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Shapeflow

Generalization of Tetris: A strategic game with a variety of morphing shapes flowing through topological holes with increasing variety and speed, and complementaries that interact to break down into smaller ones, and a global goal to sustain their flow from clogging the system.
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We can safely say that no known human has lived past 200 years old. The death rates closely follow the Gompertz–Makeham law of probability, which describes well a processes of interaction of criminals that are able to build fortresses after not being captured in time, and a slowly decaying number of patrolling policemen to contain them. Interestingly, this is very similar to build up of hard-to-eliminate structures within game of Tetris, as the relative (to our reaction) speed of falling bricks slowly increases.

In real life, the analogy to game of Tetris can be extended. We know that AI can play games well, so, here's an idea for a more general analogy to create an opportunity for search of generic strategies, which could then be reapplied back to longevity practice. For examples of strategies from the game of Tetris, -- slower and less complex bricks are good (e.g., less food, simpler/slower food); complementary bricks eliminating multiple lines are good (e.g., liquids wash away, and certain substances like lecithin helps to do that for lipids too).

So, instead of Tetris, imagine a game that allows a player to grow a network of tubes, which starts from a single inflow point and grows filled with a liquid that carries morphing shapes through the system. The goal of a player is to grow network and optimize flow of shapes through it by tinkering with parameters and preventing shapes from clogging as the variety of shapes and the speed of flow increases. The player could make decisions as to where the new shapes should/could go, and what factors to encounter. As a strategic game, the player should be able to use some of those materials to grow various "organs" in the network, producing other shapes (think -- "enzymes") that, if, if complementary, then eliminate the blockages by bursting into smaller pieces.

The game score would be computed as the cumulative effect of network size that the player was able to grow, and the number of eliminated complementary shapes.

Inyuki, May 11 2019

(?) Arxiv.org https://arxiv.org/P.../0411/0411019v3.pdf
How Gompertz–Makeham law describes a processes of interaction of criminals that are able to build fortresses after not being captured in time, and a slowly decaying number of patrolling policemen to contain them. [Inyuki, May 11 2019]

Halfbakery: Determinity Distribution Determinity_20Distribution
Just because, it may be useful to solving such games, or finding regions of stability for solving for infinitely long plays. [Inyuki, Oct 20 2019]

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       Sounds good but real life has so many dimensions. I think the parameters need to be listed.   

       A set of shapes, function of morphing and period. Shape of tubes, tube liquid interaction, tube shape interaction, liquid flow rate affecting shape movement, What constitutes shape reduction, What constitutes a tube growth, tube interconnection.   

       And finally how this imaginative model can be functionally interfaced for real world problem solving.
wjt, May 11 2019
  

       // Sounds good but real life has so many dimensions. I think the parameters need to be listed.   

       Kept it generic just because the real life indeed has so many dimensions.   

       // What constitutes shape reduction   

       Complementarity of variety of kinds, that game creators and users would define (configure worlds). For example, a configuration of game could be to model protein interactions, which are extremely rich, or to model organs, which release some types of proteins.   

       // What constitutes a tube growth, tube interconnection   

       In the simplest form of the game, one can imagine a 1D line on the paper, where the player can choose to lengthen the line using the falling interval (e.g., brick) as material, by use of say, a reserve of function (shape) that converts the falling interval into prolongation of the line. (May visualize the start as the game of snakes, where swallowing a thing makes snake longer, except one end of the snake (influx) is fixed.)   

       One can then imagine various properties for components, for example, the ability to fork the line (with use of a reserve functional shape), fork it to other dimensions, the ability for 1D shapes to form 2D baloons that can contain more influx material. Eventually, the game rule could be to place an a point of outflux, where the material can be dumped once it reaches it, simulating the excretion of material.   

       And here we go, adding more points of excretion can also be a valid strategy to improve flow.   

       The idea is that the diversity of parameters, dimensionality and shapes and rules for the shape interactions across this system would be open- ended, not closed-ended, like in game of Go, or Chess or Snakes, or Tetris, and thus, quite open to ground for exploration and discovery of abstract strategies.   

       The scoring of game would definitely be quite a big question, but I'd say, if the shapes are from N-dimensional pixels, one could quantify that in pixels digested over lifetime, until the tube system has clogged, which would be almost guaranteed, by increasing the speed and complexity of incoming bricks.
Inyuki, May 12 2019
  

       Almost sounds arty. A dynamic virtual sculpture of N dimensions that. if it hits fundamental functions, will have an emotional resonance. [+]
wjt, May 13 2019
  
      
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