Luck is undergoing some structural changes to support vocal programming. The project here will form the sub-lingual domain, but the spoken language will be developed separately by deep learning.

A colour noise

let noise(): int = sum( for $o in $ if $o.is_awake yield $o.strong_network.length );;

let sense input: int = sum( for o in input yield sum(for m in o.weak_network yield m.confidence) );;
let halo input: int = sum( for o in input yield sum(for m in o.weak_network if m.confidence>0 yield m.confidence) );;
let horn input: int = sum( for o in input yield sum(for m in o.weak_network if m.confidence<0 yield m.confidence) );;

let up(): int = sum( for $o in $ if $o.is_awake yield halo($o) );;
let down(): int = sum( for $o in $ if $o.is_awake yield horn($o) );;

let optics input: spectrum = new { for $c in $(colours) let $c = $c(input) };;

let body(): spectrum = optics($);;
let blood(): spectrum = will($);;
let crown(): colour = $(colours).argmax( fn c = for $o in $ if $o.is_awake yield c($o) );;


Game: Chromatic Go (emphasizes noise)


Chromatic Go operational rules are the same as standard Go with slight revisions.

1. Each placed stone has a single unambiguous color designation triple: (red | blue, orange | yellow, green | purple).

2. When placing a stone, the player assigns a colour triple to the stone. The stone will remain those colours unless falling under the influence of adjacent stones.

3. A stone will flip its colour if adjacent to a majority of any other colour.

  • (red,yellow,green) neighbouring (blue,*,*), (blue,*,*) becomes (blue,yellow,green)
  • (red,yellow,green) neighbouring (red,*,*), (blue,*,*), (blue,*,*) does not change colour

4. A stone surrounded by opponenent but sharing any colour with the majority of surrounding stones will not be captured but instead change primary colour to belong to other side.