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GLYPH as a combinatorial game: perfect information, no chance
GLYPH is a two-player, perfect-information, deterministic, zero-sum game on a 5×5 board. Here is how to treat it as data for game theory and AI search.
GLYPH was built so a computer scientist can write it on a whiteboard. Two players. Perfect information. No chance nodes. Zero-sum. Finite. The rotating glyphs are a shared action economy, not a deck of hidden cards.
Formal sketch
- Players N = {Cyan, Coral}.
- State: piece coordinates, resonance marks, glyph seats, clocks.
- Actions: pick one owned glyph, pick one owned piece, apply the pattern.
- Terminal: Core capture, siege, resonance alignment, timeout.
- Payoff: +1 / −1, then mapped through Elo.
That puts GLYPH in the same family as chess, go, and shogi — smaller branching than chess, weirder than tic-tac-toe because the move you spend is the move they receive next.
What to implement
A legal-move generator plus minimax or MCTS is enough for a bot. The live Quick Match bots already play this ruleset. Do not treat telemetry as a public dataset; treat the rules as the dataset. Machine copy: GET /api/research.
Related: EDGE is the imperfect-information twin. BANGERS is the mixed-strategy twin. Arena wiki: game theory.
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