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Home Page: http://basiliskgo.com
License: GNU Affero General Public License v3.0
the basilisk go server
Home Page: http://basiliskgo.com
License: GNU Affero General Public License v3.0
Messages can only be sent when an invitation is submitted. They should be expanded to send game join/end events, and messages from other players.
3 factors contribute to score: territory, captures during game, and dead stones at the end.
in /invites, there can be duplicates. also, if you create an invite with noone but yourself, it's should start automatically.
This is a really great idea. If map data is easily available, we could set up a game on a specific plot of land using google maps or something. Rectangular grids and such are only assumed in rulemap::rect and the web interface.It's not hard to override, but it's somewhat tedious to set up the interface.
If we want to get really fancy, it could find a random plot of land automatically.
If we want to get really fancy, it could have distant connections on subway lines.
I think this is simpler than it sounds. Establish a polling loop, and reload the board (or the page) when it discovers a new move. Make a noise after doing so.
Mobius and klein wrap around and twist in only one dimension. The real projective plane does the same in two dimensions, but the 'corner' stones only have 3 liberties, including one to the opposite corner.
It’s slowly getting there, but the scoring stuff is in a sad state.
only the most recent move is highlighted It would be nice if it showed more info, especially with random turns & 3color.
It should show you moves since your last move, and let you travel through time with 'rewind' & 'forward' buttons, as well as use the moves drop-down list.
If client is only given a list of position deltas, redrawing is limited & bandwidth saved.
Or just provide a 'next game' button.
Easy enough. The question arises whether the waiting games order should be sorted and which game is 'next'.
There should be explanations, preferably using diagrams, of each of the variant options.
Especially what HeisenGo entails--Effectively several extra rules which function independently.
There’s a working Glicko-2 ratings module, but it needs to be calibrated and integrated.
I would like to introduce 3 random elements:
1. The game phase (player to move) could be determined randomly, or partially randomly.
2. Stone placement could be randomly inaccurate. There would be a chance of it landing in an adjacent node.
3. Upon capture, a set percentage of stones could be left behind.
I would like to have fog of war as a variant option.
The invitation system works just fine.
Call it SchroedinGo. Instead of stones, place clouds of possible stones. Have these clouds interfere with set operations..
One idea is to remove cloud intersections after each placement, and if any cloud is entirely gone, have it collapse into a stone onto one random node of its pre-collapse state.
I'm also looking at all/one/none/any junctions from perl, but I'm not sure if that sort of thing can be applied here
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