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Boardgame.io: State management and more for turn-based games

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Re: Boardgame.io: State management and more for turn-based games

#12

Is there a good resource on category theoretical or linear logical game design?

Can you explain this more? What do you mean by "category theoretical" game design?

You model things in the game using category theory.

Re: Boardgame.io: State management and more for turn-based games

#13

Earlier quoted context omitted.

Can you explain this more? What do you mean by "category theoretical" game design?

You model things in the game using category theory.

I'm not sure what you mean by that. What about board games do you expect to fruitfully from using category theory insights?

Re: Boardgame.io: State management and more for turn-based games

#16
Oh man that's interesting. Clearly a WIP, but there's a lot of potential there.

If the person who made this is around: I'm the author of Fireplace (https://github.com/jleclanche/fireplace/), a Hearthstone simulator, and I worked a ton on the Hearthstone game state protocol (docs: https://hearthsim.info/docs/gamestate-protocol/). Hit me up by email (profile) or Discord (jleclanche @ https://discord.gg/hearthsim-devs), I bet we could have a really interesting knowledge exchange :)

This is making me want to try to implement a Hearthstone prototype in it to see if it's feasible. I've been dying to implement a copy-on-write Hearthstone simulator. Although this seems to tie the game logic with the protocol quite tightly, which hopefully is fixable or can be worked around; one of the designs I worked on with my simulator was a pluggable game state protocol to allow separation of a game state server that dispatches the gamestate data from the simulator itself that could then be implemented in any language. Incidentally, this allowed our Hearthstone replayer (written in React: https://github.com/HearthSim/Joust) to connect to "real" games and be a live client, in a way that is eerily similar to this project's showcase.

Re: Boardgame.io: State management and more for turn-based games

#18
post #13

Earlier quoted context omitted.

You model things in the game using category theory.

I'm not sure what you mean by that. What about board games do you expect to fruitfully from using category theory insights?

Exposing the underlying transformation structure.

Re: Boardgame.io: State management and more for turn-based games

#19

Is there a good resource on category theoretical or linear logical game design?

Check out Chris Martens' work, like her thesis "Programming Interactive Worlds with Linear Logic":

http://www.cs.cmu.edu/~cmartens/thesis/

(or some of the shorter papers on her website)

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