Magic: The Gathering Is Turing Complete (2019)
arxiv.org
arxiv.org
Magic: The Gathering is Turing Complete (2019) - https://news.ycombinator.com/item?id=30502908 - Feb 2022 (1 comment)
Magic: The Gathering is Turing Complete - https://news.ycombinator.com/item?id=19847939 - May 2019 (192 comments)
Magic: The Gathering Is Turing Complete - https://news.ycombinator.com/item?id=19744072 - April 2019 (1 comment)
Magic: The Gathering Is Turing Complete (2012) - https://news.ycombinator.com/item?id=15712377 - Nov 2017 (115 comments)
Magic: The Gathering Is Turing Complete (v5) - https://news.ycombinator.com/item?id=10317224 - Oct 2015 (31 comments)
Magic: the Gathering is Turing Complete - https://news.ycombinator.com/item?id=4511384 - Sept 2012 (1 comment)
Magic: the Gathering is Turing Complete - https://news.ycombinator.com/item?id=4506865 - Sept 2012 (1 comment)
Didn't realize this before watching, but it's interesting that there's an incredibly complicated board state but the game state / actions are deterministic, e.g. the players don't have any choices about what to do once the machine is set up.
Frustrating to play against if the loop is working, but often weak on killing power if it takes a lot of sacrificing to pay the upkeep.
I remember one game decades ago where I was slowly ground down by the tapping of a solitary Tim.
Thanks for that memory.
King Arthur: What, behind the rabbit?
Tim: It is the rabbit!
King Arthur: You silly sod!
But yes it does kinda frustrate people. That's the downside of liking Magic because of it being fun to break as a system and not because you want to smash giant monsters into each other.
I don’t know what all was in it (I never played against it) but remember being regaled with tales of what happens when Opalescence and Humility come into play together as part of an effect that puts a bunch of permanents into play all with the same time stamp.
Aether Flash - Enchantment
Whenever a creature enters the battlefield, Aether Flash deals 2 damage to it.
Polyraptor - Creature - 5/5
Whenever Polyraptor is dealt damage, create a token that's a copy of Polyraptor.
Edit: I was wrong! I’ve only been playing competitively on Arena for years now. Per Rule 725.4 infinite loops are draws.
Paper magic works with infinite combos on the basis that if you can prove them, you can "fast forward".
And someone with a draw infinite combo would definitely be welcome in some player circles (see the Jhonny definition).
https://media.wizards.com/2023/wpn/marketing_materials/wpn/M...
It was clever, but also beardy AF, to use a phrase from my days of WH40K
Like, if you have an infinite mana combo, you can just keep running the steps of it to block gameplay instead of playing your fireball
For those who don't play, the most iconic infinite combo involves two cards, the first says "Whenever you gain life, an opponent loses that much life.", the second card says "Whenever an opponent loses life, you gain that much life."
These cards, when combined, do nothing... until you gain a life or an opponent takes damage. Then their effects combined means a chain reaction that repeats until your opponents are dead and you have gained as much life as they had.
There's a variety of infinite combos in MTG. Some of them involve a creature that says "Tap to add mana to your mana pool" combined with another card that says "Pay mana to untap a creature", allowing you to tap and untap an infinite number of times.
Some infinite combos involve returning a card to your hand, and recasting it which gives you the resources you need to return it to your hand and recast again. Some infinite combos involve looping a card from your discard pile repeatedly.
There are no one-card infinite combos (that would likely not make it past the testers), but there are plenty of two-card infinite combos, and an combinatorically increasing number of three and four card infinite combos.
I think there is some similarity computationally speaking between turing completeness, and the ability to construct an infinite combo in a game like MTG. An infinite allows you (the player) to continue taking the same action over and over again, accumulating some game resource in the process. This bears resemblance to the infinite tape Turing envisioned, a way to hold data. Player actions are much analogous to the instruction set. Infinites that are optional for the player (not all infinites in MTG are optional once the pieces are on the board) can also stand in for conditional statements - a key requirement of turing completeness.
I'd be interested in seeing the bare minimum number of cards required to generate turing completeness. If anybody else knows more about this domain, I would love to hear their opinions.
Infinite combos that not optional but win you the game instantly, like the sanguine bond + exquisite blood combo I mentioned earlier, means you just win.
Infinite combos that are not optional but do not win you the game result in a draw.
There's the 'donate an unsacrificable islandhome creature to an opponent who has no islands'.
Infinite amount of state based checks happen that are unavoidable, and cause the game to draw.
In paper once a player has demonstrated a loop they must choose a number of times to repeat the loop and then the game is fast forwarded to the chosen end state. For example, a player might execute a loop that could gain them infinite life, but really they must choose a point to stop. Usually that player will choose 1,000,000,000,000 or another “essentially infinite” value and the game moves on.
There are infinite loops that can draw the game, but in a tournament game if one player can take an action that would end the loop, say by destroying one of the loop pieces, that player must take that action. Only if no player can end the loop does the game end in draw.
“Some loops are sustained by choices rather than actions. In these cases, the rules above may be applied, with the player making a different choice rather than ceasing to take an action. The game moves to the point where the player makes that choice. If the choice involves hidden information, a judge may be needed to determine whether any choice is available that will not continue the loop.”
Basically if a player has open information, like an activated ability, that could end the loop that player is not allowed to not use it to keep the loop going indefinitely. If that player instead has hidden information, i.e. a card in hand, that could end the loop any player can call a judge to confirm that and force the player to end the loop.
Note this doesn’t extend past cards in hand, though. If a player has some way to search their deck for a card that could end the loop, they are not forced to search and then play that card. At that level it moves from a player intentionally delaying the game with the resources at hand or in play to a judge dictating a player’s actions.
In your games with your friends feel free to ignore this rule. If you made a deck that managed to pull it off I would think it was cool.
719.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.
The rule about choices in mandatory action comes into play for cases like an Oblivion Ring loop. If there is another valid target for the oblivion ring, you must choose it instead of forcing a draw. You can't say that you always choose the opponents Oblivion ring.
I’m still not convinced uncontrollable loops should be forcibly avoided. That seems unnatural and I’m not really against draws per se. I guess I’d just feel very angry in chess if I were forced to play a worse move and lose when a repetition leading to a draw was available.
https://research.phys.cmu.edu/biophysics/2021/01/09/nobody-c...
I'm sure it can be entertaining to try and deal the largest possible finite amount of damage, which requires finding uncommonly large numbers.
Beyond that there's the likes of Busy Beaver numbers and beyond that is Rayo's number.
Btw, Graham's Number is less than BB(49 bits) [1].
[1] https://codegolf.stackexchange.com/questions/6430/shortest-t...
Personal favorite is Squirrel's Nest + Earthcraft. Coat of Arms is optional fun lol
There are. Basalt Monolith has "tap: add 3 mana" and "3 mana: untap". It doesn't actually have any net effect without some other card triggering on that or modifying it somehow, but it actually can do an infinite number of actions by itself as one card.
This card is a staple for so many infinite combos because, just like you're saying, it adds mana (the biggest restriction to pulling off broken effects), and it can be an engine for any number of complimentary effects that trigger off tapping or untapping or reducing costs or copying triggers.
https://news.ycombinator.com/item?id=38525978 (I hacked Magic the Gathering: Arena for a 100% win rate)
https://news.ycombinator.com/item?id=38533105 (Fine-tuning Mistral 7B on Magic the Gathering Draft)
This deck has gotten cheaper in the last couple years, looks like it's currently $2400 to build.
So they only use cards with mandatory effects/triggers. Doesn't this mean that this whole work if flawed because it only applies to a subset of MTG cards?
Perhaps a hybrid card-board game with a foundation similar to Monopoly?
It's something I want to eventually help create, though I'm not in a position to put a proper effort needed to get the base created.
There are a few computer games that simulate this evolution though, no? But perhaps without the level of detail such as slippery-slope policies that an opponent [whether directed by a player or machine] may try to pass their parliament, other tactics like playing a card that successfully "manufactures consent" with the population to move various dials/levers ahead to implement turnkey authoritarianism - to then at a certain point in future once enough foundation is laid, the population not paying adequate attention to the empire - entertained excessively, the player-machine can then execute on locking down their society?
And yes, exactly what I am thinking but an interconnected system of game play-learning that is able to incorporate all these various angles of attack/approach.
I think the foundation of our education needs to focus on fortifying against the peace-freedom vs. tyranny - and some systems where all of these similar parts connect in a highly complex game, that perhaps kids can only play certain parts of it - and then where there will become "power users" who are capable of encapsulating and navigating all of it.
There's some irony (?) in that this system could also arguably be a playbook to teach tyrant-wannabes what to do, a strategy playbook to some degree, however shining light on everything, witnessing it, and not giving into fear is the answer.
And phases and timing: if you don't do anything, and I tap to attack, and THEN you lightning bolt it... then I can no longer tap it to... yeah, you get the idea.
Fun times.
Also, how consistent the rules are overall. e.g. the players themselves count as planeswalkers.
so I guess I'm just saying it's not guaranteed to work every time you draw the perfect Turing-complete hand setup because you may be foiled by a counter you don't expect
MTG has "stacks", and cards are cast-and-resolved in two separate steps. Which means cards are all cast in sequenced but then resolved in the reverse order they were cast. For example, if Player 1 casts spells A, B, C, and then Player 2 casts instant card D which reads ("cancel the prior spell") in response to Player 1's casting of C, then D resolves by popping C off the stack without C impacting the game at all, then B and A resolve
there's a chance they could recover from it, but one could always cast another Force of Will...
that is, if another neighbor didn't chose to redraw that exact time when I didn't ...
wait. are you saying I need to get rid of that one neighbor? wait.