RE: AI for MWIF - Belgium
Posted: Sun Sep 28, 2008 5:07 pm
Orm is right about the designer's intend to a no memory game. Sure, there are needs of memory very often too, but the general tendency is as he described in post #33.ORIGINAL: FrederyckORIGINAL: Orm
You can place a numbered marker on the HQ that marks the number of "dubblings" left for the HQ in the impulse.
Of course. I didn't say that there were no solutions. I merely pointed out that the rules aren't stringent in regards to memory.
ORIGINAL: Orm
There are places that the game needs a memory like, for example, who controls a hex and so on (there are simply not enough markers to mark control of every empty hex in the game). That does not change the fact that the intent of the designer was that WIF would be a game without memory.
-Orm
Exactly. But as you've shown with yet another example, the intent isn't applied to 100% of the rules. Thus, we can't use that intent as a *definite* proof of how a specific rule is supposed to be played.