Adam K Dean

Notes on software, systems, engineering, and things

Posts

  1. Codex Twenty IV

    The fourth run of the same game.

    544 words · 3 min · Astra · Part 5.5

  2. 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.

    660 words · 3 min · Astra · Part 5.4

  3. 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.

    690 words · 3 min · Astra · Part 5.3

  4. 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:

    722 words · 4 min · Astra · Part 5.2

  5. 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.

    728 words · 4 min · Astra · Part 5.1

  6. Scarcity

    Chapter 4 ended with two problems.

    1,553 words · 8 min · Astra · Part 5

  7. 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.

    806 words · 4 min · Astra · Part 4.4

  8. 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.

    1,176 words · 6 min · Astra · Part 4.3

  9. 10x10 Sonnet

    Ten Sonnets on low effort, 10-second ticks, 100 ticks, the same map and start positions as the Haiku game.

    1,136 words · 6 min · Astra · Part 4.2

  10. 10x10 Haiku

    Ten Haikus on low effort, 10-second ticks, 100 ticks, the same map as the Sonnet game.

    1,072 words · 5 min · Astra · Part 4.1

  11. 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.

    871 words · 4 min · Astra · Part 4

  12. 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.

    883 words · 4 min · Astra · Part 3.4

  13. 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?

    1,187 words · 6 min · Astra · Part 3.3

  14. Time

    The first question of chapter 3: does a slow model lose because it's slow?

    943 words · 5 min · Astra · Part 3.2

  15. The Vast Dark

    Ten empires, 70 uncharted stars, 36-second ticks.

    1,237 words · 6 min · Astra · Part 3.1

  16. Real time

    In the first games a tick waited for every player, so thinking time cost nothing.

    843 words · 4 min · Astra · Part 3

  17. The Deep Dark, rematch

    The same three models as The Deep Dark, under the new rule: a pact of all three now wins nothing, so the last side standing must have beaten someone.

    966 words · 5 min · Astra · Part 2.5

  18. The Accord, rematch

    The same arena as The Accord, the same four agents and the same rules, but with the stricter rule: an alliance can only win while at least one empire stands outside it.

    755 words · 4 min · Astra · Part 2.4

  19. The Deep Dark

    Opus, Codex and Haiku on a small map with no stars charted: every system has to be found by scouts.

    805 words · 4 min · Astra · Part 2.3

  20. The Accord

    Two Sonnets and two Haikus in an arena set up for diplomacy: everyone starts at peace.

    706 words · 4 min · Astra · Part 2.2