Three attempts at drawing this map came to nothing worth looking at. Dividing the plane by nearest province gives a tidy board that looks nothing like Europe. Drawing the adjacency graph gives something unimpeachable about the rules and not a map at all -- circles joined by lines. Fifty-six polygons placed by eye gives fifty-six islands. The standard map published with the diplomacy engine is AGPL-3.0, the same licence as this project, so it can be carried across whole with attribution rather than approximated badly. tools/map.py extracts the outlines, the unit coordinates and the layer transform into board.json and can be re-run against a newer copy. NOTICE.md says where it came from and what is still ours, which is every colour and every mark drawn on top. Drawing Europe accurately is real work, somebody did it properly, and they published it under a licence that invites exactly this. Three days of my approximating it would have produced something worse than the thing that already existed. Clicking still answers with the rules rather than the picture: a shape cannot say that a fleet on Spain's north coast may not enter the Gulf of Lyon while one on the south coast may, because both coasts are the same shape.
184 lines
9.5 KiB
Markdown
184 lines
9.5 KiB
Markdown
# Great Powers
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A browser rebuild of the classic seven-power negotiation game: one human
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against six computer powers, in one sitting.
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Not the name you expect, and [NOTICE.md](NOTICE.md) will make the argument at
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length once there is more to notice. The short version is the one the
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starship game already made on this site: the rules are free to rebuild, the
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trademark and the published artwork are not. "Great Powers" is what those
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seven were called at the time.
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## What this is, and what it is not
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**One human, six computer powers, one sitting.** The original is seven people
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over weeks. A hub with no traffic cannot deliver that, and nobody is going to
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wait months for six strangers — so the other six are played by the machine
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and a game is finished in an evening.
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**It still has to be a negotiation game.** A version where you simply write
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orders is a good movement puzzle and not this game. So:
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- **Both sides open.** Bots approach you with proposals; you approach them.
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Neither waits for the other.
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- **On real terms.** Offers are concrete and about this turn or the next few
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— support this move, keep out of that province, no attack until 1903 — and
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are accepted or refused on their merits, not by a die roll.
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- **Betrayal is a move, not a bug.** A bot can agree to support you and then
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not do it, and so can you. Bots remember who kept their word, tell each
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other, and price you accordingly. That is the game.
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The press is **structured rather than free text**: typed offers, deterministic
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reasoning, and no model anywhere in it. That makes betrayal auditable — you
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can read exactly why a power turned on you — and testable, which free text
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would not be.
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## The look and the sound
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**The map is the standard board's geometry, under the same licence as this
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project.** The outlines come from the diplomacy engine at
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<https://github.com/diplomacy/diplomacy>, which is AGPL-3.0, extracted by
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`tools/map.py` into `src/game/board.json`. Every colour and every mark drawn
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on it is ours; see [NOTICE.md](NOTICE.md).
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Three earlier attempts drew it from scratch and all three were worse.
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Dividing the plane by nearest province gives a tidy board that looks nothing
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like Europe. Drawing the adjacency graph gives something unimpeachable about
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the rules and not a map at all -- circles joined by lines. Fifty-six polygons
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placed by eye gives fifty-six islands. Drawing Europe accurately is real work,
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somebody did it properly, and they published it under a licence that invites
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exactly this.
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**Clicking still answers with the rules, not the picture.** A shape cannot say
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that a fleet on Spain's north coast may not enter the Gulf of Lyon while one
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on the south coast may, because both coasts are the same shape. So selecting a
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province lights up exactly where its unit may legally go, taken from the
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adjacency graph.
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**It gets the whole screen.** The other three games live in a four-by-three
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cabinet because the machines they are rebuilding did. This one is not
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rebuilding a machine, and seventy-five provinces plus somebody trying to talk
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you out of Galicia do not fit in a letterbox. The map takes the viewport.
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**The music is not cartoony, and that is the point.** It is 1914: serious,
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and intense. The joke of this game is that something charming to look at is
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the cruellest thing on the site, and the score is what says so.
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**And the turn should be heard.** Orders resolve in silence in every online
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version of this game, which is a waste of the one moment anybody cares
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about. Armies grinding into each other, guns at sea, a convoy escorting
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something across, a unit being built, a unit falling back -- each of those is
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a different noise, generated by the synth like everything else on this site.
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**The endings get their own.** This game does not end in a win or a loss, it
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ends in one of four things, and they do not sound alike:
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- **the solo** -- eighteen centres, and the only unambiguous victory there is;
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- **elimination** -- your last centre gone, which can happen in 1903 and
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leaves you watching;
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- **the draw** -- nobody reaches eighteen and the survivors agree to stop.
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This is what actually happens most of the time, and it is neither a win nor
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a loss, so it cannot borrow either of their tunes;
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- **somebody else's solo** -- you are still on the board and it is over
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anyway, which is the bleakest of the four and should sound like it.
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## The board
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Seventy-five provinces, two adjacency graphs — an army walks the land, a
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fleet follows the water — and three provinces with two coasts that do not
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connect, where a fleet has to say which one it is on.
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The topology is a fact about a published game and free to use. The artwork is
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not, and there is none here: the map this game draws is generated from the
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data, the way the cave game's dodecahedron is.
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`npm test` checks the board against itself. The one that earns its keep is
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symmetry: an adjacency list this size is typed by hand once and wrong in
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three places unless something looks. It found the Skagerrak wired to the
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Baltic on the first run — which would have quietly opened a back door into
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the Baltic and made Denmark worthless.
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## The published test cases
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`tools/datc.py` turns the Diplomacy Adjudicator Test Cases into
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`src/game/datc.json` -- the orders and their annotated outcomes, not the
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document's prose, which is Lucas Kruijswijk's writing. Every one of the 176
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published cases is parsed and run.
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| Section | | Passing |
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| --- | --- | --- |
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| 6.A - 6.G | movement | 133 / 139 |
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| 6.H | retreating | 18 / 18 |
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| 6.I | building | 7 / 7 |
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| 6.J | civil disorder | 13 / 13 |
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They are the reason this adjudicator is worth trusting: they found that
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orders were never validated, that the paradox rule did not terminate, that
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civil disorder was measuring the wrong distance, and that five of my own
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hand-written cases rested on a support Paris cannot give.
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Three cases are excluded rather than failed. 6.A.6, 6.B.10 and 6.B.11 state
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their setup in prose -- "Germany has a fleet in London" -- and the fixture is
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built from order lines, so it cannot carry a unit nobody ordered.
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Six are known deviations, written down so they are not rediscovered as
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surprises:
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| Case | What it is |
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| --- | --- |
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| 6.A.5, 6.D.8 | The document distinguishes an `invalid` order from an `illegal` one, and the two cases disagree about whether a unit whose move was refused keeps its hold support. Guessing at the distinction cost four passing cases to buy one, so it is left until it can be read properly. |
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| 6.F.22, 6.F.28, 6.F.29 | Second and sixth order paradoxes. The resolver settles them by Szykman's rule and reaches a different answer than the document's. These are positions nobody assembles by accident. |
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| 6.G.19 | Whether an unnecessary fleet in a convoy chain signals intent. The document notes this one depends on which edition of the rules is used. |
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Sections H, I and J -- retreating and the winter -- have engine code but no
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harness yet; their cases are shaped differently and need one.
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## The bots
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`src/game/evaluate.ts` prices a position and `src/game/bot.ts` plays it.
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Everything a power does comes out of two numbers, and they are deliberately
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few: when a power turns on you, you are entitled to know what it thought it
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was getting and be furious about the price rather than confused by it.
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`chooseOrders` returns its reasoning as a list of sentences for exactly that.
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Centres are the only thing that counts. Units are how you get them and are
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worth nothing in themselves -- a power with eight units and four centres is
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losing, and will have four units by the winter.
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Two things the tests had to teach it. It garrisons a threatened centre it is
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already standing on, because scoring only *moves* had it defending Berlin by
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marching the Munich garrison there -- abandoning one centre to save another
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of identical value. And it never shoves at its own countryman, which has no
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strength at all and is two units wasting a turn on each other.
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The price of breaking a promise is **how far this power trusts the partner**,
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not how far the partner trusts it. Pricing it the other way round gives a
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power that has been lied to four times a high cost of retaliating, because it
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has been scrupulous itself and is still well thought of, which is exactly
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backwards. An ally who has already betrayed you is worth nothing to protect.
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Bots open negotiations rather than only answering them. `propose()` works
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from the plan the power has already made: it decides what it wants to do this
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turn, notices where that will not work alone, and goes looking for somebody
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who could make it work. Help taking something defended, first; then a quiet
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border over ground neither of them owns; then peace outright, when a
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neighbour is over your centres and your ambitions are elsewhere. Three
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approaches a turn at most, because six powers all talking at once is a
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mailstorm rather than a negotiation.
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Each overture carries what the power actually says, so it can be put in front
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of a human as a message rather than as a form.
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**A power will offer a quiet border to somebody it is attacking somewhere
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else**, and that is deliberate. Germany marching on French Belgium while
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suggesting both sides leave Burgundy alone is not a lie and not incoherent: a
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promise about Burgundy is a promise about Burgundy, and it will be kept to
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the letter by somebody who is robbing you at the same moment. A bot that
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refused to make that offer would be playing a politer game than this one. It
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will not, however, ask the power it is attacking to *help*, or offer it peace
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while the orders say otherwise.
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## Still to build
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- the map, the orders, the music, the battle sound, the four endings
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