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Board DescriptionThis map is an entry in a WarGear map making competition (Theme: 'Educational'). Starting positions are random in some scenarios, but no "dice" are rolled during the game. This map is a bit more complicated than a typical map (and a bit more slowly paced). Unless you are already familiar with the idea of Finite State Machines, I recommend you play the training scenario first, and just read the "Your First Few Turns" section below. Walkthrough, screenshots, discussion: http://www.wargear.net/forum/showthread/3220p1 THIS MAP RELIES HEAVILY ON WARGEAR FACTORIES. FACTORIES ARE CONTINENTS THAT PLACE UNITS (POSITIVE & NEGATIVE) AUTOMATICALLY FOR YOU. FACTORY PLACEMENT OF UNITS OCCURS BEFORE YOU (THE PLAYER) GET TO PLACE UNITS. Your First Few Turns and a bit more (written for player 1. Player 2, think left/right -> right/left). When the game begins, your arrow territory points to the first row (state #0) which has a 'move right' action.
The arrow will stay in this position and your snake will continue to move to the right one square every turn if you do nothing but end your turn. If you take one (or more) of the bits in the first row, then the next turn your arrow will move to a different state. It takes another turn for the change of state to take affect and you will move in the new direction, so you have to plan one step ahead. If you dont also set the 'next state' area for your new state, you will now oscillate between state #0 and the new state. Try not to run off the board, or run into anything. If you turn 180 degrees (e.g. left to right, etc.) in one turn, you will run into your own tail and die. Details A Finite State Machine (FSM) is a very simple computer, like the controller for the lights at an intersection. A FSM has a number of different states, and is in one state at a time. A Transition Table shows for each state what the next state will be. The first player (teal) is on the left side of the board. The second player (orange) is on the right side of the board. Computer programs often start counting with 0, so the first player is player #0 and the second player is player #1. In between the two players is the battleground where your 'snake' lives. Each player is playing a 'snake' type game. To win you must keep your 'snake' alive. Your snake has a head (diamond) and a tail (square w/diamond cutouts). Each turn your head moves one square, and your tail grows behind it. If your head 'eats' the opponent head you win. If your head goes off the board, or runs into a tail segment (yours or your opponent) you lose. Your FSM has 8 states (1 per row), labeled in binary: 000, 001, 010, 011, 100, 101, 110, 111. The current state is pointed to by an arrow territory (a Program Counter) on the left side of your area. (e.g. 0-pc-3 indicates the #3 State for player #0). You can not interact with the 8 arrows directly. Instead you modify the 'Next State' column in your transition table, and then a round later, the PC arrow moves automatically before your turn starts. To modify the "next state" column you can set bits by attacking from your bit bank, and you can remove bits by attacking from the bit to /dev/null. (In Unix-like operating systems, /dev/null is a special place that discards all data written to it.) Your bit bank starts with two bits, and you get another two bits every 3 "clock cycles" (i.e. turns). A trio of square waves (to the right ofyour bit bank) tracks your clock cycles. (In electronics and especially digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is utilized like a metronome to coordinate actions of circuits.) Each state of your FSM has an associated Direction. At the beginning of your turn your snake head will travel one unit in the direction of your current state, then advance to the next state. This means that the direction associated with the 'current state' (i.e the row with a light up arrow) will not be executed until the beginning of your next turn. Scenarios Training - Simplest scenario useful while learning the board, but probably boring once mastered. Start with some extra bits and an extra attack. Random Bits - Start with some random bits in your FSM. Random Walls - Start with some random walls. Random Bits and Walls - Random bits & random walls. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionThis map is an entry in a WarGear map making competition (Theme: 'Educational'). Starting positions are random in some scenarios, but no "dice" are rolled during the game. This map is a bit more complicated than a typical map (and a bit more slowly paced). Unless you are already familiar with the idea of Finite State Machines, I recommend you play the training scenario first, and just read the "Your First Few Turns" section below. Walkthrough, screenshots, discussion: http://www.wargear.net/forum/showthread/3220p1 THIS MAP RELIES HEAVILY ON WARGEAR FACTORIES. FACTORIES ARE CONTINENTS THAT PLACE UNITS (POSITIVE & NEGATIVE) AUTOMATICALLY FOR YOU. FACTORY PLACEMENT OF UNITS OCCURS BEFORE YOU (THE PLAYER) GET TO PLACE UNITS. Your First Few Turns and a bit more (written for player 1. Player 2, think left/right -> right/left). When the game begins, your arrow territory points to the first row (state #0) which has a 'move right' action.
The arrow will stay in this position and your snake will continue to move to the right one square every turn if you do nothing but end your turn. If you take one (or more) of the bits in the first row, then the next turn your arrow will move to a different state. It takes another turn for the change of state to take affect and you will move in the new direction, so you have to plan one step ahead. If you dont also set the 'next state' area for your new state, you will now oscillate between state #0 and the new state. Try not to run off the board, or run into anything. If you turn 180 degrees (e.g. left to right, etc.) in one turn, you will run into your own tail and die. Details A Finite State Machine (FSM) is a very simple computer, like the controller for the lights at an intersection. A FSM has a number of different states, and is in one state at a time. A Transition Table shows for each state what the next state will be. The first player (teal) is on the left side of the board. The second player (orange) is on the right side of the board. Computer programs often start counting with 0, so the first player is player #0 and the second player is player #1. In between the two players is the battleground where your 'snake' lives. Each player is playing a 'snake' type game. To win you must keep your 'snake' alive. Your snake has a head (diamond) and a tail (square w/diamond cutouts). Each turn your head moves one square, and your tail grows behind it. If your head 'eats' the opponent head you win. If your head goes off the board, or runs into a tail segment (yours or your opponent) you lose. Your FSM has 8 states (1 per row), labeled in binary: 000, 001, 010, 011, 100, 101, 110, 111. The current state is pointed to by an arrow territory (a Program Counter) on the left side of your area. (e.g. 0-pc-3 indicates the #3 State for player #0). You can not interact with the 8 arrows directly. Instead you modify the 'Next State' column in your transition table, and then a round later, the PC arrow moves automatically before your turn starts. To modify the "next state" column you can set bits by attacking from your bit bank, and you can remove bits by attacking from the bit to /dev/null. (In Unix-like operating systems, /dev/null is a special place that discards all data written to it.) Your bit bank starts with two bits, and you get another two bits every 3 "clock cycles" (i.e. turns). A trio of square waves (to the right ofyour bit bank) tracks your clock cycles. (In electronics and especially digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is utilized like a metronome to coordinate actions of circuits.) Each state of your FSM has an associated Direction. At the beginning of your turn your snake head will travel one unit in the direction of your current state, then advance to the next state. This means that the direction associated with the 'current state' (i.e the row with a light up arrow) will not be executed until the beginning of your next turn. Scenarios Training - Simplest scenario useful while learning the board, but probably boring once mastered. Start with some extra bits and an extra attack. Random Bits - Start with some random bits in your FSM. Random Walls - Start with some random walls. Random Bits and Walls - Random bits & random walls. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionThis map is an entry in a WarGear map making competition (Theme: 'Educational'). Starting positions are random in some scenarios, but no "dice" are rolled during the game. This map is a bit more complicated than aa typical map (and a bit more slowly paced). Unless you are already familiar with the idea of Finite State Machines, I recommend you play the training scenario first, and just read the "Your First Few Turns" section below. Walkthrough with screenshots: https://sites.google.com/a/prestopnik.com/wgame/map/finite-state-machine/how-to-play Discussion: http://www.wargear.net/forum/showthread/3220p1 THIS MAP RELIES HEAVILY ON WARGEAR FACTORIES. FACTORIES ARE CONTINENTS THAT PLACE UNITS (POSITIVE & NEGATIVE) AUTOMATICALLY FOR YOU. FACTORY PLACEMENT OF UNITS OCCURS BEFORE YOU (THE PLAYER) GET TO PLACE UNITS. Your First Few Turns and a bit more (Written for Teal. Orange think left/right -> right/left). When the game begins, your arrow territory points to the first row (state 000) which has a 'move right' action.
The arrow will stay in this position and your snake will continue to move to the right one square every turn if you do nothing but end your turn. If you put one (or more) bits in the first row, then the next turn your arrow will move to a different state. It takes another turn for the change of state to take effect and you will move in the new direction, so you have to plan one step ahead. If you don't also set the 'next state' area for your new state, you will now oscillate between state 000 and the new state. Try not to run off the board or run into anything. If you turn 180 degrees (e.g. left to right, etc.) in one turn, you will run into your own tail and die, so (for example) do not put 010 or 100 into the first row!. Details A Finite State Machine (FSM) is a very simple computer, like the controller for the lights at an intersection. A FSM has a number of different states and is in one state at a time. A Transition Table shows for each state what the next state will be. The first player (teal) is on the left side of the board. The second player (orange) is on the right side of the board. Computer programs often start counting with 0, so the first player is player #0 and the second player is player #1. In between the two players is the battleground where your 'snake' lives. Each player is playing a 'snake' type game. To win you must keep your 'snake' alive. Your snake has a head (diamond) and a tail (square w/diamond cutouts). Each turn your head moves one square, and your tail grows behind it. If your head 'eats' the opponent's head you win. If your head goes off the board or runs into a tail segment (yours or your opponent) you lose. Your FSM has 8 states (1 per row), labeled in binary: 000, 001, 010, 011, 100, 101, 110, 111. The current state is pointed to by an arrow territory (a Program Counter) on the left side of your area. (e.g. 0-pc-3 indicates the #3 State (011) for player #0). You can not interact with the 8 arrows directly. Instead you modify the 'Next State' column in your transition table, and then a round later, the PC arrow moves automatically before your turn starts. To modify the "next state" column you can set bits by attacking from your bit bank, and you can remove bits by attacking from the bit to /dev/null. (In Unix-like operating systems, /dev/null is a special place that discards all data written to it.) Your bit bank starts with two bits, and you get another two bits every three "clock cycles" (i.e. turns). A trio of square waves (to the right of your bit bank) tracks your clock cycles. (In electronics and especially digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is utilized like a metronome to coordinate actions of circuits.) Each state of your FSM has an associated Direction. At the beginning of your turn your snake head will travel one unit in the direction of your current state, then advance to the next state. This means that the direction associated with the 'current state' (i.e the row with a light up arrow) will not be executed until the beginning of your next turn. Scenarios Training - Simplest scenario useful while learning the board, but probably boring once mastered. Start with some extra bits and an extra attack. Random Bits - Start with some random bits in your FSM. Random Walls - Start with some random walls. Random Bits and Walls - Random bits & random walls. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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