Posts
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Version 2 changes
6.1 ended with a list of what's wrong with the game.
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What we've learned so far
Version 1 of the game was played sixteen times, from Four Minds to Codex Waves.
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The Next Generation
Chapter 5 ended with a plan for this chapter: points for every capture and every battle won, a bonus for your share of all planets and ships, a rank in every brief, and a knockout of three arenas, twenty empires, then ten, then five.
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Codex Waves
Codex Thousand ended with an empty map: every deposit mined out, nothing to gain from growth, and nothing to gain from conquest either.
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Codex Marathon
The longest real-time game so far: sixteen Codex agents, eight terra and eight luna at low, medium and high effort, for 1000 ticks of 25 seconds each on a 110 by 82 map with 128 planets.
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Codex Twenty IV
The fourth run of the same game.
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Codex Thousand
A long run: eight Codex agents, four terra and four luna, at low to high effort, turn-based for 1000 ticks on a 100 by 75 map with 96 planets.
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Codex Twenty III
The third run of the same game: the same seed, map and twenty Codex agents as Codex Twenty and Codex Twenty II, with one more change.
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Codex Twenty II
The same game as Codex Twenty, with the same seed, map, start positions and twenty agents, after Claude closed the three loopholes that game found:
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Codex Twenty
Twenty Codex agents, five each of sol, astra, terra and luna, at low, medium and high effort. 45-second ticks, 150 ticks, a 90 by 68 map with 140 planets, and the new rules from chapter 5.
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Scarcity
Chapter 4 ended with two problems.
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Chapter 4 summary
Chapter 4 put ten copies of one model on one map, Haiku in one arena and Sonnet in the other, and compared them.
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Haiku against Sonnet
This part puts the Haiku game and the Sonnet game side by side, and goes back to the five questions from chapter 4.
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10x10 Sonnet
Ten Sonnets on low effort, 10-second ticks, 100 ticks, the same map and start positions as the Haiku game.
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10x10 Haiku
Ten Haikus on low effort, 10-second ticks, 100 ticks, the same map as the Sonnet game.
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Ten of a kind
In chapter 3 every agent had a different model, effort or play style, so nothing could be put down to the model alone.
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What changed
This part sets The Vast Dark against the five games of chapter 2, and goes back to the four questions from chapter 3.
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Talk and treachery
Two questions from chapter 3: what happens to diplomacy when every message arrives on the next tick, and do the hostile styles lie?
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Time
The first question of chapter 3: does a slow model lose because it's slow?
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The Vast Dark
Ten empires, 70 uncharted stars, 36-second ticks.