Thread: "Introducing myself and MC7D related questions"

From: joelkarlsson97@gmail.com
Date: 13 Mar 2016 08:09:38 -0700
Subject: Introducing myself and MC7D related questions




From: joelkarlsson97@gmail.com
Date: 13 Mar 2016 08:17:30 -0700
Subject: Introducing myself and MC7D related questions




From: joelkarlsson97@gmail.com
Date: Sun, 13 Mar 2016 21:15:49 -0400
Subject: Re: Introducing myself and MC7D related questions




From: Alvin Yang <alvin5553@gmail.com>
Date: 15 Mar 2016 08:11:06 -0700
Subject: Re: [MC4D] Re: Introducing myself and MC7D related questions




From: phamthihoa4444@gmail.com
Date: Wed, 16 Mar 2016 10:59:43 -0500
Subject: Re: Introducing myself and MC7D related questions



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That's cool that you've played torus Go already, since this is exactly what
the duoprisms will be! If implemented using MagicTile, torus Go would
easily work in the 3D view as well. I have to say I'm not planning on
working on this myself at the moment, but would love it if someone adapted =
the
opensource code to do it.

This past week, my brother (who now works with me at GE and is unaware of
this thread) came over to my desk with some printouts of euclidean {3,6}
and {6,3} tilings. We played a few games on them, and it was fun. I
thought {3,6} worked pretty well, even with 6 initial liberties per stone.
Perhaps the fact that there are 3 step loops helps overcome the extra
liberty situation. {6,3} didn't work well in my opinion because it is way
too easy to capture groups and create ladders. It seems like black has
much more of an advantage by going first. Maybe with some more play,
techniques could arise that make it work.

It's been great watching the games this past week and all the chatter on
social media. I'm quite happy to have some minimum understanding of the
game now.

Roice


On Wed, Mar 9, 2016 at 6:30 PM, Melinda Green melinda@superliminal.com
[4D_Cubing] <4D_Cubing@yahoogroups.com> wrote:

>
>
> It was indeed exciting, and I'm even going to predict that it was a game
> that will be remembered by history in much the same way as the pivotal
> chess game in which IBM's chess bot Deep Blue beat the world champion Gar=
y
> Kasparov with a move so brilliant that he was convinced they had cheated.
> This first of five Go games contained what appeared to me to be a similar=
ly
> devastating move by the machine. Here 8m>
> is the video capture of the live event. It's really ragged at the beginni=
ng
> as I don't think Google was prepared for all the watchers but it gets
> better over time. Game commentary is provided by a wonderful expert,
> Michael Redmond, who plays at a similarly high level and he also explains=
a
> lot of basic concepts though you can easily find many other great places =
to
> quickly learn the basics if you are interested.
>
> I've played one 13x13 game of Go on a torus and a another on a cylinder,
> and they were very interesting. The problem with the torus, and perhaps
> other polytopes, is that the lack of borders and corners leaves you feeli=
ng
> rather naked as all territory must be built in empty space. It was an
> equally strange experience going back to a normal board after just one
> small game on a torus. I'm not sure how to describe the experience but I'=
ll
> just say that it hurt my normal game for a surprising amount of time.
>
> My game on the cylinder was a little more interesting to me. I think it
> becomes natural for each player to sort of stake out one end, and then to
> create rings in the middle in such a way as to capture opponent's rings.
> You need to understand a bit about the game to understand this but it see=
ms
> to naturally come down to what are called capturing races. I think that
> playing on a torus might work well if non-square dimensions are chosen su=
ch
> that these sorts of rings become important but not too important.
>
> Go variants played on boards with different vertex valences have been
> tried but I get the feeling that 4 really is the best choice. So Roice ma=
y
> be right that a {5,4} would make for an interesting choice since it
> preserves the familiar vertices. I don't think that infinite boards will =
be
> attractive, but finite ones with negative curvature might work though the
> lack of borders and corners might be even worse than on a torus.
>
> MagicTile could be an ideal platform for testing out some of these ideas.
> There is a small but passionate population of Go players who enjoy
> exploring non-standard boards and would certainly love this idea. I like
> the idea of playing on the skeleton of duoprisms though I think the
> particular choice of duoprism will be very important to how well it adapt=
s
> to the game. If you implemented this, would it still work in the 3D view?
> As we've seen with the IRP puzzles, the 3D view was not helpful but it su=
re
> looks great and helps to explain the topology. As with the duoprisms, I
> suspect that the particular choice of IRP would be important.
>
> If you're seriously considering integrating Go into MagicTile, I suggest
> contacting some of the people in the Go community who like to play on
> non-standard boards to find out what excites them the most.
>
> -Melinda
>
>
> On 3/9/2016 9:38 AM, Roice Nelson roice3@gmail.com [4D_Cubing] wrote:
>
> Anyone catch the match last night? Melinda and I did, and are
> enthusiastically discussing it. It was awesome! You can watch the
> remaining games live here
> .
>
> To connect the excitement back to the group, I wanted to mention you can
> play Go on the 1-skeletons of 4D polytopes using an early version of
> Jenn3D. Head to the very bottom of this page
> to try. Duoprisms are
> particularly interesting, because you can use them to make boards that
> remove all the edges of a traditional board but are otherwise the same.
> Playing on polytopes feels like it would generally have too much freedom
> though, especially if single stones have more than 4 adjacent liberties.
>
> Adapting MagicTile to support Go might work well, since it would keep the
> boards as 2D surfaces. A {5,4} tiling would be a natural choice for a
> first board, and probably some of Andrea Hawksley's ideas about
> non-euclidean >
> chess would apply. But I also wonder if hyperbolic Go would be
> fundamentally flawed. Random walks in the Poincar=C3=A9 disk inevitably =
escape
> to infinity. For this reason, it is almost impossible to heat a house in
> the disk because you can't stop the heat from escaping (p37 of the book T=
he
> Scientific Legacy of Poincare
> 082184718X/>).
> I wonder then if it would similarly be almost impossible to surround
> territory in hyperbolic Go. We need to try this!
>
> Roice
>
>
>
>
>=20
>

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That's cool that you've played torus Go already, s=
ince this is exactly what the duoprisms will be!=C2=A0 If implemented using=
MagicTile, torus Go would easily work in the 3D view as well.=C2=A0 I have=
to say I'm not planning on working on this myself at the moment, but w=
ould love it if someone adapted ile">the opensource code=C2=A0to do it.

This past we=
ek, my brother (who now works with me at GE and is unaware of this thread) =
came over to my desk with some printouts of euclidean {3,6} and {6,3} tilin=
gs.=C2=A0 We played a few games on them, and it was fun.=C2=A0 I thought {3=
,6} worked pretty well, even with 6 initial liberties per stone.=C2=A0 Perh=
aps the fact that there are 3 step loops helps overcome the extra liberty s=
ituation. =C2=A0{6,3} didn't work well in my opinion because it is way =
too easy to capture groups and create ladders.=C2=A0 It seems like black ha=
s much more of an advantage by going first.=C2=A0 Maybe with some more play=
, techniques could arise that make it work.

It'=
;s been great watching the games this past week and all the chatter on soci=
al media.=C2=A0 I'm quite happy to have some minimum understanding of t=
he game now.

Roice

class=3D"gmail_extra">
On Wed, Mar 9, 2016 at=
6:30 PM, Melinda Green melinda=
@superliminal.com
[4D_Cubing] <D_Cubing@yahoogroups.com" target=3D"_blank">4D_Cubing@yahoogroups.com&g=
t;
wrote:
.8ex;border-left:1px #ccc solid;padding-left:1ex">






=20=20=20=20=20=20=20=20

=20=20
=20=20=20=20
=20=20













It was indeed exciting, and I'm even going to predict that it was a
game that will be remembered by history in much the same way as the
pivotal chess game in which IBM's chess bot Deep Blue beat the worl=
d
champion Gary Kasparov with a move so brilliant that he was
convinced they had cheated. This first of five Go games contained
what appeared to me to be a similarly devastating move by the
machine. ank">Here is
the video capture of the live event. It's really ragged at the
beginning as I don't think Google was prepared for all the watchers
but it gets better over time. Game commentary is provided by a
wonderful expert, Michael Redmond, who plays at a similarly high
level and he also explains a lot of basic concepts though you can
easily find many other great places to quickly learn the basics if
you are interested.



I've played one 13x13 game of Go on a torus and a another on a
cylinder, and they were very interesting. The problem with the
torus, and perhaps other polytopes, is that the lack of borders and
corners leaves you feeling rather naked as all territory must be
built in empty space. It was an equally strange experience going
back to a normal board after just one small game on a torus. I'm no=
t
sure how to describe the experience but I'll just say that it hurt
my normal game for a surprising amount of time.



My game on the cylinder was a little more interesting to me. I think
it becomes natural for each player to sort of stake out one end, and
then to create rings in the middle in such a way as to capture
opponent's rings. You need to understand a bit about the game to
understand this but it seems to naturally come down to what are
called capturing races. I think that playing on a torus might work
well if non-square dimensions are chosen such that these sorts of
rings become important but not too important.



Go variants played on boards with different vertex valences have
been tried but I get the feeling that 4 really is the best choice.
So Roice may be right that a {5,4} would make for an interesting
choice since it preserves the familiar vertices. I don't think that
infinite boards will be attractive, but finite ones with negative
curvature might work though the lack of borders and corners might be
even worse than on a torus.



MagicTile could be an ideal platform for testing out some of these
ideas. There is a small but passionate population of Go players who
enjoy exploring non-standard boards and would certainly love this
idea. I like the idea of playing on the skeleton of duoprisms though
I think the particular choice of duoprism will be very important to
how well it adapts to the game. If you implemented this, would it
still work in the 3D view? As we've seen with the IRP puzzles, the
3D view was not helpful but it sure looks great and helps to explain
the topology. As with the duoprisms, I suspect that the particular
choice of IRP would be important.



If you're seriously considering integrating Go into MagicTile, I
suggest contacting some of the people in the Go community who like
to play on non-standard boards to find out what excites them the
most.



-Melinda




On 3/9/2016 9:38 AM, Roice Nelson
roice3@gmail.co=
m
[4D_Cubing] wrote:



=20=20=20=20=20=20
=20=20=20=20=20=20

Anyone catch the match last night?=C2=A0
Melinda and I did, and are enthusiastically discussing it.=C2=A0 =
It
was awesome! You can watch the remaining games live tps://www.youtube.com/channel/UCP7jMXSY2xbc3KCAE0MHQ-A" target=3D"_blank">h=
ere
.




To connect the excitement back to the
group, I wanted to mention you can play Go on the 1-skeletons
of 4D polytopes using an early version of Jenn3D.=C2=A0 Head to t=
he
very bottom of arget=3D"_blank">this page=C2=A0to
try.=C2=A0 Duoprisms are particularly interesting, because you ca=
n
use them to make boards that remove all the edges of a
traditional board but are otherwise the same.=C2=A0 Playing on
polytopes feels like it would generally have too much freedom
though, especially if single stones have more than 4 adjacent
liberties. =C2=A0




Adapting MagicTile to support Go might
work well, since it would keep the boards as 2D surfaces.=C2=A0 A
{5,4} tiling would be a natural choice for a first board, and
probably some of Andrea Hawksley's reahawksley.com/non-euclidean-chess-part-2/" target=3D"_blank">ideas
about non-euclidean
chess would apply.=C2=A0 But I also
wonder if hyperbolic Go would be fundamentally flawed.=C2=A0 Rand=
om
walks in the=C2=A0Poincar=C3=A9=C2=A0disk inevitably escape to in=
finity.=C2=A0 For
this reason, it is almost impossible to heat a house in the
disk because you can't stop the heat from escaping (p37 of th=
e
book=C2=A0care-History-Mathematics/dp/082184718X/" target=3D"_blank">The
Scientific Legacy of Poincare
). I wonder then if it
would similarly be almost impossible to surround territory in
hyperbolic Go.=C2=A0 We need to try this!




Roice






=20=20





















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From: joelkarlsson97@gmail.com
Date: 18 Mar 2016 12:54:17 -0700
Subject: Re: Introducing myself and MC7D related questions




From: joelkarlsson97@gmail.com
Date: Tue, 22 Mar 2016 18:11:52 +0100
Subject: Re: Introducing myself and MC7D related questions



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Hello all,

Don't forget MagicTile !!

I have started my exercice of this year: the equivalent of GelatinBrain 4.1=
.6 (deep faceturning octahedra).
Working in MagicTile is much more efficient (over all view and macros).

Has everybody made at least one MagicTile in 2015 ? ;-)

Kind regards
Ed


----- Original Message -----=20
From: joelkarlsson97@gmail.com [4D_Cubing]=20
To: 4D_Cubing@yahoogroups.com=20
Sent: Friday, March 18, 2016 8:54 PM
Subject: [MC4D] Re: Introducing myself and MC7D related questions


=20=20=20=20





Thank you for the answers, it was really helpful!

Alvin, I would say that the stickers actually are 6D. They are, however, =
shown as orthographic projections which make them look identical to 3D cube=
s (just like an orthographic projection of a 3-cube looks like a square). B=
y the way, thank you for the right clicking tips, I had totally missed that=
. To answer your question: Yes, that would correspond to a rotation in 7D.

Phamhoant78: thank you for the great attachments! Have you done them your=
self and, if so, do I have your permission to use them in my paper?

---In 4D_Cubing@yahoogroups.com, wrote :


MC7D is hard to understand because it does not really project and the sec=
ondary dimensions looks very different from the primary. Some stickers in t=
he secondary dimension is shown as many 3d cubes. Alvin says one piece may =
have >7 s tickers, that is not true, that is one sticker but shown as many =
cubes to show which piece it belongs to.
A 2^5 can be projected to 2D like this: [Attachment 1]
A piece is marked by the dots. Three red squares are 1 sticker, not 3 sti=
ckers, hence that piece have only 5 stickers.
The reason why MC7D sometimes show 1 sticker as many cubes in shown in at=
tachment 2. It shows the process of project 2^3 -> 1D in a way similar to M=
C7D. That makes things easier to look at and distinguish.
So, 3^7 cube has stickers on 6 of its faces "sliced" (as I shown) and pro=
jected as many 4D cubes stacked.


=20=20
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=EF=BB=BF




Hello all,

 

Don't forget MagicTile !!IV>
 

I have started my exercice of this year: t=
he=20
equivalent of GelatinBrain 4.1.6 (deep faceturning=20
octahedra).

Working in MagicTile is much more efficien=
t (over=20
all view and macros).

 

Has everybody made at least one MagicTile =
in 2015=20
?  ;-)

 

Kind regards

Ed

 

 

style=3D"BORDER-LEFT: #000000 2px solid; PADDING-LEFT: 5px; PADDING-RIGHT: =
0px; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px">
----- Original Message -----

style=3D"FONT: 10pt arial; BACKGROUND: #e4e4e4; font-color: black">Fro=
m:
=20
href=3D"mailto:joelkarlsson97@gmail.com [4D_Cubing]">joelkarlsson97@gmail=
.com=20
[4D_Cubing]

To: ps.com=20
href=3D"mailto:4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com
<=
/DIV>
Sent: Friday, March 18, 2016 8:54=
=20
PM

Subject: [MC4D] Re: Introducing my=
self=20
and MC7D related questions


 =20





Thank you for the answers, it was really=20
helpful!

Alvin, I would say that the stickers actually are 6D. The=
y=20
are, however, shown as orthographic projections which make them look iden=
tical=20
to 3D cubes (just like an orthographic projection of a 3-cube looks like =
a=20
square). By the way, thank you for the right clicking tips, I had totally=
=20
missed that. To answer your question: Yes, that would correspond to a rot=
ation=20
in 7D.

Phamhoant78: thank you for the great attachments! Have you =
done=20
them yourself and, if so, do I have your permission to use them in my=20
paper?

---In 4D_Cubing@yahoogroups.com, <phamthihoa4444@...>=
=20
wrote :


MC7D is hard to understand because it does not really project and th=
e=20
secondary dimensions looks very different from the primary. Some stickers=
in=20
the secondary dimension is shown as many 3d cubes. Alvin says one piece m=
ay=20
have >7 s tickers, that is not true, that is one sticker but shown as =
many=20
cubes to show which piece it belongs to.
A 2^5 can be projected to 2D like this: [Attachment 1]

A piece is marked by the dots. Three red squares are 1 sticker, not =
3=20
stickers, hence that piece have only 5 stickers.

The reason why MC7D sometimes show 1 sticker as many cubes in shown =
in=20
attachment 2. It shows the process of project 2^3 -> 1D in a way=20
similar to MC7D. That makes things easier to look at and=20
distinguish.

So, 3^7 cube has stickers on 6 of its faces "sliced" (as I shown) an=
d=20
projected as many 4D cubes stacked.

 



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