- Mon Jan 20, 2014 12:00 am
#41241
Setup and Rule Diagram Explanation
This is a Basic Linear: Balanced, Identify the Templates game.
The first sentence of the game establishes a linear scenario of seven consecutive spaces:
The second sentence establishes that seven business will fill these spaces in a one-to-one relationship. The seven variables feature an unusual feature: instead of seven wholly separate variables, in this game there are two restaurants. While the initial inclination may be to simply label those as R and R, because of the linear factor the better approach is to label them as R1 and R2. This would then allow you to smoothly handle any rule that linked a variable to the first appearance of R (and while this does not occur in this game, this type of rule has appeared in other games, and you want to be consistent in how you represent the variables from game to game in order to best address any type of rule you encounter). Consequently, the variable set for this game appears as:
The first rule of the game presents two mutually exclusive scenarios. Thus, the best response to the first rule is to create two separate templates:
Because the first rule helpfully creates two templates, as we consider each subsequent rule, we will address them within the context of each template.
The second rule creates a minimum split block for the two Rs:
This block creates two R Not Laws on each template:
Of course, since this block rotates, it can be shown with a circle:
While this rule initially seems as if it may be troublesome because it contains four possibilities, the placement of P is already established, so this rule is easy to capture in the two templates:
The fourth rule creates a rotating not-block between T and V:
Of course, since this not-block rotates, it can be shown with a circle:
Note that no Not Laws can be drawn from this rule until one of the variables in the not-block is placed. However, because V also appears in the third rule, the connection of those two rules should be tracked throughout the game.
Combining all of the previous information results in the final setup for this game:
Note that the two templates are functionally identical. That is, adjusting for the fact that they are reversed, the two templates are mirror images of each other. This occurs because each of the rules allows for rotation in the placement of the affected variables. Thus, when an occurrence is impossible (or possible) in one template, then it will be impossible (or possible) in the other template (with the spaces flipped). For example, assume S could not be in space 3 in Template #1 (that’s not the case, but assume it is for a moment). If this were true, then S could not be in space 5 in Template #2. Or, if T could not be in space 2 in Template 2, then T could not be in space 6 in Template #1. This feature does not play a major role in the game, but it is useful in helping to solve questions such as #9.
This is a Basic Linear: Balanced, Identify the Templates game.
The first sentence of the game establishes a linear scenario of seven consecutive spaces:
The second sentence establishes that seven business will fill these spaces in a one-to-one relationship. The seven variables feature an unusual feature: instead of seven wholly separate variables, in this game there are two restaurants. While the initial inclination may be to simply label those as R and R, because of the linear factor the better approach is to label them as R1 and R2. This would then allow you to smoothly handle any rule that linked a variable to the first appearance of R (and while this does not occur in this game, this type of rule has appeared in other games, and you want to be consistent in how you represent the variables from game to game in order to best address any type of rule you encounter). Consequently, the variable set for this game appears as:
The first rule of the game presents two mutually exclusive scenarios. Thus, the best response to the first rule is to create two separate templates:
- Template #1: P in space 1, and R in space 7
- Template #2: P in space 7, and R in space 1
Because the first rule helpfully creates two templates, as we consider each subsequent rule, we will address them within the context of each template.
The second rule creates a minimum split block for the two Rs:
This block creates two R Not Laws on each template:
- Template #1: P in space 1, and R in space 7
- Template #2: P in space 7, and R in space 1
Of course, since this block rotates, it can be shown with a circle:
While this rule initially seems as if it may be troublesome because it contains four possibilities, the placement of P is already established, so this rule is easy to capture in the two templates:
- Template #1: P in space 1, and R in space 7
- Template #2: P in space 7, and R in space 1
The fourth rule creates a rotating not-block between T and V:
Of course, since this not-block rotates, it can be shown with a circle:
Note that no Not Laws can be drawn from this rule until one of the variables in the not-block is placed. However, because V also appears in the third rule, the connection of those two rules should be tracked throughout the game.
Combining all of the previous information results in the final setup for this game:
Note that the two templates are functionally identical. That is, adjusting for the fact that they are reversed, the two templates are mirror images of each other. This occurs because each of the rules allows for rotation in the placement of the affected variables. Thus, when an occurrence is impossible (or possible) in one template, then it will be impossible (or possible) in the other template (with the spaces flipped). For example, assume S could not be in space 3 in Template #1 (that’s not the case, but assume it is for a moment). If this were true, then S could not be in space 5 in Template #2. Or, if T could not be in space 2 in Template 2, then T could not be in space 6 in Template #1. This feature does not play a major role in the game, but it is useful in helping to solve questions such as #9.
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