Thank you, Eric! This is very helpful.
It seems to me that a generic way of aggregating a number of ludemes so that the first is called if possible, then the second is called if possible no matter whether the previous was called, and so on … is this:
Even if these nondecisions are conditional, the next one in the list will be called whether the last one was or not.
Does this look like idiomatic Ludii code to you?
No, wait.. That will call (pass) even if the nondesicion is called. So I guess it has to be
It seems to me that a generic way of aggregating a number of ludemes so that the first is called if possible, then the second is called if possible no matter whether the previous was called, and so on … is this:
Code:
(seq {
(or
("NondecisionA")
(pass)
)
(or
("NondecisionB")
(pass)
)
(or
("NondecisionA")
(pass)
)
})
Even if these nondecisions are conditional, the next one in the list will be called whether the last one was or not.
Does this look like idiomatic Ludii code to you?
No, wait.. That will call (pass) even if the nondesicion is called. So I guess it has to be
Code:
(seq {
(priority
("NondecisionA")
(pass)
)
(priority
("NondecisionB")
(pass)
)
(priority
("NondecisionA")
(pass)
)
})