covered but necessary in the game. Players can use any IRC clients software to irc.freenode.net or using the web interface https://webchat.freenode.net to play the game. Sec 0. Syntax. IRC channel \ lifegame syntax. IRC 火腿族頻道 \lifegame 操作命令 Sec 1. Game plot-English Sec 2. 遊戲腳本-中文 Sec 3. Strategy 攻略 Sec 4. Known bug 已知問題 Sec 0. SyntaxThe things in the game are exampled as below. example: battery, goods_1, ele_2, person_3, sol_0, sol_5_3, factory_goods_1, factory_ele_2, energynote meaning: battery, goods of type 1, element of type 2, person of type 3, plain solar energy generator, solar energy generator of type 5 of age 3, factory of goods of type 1, factory of element of type 2, energy ownership in the quarantine The commands are listed as below where A means an English word and Q means a positive number. helpdescription: send me the manual; this document. playdescription: tell the bot to participate the game. trade A A A Q A Qdescription: barter trade with someone. The two players can chat by any means to agree on the term of the trade by both. Then they both send the bot the exactly same trade message to express the agreement and do the trade. example: trade Albert Bob battery 1. 2 ele_4 34. 56 meaning: Albert gets 1. 2 battery from Bob and Bob gets 34. 56 element of type 4 from Albert. trade A A A Q energynote Q Qdescription: typical trade by energy note with someone. The two players can chat by any means to agree on the term of the trade by both. Then they both send the bot the exactly same trade message to express the agreement and do the trade. example: trade Albert Bob battery 1. 2 energynote 3. 40 . 1 meaning: Albert gets 1. 2 battery from Bob and Albert pays 3. 4 energy note to Bob and 0. 1 energy note for transaction fee. helper Qdescription: contribute some energy to help confirmation of the cash flow. example: helper 0. 03 meaning: the player contributes 0. 03 energy to confirm a block of cash flows of trades. resourcedescription: show the player's current belongings data and status. blockchaindescription: show the blockchain. create A Qdescription: create some subjects by some amount. example: create person_6 3. 4 meaning: create 3. 4 person of type 6. trash A Qdescription: trash some subjects by some amount. example: trash goods_6 1. 2 meaning: trash 1. 2 goods of type 6. save Q Qdescription: save some energy to quarantine to get the energy note. example: save 1. 20 . 01 meaning: save 1. 2 energy to quarantine and pay 0. 01 transaction fee. withdraw Q Qdescription: withdraw real energy from the quarantine. example: withdraw 1. 20 . 01 meaning: withdraw 1. 2 energy from quarantine and pay 0. 01 transaction fee. invest Q Qdescription: invest some energy note. example: invest 1. 20 . 01 meaning: invest 1. 2 energy note from quarantine and mark it in lending pool and pay 0. 01 transaction fee. cashout Q Qdescription: cashout some investment. example: cashout 1. 230 . 01 meaning: cashout 1. 23 energy in the lending pool and put back to quarantine and pay 0. 01 transaction fee. borrow Q Qdescription: borrow some energy note from the lending pool. example: borrow 0. 230 . 01 meaning: borrow the amount of lending pool and will repay 0. 23 more energy note at the due date of the borrowing and pay 0. 01 transaction fee. repay Q Qdescription: repay the repayment. example: repay 10. 230 . 01 meaning: repay 10. 23 energy note back to the lending pool and pay 0. 01 transaction fee. war A Adescription: raise war with someone. If two players want war. Then both players send the bot the exactly same war message to start the war. example: war Albert Bob meaning: Albert and Bob in war. nextdescription: go on to the next period. 00 Sec 1. Game plot -EnglishIt always requires constant amount of energy to boiling 100 gram of water while non-constant amount of equivalent fiat currency. This is a game to deliver some essential concept#s in a world following laws of physics as simple as possible. One player for one country. The goal of the game is to help the country's existence by encouraging civilization, being strong against the invaders or to survive with people death rate as lower as possible. There are many subjects; many types of people, many types of elements and elements' factory, many types of goods and goods' factory, battery and energy note. A solo homesteadyer can learn about diversity, birth, death, energy, wealth. A social player who likes to interact with other players can in addition learn about economic scale, money, saving, investment, trust, trade, war. The concepts introduced in the game are all mathematically deductible, including, for example, investment sourced from saving not thin air never leads to uneven wealth, robustness of a country will be guarded by diversity; the misunderstanding or unawareness of these crucial concepts are the root causes of many real world problems and the bad performance of a player in the game. Energy can be saved in battery or consumed. All subjects can be traded. Each type of goods will decrease the death probability of the specific type of person if these goods are functioning. Each type of person also faces a disaster of wipe out with probability during each period. Producing the goods requires energy and a manufacture factory. Keeping these goods functioni00ng requires energy. Energy will diffuse to heat and no longer being used but luckily there is a constant energy flux 1 energy for 1 unit of soil size from the Sun. Soil is the base material of all subjects and can be used to create persons or solar cells of different types or elements or goods or manufacture. Conversely, all subjects will turn into soil in any destruction action and the energy contained in these subjects is not usable and diffuse to heat. These are rules ( X and Y are positive integer) of the game. The plot and these setting numbers look weird for the sake of speedy change in the game.
Sec 2. 遊戲腳本-中文===== 煮沸 100 克的水總是需要固定數量的能量但是未必固定數量的法定貨幣 ===== 這是一個依據物理原則設計的生存遊戲,盡可能簡單地傳達在一個遵守物理定律的世界中必然會有的觀念。一個玩家代表一個聚落。遊戲的目標是讓聚落得以存在,藉由提升勞務水準所以聚落可以強盛抵禦外侮或是降低居民的死亡率。遊戲裡有許多類型的生物、元素和製造這些元素的工廠、勞務和製造這些勞務的工廠、電池和能量票、太陽能產生器、土壤。喜00歡自給自足單獨玩的玩家可以學到關於多樣性、出生、死亡、能源、富有。喜歡和其他玩家互動的玩家可以額外學到關於經濟規模、錢、儲蓄、投資、信任、國際貿易、戰爭。這些遊戲裡提到的觀念都是數學上可以推導出來的,含括,例如,投資的錢如果始終來自正常儲蓄而非空氣則不可能會有貧富不均的問題、增進聚落的韌性則不可能沒有多樣性,雖然世界上許多問題以及在這個遊戲的表現不佳根源於在這些觀念上沒有正確的認知或無知。 能量可以被保存在電池裡或是被消耗。所有東西都可以交易。每種特定類型的勞務如果有足夠的能量正常運作,將減少特定類型的族群的死亡率。每種類型的生物在每個時期都機率性的面臨一場災難,一旦發生,該類型的生物族群在該期會被完全摧毀。生產勞務和元素需要工廠和不同數量的能量。生產出來後保持這些勞務能運作也需要能量。能源使用一次後將轉成熱的形式所以不能再使用,但幸運的是太陽每一個單位土地面積每一單位期間可以提供一單位的能量。土壤是所有東西的基礎原料,可以用來製造成生物或其他物品或勞務。相反的變換方向,在任何故意非故意的廢棄行動中,塵歸塵土歸土,所有物品都變成土壤,這時候在這些物品中的能量都將轉換成熱。 這些是遊戲規則( 和 是正整數)。劇本和數字誇張只是00為了快播變化的過程,以凸顯遊戲要傳達的觀念:
Sec 3. strategy 攻略It is not intentional to show the strategy of a game especially in its manual. Players shall find out their preferred best strategy by playing. However, this game is for educative purpose so I am happy to state it here. Mathematically it can be proved that the best strategy is to set equal population of person of different types and set equal amounts of goods of the specific types. In such situation, let be the amount of goods of each specific type and let be the number of types of persons and let be the death probability given amount of goods m . Then the long-term-average population growth rate without birth, denoted by . Therefore the strategy is to set and as large as possible. However, without international trade or in solo playing, there is some constraint between N and m. Let be the soil size to create all goods then and the number of is such that is maximized. The maximization is guaranteed because is convex which is guaranteed because function is decreasing and with a lower bound zero. Due to economical scale in producing of goods(great soil demand for factory), each country shall consider its comparative advantage as a strength to trade with other countries by getting the goods produced by other countries' soil. Winning resource by war leads to negative infinity of and shall not be considered. is always negative. Without birth, the country will die out eventually irrelevant of the number of population. Therefore a player shall create the new borns by the soil released by the death to maintain a constant amount of persons. Due to energy conservation, the long-term-average power efficiency of energy generators of any type is always the influx of the Sun, taking into account the energy spent in the producing of relevant elements for the high-efficiency solar energy generator. Therefore, it is no better to use energy generators other than plain energy generator as the long-term energy providers. However, it is good to have some high-efficiency energy generator prepared in advance to handle some emergency usage, for example, the energy usage to recover the civilization after a disaster. Ridiculous proposals like this shall not be a long-term energy plan. The nature of money is work-of-proof and nothing to do with thin air. It works like the law of energy conservation. The money system in the game, the"energy note", is non-centralized to tackle single-failure-point problem and power-leading-to-corruption problem. It is also fair in the sense that no one can get richer statistically unless working hard mentally/physically;for example, if the investment fails, it fails, no financial bailout possible to allow the neighbor of the financial industry to get the new money from the thin air. 揭露攻略是很奇怪的事,尤其在一個遊戲的說明文件裡。玩家應該自己藉由遊戲發覺玩家自己覺得最好的策略。但是本遊戲是為了教育目的,所以在這還是很樂意揭露最佳攻略。 根據遊戲規則數學上可以證明最好的策略是讓每一種族群的數量都一樣,也讓對應這些人的勞務數量都一樣。在這種情況下,以 m 代表每種族群對應的勞務數量,以 n 代表族群的種類數,以 代表死亡機率的函數,那麼長期平均人口變化率 R 就是 ,因此攻略就是讓 N 和 m 儘可能大。然而在沒有國際貿易或是玩家自己單獨玩的時候, 和 之間有個約束。以K代表製造全部勞務的土地面積,所以 ,所以存在一個使得 最大的 。這個極大化是被保證的只要 是凸函數,而 是凸函數也是被保證的因為它是遞減函數而且有個零作為下限。因為製造勞務有規模經濟的問題(工廠需要 1000 個土地),所以每個國家應該以各自的比較利益去生產勞務,然後和其他國家貿易去取得原本數量少的由其他國家土壤製造的勞務。藉由戰爭取得資源會導致負無限的R所以不應該考慮。 永遠是負的。沒有出生,不管原始人口有多少國家終將滅亡。因此一個玩家需要持續用死亡人口釋放的土壤去製造新生人口讓總人口數維持常數。 因為能量守恆,如果把製造這些特殊能源生產裝置所需要的元素所花費的能量也考慮進來,任何能源生產裝置長期平均的功率一定和日照功率一樣。因此作為長期能源的提供,沒有必要使用不是陽春能源生產裝置的特殊裝置。然而事先準備一些高功率的能源生產裝置在身邊是有幫助的,可以用來當做緊急時候的能源提供使用,例如在遇到大規模災難之後的復原文明的能源需求。像這樣的企劃作為長期能源提供是很蠢的。 錢的本質是能量和能量付出證明,不可能無中生有。它工作方式就像能量守恆定律。在本遊戲中的錢,所謂的能量票,藉由去中心化的方式來解決單一弱點和絕對權力絕對腐化的問題。這個錢系統也是公平的,因為統計上沒有人能夠變富有除非動腦動身體的努力工作;例如,如果投資失敗就是失敗,不會有財務救濟讓金融業附近的人能拿到憑空而來的錢。 Sec 4. Known bug 已知問題
Sec 5. MathGiven the survival ration function of service amount ,the average change rate of population is:
Define It becomes:
Subject to is constant C The maximization leads to Therefore
The so-far maximization is
when
The so-far maximization value is:
where
The service area is , the minimization occurs at therefore This minimization is global because function is a concave function. At the same time, a maximization of average change rate of population is:
So the larger N the better, the larger m the better. However, suppose there is a constraint about total service area K , then:
And the maximization is There is one unique such this is maximized and this is the final solution of all the maximization.
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