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deploy: b7bb905
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clabby committed Mar 23, 2024
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7 changes: 5 additions & 2 deletions experimental/fault-proof/stage-one/fault-dispute-game.html
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Expand Up @@ -488,8 +488,11 @@ <h3 id="resolution"><a class="header" href="#resolution">Resolution</a></h3>
Each claim within the game is the root of its own sub game. These subgames are modeled as nested DAGs, each with a max
depth of 1. In order for a claim to be considered countered, only one of its children must be uncountered. Subgames
can also not be resolved until all of their children, which are subgames themselves, have been resolved and
the potential opponent's chess clock has run out. Because each claim is the root of its own sub-game,
truth percolates upwards towards the root claim by resolving each individual sub-game bottom-up.</p>
the potential opponent's chess clock has run out. To determine if the potential opponent's chess clock has ran out, and
therefore no more moves against the subgame are possible, the duration elapsed on the subgame root's parent clock is
added to the difference between the current time and the timestamp of the subgame root's creation. Because each claim
is the root of its own sub-game, truth percolates upwards towards the root claim by resolving each individual sub-game
bottom-up.</p>
<p>In a game like the one below, we can resolve up from the deepest subgames. Here, we'd resolve <code>b0</code>
to uncountered and <code>a0</code> to countered by walking up from their deepest children, and once all children of the
root game are recursively resolved, we can resolve the root to countered due to <code>b0</code> remaining uncountered.</p>
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7 changes: 5 additions & 2 deletions print.html
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Expand Up @@ -6519,8 +6519,11 @@ <h3 id="resolution"><a class="header" href="#resolution">Resolution</a></h3>
Each claim within the game is the root of its own sub game. These subgames are modeled as nested DAGs, each with a max
depth of 1. In order for a claim to be considered countered, only one of its children must be uncountered. Subgames
can also not be resolved until all of their children, which are subgames themselves, have been resolved and
the potential opponent's chess clock has run out. Because each claim is the root of its own sub-game,
truth percolates upwards towards the root claim by resolving each individual sub-game bottom-up.</p>
the potential opponent's chess clock has run out. To determine if the potential opponent's chess clock has ran out, and
therefore no more moves against the subgame are possible, the duration elapsed on the subgame root's parent clock is
added to the difference between the current time and the timestamp of the subgame root's creation. Because each claim
is the root of its own sub-game, truth percolates upwards towards the root claim by resolving each individual sub-game
bottom-up.</p>
<p>In a game like the one below, we can resolve up from the deepest subgames. Here, we'd resolve <code>b0</code>
to uncountered and <code>a0</code> to countered by walking up from their deepest children, and once all children of the
root game are recursively resolved, we can resolve the root to countered due to <code>b0</code> remaining uncountered.</p>
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2 changes: 1 addition & 1 deletion searchindex.js

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2 changes: 1 addition & 1 deletion searchindex.json

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