Towards a new Paradigm of Board Games
"There is no reason that forces the game industry to restrict itself on a paradigm of games that is repetitive, addictive, regressive and is denying the right of the user to develop his/hers intellectual capabilities of creativity. It is a strategic decision of the game industry to stupidify its costumers." ThinkArt Lab To introduce the paradigm of morphic (board) games, I start with two simple questions. Why are classical games producing regressive addiction and boredom? What are the differences between classical and morphic games? My first answers to the questions might be summarized as follows: Classical games are based on the perceptive acts of identification and separation of the elements of the game by the rules of the game. Morphic Games are involved into differentiations and structurations of interactive and reflectional patterns (morphograms) in complex constellations. For a more conceptual answer of the two questions I connect the proposed new kind of games to the theory and practice of morphogrammatics. What do I understand by morphogrammatics? Morphogrammaitics is a pre-semiotic theory of inscription. It is studying and formalizing the 'deep-structure' of semiotics. Mathematically, morphograms, as the fundamential patterns of morphogrammatics, are representations of Stirling numbers of the second kind. Formal semiotics consists of an sign repertoire and rules of maipulating its signs. This is established by a strict difference of operators and oprands (signs). In contrast, morphograms are playing a double role: they are involved in a chiastic interplay of patterns (operands) and rules (operators). This is in decisive conterast to identity-based semiotic systems that are based on atomic signs. Strings of signs are based on a set of signs with cardinality m and its potentiation (n): m^n. Hence for m=4 and n=4, there are exactly 4^4 = 256 different semiotic strings possible. But on a morphogrammatical level there are just exactly Sn(4,4) = 1+6+7+1=15 morphograms for m=n=4 possible. In this sense, those 15 morphograms are presenting the 'deep-structure' of the set of semiotic strings of length 4.
"There is no reason that forces the game industry to restrict itself on a paradigm of games that is repetitive, addictive, regressive and is denying the right of the user to develop his/hers intellectual capabilities of creativity.
It is a strategic decision of the game industry to stupidify its costumers." ThinkArt Lab
To introduce the paradigm of morphic (board) games, I start with two simple questions.
Why are classical games producing regressive addiction and boredom?
What are the differences between classical and morphic games?
My first answers to the questions might be summarized as follows:
Classical games are based on the perceptive acts of identification and separation of the elements of the game by the rules of the game.
Morphic Games are involved into differentiations and structurations of interactive and reflectional patterns (morphograms) in complex constellations.
For a more conceptual answer of the two questions I connect the proposed new kind of games to the theory and practice of morphogrammatics.
What do I understand by morphogrammatics?
Morphogrammaitics is a pre-semiotic theory of inscription. It is studying and formalizing the 'deep-structure' of semiotics.
Mathematically, morphograms, as the fundamential patterns of morphogrammatics, are representations of Stirling numbers of the second kind.
Formal semiotics consists of an sign repertoire and rules of maipulating its signs. This is established by a strict difference of operators and oprands (signs).
In contrast, morphograms are playing a double role: they are involved in a chiastic interplay of patterns (operands) and rules (operators).
This is in decisive conterast to identity-based semiotic systems that are based on atomic signs. Strings of signs are based on a set of signs with cardinality m and its potentiation (n): m^n. Hence for m=4 and n=4, there are exactly 4^4 = 256 different semiotic strings possible.
But on a morphogrammatical level there are just exactly Sn(4,4) = 1+6+7+1=15 morphograms for m=n=4 possible. In this sense, those 15 morphograms are presenting the 'deep-structure' of the set of semiotic strings of length 4.
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Towards a new Paradigm of Board Games
Dr. phil Rudolf Kaehr
ThinkArt Lab Glasgow
ISSN 2041-4358
( work in progress, vs. 0.3.5, May/April 2014 )
MorphoBoard Games
Motivations for MorphoBoard Games
MorphoGames are well motivated by themselves. But there is no reason not to accept another motivation
too. MoprphoGames offer ideal approaches for a general understanding of morphogrammatics
and polycontextural logics that had been developed on a much more abstract level in the past.
MorphoGames offer a playful environment to learn and enjoy the essential structurations and transformation
rules of morphogrammatics.
Morphogrammatics is a theory and a system of pre-semiotic patterns and their transformations that
is fundamental for a study of the morphosphere.
Semiotic games, like Leibniz games are ‘localized’ on the level of inscription of the semiosphere. The
basic axiom of the semiosphere is based on perception: What you see is what it is (WYSIWYGapproach).
MorphoGames of Morphogramatics are ‘localized’ on the level of the morphosphere where the main
experience is based on cognition: What you see is not how it acts.
Polycontextural game theory had been developed in the context of an explication and formalization of
the concepts and stratagems of ‘interactionality’ and ‘reflectionality’, especially on the level of formal
systems (languages) and MAS (Multi-Agent Systems).
MorphoBoard Games are not to be confused with Morpho Games from other sources.
Mathematical Theories of Games
http : // www.wisdom.weizmann.ac.il/~fraenkel/Papers/GamesHandbk.pdf
MorphoBoard Game Definition
Board program
The parameters of the Game are easily changed.
The parameters are : Width, Heigth, Patterns (colors) and Randomness.
The initialization of the Board depends on the chosen values for the parameters.
Further changes of the rules are obvious.
This presentation of some very first results of the paradigm of MorphoGames are following closely
Yves Papegay’s contribution to classical Board Games programmed in Mathematica.
Yves Papegay, Exploring Board Game Strategies, A Recreational Application of GUIKit
The Mathematica Journal, Volume 10, Issue 2, 2006
http : // www.mathematica - journal.com/2006/09/exploring - board - game - strategies/
Aim of the paper
The aim of this paper is three-fold:
1. Reconstruction of the classical concepts, definitions and programs for Board Games as presented
by Papegay's Mathematica program.
2. Elaboration of some dynamics of the parameters of the program to learn the scope of the internal
possibility of the concept and possible extensions beyond the concept of classical Board Games.
3. Sketch of the paradigm of Morpho Games and first steps of developing procedures for it in
Mathematica.
The aim of this paper is three-fold:
2 MorphoBoardGames.nb
1. Reconstruction of the classical concepts, definitions and programs for Board Games as presented
by Papegay's Mathematica program.
2. Elaboration of some dynamics of the parameters of the program to learn the scope of the internal
possibility of the concept and possible extensions beyond the concept of classical Board Games.
3. Sketch of the paradigm of Morpho Games and first steps of developing procedures for it in
Mathematica.
Game
Game definition
"As quoted, the most important point when designing a board game implementation is to have a
proper idea of the board itself, which represents the complete status of the game at each play and
the rules that determine whether or not a play is legal." (Papegay)
“The game denotes a complete set of interactions between the program—or the physical support of
the game, whatever it is—and the player. Hence, it is a succession of three phases:
† an initialization phase when the game starts or restarts
† a playing phase (i.e., when the user is playing). This is the most common behavior of the game
and consists in a sequence of successive plays.
† a termination phase at the end of the game.”
Board
“The board represents not only the physical board but, by extension, the complete status of the
game at a given time. By definition, in a board game, this status is well defined by a mapping
between a two-dimensional set of locations and additional information (usually qualitative or
discrete) for each location.”
Board: Designing, Initializing, Interpretation
The design of the board follows decisions about its topology. Out of the multitude of possibilities,
classical Board Games are deciding for a ‘Euclidean’ topology with its Height and Width.
Interpretation
The category of interpretation for Board Games is reduced for classical Games to an Interpretation in
the modus of identity. Because identity is ubiquitous for the classical approach it is not necessary to
be specially mentioned. It is obvious that the elements of a Game, i.e. the value occupations on the
Board, are subsumed under the law of identity.
Definition of a Board
Here, the parameters of the board are set as follows:
Width=22;
Height=15;
Patterns= {...}.
In a further development, a menu will allow the user to set the values.
MorphoBoardGames.nb 3
Width = 22;
Height = 15;
Patterns =
8Item@v, Background Ø Green, Frame Ø TrueD,
Item@e, Background Ø Red, Frame Ø TrueD, Item@u, Background Ø Blue, Frame Ø TrueD,
Item@w, Background Ø Yellow, Frame Ø TrueD, Item@s, Background Ø Pink,
Frame Ø TrueD, Item@z, Background Ø Gray, Frame Ø TrueD Patterns@@xDDD
s s u s z w z u s u s v v w s s e z w v z s
w w w z z u e v v u u w z v w z z w z e v v
w e v e v s u e z e v z v z z u s s e e u w
w w w u v z u e s z u w u w z e w v u u z w
w s e w v s w v e z u w w e s z z u u s z s
z z v v u e v v z u v s s s z w w e v e u u
w e u z s u w w z z z v w e w s v z w z s z
w w e e u s u w v w e e z s v e v s s z e s
u z z s u w v u e z v e v v e w v z e u z u
z v s e z e w s e z z e s e e s v w e s v w
z v s e w w z u v w w z e u e e e s w w v s
w s z w z e z e v s w u v v s u e s v w s v
s z e v w z e z e z w s s s e w w e e w s v
u e z v w z u w u s z s u s z w s s e w e e
v u v v w e e v u w v u z w s v s e e v v u
Numeric labeling of the colored board
4 MorphoBoardGames.nb
Width = 22;
Height = 15;
Patterns =
8Item@1, Background Ø Green, Frame Ø TrueD, Item@2, Background Ø Red,
Frame Ø TrueD, Item@3, Background Ø Blue, Frame Ø TrueD,
Item@4, Background Ø Yellow, Frame Ø TrueD, Item@5, Background Ø Pink,
Frame Ø TrueD, Item@6, Background Ø Gray, Frame Ø TrueD Patterns@@xDDD
6 3 4 4 6 3 4 5 2 3 1 1 4 3 5 4 1 6 4 1 3 2
5 1 4 2 6 5 6 2 5 4 2 2 4 1 3 6 1 3 1 4 1 5
5 1 4 1 5 2 3 3 4 2 6 5 3 3 5 6 6 5 6 4 6 2
2 6 1 4 5 2 4 6 1 4 1 6 5 1 1 2 4 3 3 1 6 3
6 3 6 3 5 3 1 1 3 5 5 6 2 3 3 3 3 4 6 4 6 6
1 3 2 1 6 1 5 2 5 6 6 3 4 6 3 3 4 2 6 5 5 4
4 5 3 1 2 1 2 3 1 1 6 1 5 5 3 5 2 1 5 4 6 2
2 4 6 3 3 4 4 4 6 4 6 2 5 3 2 3 4 4 5 6 1 2
2 6 5 1 3 6 1 2 4 1 1 5 3 2 5 6 1 3 2 3 1 1
4 2 4 1 2 4 4 6 6 1 2 1 4 1 3 2 3 1 2 6 6 3
3 1 2 2 4 4 1 5 5 4 4 2 6 6 4 6 3 1 3 6 5 4
2 2 5 1 6 6 2 6 2 6 1 4 5 1 1 1 6 4 2 4 5 1
5 5 6 1 4 6 1 3 1 3 3 4 1 5 2 6 3 1 4 3 3 2
1 3 5 5 1 3 5 3 5 5 5 4 2 3 5 4 6 3 4 3 6 4
4 1 2 3 2 6 2 4 1 2 2 5 6 4 3 5 5 1 5 1 2 6
Board example of the presentation of MorphoGames
Needs@"GraphUtilities`"D
Boardinit@D :=
Patterns =
8Item@v, Background Ø Green, Frame Ø TrueD,
Item@e, Background Ø Red, Frame Ø TrueD, Item@u, Background Ø Blue, Frame Ø TrueD,
Item@w, Background Ø Yellow, Frame Ø TrueD, Item@s, Background Ø Pink,
Frame Ø TrueD, Item@z, Background Ø Gray, Frame Ø TrueD,
Item@l, Background Ø Cyan, Frame Ø TrueD, Item@m, Background Ø LightBlue,
Frame Ø TrueD, Item@n, Background Ø LightRed, Frame Ø TrueD
MorphoBoardGames.nb 5
w e s u s e l z v l l
s w z m m l w z w m n
e s w s s l l n m u n
n m m l e n s l s s z
v u e z v l l u w n e
v l w z v w m n l u e
l n l v v s n m z m s
v w z m m e u u v v e
s n l v w u l l m n w
Interpretation of a Board
The category of interpretation of a board is not necessarily a specific topic of a classical definition of a
game. Classical games are conceived as ruled by the identity during a play of its board (width,
height), modality (randomness, usw), elements (patterns) and rules.
This is in concordance with the definition of an elementary formal system (EFS) in the sence of Melvin
Fitting and Raymond Smullyan.
But there are other approaches to an interpretations of a board and its use available.
This proposal is distinguishing, at first, between Leibniz, Brownian, Mersennian and Stirling games.
Classical games are understood as Leibniz games.
Play
“By definition, a play is one step of the playing phase. At each play, the player has to select which
action, among the legal (valid) ones, to perform. “
For poly-Games, this decision function of selection is complemented with the election function that
decides what kind game (Leibniz, Stirling, etc.) shall hold for the next steps.
Rules
“The rules are the set of constraints that determine what can be played and how the status of the
game should be modified by a play.”
Additional features: Undo, repetition detection
“How to Undo Remember we said our board representation needed to handle undo operations.There
are two possible methods :
(1) Keep a stack in which each stack item holds a whole board representation; to make a move push
it on the stack and to undo a move pop the stack.Probably this is too slow ...
(2) Keep a stack storing only the move itself together with enough extra information to undo the
move and restore all the information in the board position. E.g. in chess you would need to store the
identity of a captured piece (if any) and enough information to restore castling and en passant capturing
privileges.”
http://www.ics.uci.edu/~eppstein/180a/970408.html
MorphoGame interpretation of a Board
For a Stirling approach to Board Games, the fact that the concept of patterns,where the ordered
strings or morphograms of identity-free elements, are crucial, leads to the following elementary rules.
MorphoGame rules
Rules in colors
Rule1. Ê = ‡
Rule2. Ê Ê = ‡ ‡
Rule3. Ê ‡ = ‡ Ê
Rule4. Ê Ê Ê ¹≠ Ê Ê ‡ ¹≠ Ê ‡ Ê ¹≠ Ê ‡ ‡ ¹≠ Ê ‡ Á
Rule5. Ê Ê ¹≠ Ê.
Rule5 is resolved in metamorphic MorphoGames.
6 MorphoBoardGames.nb
Rule1. Ê = ‡
Rule2. Ê Ê = ‡ ‡
Rule3. Ê ‡ = ‡ Ê
Rule4. Ê Ê Ê ¹≠ Ê Ê ‡ ¹≠ Ê ‡ Ê ¹≠ Ê ‡ ‡ ¹≠ Ê ‡ Á
Rule5. Ê Ê ¹≠ Ê.
Rule5 is resolved in metamorphic MorphoGames.
Identification Rules
In contrast, the rules for identity-based, i.e. classical games, like Leibniz games, are given by the
following postulates :
Pos1. Ê ¹≠ ‡,
with the natural consequences of
Pos2. Ê Ê ¹≠ ‡ ‡
Pos3. Ê ‡ ¹≠ ‡ Ê, and
Pos4: Ê Ê ¹≠ Ê .
Wordings of morphogrammatic constellations
For a Stirlingian game with 3 elements, some typical situations occur.
1. Ê Ê Ê ª ‡ ‡ ‡ ª Á Á Á,
Ê Ê ‡ ª ‡ ‡ Ê ª Á Á Ê
etcetera
2. Ê Ê ‡ ª rev(Ê ‡ ‡) : reversion
3. Ê ‡ Ê ª rev( Ê ‡ Ê) : self-symmetry
Ê Ê Ê ª rev(Ê Ê Ê)|
Ê ‡ Á ª rev( Ê ‡ Á)
4. Rules for blanks within the MorphoBoard Game.
Elimination of blanks: blank|element1|blank|element2 ï element1|element2.
The rules for morphic patterns are defining the rule-set of the MorphoBoard Games.
Patterns of Rule4 for Sn (4, 4)
Ê Ê Ê Ê
Ê Ê Ê ‡
Ê Ê ‡ Ê
Ê Ê ‡ ‡
Ê ‡ Ê Ê
Ê ‡ Ê ‡
Ê ‡ ‡ Ê
Ê ‡ ‡ ‡
Ê ‡ ‡ Á
Ê ‡ Ê Á
Ê ‡ ‡ Á
Ê ‡ Á Ê
Ê ‡ Á ‡
Ê ‡ Á Á
Ê ‡ Á Ï
Meta-Rule for morphograms
Two arbitrary morphograms @mgD i and @mgD j , i, j œ Sn2, of the same complication (length) are morphogrammatically
equivalent if they don’t belong to the class of morphograms defined by the generalized
Rule4 with Sn(n,n).
Range of morphic board constellations
What ever happens on a MorphoBoard boils down to a system or structuration of morphograms ruled
numerically by the Stirling numbers of the second kind and their summations by the Bell numbers.
Therefore, the range of possible constellations is never infinite but restricted by the definition of the
morphic structurations, counted by the Stirling numbers of the second kind.
MorphoBoardGames.nb 7
What ever happens on a MorphoBoard boils down to a system or structuration of morphograms ruled
numerically by the Stirling numbers of the second kind and their summations by the Bell numbers.
Therefore, the range of possible constellations is never infinite but restricted by the definition of the
morphic structurations, counted by the Stirling numbers of the second kind.
This fact of finiteness of the morphic constellations enables interesting classifications and reduction
rules of the range of constellations.
Hence given a situation with 4 positions, there are by Sn2(4,4), just 15 morphogrammatic constellations
possible. Therefore, there are just 15x15 = 225 morphic confrontations between two morphograms
of length=4 possible.
For the phenotypical realization of a board and its constellations, the range is counted by
Example
For m=3, k=2
m!
Hm-kL! .
For the case of just 2 elements involved in a constellation of 3 positions, the abstract morphogram,
[Êıı], has a representation of 6 concrete realizations, i.e. the set {[abb], [acc], [baa], [bcc], [caa],
[cbb]}, all representing the morphogram [Êıı].
Hence, the number of confrontations between the phenotypical representations of [Êıı] and [Êıı]
on a MorphoBoard is 6x6=36.
Equivalence classes of games
The distinctions of different phenotypical representations of genotypical constellations, morphograms,
enable to define a theory of equivalence classes of MorphoGames.
MorphoGames that appear phenotypically as different may still be morphogrammatically equivalent.
This not to confuse with the trivial statement that what we can play in red we can also play in green.
MorphoGame strategies
At first, there are two simple strategies to consider:
1. Strategy: Elimination
Morphic sameness is eliminating the morphograms.
a.) vertical and horizontal
u w m n
z s v z
ï [ ]
b.) horizontal
n l e w
v e m w ï [ ]
c.) vertical
n l e
v e m ï [ ]
2. Strategy: Reduction
Morphic sameness is reducing the morphograms up to one morphogram.
Rules have to specify which morphic representation of the reduction owith the second strategy
survives.
a.) vertical and horizontal
u w m n
z s v z
ï
m
v
n
z
b.) horizontal
n l e w
v e m w ï v e m w
c.) vertical
n l e
v e m ï e m
8 MorphoBoardGames.nb
n l e
v e m ï e m
Explanation of the elinination rules
Rule1: Ê = ‡
If there are just two elements on the board as neighbors available, then they get eliminated independently
of being the same or different. Also the blanks between the elements are eliminated.
Ñ Ñ Ñ Ñ Ñ Ñ
Ñ v Ñ Ñ l Ñ
ï É
v Ñ Ñ l
Ñ Ñ Ñ Ñ
ï v l ï [ ] : horizontal
v
l
ï@D : vertical (for final steps)
Rule2: Ê Ê = ‡ ‡
The same as for Rule1 with two or more elements.
v Ñ l
v Ñ l
ï@D : vertical
v Ñ v
l Ñ l
ï@D : horizontal
Rule3: Ê ‡ = ‡ Ê
m
n
n
m
ï [ ] : horizontal+vertical
Iteration of Rule3
l
m
n
u
n
m
ï [ ] : horizontal+vertical
n
w
n
l
z
l
ï [ ] : horizontal+vertical
Rule4: Ê Ê ‡ ¹≠ Ê ‡ Ê ¹≠ Ê ‡ ‡ ¹≠ Ê ‡ Á
This rule marks the difference between patterns of elements. It hold in both directions: vertically and
horizontally.
Following Rule4: Ê ‡ Á ¹≠ Ê ‡ Ê , the two patterns
therefore not eliminable.
MorphoPalindromes
v
w
e
and
l
s
l
are morphogrammatically different and
A higher level of sophistication is achieved with the strategy to detect not just morphic equivalences
but morphic palindromes.
MorphoBoardGames.nb 9
Morphic palindromes are a subclass of morphograms. The detection of Morphic palindromes is demanding
for a new abstraction of detection and separation.
Therefore, palindromic games are of a higher gaming level than the basic morphogrammatic games.
Two arbitrary morphograms @mgD i and @mgD j , i, j œ Sn2, of the same complication (length) are morphogrammatically
equivalent if they are morpho-palindromic.
There are three main categories to distingush for a detection of morphic palindromes.
Case one: Head and body are morphogrammaticall equivalent
The MorphoGame related strategy to detect and eliminat patterns is based on the presumption that
the head and the body, defined by repetition, reversion and accretion, are of the same length.
Odd palindromes, i.e. morphogrames of length 2n+1, entail a medium pattern between the two
parts, head and body. For even palindromes, the medium part is empty.
Even palindromes
Therefore, the head and the body of the palindrome shall be ‘parallelized’ horizontally in the game.
If two patterns are building together a morphic palindrome then they shall be eliminated.
1. Repetition
2. Reversion
3. Accretion
Iterability scheme for @1, 2, 2, 3D ; 14
head of palindrome
@1, 2, 2, 3D
á ¯ ä
reversion accretion repetition
@2, 3, 3, 1D
@3, 2, 2, 1D
@3, 4, 4, 1D
@4, 2, 2, 1D
@4, 5, 5, 1D
@2, 3, 3, 4D
@3, 1, 1, 2D
@3, 2, 2, 4D
@3, 4, 4, 5D
@4, 1, 1, 2D
@4, 2, 2, 5D
@4, 5, 5, 6D
@1, 2, 2, 3D
@1, 4, 4, 3D
- [1,2,2,3] = tnf[3,4,4,1];
val it = true : bool
- [1,2,2,3,1,4,4,3] = [1,2,2,3,2,3,3,1];
val it = false : bool
Example
The two neighbor patterns [ Ê ‡ Ê Á ‡ Á ] and [ Á ‡ Á Ê ‡ Ê ] are morphic palindromes, hence they
are eliminable.
In this case, the two patterns are also just morphogrammatically equivalent.
[1,2,1,3,2,3] = mg [3,2,3,1,2,1]
[1,2,2,3,3,4,4,1] = mg [1,4,4,3,3,2,2,1]
-ispalindrome@1, 2, 2, 3, 3, 4, 4, 1D;
val it = true : bool
Odd palindromes
Serial case
10 MorphoBoardGames.nb
n
n
z
e
e
,
l
l
n
w
w
,
l
s
l
w
l
s
l
: vertical
e s u s e : horizontal
If @mgD is a vertical or horizontal palindrome it is eliminable :
@mgD œ PAl : @mgD ï @D
Counter example
m
z
z
z
l
l
v
w
ï not-[]
Examples
-ispalindrome[1, 2, 1, 3, 1, 2, 1];
val it = true : bool
-ispalindrome[1, 2, 3, 2, 1];
val it = true : bool
-ispalindrome[1, 1, 2, 3, 3];
val it = true : bool
Case two: Head and body are morphogrammatically different
A more intriguing case is given if the body and the head of two even palindromes are morphogrammatically
different.
Trivially, the morphogram [1,1,1,1] is a palindrome. The same holds for the morphogram [1,2,1,2].
But both are morphogrammatically different, [1,1,1,1] mg ¹≠ [1,2,1,2].
Hence, the new abstraction is ruled by the property of being a palindrome.
Both morphograms of the example are palindromes of the same length, hence they can be eliminated.
In contrast, the morphogram [1,1,1,2] is not a palindrome. Hence, the comparison of [1,1,1,2] and
[1,1,1,1] is not eliminative.
@mgD mg 1 ¹≠ @mgD 2 Ô @mgD 1 ,@mgD 2 œ PAl : @mgD 1 || @mgD 2 ï []
Example
horizontal palindromes:
l n l
v w z
s n l
ï l n l œ Pal, v w z
s n l œ Pal,
l n l ¹≠ mg s n l , v w z ï []
Program to detect morphic palindromes
Bisymmetric e/v-version
BiSymTest[x] =
TabView[
Grid /@
{x ,
"Palindrome" -> SameQ[
Grid[
Reverse[First[Grid[Reverse /@
x]]]] ,
Grid[
Reverse /@ First[Grid[Reverse[
x]]]],
Grid[Transpose[x]]],
Clear[x]
BiSymTest[x] =
TabView[
Grid /@
{x ,
"Palindrome" -> SameQ[
Grid[
Reverse[First[Grid[Reverse /@
x]]]] ,
Grid[
Reverse /@ First[Grid[Reverse[
x]]]],
Grid[Transpose[x]]],
Clear[x]
}]
MorphoBoardGames.nb 11
Wee MorphoPalindrome Checker Palin (4, 2)
« Å▸ ¡
v
e v
e v e
List Version
PalindromeQ[i_String] := StringReverse[i] == i
MorphoPalindromeQ[i_String] := ReLabel[StringReverse[i]] == i
Example for lists
"Palindromes 4to5"@MenuViewD
@1,2,3,1D
@1, 1, 2, 3, 1, 1D rule1 @1, 1, 2, 3, 1, 1D
@4, 1, 2, 3, 1, 4D rule3 @1, 2, 3, 4, 2, 1D
@4, 1, 2, 3, 1, 5D rule4 @1, 2, 3, 4, 2, 5D
@2, 1, 2, 3, 1, 3D rule1 @1, 2, 1, 3, 2, 3D
@3, 1, 2, 3, 1, 2D rule2 @1, 2, 3, 1, 2, 3D
The MorphoBoard configuration
The MorphoBoard configuration is defined by the board measures, the number of elements and a
random function that maps the elements onto the Board.
The MorphoTransition rules
The Transition mappings are considering different modi of parallelism of the reduction rules.
Termination and Evaluation of the MorphoPlay
The scores of the play are determined by the numbers of steps and the number of not resolved
patterns of the reduction game.
Examples for a manual play
The examples show the strategy how to achieve the results of:
First play: 18 steps, with 2 patterns left.
Second play: 15 steps, with 3 patterns left.
12 MorphoBoardGames.nb
Different logics for different paradigms
Classical games
Obviously, classical board games are ruled by classical two-valued logic. This is abbreviated by the
identity rules of the classical game: Pos1: Ê ¹≠ ‡. An element of a game has a unique value: it is or it
is not on the board. Logically speaking, it is true (false) that an element occupies a place on the
board.
For the game, what counts are sequences of the identical and unique elements. Therefore, the classical
two-valued logic is ruling the rationality of the game. A blank on a classical board has no logical
significance. It just marks the elimination of a value.
Hence, the rules of a classical game are concerning the status of the sequences of connected identical
elements on the board.
Classical sequences of the same elements might be ordered horizontally and vertically, but there are
also possibilities to connect the elements diagonally.
u
v
A diagonal connection is illustrated by the example
m
s
u
u
. The diagonal rule reduces the blue diago-
n
e
nal sequence
u
Ñ
Ñ
v
u
u
to the figure
Ò
m
s
n
v
Ò
„
e
.
All three modi of connection, horizontal, vertical and diagonal, are gap-free.
This reflection on the logic of games shouldn’t be confused with the genre of Logic Games.
MorphoGames
Things are different for MorphoGames. What counts for the game are not the elements and their
values as such but the differences between the elements that are localized on the board. Because of
this differential definition of the states of a MorphoGame, not only the involved and localized elements
are of importance but the gaps, represented by the blanks, too.
To put it in a abbreviation, the logic of MorphoGames is not two-valued but a combination of at least
two 2-valued logics and the logics between the two 2-valued logics covering the logical status of the
gaps inscribed as blanks.
Hence, the rules of MorphoGames are concerning the status of the sequences of horizontally and
vertically connected complex differences and their gaps on the board.
For example:
w Ñ blanks Ñ m
w Ñ blanks Ñ m
ï
w w
m
m
ï Ñ Ñ
: vertical + horizontal move and
elimination.
Desiderata
The MorphoBoard Games are not yet programmed.
This note gives just the general concept with its rules and the program for the Board constellations.
The rules have to be applied by a human player. A programmed version will hopefully follow soon.
Board configuration one
n z l v l s z s l z n
m e z m w e n m e z w
n l n u u l u l s s l
MorphoBoardGames.nb 13
n u z l n l n v n w v
v w u w m n m z z z m
m w z s v z m n s e e
w l e l u e l u v z m
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
Decompositions of board one
One possible solution of the Board is given by the following 18 steps of the Game with 2 patterns left
(omitting any moves of the squares).
This demonstration of the MorphoGame with ‘board one’ is quite static and relies only on the existing
configurations of the board. There are also no ‘diagonal’ interpretations involved.
Therefore, the action of moving elements (squares) on the board to produce new constellations is not
yet included in this description.
The rules are horizontally and vertically applied to the patterns.
1 Ñ Ñ Ñ Ñ Ñ Ñ Ñ 1 6 6
1 Ñ Ñ Ñ Ñ Ñ Ñ Ñ 1 6 6
17 Ñ Ñ Ñ Ñ 17 5 5 13 13 l
17 Ñ Ñ Ñ Ñ 17 5 5 13 13 v
12 12 2 Ñ Ñ 2 18 8 Ñ 8 m
12 Ñ 2 Ñ Ñ 2 18 8 Ñ 8 e
18 10 10 11 11 15 Ñ 15 v 9 9
18 10 10 11 11 15 Ñ 15 u Ñ Ñ
4 Ñ Ñ 4 14 Ñ 14 s u 9 9
Ñ Ñ Ñ Ñ Ñ Ñ Ñ 3 Ñ Ñ 3
4 Ñ Ñ 4 14 Ñ 14 3 Ñ Ñ 3
The number at the corners of a deleted pattern (configuration) indicates the number of the steps of
the play and its empty frame.
Vertical application of Rule3
1 = n z l v l s z s l
m e z m w e n m e
ï Ñ Ñ ,
with vertical application of Rule3 : Ê ‡ = ‡ Ê
2 = u w m n
z s v z
ï Ñ Ñ
, with Rule3 : Ê ‡ = ‡ Ê,
3 = n e w w
w v l l
:
n
w = e v ï w l
= w l
ï Ñ Ñ : vertical,
with Rule3 : Ê ‡ = ‡ Ê for
n
w = e v ,
and Rule3 as Identity Rule for
w
l
= w l
,
14 MorphoBoardGames.nb
w
l
w
l
ï Ñ Ñ
: vertical + horizontal.
4 =
m n w n
n l e w
v e m w
: horizontal is not valid becaus of double "n",
and not valid for vertical because of double "w" :
m n w n ¹≠ n l e w
v e m w : vertical,
Hence, what holds is :
m n w
n l e
v e m
vertically + horizontally and n l e w
v e m w horizontally.
5 = u l
n v
ï@D : vertical + horizontal.
6 = z n
z w
ï@D : horizontal.
7 = l n
u z
ï@D : vertical + horizontal.
8 = z z z
n s e : vertical
z
m
9 =
w
l
: vertical + horizontal
v
z
10 = l e
s v
: vertical + horizontal
11 = l u
l u
: vertical + horizontal
12 = v w
m w : horizontal
13 = s s
n w : vertical
14 =
v z n
l v m
s l l
ï@D : vertical
15 = e l u
v z m
ï@D : vertical + horizontal
16 = u u
l n : vertical
17 =
n 7 7 16 16 l
n 7 7 16 16 l
: horizontal move, neglecting blanks
MorphoBoardGames.nb 15
n 7 7 16 16 l
n 7 7 16 16 l
ï n l
n l
ï @D : horizontal move, removing blanks
18 =
12 12 2 Ñ Ñ 2 m
12 Ñ 2 Ñ Ñ 2 m
w 10 10 11 15 Ñ Ñ
w 10 10 11 15 Ñ Ñ
4 Ñ Ñ 4 14 Ñ 14
Ñ Ñ Ñ Ñ Ñ Ñ Ñ
4 Ñ Ñ 4 14 Ñ 14
ï w Ñ Ñ Ñ Ñ Ñ m
w Ñ Ñ 4 14 Ñ m ï w w
m
m
ï @D : vertical + horizontal move
According to the rules, this final constellation cannot be further resolved .
Hence the play ends after 18 steps with 2 patterns unsolved. The score is (18, 2).
5 13 13 l
5 13 l
5 13 13 v
8 Ñ 8 m
8 Ñ 8 e
15 v 9 9
15 u Ñ Ñ
ï
5 13 v
8 Ñ m
8 Ñ e
15 v Ñ
15 u Ñ
ï
Ñ
Ñ
s
v
u
u
l
v
m
e
.
s u 9 9
s u Ñ
Test of (4.) with ReLabel
m n w n
n l e w
v e m w
88m, n, w, n
16 MorphoBoardGames.nb
Ñ
Ñ
s
v
u
u
l
v
m
e
ï
Ñ
Ñ
s
v
Ñ
Ñ
l
v
m
e
. Following this path, further reductions are possible:
Ñ
Ñ
s
v
Ñ
Ñ
l
v
m
e
ï Ò, with the figure
Ñ
Ñ
s
v
Ñ
Ñ
plus the reduction of the blanks and finally the equivalence
of s and v by Rule1 we get the terminal state Ò.
l
Ñ
And by a self-application of Rule1 onto the figure
v
m
it reduces it via
Ñ
Ñ
to the terminal state Ò.
e
Ñ
As a result we have the situation that by applying the morpho-rules consequently what includes its
self-application, all MorphoGames are re-deducible to a terminal state Ò or ‡. That is, all MorphoGames
terminate in the final state Ò or ‡.
But this approach makes sense only for the final steps of the difference-theoretic concept of the
MorphoGame.
A second run
A second approach to the previous configuration of the Board for the run one is given by the following
15 steps with 3 patterns left as shown by the resulting constellation of the board by run two.
n z l v l s z s l z n
m e z m w e n m e z w
n l n u u l u l s s l
n u z l n l n v n w v
v w u w m n m z z z m
m w z s v z m n s e e
w l e l u e l u v z m
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
15 7 Ñ Ñ Ñ Ñ Ñ Ñ 7 14 15
15 7 Ñ Ñ Ñ Ñ Ñ Ñ 7 14 15
9 Ñ Ñ Ñ Ñ 9 u 11 11 6 6
9 Ñ Ñ Ñ Ñ 9 n Ñ Ñ Ñ Ñ
13 12 10 Ñ Ñ 10 12 11 11 Ñ Ñ
13 12 10 Ñ Ñ 10 12 n s Ñ Ñ
4 Ñ Ñ Ñ 4 5 Ñ 5 v Ñ Ñ
4 Ñ Ñ Ñ 4 Ñ Ñ Ñ 14 Ñ Ñ
13 3 3 13 v 5 Ñ 5 14 6 6
1 Ñ 1 Ñ 2 Ñ Ñ Ñ Ñ Ñ 2
1 Ñ 1 13 2 Ñ Ñ Ñ Ñ Ñ 2
1. = n l e
v e m
ï @D : vertical
2.
l v m n e w v
s l l w v l m
ï @D : vertical
In contrast, the horizontal interpretation of H2.L doesn' t hold.
88l, v, m, n, e, w, v
18 MorphoBoardGames.nb
v
m
n
v
n
13. =
4
4
w
w
ï
m
m
w
w
ï @D
m
14. = z z
u
u
ï @D
15. = n m
n
w
ï @D
This final constellation cannot be resolved according the rules.
Hence, the score is (15,3).
Ñ 9 u 11 11
Ñ 9 n Ñ Ñ
Ñ 10 12 11 11
Ñ 10 12 n s
4 5 Ñ 5 v
4 Ñ Ñ Ñ 14
ï
v
u
n
n
Ñ
s
v
.
v 5 Ñ 5 14
2 Ñ Ñ Ñ Ñ
2 Ñ Ñ Ñ Ñ
Self-application of rules
A further reduction is possible with the idea of a self-application of the difference rules. Again, this
step makes sense only after the difference-oriented run is exhausted. Applied from the beginning
would ruin the game.
v
u
n
n
Ñ
s
v
ï
v
n
Ñ
s
v
ï v n ï
Strategies for morphograms
The two examples show clearly the strategy how to detect and separate morphogrmmatically similar
patterns and how to eliminate them.
First, a pattern has a clear frame which is defined by its environment.
Hence two or more patterns that are similar must have the same horizontal and vertical frame. The
frames are defined by their local Width and Height.
A frame is separated, horizontally and vertically, from its environment by different other not overlapping
patterns.
board
1.
z z z m
n l e
v e m
w
w
ï
z z z m
n l e
v e m
w
w
: part of the board
MorphoBoardGames.nb 19
2.
z z z m
n l e
v e m
w
w
horizontal z z z m ëvertical
w
w
environments of the pattern
n l e
v e m .
3.
n l e
v e m :
horizontally separated pattern by environments w w and z z z m .
4.
n l e
v e m ï n v = l e = e m ¹≠ w w
: vertically, reduction by Rule3, with
environments w w and z z z m .
n
v = l e = e m ï @D.
5. n l e w = v e m w : horizontal reduction by Rule3, including w .
6. Horizontal strategy with additional separation criteria
board
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
board
n l e w l v m n e w v
v e m w s l l w v l m
n l e w
v e m w
l v m n e w v
s l l w v l m
n l e w
v e m w ; l
s ; v m n e w v
l l w v l m
horizontal separation of
n l e w
v e m w by l s .
Program-assisted recognition of patterns with ReLabel
Program-assisted recognition of patterns
The cognitive training necessary to play MorphoGames might be supported by some simple but
helpful programs. They might be implemented as tools into the game.
20 MorphoBoardGames.nb
ReLabel@L_ListD := L ê.
Map@Ò@@1DD Ø Ò@@2DD &, Transpose@8DeleteDuplicates@LD, Range@Length@Union@LDDD
MorphoBoardGames.nb 21
n l e w = v e m w ï @D
ReLabel[{n, l, e, w, l, v, m}] ¹≠ ReLabel[{v, e, m, w, s, l, l}]
{1, 2, 3, 4, 2, 5, 6} ¹≠ {1, 2, 3, 4, 5, 6, 6},
Therefore these patterns cannot be eliminated by the existing rules.
n l e w l v m ¹≠
v e m w s l l
A further separation beyond n l e w = v e m w implying
n l e w l v m ¹≠ v e m w s l l
or more elements, stops with the double occurrence of the element "l".
Also the identity of the elements doesn't count, their order is of relevance.
Numeric presentation of a MorphoBoard
2 5 4 2 1 5 3 6 5 3 3
2 4 6 3 1 5 2 1 2 5 5
4 1 2 6 2 5 5 2 6 6 6
1 3 6 5 3 4 6 6 6 3 1
2 4 6 2 3 4 4 2 3 6 6
2 2 5 4 6 1 5 4 4 6 6
4 1 6 5 2 5 5 6 5 5 3
2 4 5 2 6 6 2 1 5 1 1
6 2 1 2 3 2 5 3 5 2 2
1 6 3 4 4 4 6 6 4 1 6
5 3 6 1 5 3 1 2 1 3 2
1 1
1
2 2 is not accepted because it has a prolongation of 1 in 2,
1 6
1
1
hence is not separated or the same as the neighbor 2
6
.
ReLabel@82, 5, 4, 2, 1, 5, 3, 6, 5, 3, 3
22 MorphoBoardGames.nb
Definition of the environments of patterns
Classical situation
Positions of colored tiles are given by a succession of calls to the pseudorandom number generator.
(Papegay )
Visualizing the Board
We are now able to initialize the game given the vlues for its Heights, Width and Patterns (colors).
Choosing some colors, we can define the function View for a nicer display of the board. (ibd)
Transition function
“To deal with corner and boundary situations, we define the BoardValue function to access the values
of the board. It returns -1 if the arguments for location are outside the bounds of the board. This
allows us to ignore the boundaries of the board when considering the neighbors of a location.” (ibd)
Full Mathematica Program for the Board Game MHaki by Yves Papegay
Needs@"GraphUtilities`"D
Needs@"GUIKit`"D
NewGame@D ê; Not@NeedRandomnessD := HBoard = InitBoard@D; InitPlay@D;L
NewGame@s_: SeedD := HSeed = s; SeedRandom@sD; Board = InitBoard@D; InitPlay@D;L
NewGame@s_: SeedD := HSeed = 7; SeedRandom@7D; Board = InitBoard@D; InitPlay@D;L
NewGame@"new"D := HSeedRandom@D; Seed = Random@Integer, 31 991D;
SeedRandom@SeedD; Board = InitBoard@D; InitPlay@D;L
InitBoard@D := Table@InitPosition@i, jD, 8i, Height
MorphoBoardGames.nb 23
Function@x, BoardValue@xD ã BoardValue@First@yDDDD &, yDDDD, 8p
24 MorphoBoardGames.nb
NBPlayGame@"new"D
With a Parameter Interface (to do)
H* Frame for Board *L
Width = 22;
Height = 11;
Patterns = Range@6D;
NeedRandomness = True
H* Colors *L
HMakiColors = 8Green, Blue, Red, Yellow, White, Pink<
H* HMakiColors@@x+vDD *L
View@D := Show@Graphics@Raster@Transpose@Map@Reverse, Transpose@BoardDDDD ê.
x_Integer :> HMakiColors@@x + 2DDDD
H* FaceNeighbours@p_D *L
FaceNeighbours@p_D :=
Map@Plus@p, ÒD &, 880, 1
MorphoBoardGames.nb 25
Width = 20; Height = 15; Patterns = Range@5D; NeedRandomness = True; PixelSize = 12;
Clear@ScoreD
InitScore@D := Score = 80, 0, Width Height<
UpdateScore@D := Module@8n = Width Height - Length@Select@Flatten@BoardD, Ò == 0 &DD
26 MorphoBoardGames.nb
In the simplest case of a MorphoGame it starts with a parallelism by the tuples of similar neighboring
values.
BoardValue@posD = 888i, j
MorphoBoardGames.nb 27
That is:
a = mg
Hence, in ML:
b iff ReLabel(a) == ReLabel(b).
fun teq a b = (tnf a = tnf b);
And more in the sense of differences of E=equal and N=nonequal:
fun teq a b = (ENstructure a) = (ENstructure b);
Difference ε/n-notation of morphograms
The fact that the presentation of the morphograms by specific elements is arbitrary has to be considered
as crucial. Therefore, not the elements are determining the morphic patterns but the differences
between the elements.
This is well depicted for the example [Ê ‡ Ê].
Ê ‡ Ê : morphogram
\ê \ê
1. n n 3. : ε ê n - structure
\ê
2. ε
A useful notation is given with the matrix of the ε/n-structures.
Ê Ê Ê Ê Ê ‡ Ê ‡ Ê Ê ‡ ‡ Ê ‡ Á
ε -
ε
ε
ε -
n
n
n -
ε
n
n -
n
ε
n -
n
n
Example for the ε/n-structures of
z
w
v
m
l
z
z
w
v
= n -
n n , m
l
z
= n -
z
n n , hence w
v
mg
=
m l
z
.
With ReLabel:
ReLabel@L_ListD := L ê.
Map@Ò@@1DD Ø Ò@@2DD &, Transpose@8DeleteDuplicates@LD, Range@Length@Union@LDDD
28 MorphoBoardGames.nb
iê j 1 2 3 4 5 6 7
1 e z m w e n m
2 l n u u l u l
3 u z 8i, j< 8i, j + 1< l n v
4 w u 8i + 1, j< 8i + 1, j + 1< n m z
5 w z s v z m n
6 l e l u e l u
7 s v l u v z m
iê j 1 2 3 4 5 6
1 e z m blank w m
2 l n u Ñ u l
3 u z 8i, j< blank 8i, j + n< v
4 w u 8i + 1, j< blank 8i + 1, j + n< z
5 w z s Ñ v n
6 l e l Ñ u u
7 s v l blank u m
BoardValueMorpho@8l1_, c1_, l2_, c2_
MorphoBoardGames.nb 29
Bval@BoardValueMorpho@Hi, j - 1L, Hi + 1, j - 1LDD
mg
=
val@BoardValueMorpho@Hi, j L, Hi + 1, j LDD,
mg
=
val@BoardValueMorpho@Hi, j + 1L, Hi + 1, j + 1LDDF
mg
¹≠
val@BoardValueMorpho@Hi, j + 2L, Hi + 1, j + 2LDD
short :
8i, j + 1<
8i + 1, j + 1<
8i, j + 2<
8i + 1, j + 2<
val@BoardValueMorpho@Hi, j + 1L, Hi + 1, j + 1LDD
mg
¹≠
val@BoardValueMorpho@Hi, j + 2L, Hi + 1, j + 2LDD
Horizontal environment, upper
8i - 1, j - 1< 8i - 1, j< 8i - 1, j + 1<
8i, j -1< 8i, j< 8i, j + 1<
val@BoardValueMorpho@Hi, j - 1L, Hi , jL, Hi, j + 1LDD
¹≠ mg
val@BoardValueMorpho@Hi - 1, j - 1L, Hi - 1, jL, Hi - 1, j + 1LDD
MorphoBoard Games in the Framework of Graphematics
The distinction between classical and morphogrammatic board interpretations and rules motivates to
involve additionally to the Stirling games of MorphoGames a group of other graphematic systems
(structurations).
Different paradigms
An elementary group of not mixed approaches or paradigms is listed as: Stirling, Mersenne, Brown
and Leibniz systems.
Stirling structurations are the domain of morphogrammatics and therefore of MorphoGames.
Leibniz structurations are the domain of identity based systems of abstract logical, arithmetic and
semiotic calculi, therefore of classical board games.
Brownian and Mersennian structurations are two non-orthodox systems that are not genuinely morphogrammatic.
The additional structurations are becoming relevant for game theory and games if they are set into a
interactional context that involves parallelism.
Brownian games are commutative, while Mersennian games are iteration invariant.
Leibniz games are special cases of such a parallel setting: they collapse with their neighbor systems.
30 MorphoBoardGames.nb
To define a reasonable board game in the framework of Brownian, Mersennian and Stirling structurations,
a simple parallelism of the path (steps) of the game is of necessity.
Tabularity vs. linearity
With this, the emphasis on the tabularity of the game, with its board and its planar rules for the
distinction of patterns, environments and successions, a new approach, compared to the previous
studies of graphematic calculi, is promoted.
First, common to all games is that they need a workspace (board) on which parts are selected for
manipulation by the rules typical for the chosen rationality (kind) of the game. The kind of the game
defines the characteristics of the elements (operands) for the applied rules (operators).
Second, a reasonable game has a beginning and an end. Hence it is ruled by the initial and final
conditions of the game.
The mentioned categories are stable. There is no interplay between the categories. Between board
and part, elements and rules their is no interplay. A board is a board and a part of a board is not the
board.
Metamorphic games where the basic categories are involved in complex interplays are possible only
as a multitude of discontextural games. The shall be called poly-Games.
General frameworks
Systems
Leibniz
a a b b
a b a b
Stirling turn
Mersenne
Stirling
á ä
a a b
a b a
ä á
a a
a b
a a b
a b b
Brown
Pascal
á ä
Brown ¬ Stirling Ø Mersenne
ä ¯ á
Leibniz
types\values aa ab ba bb combinatorics
Leibniz aa ab ba bb m n
Mersenne aa ab ba - 2 n - 1
Brown aa ab - bb J n + m- 1
N
Stirling aa ab - - ⁄ M
k=1
S Hn, kL
n
http://memristors.memristics.com/Handouts/Kindergarten%20and%20Differences-Handouts.html
http://memristors.memristics.com/Kindergarten%20and%20Differences/Kindergarten%20and%20Diff
erences.html
Leibniz Games (Identification)
Graaphematic identity rules
‡ ‡ ¹≠ ‡
‡ ¹≠ Á
Wording
Two elements are not equal one element.
Different elements are different and not equal.
MorphoBoardGames.nb 31
Board frames
" i, j œ Board HHeigth i, Width jL :
val@BoardValue@Hi, jLDD id
=
H* vertical *L
val@BoardValue@Hi, jLDD = id
val@BoardValue@Hi + 1, jLDD,
valBBoardValue@Hi, j + 1LD, H* horizontal *L
val@BoardValue@Hi, jLDD = id
valBBoardValue@Hi, j + 1L, Hi + 1, jL, Hi + 1, j + 1LD,
with = id œ Pos1
Leibnizian game rules
r1:
n
n
n
fl [] : vertical
r2: n n n fl [] : horizontal
r1.2:
Ñ n Ñ
n n n
Ñ n Ñ
fl [] : mixed
Grid@
88Item@" ", Background -> White, Frame -> TrueD,
Item@n, Background -> Blue, Frame -> TrueD,
Item@" ", Background -> White, Frame -> TrueD Blue, Frame -> TrueD,
Item@n, Background -> Blue, Frame -> TrueD,
Item@n, Background -> Blue, Frame -> TrueD White, Frame -> TrueD,
Item@n, Background -> Blue, Frame -> TrueD,
Item@" ", Background -> White, Frame -> TrueD
32 MorphoBoardGames.nb
n l n u u l u l s s l
n u z l n l n v n w v
v w u w m n m z z z m
m w z s v z m n s e e
w l e l u e l u v z m
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
Mersenne Games (Differentiation)
The basic graphematic rules for the Mersenne differentiation calculus
Á ‡ ¹≠ ‡ Á
Á Á = ‡ ‡
The basic rules of the calculus of differentiations
Rule 1. () () = Ø
Rule 2. (()) = ()
3. Substitution rules
Wording
Rule1: A differentiation between 2 differentiations is an absence of a differentiation.
Rule2: A differentiation of a differentiation is a differentiation.
In colors
Rule1. ‡ ‡ = Ø
Rule2. ‡ = ‡
Board frames
" i, j œ Board HHeigth i, Width jL :
val@BoardValueMersenne@HHi, jL, Hi + 1, jLLDD
Mers
=
val@BoardValueMersenne@HHi, j + 1L, Hi + 1, j + 1LLDD,
with Mers = œ Rule1, Rule2
Mersennian game rules
Rule1 : Vertical HserialL
z
z
ï @D : Rule1,
Applications of Rule1
l
u
l u fl l l
fl @D
Rules2: Horizontal (parallel)
z z ï z : Rule2
Applications of Rule2
z z z ï z : Rule2
MorphoBoardGames.nb 33
e z w
e z w
s s l
ï
Ñ s l
: Rule2, environment
n w v
n w v
First steps of a run for a Mersennian Game
n z l v l s z s l z n
m e z m w e n m e z w
n l n u u l u l s s l
n u z l n l n v n w v
v w u w m n m z z z m
m w z s v z m n s e e
w l e l u e l u v z m
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
n z l v l s z s l Ñ n
m e z m w e n m e Ñ w
Ñ l n u u Ñ u l s s l
Ñ u z l n Ñ n v n w v
v Ñ u w m n Ñ z z z m
m Ñ z s v z Ñ n s e Ñ
Ñ l e Ñ Ñ e l u v z m
Ñ s v Ñ Ñ v z m Ñ w l
m n w n v z n s Ñ v z
n l e Ñ l v m n e w v
v e m Ñ s l l w v l m
Vertical
Rule1 :
l
l
,
u n
u , n
fl @D
Rule1 :
m
m ,
w z
w , z
fl @D
Horizontal, Rule2
e e fl e ,
s s , l l , u u ,
z z z
Brownian Games (Distinction)
The basic graphematic rules for the Brownian distinction calculus
Á ‡ = ‡ Á
Á Á ¹≠ ‡ ‡
Basic rules for the Brownian distinction calculus based on the graphematic rules.
Rule 1. () () = ()
Rule 2. (()) = Ø
3. Substitution rules
34 MorphoBoardGames.nb
Rule 1. () () = ()
Rule 2. (()) = Ø
3. Substitution rules
Wording
Rule1: A distinction of 2 distinctions is a distinction.
Rule2: A distinction of a distinction is no distinction.
In colors
Rule1. ‡ ‡ = ‡
Rule2.
‡ = Ø
Board frames
" i, j œ Board HHeigth i, Width jL :
val@BoardValueBrown@HHi, jL, Hi + 1, jLLDD
Brown
=
val@BoardValueBrown@HHi, j + 1L, Hi + 1, j + 1LLDD,
Brown
with = œ Rule1, Rule2
Examples
The genuine Brownian rules might be translated into the two rules:
Brownian rules :
Rule1 :
w
w
ï w : vertical, serial
Rule2 : w w ï @D : horizontal, parallel
Graphematic rules :
w
w
w
v
w
w
v
w
ï w w ï@D : vertical, horizontal
ï @D : vertical
l
u
l u ï u u
l
l
: vertical
l
u
l u
ï @D : horizontal
With horizontal chain and environment
e z w
s s l
n w v
ï
e z w
Ñ Ñ l
n w v
Direct Brownian game rules
Rule1
Vertical (linear) setting. Rule1 is sufficient to deal with uni-linear events selected from the board.
z
z
ï
z
Rule2
Has no corespondence in a uni - linear setting. HOverlapping is excludedL
Horizontal (parallel) setting.
Rule2 demands for a planar (tabular) definition of the workspace. This is realized by a parallel setting
of the event chains.
MorphoBoardGames.nb 35
z z z ï z
s s l ï l
First steps of a run for a Brownian Game
n z l v l s z s l z n
m e z m w e n m e z w
n l n u u l u l s s l
n u z l n l n v n w v
v w u w m n m z z z m
m w z s v z m n s e e
w l e l u e l u v z m
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
n z l v l s z s l Ñ n
m e z m w e n m e z w
Ñ l n u u Ñ u l s s l
n u z l n l n v n w v
v Ñ u w m n Ñ z z z m
m w z s v z m n s e e
Ñ l e Ñ Ñ e l u v z m
w s v l u v z m Ñ w l
m n w n v z n s u v z
n l e Ñ l v m n e w v
v e m w s l l w v l m
Comparison of Brownian and Mersennian games
Games under Mersenne and Brown rules are complementary. There are also dual games for each
type of games.
Stirling Games (Difference)
Stirling games have a first representation by MorphoGames.
Board frames
" i, j œ Board HHeigth i, Width jL :
val@BoardValueMorpho@HHi, jL, Hi + 1, jLLDD
mg
=
val@BoardValueMorpho@HHi, j + 1L, Hi + 1, j + 1LLDD,
with = mg œ Rule1 - Rule4
Elementary rules for morphoGames: Frame rules
Very first elementary rules for morphoGames are given by the rules for frames only. This approach is
abstracting from the specific rules (or logic) of the constellations (patterns, morphograms), and is
just taking the abstract frames, independent of their internal structure or coloring, defined by their
width and heights only and separated by their (empty) environment into account.
Frame rule1
36 MorphoBoardGames.nb
Frames of the same size which are separated, vertically or horizontally or both, by an empty environment
can be eliminated. This applies for single patterns too.
This might happen automatically by a first run. And then by pattern construction by the frame rule2.
Frame rule2
The composition of constellations (patterns) can be manipulated in all directions: the horizontal,
vertical and the diagonal.
Frame rule3
The minimum of adjacent (adjacency) of the squares have to be chosen to define the game.
The minimum adjaceny of the neigborhod of frames is obviously 1.
Adjacent by Emily Lanie
Example
First steps for a morphFrame game
Example of the first step of a morphoFrame Game with an adjency of 1.
ï
First steps of a run for a Stirling Game
n z l v l s z s l z n
m e z m w e n m e z w
MorphoBoardGames.nb 37
n l n u u l u l s s l
n u z l n l n v n w v
v w u w m n m z z z m
m w z s v z m n s e e
w l e l u e l u v z m
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
vertical, first steps
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ z n
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ z w
n Ñ Ñ Ñ Ñ l Ñ Ñ Ñ Ñ Ñ
n Ñ Ñ Ñ Ñ l Ñ Ñ Ñ Ñ Ñ
v w Ñ Ñ Ñ Ñ m Ñ Ñ Ñ Ñ
m w Ñ Ñ Ñ Ñ m Ñ Ñ Ñ Ñ
w Ñ Ñ Ñ Ñ Ñ Ñ Ñ v Ñ Ñ
w Ñ Ñ Ñ Ñ Ñ Ñ Ñ u Ñ Ñ
Ñ Ñ Ñ n Ñ Ñ Ñ Ñ u Ñ Ñ
Ñ Ñ Ñ w Ñ Ñ Ñ Ñ e Ñ Ñ
v e m w Ñ Ñ Ñ Ñ v Ñ Ñ
vertical, final first steps
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ n
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ w
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ
v Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ
m Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ v Ñ Ñ
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ
Ñ Ñ Ñ n Ñ Ñ Ñ Ñ Ñ Ñ Ñ
Ñ Ñ Ñ Ñ Ñ Ñ Ñ Ñ e Ñ Ñ
v e m Ñ Ñ Ñ Ñ Ñ v Ñ Ñ
Horizontal, first steps
n z l v l s z s l z n
m e z m w e n m e z w
n l n u u l u l s s l
n u z l n l n v n w v
v w u w m n m z z z m
m w z s v z m n s e e
w l e l u e l u v z m
w s v l u v z m u w l
m n w n v z n s u v z
n l e w l v m n e w v
v e m w s l l w v l m
Test with ReLabel
EqualBReLabelB: n z l v l s z s l z n >F,
ReLabelB: m e z m w e n m e z w >FF
ReLabel@8n, z, l, v, l, s, z, s, l, z, n
38 MorphoBoardGames.nb
ReLabel@8n, z, l
MorphoBoardGames.nb 39
6 3 4 4 6 3 4 5 2 3 1 1 4 3 5 4 1 6 4 1 3 2
5 1 4 2 6 5 6 2 5 4 2 2 4 1 3 6 1 3 1 4 1 5
5 1 4 1 5 2 3 3 4 2 6 5 3 3 5 6 6 5 6 4 6 2
2 6 1 4 5 2 4 6 1 4 1 6 5 1 1 2 4 3 3 1 6 3
6 3 6 3 5 3 1 1 3 5 5 6 2 3 3 3 3 4 6 4 6 6
1 3 2 1 6 1 5 2 5 6 6 3 4 6 3 3 4 2 6 5 5 4
4 5 3 1 2 1 2 3 1 1 6 1 5 5 3 5 2 1 5 4 6 2
2 4 6 3 3 4 4 4 6 4 6 2 5 3 2 3 4 4 5 6 1 2
2 6 5 1 3 6 1 2 4 1 1 5 3 2 5 6 1 3 2 3 1 1
4 2 4 1 2 4 4 6 6 1 2 1 4 1 3 2 3 1 2 6 6 3
3 1 2 2 4 4 1 5 5 4 4 2 6 6 4 6 3 1 3 6 5 4
2 2 5 1 6 6 2 6 2 6 1 4 5 1 1 1 6 4 2 4 5 1
5 5 6 1 4 6 1 3 1 3 3 4 1 5 2 6 3 1 4 3 3 2
1 3 5 5 1 3 5 3 5 5 5 4 2 3 5 4 6 3 4 3 6 4
4 1 2 3 2 6 2 4 1 2 2 5 6 4 3 5 5 1 5 1 2 6
Vertical
3
6
6
5
5
2
2
3
= palin
3
1
1
3
1
1
2
1
1
5
¹≠ palin,
1
1
3
1
1
2
1
1
= palin,
1
6
2
3
6
5
,
3 1
3 1
6 4
3 1
¹≠ palin, but morpho - equivalent
Horizontal
4 4 4
6 1 2
= palin1 »» palin2, palin1 ¹≠ mg palin2
3 1 1 4
4 2 2 4
= palin »» palin
4 4 1 5 5 4 4 2 6 6 = palin
1 5 5 4 4 2 = palin
2 4 4 6 6 1 = palin
Palindrome tests
40 MorphoBoardGames.nb
-ispalindrome Htnf@3, 6, 6, 5, 5, 4, 4, 3DL;
val it = true : bool
-ispalindrome Htnf@3, 1, 1, 3, 1, 1, 2, 1, 1, 5DL;
val it = false : bool
-ispalindrome Htnf@1, 1, 3, 1, 1, 2, 1, 1DL;
val it = true : bool
-ispalindrome@1, 2, 3, 1D;
val it = true : bool
-ispalindrome Htnf@1, 6, 2, 3, 6, 5DL;
val it = true : bool
-ispalindrome Htnf@3, 1, 1, 4DL;
val it = true : bool
-ispalindrome Htnf@4, 2, 2, 4DL;
val it = true : bool
-ispalindrome Htnf@6, 6, 1, 5, 5, 4, 4, 2, 6, 6DL;
val it = true : bool
- ispalindrome Htnf@1, 5, 5, 4, 4, 2DL;
val it = true : bool
- ispalindrome Htnf@2, 4, 4, 6, 6, 1DL;
val it = true : bool
Augmenting games with new elements
Up to now, the scope of the patterns, i.e. the number of elements on the board had been, once set,
constant.
From a classical, identity-oriented point of view, an addition of elements is straight forwards and
simple.
Morphogrammatics is, again, not based on identical elements, but on patterns, i.e. morphograms.
Hence, an extension of the scope of the patterns has to take the specific laws (properties, characteristics)
of morphogrammatics into account.
This leads to a morphogrammatic concept of addition (coalition). And in more complex situation to a
morphogrammatic approach to multiplication (cooperation).
Coalition
Coalition in morphogrammatics is a retro-grade recursive and super - additive operation.
Hence, a morphogrammatically adequate extension of the range of elements is not abstract but retrograde
defined by the ‘elements’ already in the game.
Steps towards a program for MorphoBoard Games
FaceNeighboursMorpho@p_, q_D :=
Map@Plus@p, q, ÒD &,
880, 1
SpotMorpho@p_, q_D := FixedPoint@
Function@y1, Union@y1, Apply@Union, Map@Select@FaceNeighboursMorpho@ÒD, Function@
x1, BoardValueMorpho@x1D ã BoardValueMorpho@First@y1DDDD &, y1DDDD, 8p