- Fri Jul 20, 2018 11:00 pm
#55807
Setup and Rule Diagram Explanation
This is an Advanced Linear Game: Balanced.
This game has only six variables and three rules, and so creating the diagram is not an especially lengthy process.
From the game scenario, we know that there are two purchasers: a private collector and a museum. There are three different periods (periods 1, 2, and 3, from earliest to latest) and that suggests a linear setup with two stacks, one for the private collector and one for the museum:
The first rule can be diagrammed as:
This rule indicates that Z cannot be from the first period (and thus must be from the second or third period), and that S cannot be from the third period (and thus must be from the first or second period). The rule also indicates that S cannot be sold to the museum and that Z cannot be sold to the private collector:
Because there are only three periods, if S is from the second period, then Z must be from the third period. Conversely, if Z is from the second period, then S must be from the first period:
The second rule can be a bit tricky to diagram. The rule states that Q is not from an earlier period than T. Many students interpret this rule to mean that T must be from an earlier period than Q; that is not correct. Although Q cannot be from an earlier period than T, Q could be from the same period as T (remember, always read the rules closely!). Consequently, this rule is best diagrammed as:
Because T and Q could be from the same period, no Not Laws can be drawn from this rule. However, if T is from the third period, then Q must also be from the third period, and if Q is from the first period, T must also be from the first period.
The third rule indicates that V is from the second period, and that consequently V cannot be from the first or third periods:
The actions of V clearly impact the first rule. If V is sold to the private collector, then S must be from the first period; if V is sold to the museum, then Z must be from the third period:
Combining all the rules and inferences together, we arrive at the following diagram for the game:
Given the amount of information in the diagram, some students ask if it would be wise to make four templates based on the position of S, V, and Z (when V is sold to the private collector, S must be from the first period and Z can be from the second or third period; when V is sold to the museum, Z must be from the third period and S can be from the first or second period). Although at first glance this may seem like a powerful strategy, it only places S, V, and Z in four arrangements, and none of those arrangements definitively place Q, R, or T. Hence, the templates provide little additional insight into the placement of the variables, and it is better to attack the game with a straightforward setup.
This is an Advanced Linear Game: Balanced.
This game has only six variables and three rules, and so creating the diagram is not an especially lengthy process.
From the game scenario, we know that there are two purchasers: a private collector and a museum. There are three different periods (periods 1, 2, and 3, from earliest to latest) and that suggests a linear setup with two stacks, one for the private collector and one for the museum:
The first rule can be diagrammed as:
This rule indicates that Z cannot be from the first period (and thus must be from the second or third period), and that S cannot be from the third period (and thus must be from the first or second period). The rule also indicates that S cannot be sold to the museum and that Z cannot be sold to the private collector:
Because there are only three periods, if S is from the second period, then Z must be from the third period. Conversely, if Z is from the second period, then S must be from the first period:
The second rule can be a bit tricky to diagram. The rule states that Q is not from an earlier period than T. Many students interpret this rule to mean that T must be from an earlier period than Q; that is not correct. Although Q cannot be from an earlier period than T, Q could be from the same period as T (remember, always read the rules closely!). Consequently, this rule is best diagrammed as:
Because T and Q could be from the same period, no Not Laws can be drawn from this rule. However, if T is from the third period, then Q must also be from the third period, and if Q is from the first period, T must also be from the first period.
The third rule indicates that V is from the second period, and that consequently V cannot be from the first or third periods:
The actions of V clearly impact the first rule. If V is sold to the private collector, then S must be from the first period; if V is sold to the museum, then Z must be from the third period:
Combining all the rules and inferences together, we arrive at the following diagram for the game:
Given the amount of information in the diagram, some students ask if it would be wise to make four templates based on the position of S, V, and Z (when V is sold to the private collector, S must be from the first period and Z can be from the second or third period; when V is sold to the museum, Z must be from the third period and S can be from the first or second period). Although at first glance this may seem like a powerful strategy, it only places S, V, and Z in four arrangements, and none of those arrangements definitively place Q, R, or T. Hence, the templates provide little additional insight into the placement of the variables, and it is better to attack the game with a straightforward setup.
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