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Thread 107175965

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Anonymous No.107175965 [Report] >>107175992 >>107179474
Desiging a game that can't be solved with computers
I think I now understand how to design a game to be basically unsolvable by computers.

Basically imagine the game is two players competing to sell more T-shirts.
One player goal is to sell more red T-shirts and the other is blue T-shirts.

But the game has 3 systems that interact using probabilistic gameplay loops like gathering the raw materials, then crafting the materials, then paying taxes and then like selling the T-shirts to npcs.

But at the same time, both players have to like exchange items in these loops to get materials and items you need but also exchange them for items and materials you have.

Eventually all items and materials are important for a clear strategy in the rules, but that strategy has a clear counter strategy, like RPS layers of counter strategies arranged in a graph of triangular relationships.
Anonymous No.107175992 [Report] >>107177699
>>107175965 (OP)
>how to design a game to be basically unsolvable by computers.
Super Mario Bros but at the end of a level you have to type in a textbox and call the dragon a nigger
insolvable by any AI LLM AGI forever.
L.H No.107177699 [Report] >>107177932
>>107175992
> gemini jailbreaks
Anonymous No.107177932 [Report]
>>107177699
show me
Anonymous No.107179474 [Report] >>107179567
>>107175965 (OP)
There's Calvinball, I can't find the source anymore, but I remember reading its complexity class is outside RE (recursively enumerable), it belongs to ALL.
RE means
>The class of decision problems for which a 'yes' answer can be verified by a Turing machine in a finite amount of time. (If the answer is 'no,' on the other hand, the machine might never halt.)
The Calvinball game is outside RE, meaning a Turing machine (a computer) may reach a point where it becomes stuck in an infinite loop when it is its turn, it doesn't even matter if an answer exists or not.
Anonymous No.107179567 [Report]
>>107179474
Are the rules of Calvinball entirely made up on the spot and change all the time? I bet it would work just fine in something like AI Dungeon