HDTenEightyP/NetNews huggingface dataset:
From: sos@oz.plymouth.edu (Steffan O'Sullivan)
Subject: Timeline (was Re: Commercial Abstract Games)
Organization: Plymouth State College - Plymouth, NH.
Date: Sat, 21 Nov 92 00:50:32 GMT

I see I forgot the address for Timeline in my post on it.  This is the
address as of 1990, when I last spoke with George Marino, the game
designer:

Geo Games
24 Tupelo
Naperville, IL  60540

I paid $10 for it, but you should enquire before sending money if
interested.

-- 
  - Steffan O'Sullivan		         sos@oz.plymouth.edu
Newsgroups: rec.games.abstract
From: ksdavis@silver.ucs.indiana.edu (Karleenus Schwartz Davis)
Subject: Re: New game: Think Small
Organization: Indiana University
Date: Thu, 19 Nov 1992 22:29:41 GMT

In article <16NOV199217120726@zeus.tamu.edu> dwr2560@zeus.tamu.edu (RING, DAVID WAYNE) writes:
>darse@cs.UAlberta.CA (Darse Billings) writes...
>>>Just so everybody knows, I sent the number 4.
>>
>>Curiously, consider the consequences if one player shows everyone else that
>>she has sent the number 1.  Now what do you do?  If everyone else acts
>>rationally, avoiding 1 because it is a sure loss, then she wins.  Therefore,
>>someone must act either irrationally, or superrationally!
>
>Now I'm VERY curious. Did any of the 12 others actually roll dice or something
>to determine whether to sacrifice yourselves? What probability did you use?

Well, do you want to lose, period, guaranteed, or do you want to have
a chance at winning?  Incidentally, had I entered, I'd have sent an
announced number because I'm just rotten.  'Course, I'd lose, but
that's the price ya pay for raining on someone else's parade.

(Promise me, nobody lie next time?)

-sz
From: dubach1@husc10.harvard.edu (joev dubach)
Newsgroups: rec.games.abstract
Subject: Re: Checkers
Date: 18 Nov 92 10:10:41 GMT
Article-I.D.: husc10.DUBACH1.92Nov18021041
Organization: Harvard Arts and Sciences Computer Services, Cambridge, MA
In-reply-to: breuker@cs.rulimburg.nl's message of Tue, 17 Nov 1992 13:38:51 GMT

Was Chinook programmed to go all-out for a win in the last game?  If
not, (ignoring the forfeit) I'd say that Tinsley won 3-2-33; if so,
then he won 3-2-33 with qualifications.  How did the forfeit occur?

Joev
--
_____________________________________________________
DDDDDDDDD   JJJJJJ      | Joev Dubach
     D      J     J     | dubach1@husc.harvard.edu
     D      J     J     | 249 North Mail Center
D    D      J     J     | Harvard University
DDDDD    *  JJJJJJ  *   | Cambridge, MA 02138
Newsgroups: rec.games.abstract
From: summers%sanctum.cs.utah.edu@cs.utah.edu (Jim Summers)
Subject: Re: Gale's Game
In-reply-to: peter@techbook.com's message of Fri, 20 Nov 1992 08:13:50 GMT
Organization: U of Utah
Date: 20 Nov 92 13:38:40

In article <By09KA.2nJ@techbook.com> peter@techbook.com (Peter Sarrett) writes:

   From: peter@techbook.com (Peter Sarrett)
			   GALE'S GAME
   Gale was a mathematician of the 19th century who invented
   and studied a number of funny games, amongst which the one
   discussed in this message, that I will refer to as "Gale's Game".

   Gale's Game is a pretty simple paper and pencil game that involves
   2 players and an ordinary (rectangular, m*n squares) grid.

   The players play in turns; the one who plays last has lost.
   Playing consists in choosing a free square and then colouring
   the squares which are above and/or right of the chosen square.
   The coloured squares cannot be chosen again.
   Quite abviously, the last move consists in choosing the lower
   leftmost square.

   Here are the moves of a (rather silly) game on a 3*2 grid:
   Player2 plays A1:

	1   2   3
	--- --- ---
    A  |*** *** ***|

    B  |___ *** ***|



   Player1 plays B1 (and loses...):

	1   2   3
	--- --- ---
    A  |*** *** ***|

    B  |*** *** ***|



I'm confused here.  On any MxN board, doesn't player 1 just have to play
at (M-1, 1) to win? i.e.



	1   2   3         N
	--- --- --- ...  ---
    A  |*** *** *** *** *** |

    B  |*** *** *** *** *** |

       |....................|
 MM-1  |XXX *** *** *** *** |

   MM  |___ *** *** *** *** |




LostBoy
jim
From: starback@student.docs.uu.se (Per Starb{ck)
Newsgroups: rec.games.abstract
Subject: Connect-Four (Was: World Othello Championships)
Date: 15 Nov 92 12:06:36 GMT
	<TOMF.92Nov12103920@ai.gte.com> <1e2rkeINNeqn@gap.caltech.edu>
Organization: Uppsala University, Sweden
NNTP-Posting-Host: minsk.docs.uu.se
In-reply-to: keith@cco.caltech.edu's message of 14 Nov 1992 12:32:14 GMT

Keith Allan Schneider <keith@cco.caltech.edu> wrote:
> Also, surely some smaller games (such as Connect-Four, the thing where you'd
> drop checkers into this slot thing, trying to get four-in-a-row.  I'm
> not sure of its dimensions, but it woudln't seem too difficult to do)
> have been "solved".  Has anything interesting been found?

I have saved a couple of articles posted on Connect-Four to
rec.games.programmer in October 1988.  First one on the October 1 by
James D. Allen <jamesa%betelgeuse@Sun.COM> who wrote that he had
solved 7-by-6 Connect-Four and showed that the first player can win if
he starts in the central column (other first moves not checked) by
alpha-beta pruning.

Then on October 16 Victor Allis <victor@cs.vu.nl> wrote about a
program VICTOR which proved again that it was a win for the first
player, but without building a search tree, but from an evaluation
function "based on 9 strategic rules concering the game, which all
nine have been (mathematically) proven to be correct" that sometimes
can decide that a position is a win or a non-win for white.

| Using the evaluation function alone, it has been shown that Black
| can at least draw the game on any 6 x (2n) board. VICTOR found an easy
| strategy for these boardsizes, which can be taught to anyone within 5
| minutes. Nevertheless, this strategy had not been encountered before
| by any humans, as far as I know.
| 
| For 7 x (2n) boards a similar strategy was found, in case White does not
| start the game in the middle column. In these cases Black can therefore at
| least draw the game.

If anyone is interested in the full text of those two articles, please
mail me and ask about it.
--       "
Per Starback, Uppsala, Sweden.  email: Per.Starback@student.docs.uu.se
 "Life is but a gamble!  Let flipism chart your ramble!"
From: mjd@saul.cis.upenn.edu ("[*] Crash Dominus")
Newsgroups: rec.games.abstract
Subject: Re: Mornington Crescent
Date: 16 Nov 92 15:15:10 GMT
Article-I.D.: saul.MJD.92Nov16101510
Followup-To: alt.games.mornington.crescent
Organization: Eaters of Wisdom
In-reply-to: goldfarb@ocf.berkeley.edu's message of 15 Nov 92 07:04:25 GMT

In article <1e4sppINNp74@agate.berkeley.edu> goldfarb@ocf.berkeley.edu (David Goldfarb) writes:
   Mornington Crescent is limited by the finite number
   of stations on the London Underground.

Under American rules, you are correct, but the standard rules have no
prohibition against naming a station that's already been named.
--

                And for to se, and eek for to be seye
Mark-Jason Dominus 	  			    mjd@central.cis.upenn.edu 
Newsgroups: rec.games.abstract
From: wiley@crooks.b11.ingr.com (Dave Wiley)
Subject: Re: Sprouts -- a topological game
Keywords: sprout, sprouts
Reply-To: wiley@wiley.b11.ingr.com
Organization: Intergraph Corp. Huntsville, AL
Date: Mon, 16 Nov 1992 21:52:49 GMT

neilb@scs.leeds.ac.uk (Neil Bowers) writes:

>One book says sprouts was invented at "Cambridge University a couple of
>decades ago".  Does anyone have any more details on sprouts? Strategies?

There is a fairly thorough description of it in the Peirs Anthony novel
"Macroscope."

--
david wiley               "The Bible is not my Book and Christianity is not
Intergraph Corporation     my religion.  I could never give assent to the
(205) 730-6390             long complicated statements of Christian dogma."
wiley@wiley.b11.ingr.com                                  - Abraham Lincoln
From: cat@wixer.cactus.org (Dr. Cat)
Newsgroups: rec.games.abstract
Subject: Re: Shogi
Date: 19 Nov 92 07:52:11 GMT
Organization: Real/Time Communications


   I have played Shogi on a few occasions, and have a set that a friend
brought back from Japan for me.  Don't know the game well, though.
Newsgroups: rec.games.abstract
From: jescando@halcon.dpi.udec.cl (Jesus Escandon A.)
Subject: Hi, a fool ask..
Date: Tue, 17 Nov 1992 13:25:11 GMT
Organization: Universidad de Concepcion, Concepcion - Chile
X-Newsreader: Tin 1.1 PL5

   I got a 286 pc with hercules screen. Where can I obtain games
  for my PC (internet adreess for anonymous FTP).

	I know, this is a really basic and fool ask for you, but
understand me, I'm really new here...

		Thank you

			Julio Bravo
			JESCANDO@HALCON.DPI.UDEC.CL
			UNIVERSIDAD DE CONCEPCION
			CHILE - SOUTH AMERICA
From: perez@mgr.hjf.org (Charles Perez)
Newsgroups: rec.games.abstract
Subject: Re: What???
Date: 17 Nov 92 22:44:03 GMT
Organization: HJF AIDS Research Project, Washington DC

In article <1992Nov16.044633.3334@noose.ecn.purdue.edu> mbrockma@bank.ecn.purdue.edu (Matt Brockman) writes:
>In article <1e4da3INNsne@network.ucsd.edu> jwp@chem.ucsd.edu (John Pierce) writes:
>>jwp@chem.ucsd.edu (John Pierce) writes:
>> > 1.  Elephant & Castle
>>James.Cone@comp.vuw.ac.nz (James Cone) writes:
>> > 2.  Crown and Mouse
>>mbrockma@bank.ecn.purdue.edu (Matt Brockman) writes:
>> > 3.  Cheese & Jewel
>>
>>4.  Mine and Kine
>
>I don't see how this fits the pattern. What is Kine?

What *are* kine, anyway. Kine are cattle.


-- 
==========================================================================
That which is necessary is never evil. If an evil seems necessary, look
to your context; that's where its root lies.
From: dbush@csugrad.cs.vt.edu (David Bush)
Newsgroups: rec.games.abstract
Subject: Re: Twixt - rule correction
Date: 17 Nov 92 18:40:25 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

Wu-all... goodness gracious!

>The descriptions of Twixt posted so far have all been incomplete.
>A move consists of 3 parts -
> 1. Place a peg in any free hole,
> 2. Remove any of your own bridges,
> 3. Place bridges between any two of your own pegs which are a knights
>    move apart.
>In parts 2 and 3 you may remove (add) any number of bridges.

I sure never new about that rule before. My old 3M version of the game sure
doesn't mention it. Seems like a good rule to me, although as Mr. Hoey points
out, draws are still possible. It would seem that both 3M and AH messed up.
Jonathan Ferro mentions AH's modification that allows you to remove pegs as
well as links at the beginning of your move. Now, removing your own pegs
would be silly. Your own pegs cannot block you, only your own links can do
that. I think the order of play as stated above should be accepted as the
standard rules, especially since this is apparently the way the original
author wrote them! Hey Neil, looks like I was wrong.

If I understand this rule correctly, there is now NO reason to refuse to
link to a peg just played, since you can always remove the link later. This
could make game notation a little simpler; just assume any link that can be
made to the peg just placed is made. Also the ONLY reason for removing some
link k is in order to immediately make another link that would have crossed k.
(Unless you're trying to psych your opponent or something I suppose.)

>Twixt was invented by Alex Randolph, a prolific inventor of games
>(see Sid Sackson's "Gamut of Games"), who introduced it to a group
>of artist freinds who used to frequent a Vienese cafe. It has been
>produced by several manufacturers, all of whom are required to credit
>the inventor (what a good practice).

Jonathan Ferro mentions AH did not give credit. Neither did 3M; they just up
and claimed the copyright.

David Bush  dbush@csugrad.cs.vt.edu  Virginia Tech, Blacksburg Virginia USA
From: mbrockma@bank.ecn.purdue.edu (Matt Brockman)
Newsgroups: rec.games.abstract
Subject: Re: What???
Date: 18 Nov 92 15:16:40 GMT
Organization: Purdue University Engineering Computer Network

In article <1ec5t6INN9sh@darkstar.UCSC.EDU> macbeth@cats.ucsc.edu (Ryan Mercer Davis) writes:
>
>
>AND NOW ITS TIME FOR YOUR FAVORITE USENET GAMESHOW:
><drum roll>
>BUG OR FEATURE!!!!
FILM OR SPRAY!!!!!


===============================================================================
Matt Brockman                                           mbrockma@ecn.purdue.edu
-------------------------------------------------------------------------------
    "While a llama may produce some of the world's finest of wools, prized
        around the world, their breath, on the other hand, could only 
            be prized somewhere in the far reaches of llama hell."
===============================================================================
From: mbrockma@bank.ecn.purdue.edu (Matt Brockman)
Newsgroups: rec.games.abstract
Subject: Re: What???
Date: 16 Nov 92 04:46:33 GMT
Organization: Purdue University Engineering Computer Network

In article <1e4da3INNsne@network.ucsd.edu> jwp@chem.ucsd.edu (John Pierce) writes:
>jwp@chem.ucsd.edu (John Pierce) writes:
> > 1.  Elephant & Castle
>James.Cone@comp.vuw.ac.nz (James Cone) writes:
> > 2.  Crown and Mouse
>mbrockma@bank.ecn.purdue.edu (Matt Brockman) writes:
> > 3.  Cheese & Jewel
>
>4.  Mine and Kine

I don't see how this fits the pattern. What is Kine?


===============================================================================
Matt Brockman                                           mbrockma@ecn.purdue.edu
-------------------------------------------------------------------------------
          "Twenty dwarves took turns doing handstands on the carpet."
             "Employee of the Month isn't all hams and plaques."
                       "Nothing is a good insulator."
===============================================================================
From: neilb@scs.leeds.ac.uk (Neil Bowers)
Newsgroups: rec.games.abstract
Subject: Anonymous FTP Archive for rec.games.abstract
Date: 15 Nov 92 22:32:27 GMT
Organization: The University of Leeds, School of Computer Studies
Originator: neilb@csparc2

The anonymous FTP archive for rec.games.abstract is now available.  This
is intended to be a repository for useful information and code culled
from r.g.a and elsewhere which may be of interest to readers of r.g.a.
The initial toplevel README is included below.

If you don't have anonymous FTP at your site, you can access the archive
using an FTP mailserver.  Send email to

	ftpmail@decwrl.dec.com

with a message body containing the single word: help
The subject line of your message is ignored.

Neil

----------------------------------------------------------------------------

		Anonymous FTP Archive for rec.games.abstract


The ftp archive for rec.games.abstract is at agora.scs.leeds.ac.uk
(currently 129.11.144.129, but this will change; the name won't).

To connect to the archive (on an internet connected unix box) type:

	% ftp agora.scs.leeds.ac.uk

Login as `anonymous', giving your full email address (eg neilb@scs.leeds.ac.uk)
as the password.  Once in, change directory to /pub/rec.games.abstract, eg:

	ftp> cd pub/rec.games.abstract

The archive is organised as follows:

	README		This file

	books		books of interest, and other bibliographic material

	games/		directory containing rules, strategies etc for games,
			either with a single file per game, or a directory
			containing a number of files related to the game.

	games/INDEX	list of games.

	programs/	any programs not available via ftp elsewhere.

Any comments and suggestions related to the rec.games.abstract archive
should be emailed to the address given below.

Neil Bowers
neilb@scs.leeds.ac.uk
Newsgroups: rec.games.abstract
From: shoham@ll.mit.edu (Daniel Shoham)
Subject: Re: New game: Think Small
Organization: MIT Lincoln Laboratory
Date: Tue, 17 Nov 92 04:14:47 GMT

First I will assume that every player is playing his/her own game and no one
is making a suicide effort to sabotage other people play (like the guy who
mail flooded the referee)

I will also assume all players are competent (i.e. they have read this post :-)

I will assume that no verified communication is allowed between players (i.e.,
players may talk - but you can't tell if they are telling the truth or lying).
If verified communication is allowed, then the first player to announce that
s/he had sent a 1 would make the game pointless for everyone else. I would
further assume that this is a one time game or that the prize is divided evenly
among the players if everybody loses (so no cooperation can be built among the
players to prevent that situation). It is easy to show that inter-player
communication is of no relevence (game-theoretically, psychologically is a
different story) as there is never a reason for a player to communicate any
significant information (since opponents are always free to ignore your
communications there is no way you could reduce the likelihood of opponents
victory by supplying them info - hence you can't improve your own).

Let N= number of players (if you don't know N, you can assign - based on your
best guess of the enviornment - probabilities to various plausible values of
N, and proceed from there).

Let P1, P2, ... be the probability with which you play 1,2,... when playing
                optimally. 

Since all players are competent, they will all use this strategy! hence the
probability of victory would be 1/N, regardless of which number *you* play.

the probability "1" is the winning play = probability no one else plays "1":
1/N = (1-P1)^(N-1)       hence we can solve for P1.

the probability "2" is the winning play = probability no one else plays "2" and
at least 2 players played "1": (if both "1" and "2" win, we will assign the
probability to "1")
1/N = P1^2 * (1-P2)^(N-3)       hence we can solve for P2.

We can likewise solve for all other P's.

Once everyone uses this strategy, a new player joining the group would find 
that s/he is winning about 1/N of the games with *any* strategy! However, if
a sizeable minority of players use a non-optimal strategy, they will find
themselves winning less than 1/N of the games in favor of the optimal one. If
player gradualy modify their strategy to favor those that have won them games
(an evolutionary scheme) than convergence to the optimal stratgey would occuer.


Dan Shoham               shoham@ll.mit.edu
------------------------------------------------------------------------
The view presented are not necessarily those of my employer, etc.

Massachusetts Institute of Technology
Lincoln Laboratory
244 Wood Street
Lexington Massachusetts, 02173-9108
Office B-373
617-981-3515
------------------------------------------------------------------------

Newsgroups: rec.games.abstract
From: ubacw00@ucl.ac.uk (Mick Farmer)
Newsgroups: rec.games.abstract
Subject: Re: Religous Card Game
Date: 16 Nov 92 12:46:39 GMT
Organization: Bloomsbury Computing Consortium

Hi,

There's not much religion in this game!  It's called
"Eleusis", and is described in Martin Gardner's "More
Mathematical Puzzles and Diversions", pp.130-136, first
published in 1961.  My Penguin version was published in
1966.

Regards,

Mick
From: jerry@uni-paderborn.de (Gerald Siek)
Newsgroups: rec.games.abstract
Subject: Re: Abalone.
Date: 16 Nov 1992 11:55:24 GMT
Organization: University of Paderborn, Germany
Reply-To: jerry@uni-paderborn.de
NNTP-Posting-Host: planck-bb.uni-paderborn.de
X-Newsreader: TIN [version 1.1 PL6]

Vieser Christian (Gernert) (ry32@rz.uni-karlsruhe.de) wrote:
: Think, I've seen an shareware-Abalone for MS-Windows on some 
: (german??) ftp-site. It's for one or two players and the computer oppenent
: has several levels to play against.

There's a shareware Macintosh version on sumex-aim.stanford.edu in the
directory /info-mac/game.   Nice graphics and quite a challenging
computer opponent with three different levels.

--
  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany
From: hship@sw.stratus.com (Howard Ship)
Newsgroups: rec.games.abstract
Subject: Re: Othello
Date: 13 Nov 92 16:22:41 GMT
Organization: Stratus Computer, Inc.
NNTP-Posting-Host: teton.sw.stratus.com

In article <Bxnsz6.3Ep@cs.psu.edu>, flee@cs.psu.edu (Felix Lee) writes:
> This is close to "mobility optimization".  The general idea is to
> increase your available moves while decreasing your opponent's
> available moves.  In the first half of the game, trying to get as few
> pieces as you can approximates this.
> 
> David Levy's _Computer Games_ has a decent section on Othello
> algorithms.  (I forget whether it was volume 1 or volume 2).

I just checked my copy last night, briefly.  The impression I got was that
because the board can flip-flop so quickly, especially at the end, it somewhat
defeats alpha-beta search since most branches lead to escalating good and bad
positions.

-- 
"I can't believe I had the Anti!"
Howard_Ship@vos.stratus.com
From: neilb@scs.leeds.ac.uk (Neil Bowers)
Newsgroups: rec.games.abstract
Subject: Mancala programs
Date: 19 Nov 92 00:04:19 GMT
Organization: The University of Leeds, School of Computer Studies
Originator: neilb@csparc2

This is a list of programs available via anonymous ftp which (sound like)
they play some form of Mancala.  Not having access to a Mac, Atari, or IBM,
I haven't been able to check this.  This is basically the output from a few
archie searches, tidied up, and only one site given for each country.

If you pick up one of these, could you post comments?
Do you know of any other mancala programs; any for UNIX?

One interesting item:  prolog source for a kalah player can be found at
wilma.cs.brown.edu [128.148.31.66] in /pub/pvh/benchmarks/kalah.p
I'm not conversant in prolog, so can't comment on it.

Neil

-------8<----- /pub/rec.games.abstract/games/mancala/programs ------8<------

AMIGA
	awari.lzh
		forwiss.uni-passau.de [132.231.1.10]
			/pub/amiga/game

	awari.lha
		athene.uni-paderborn.de [131.234.2.32]
			/pcsoft/amiga/games/tactics

ATARI
	awari.arc
		src.doc.ic.ac.uk [146.169.2.1]
			/computing/systems/atari/umich/Games

		wuarchive.wustl.edu [128.252.135.4]
			/mirrors3/archive.umich.edu/atari/Games

MAC
	game-of-kalah.hqx (70274 bytes)

		lth.se [130.235.16.3] /pub/mac/info-mac/game

		wuarchive.wustl.edu [128.252.135.4] /mirrors/info-mac/game

		utsun.s.u-tokyo.ac.jp [133.11.11.11] /ftpsync/info-mac/game

		swdsrv.edvz.univie.ac.at [131.130.1.4] /mac/info-mac/game

		metten.fenk.wau.nl [137.224.129.4] /info-mac/game

		plaza.aarnet.edu.au [139.130.4.6] /micros/mac/info-mac/game

		src.doc.ic.ac.uk [146.169.2.1]
			/computing/systems/mac/sumex/game/game-of-kalah.hqx.Z

IBM PC

	kalakh.zip

		gdr.bath.ac.uk [138.38.32.1]
			/simtel-cdrom/games/misc

		athene.uni-paderborn.de [131.234.2.32]
			/pcsoft/msdos/games

		wuarchive.wustl.edu [128.252.135.4]
			/mirrors2/msdos-games/Misc

		pinus.slu.se [130.238.98.11]
			/msdos.nfs.sunet.se/mirrors/games/misc


	kalakh.zoo

		athene.uni-paderborn.de [131.234.2.32]
			/news/comp.binaries.ibm.pc/extract/volume15

		oswego.oswego.edu [129.3.1.1]
			/pub/IBM/zoo/kalakh.zoo
			/pub/IBM/Abstracts/kalakh.abs

		cnam.cnam.fr [192.33.159.6]
			/pub/Archives/comp.binaries.ibm.pc/kalakh.README


	koolah10.zip

		gdr.bath.ac.uk [138.38.32.1]
			/simtel-cdrom/games/misc

		athene.uni-paderborn.de [131.234.2.32]
			/pcsoft/msdos/games

		wuarchive.wustl.edu [128.252.135.4]
			/mirrors2/msdos-games/Misc

		pinus.slu.se [130.238.98.11]
			/msdos.nfs.sunet.se/mirrors/games/misc


	comp.binaries.ibm.pc/koolah10/

		kirk.bu.oz.au [131.244.1.1]
			/pub/usenet/comp.binaries.ibm.pc/volume18/

		ifi.informatik.uni-stuttgart.de [129.69.211.1]
			/pub/comp.binaries/ibm.pc/koolah10/

		isfs.kuis.kyoto-u.ac.jp [130.54.20.1]
			/News.Archives/comp.binaries.ibm.pc/archive/koolah10/

		cnam.cnam.fr [192.33.159.6]
			/pub/Archives/comp.binaries.ibm.pc/koolah10/
			/pub/Archives/comp.binaries.ibm.pc/koolah10.README

		wuarchive.wustl.edu [128.252.135.4]
			/usenet/comp.binaries.ibm.pc/volume18/koolah10/

		nic.funet.fi [128.214.6.100]
			/pub/msdos/games/arcade/koolah10.lzh
Newsgroups: rec.games.abstract
From: benko@news.dcs.warwick.ac.uk (David Benko)
Subject: Re: New game: Think Small
Originator: benko@granite
Organization: Department of Computer Science, Warwick University, England
Date: Wed, 18 Nov 1992 13:42:17 GMT


Sorry. In my article on the left handside should be 1/N instead of Pn.
Dave


Newsgroups: rec.games.abstract