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To N.Y. G. A. meeting @ CERIMA. When I got there Anthur &  <br>
To N.Y. G. A. meeting @ CERIMA. When I got there Anthur &  <br>
Wald were showing <u>ALCHEMY</u> to two tellows and ignored me. When Claude came we played a Nim g GAMEo he developed from a puzzle. Ten cards are placed face ap in... a circle, Players in turn start from any face up card and, counting it as count & in either direction and landing... on another facę up card turn it face down, when a player ? can't make such a move he has lost I discovered that the and player can fonce a win by maintaing syrometry, this can probebly be corrected by using 11 cards. - We then played a GAME against a game learning machine There is a game theory payoff chart as shown.com
Wald were showing <u>ALCHEMY</u> to two fellows and ignored <br>
There are 20 each of RED 12
me. When Claude came we played a Nim <u>GAME</u> he developed <br>
blue, green, and red pas. ( Claude used links of necklaces which he buys... GREEN EDB by the ppound), 10 of each color are placed
from a puzzle. Ten cards are placed face up in <br>
a bag and so of each are left on the BLUE D121151 table. One player plays against the "machine"
a circle. Players in turn start from any face up card and, <br>
He to chooses any one of the 3 strategies and a t then draws a pc from the bag, The
counting it as 1, count 4 in either direction and landing <br>
intersection determines the gain or loss - for the playen, score is kept of the players and the machine's score and the first to reach 10o determines the outcome. Each time the player scores the pe, pulled is left out of the bag. Each time the machine scores the po pulled is returned to the bag plus one from the table. A player can switch strategies whenever he wants...
on another face up card turn it face down. When a player <br>
It was interesting but strategy Y handly seemed worth using, we tried the following Variations of the chart but couldn't bring y into play : -  
can't make such a move he has lost. I discovered that <br>
the 2nd player can fonce a win by maintaining symmetry.  <br>
This can probably be corrected by using 11 cards. <br>
We then played a <u>GAME</u> against a game learning <br>
machine. There is a "game theory" payoff chart as shown. <br>
There are 20 each of blue, green, and red pcs.  <br>
 
[Diagram of a 3 x 3 grid populated with numbers: <br>
1  2  -20 <br>
-1  -3  1 <br>
-1  2  15 <br>
All negative numbers are circled.]
 
(Claude used links of necklaces which he buys <br>
by the pound). 10 of each color are placed <br>
in a bag and so of each are left on the   <br>
table. One player plays against the "machine", <br>
He <s>can</s> chooses any one of the 3 strategies <br>
and <s>tell</s> then draws a pc from the bag. The <br>
intersection determines the gain or loss(-)  <br>
for the player. A score is kept of the players and the <br>
machine's score and the first to reach 100 determines <br>
the outcome. Each time the player scores the pc. pulled is <br>
left out of the bag. Each time the machine scores the <br>
pc. pulled is returned to the bag plus one from the table. A <br>
player can switch strategies whenever he wants. <br>
It was interesting but strategy Y hardly seemed worth <br>
using. We tried the following variations of the chart but <br>
couldn't bring Y into play : -  


[Diagrams of four 3 x 3 grids. Each square in each grid is populated with a number ranging from -20 to +15. The negative numbers are all circled and there are 4 nagatives in every 3 x 3 grid.]
[Diagrams of four 3 x 3 grids. Each square in each grid is populated with a number ranging from -20 to +15. The negative numbers are all circled and there are 4 nagatives in every 3 x 3 grid.]


(cont. on 7/17)
(cont. on 7/17)