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Re: Non-linear full-2d writing (again)

From:Patrick Littell <puchitao@...>
Date:Tuesday, January 31, 2006, 6:18
On 1/30/06, tomhchappell <tomhchappell@...> wrote:

> > Do you mean by that, that you can throw in a finite, suitably sparse > set of exceptional "tiles" with more than 6 neighbors? > In fact, some bathroom floors are tiled with octagons and "diamonds" > (tilted squares), the octagons having 4 octagonal neighbors > horizontally and vertically, and 4 diamond neighbors diagonally; > every diamond having 4 octagonal neighbors. > > This graph is not regular, however.
That's a good point, Tom; it makes me wonder... what's special about regularity for this sort of project? Do we gain anything from having all our "tiles" the same size and shape and having (the possibility of) the same number of neighbors? After all, not every word is going to allow the same semantic connections... it doesn't lose us anything if not every sort of word allows us every possible connection. What's the Agent of "cat"? Having some tiles with eight neighbors and some with only four doesn't seem to be a big problem, if for some reason we decide six isn't enough for all cases. One more question: the "game", as it's shaping up, seems to involve adjacency being the marker for... whatever we're putting these "tiles" together for. Some sort of semantic connection therebetween. Anyway, how is purposeful adjacency distinguished from accidental adjacency, since (in the hexagonal grid) a fully "saturated" center tile will lead to six further adjacencies between its "arguments", not all of which are going to make sense. And what happens when, say, the north hex is already in use and you need to place something there? I figure drawing lines all over the place would solve all of this, but once we start connecting things with lines we don't really *need* adjacency any more.

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tomhchappell <tomhchappell@...>