Thursday, December 27, 2007

wavelength




These 12 arcs and 6 straight lines may be arranged to former a geometric design resembling a 6 pointed 'ornamental snowflake' where one set of three 'primay' colors (blue, yellow, red) or one set of three 'secondary' colors (violet, green, orange) each with arcs leading from the center, in turn meeting an opposite directional pair of arcs, such that 'complementary' color pairs lie on the same line vector (as radii, circumference to center, center to circumference)

Perhaps it may seem 'unclear' as to what the potential of this 'nuclear' concept – defined as fusions and fissions could possibly have to do with game-puzzles or gaming in general. The idea is that playing pieces, represented by colors of the visual light spectrum, can be imagined as being atomic particles in motion, and as such being attracted / created) and repelled / destroyed) electro-magnetically or atomically in a manner analogous to the combining of colors on an artist’s palette

As for real-world physics you might enjoy this link:
http://www.physicscentral.com/pictures/2004/circle.html

A pair of dice can represent two choices for piece movement if: Violet, is the smallest (1) but fastest (6) while Red is the largest (6) yet slowest (1) particle, then similarly Blue is (2,5) – Green (3,4) –Yellow (4,3) and Orange(5,2)... Primary pairs ‘fuse’ secondaries while Secondary pairs ‘fission’ primaries in a kind of Chicken & the Egg flux. Try creating your own CIRCLE GAME using these definitions with 1, 2, or 3 pieces of each color. The fewer the rules the better. Please post your ideas as a comment.

You may prefer to inquire about ORBITSZ* © rt 1984 which expands this concept using 6 pieces of each in a game of cosmic pool applying the principles of potential and kinetic energy. Or you may wish to help me develop its evolution STOPPING LIGHT © rt
[* part of a trilogy which includes OPTSZ © rt 1983 and CORNERSTONESZ © rt 1995 designed using the ORIGINSZ © raytyler 1982-89 geometric system – a generic tool for game creation, whose origins have been traced to antiquity.

The ultimate play objective within this game system is to awaken the full creative and imaginative powers of the individual in a manner to produce residual benefits in the real world. Rather than being a passtime, hobby, or escape, the challenge is to learn, discover and explore the synergy of possibilities leading to the development of problem-solving skills, methods , systems and tools in order to influence necessary changes to economic, social, and political systems and their effect on eco-systems and the global environment.

Through a return to first principles we can attempt to resolve fundamental issues by developing a model which shows the “Divine Connection” of all thoughts, events and things. This is an invitation to make a quantum leap into an Age of Renaissance founded upon a new currency, not the material standard of gold, but the eternal standard of mind: thought, reason and above all the spirit of imagination. The collective will of a finely tuned universal mind must ultimately prevail, given the inherent nihilism prevalent of the modern state. Only when ‘ends and means’ are part of the same continuum whose 'raison d'être' or justification is the effective management of our resources for the benefit of all peoples can we evolve beyond conflict, strife, and misery measured by the full realization of our potential……peace on earth © Ray Tyler

Wednesday, July 26, 2006

The Ultimate Globalization Game



The hands on puzzle-gaming feature is the laying of the directional / mosaic tiles upon the Universal Grid. The significant experience is the transcendence 'beyond words' through the use of form & color in a geometric paradigm where number becomes analogous to order in space. The challenge is to find 'patterns' wherein groupings of tiles yield equivalence between the cardinal and ordinal values. When extrapolated through the use of the underlying principle of recursion the matrix of permutations produces combinatorial outcomes analogous to fractal like cellular automata which can be further projected as binary trees through successive substitutions. Intuitively I sense there are applications in cryptography, information technologies or computer programming algorithms which extend beyond my practical capacity to concretely elaborate. I have however explored innumerable gaming themes employing the two sets of tiles. The 5x5 grid expands to a 9x9 and in turn 'projects' to a 10x10 ( hence includes the 8x8 Chessboard itself a projection from the 5x5). This shift between odd and even grids was the practical method of addressing incommensurability. Note that 4 groups of Ordinals having one member from each of 6 functional sets (the 8 harmonic 'chess knight moves are split into 2 symmetries) add up to 75 (x 4 =300). After the substitution of O & X harmonic values, sets [10 + 50 = 60 ] four sets of Cardinal values in turn add to 60 each in the resulting Magic Squares , hence 60 x 5 = 300. Perfect solutions are possible where the sum of a grouping of Cardinal values equal the sum of their Ordinals. The initial Ordinal Master to my knowledge has no Cardinal equivalent Magic square, at least not one of the classic Nasik symmetries employed in this illustration.

The conversion (by substitution of the harmonic determinants) of an in ideal* (PACHISI) mapping of its alpha(numeric-equivalent) ORDINAL values into its corollary Nasik 5x5 (pan-diagonal) Magic squares - that is the O and X symmetries - results in two unique mappings of numeric CARDINAL values (which also can be expressed in alpha equivalent terms) in turn results in the necessary re-mapping of their corresponding ordinals. NOTE: The CHATURANGA (Chess pre-cursor) functions have the two CARDINAL (O&X) symmetries which can be represented by choosing different ORDINAL set mappings. Consequently a 'random' mapping of the ORDINAL numbers 1-24 (could be seen as nevertheless as numeric CARDINALS which might be a non-Nasik Magic Square), once determining their ORDINAL groupings, similar comparisons can be explored. In this example O rule SYNCHRONICITY occurred for E(5) = 7(g) and G(7) = 19(t). * 4 perfect rectangular groups of 6 tiles with one member from each of the 4 functional sets with the 5th split 'lemma'-like tiles or knight moves divided into L's (leapers) an J's (jumpers). A special format has been designed for 'BINGO for DUMMYS' as an elementary introduction to 'MAGICIS', the advanced extrapolation of 'PEACEMASTER' wherein the recursion cycle acts as the gateway the 'ORIGINSZ' geometric design system opening upon the trilogy: 'OPT', 'ORBITS' & 'CORNERSTONE', each game in a classic board game which can be readily extended through computer development. Of course the colored sets of tiles make this an aesthetically pleasing puzzle game. My concern has never been whether or not the ORIGINSZ system will sell, but rather can it be sold in a manner to effect true change in the psyche of man-un-kind. We are what we play. The ultimate globalization game must become one of peace - as each player can become a master and so affect our collective fate. There has never been a time where this is more urgent: let's fly a new Flag!

M = 1 N = 2 P = 3 Q = 4 < > V = 5 W = 10 Y = 15 Z = 20
HARMONICS as the determinants of NASIK Magic Squares

rule symmetry O <> X rule symmetry

B , A , D , C = A , B , C , D = D , C , B , A

E , H , G , F = E , F , G , H = F , E , H , G

L , I , J , K = I , J , K , L = J , K , L , I

------?------ = R , S , T , U = ------?------

(The answers are available upon request - as are more questions)