Interesting Internet Data Sets

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June 10, 2007

Gaming the System: Nomic Rules

“. . . Nomic is a game [Peter Suber] invented in 1982. It's a game in which changing the rules is a move. The Initial Set of rules does little more than regulate the rule-changing process. While most of its initial rules are procedural in this sense, it does have one substantive rule (on how to earn points toward winning); but this rule is deliberately boring so that players will quickly amend it to please themselves. The Initial Set of rules, some commentary by [Peter Suber], and some reflections by Douglas Hofstadter, were published in Hofstadter's "Metamagical Themas" column in Scientific American in June of 1982. It was quickly translated into many European and Asian languages. Games were regularly played, and kicked off, the ARPANET, the Defense Department network which sired the Internet. Nomic has been used to stimulate artistic creativity, simulate the circulation of money, structure group therapy sessions, train managers, and to teach public speaking, legal reasoning, and legislative drafting. Nomic games have sent ambassadors to other Nomic games, formed federations, and played Meta-Nomic. Nomic games have experienced revolution, oppressive coups, and the restoration of popular sovereignty. Above all, Nomic has been fun for thousands of players around the world. For [Peter], it was intended to illustrate and embody the thesis of my book, The Paradox of Self-Amendment, that a legal "rule of change" such as a constitutional amendment clause may apply to itself and authorize its own amendment. . .” From Nomic: A Game of Self-Amendment.

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“. . . Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed. . . .” From The Paradox of Self-Amendment. Rules available here.
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“. . . Generally, nomic games tend to lead to evolving "dynasties" in which the rules remain relatively stable, and either someone wins, or the rules change drastically, preventing someone from winning, and in either case eginning a new dynasty. Sometimes nomic games can go on forever without anyone winning, and often continue seamlessly to a new dynasty when someone does win. There are even some nomic games played as blogs or by email. The general rules of a nomic game involve getting a "vote" to change the rules, players entering the game or dying (leaving), and the possibility to earn points towards winning the game, or ways to convert points into other substances. . . .” From Nomic Games.