
The board for Three Men's Morris
For my birthday recently my daughter Ruth sent me the rules of the game Three Men's Morris. In order for me to play the game, she also sent six small shells that she had picked up off a beach in Uist, three of a cool grey colour cast and three of a warmer colour. The game is played with three counters per person on a board with nine points. The objective is to be the first to get your three counters in a straight line, something that is called a "mill". Players take turns placing pieces until all six are on the board. Once all counters are placed, players move one per turn to an adjacent, empty intersection following the lines on the board, aiming to be the first to align their three pieces in a row; a move that wins the game. It's an ancient game and its moves reminded me of the dynamics of the square as set out by Rudolf Arnheim. He believed that everything we see is part of a visual field of forces and these forces are attractors that force us to look in certain ways. Using drawings he demonstrated how the formal elements that underpin visual thinking are integrated into fields of visual force dynamics. His diagrams pointed to the fact that perception and thought act reciprocally and after reading his text and looking at his drawings, I did find that I had become much more aware of the energy fields that emerge from a geometric form's inner dynamics.
The field dynamics of a square according to Rudolf Arnheim
In the diagram above, the circles represent centres of attraction and how they reach out into the spaces around them and the lines visual forces and their direction.
Playing the game Three Men's Morris, in some ways re-enacts Arnheim's idea. You gaze at a board that is marked out in the same way as Arnheim's square's emergent energy fields. Each move in effect destabilises the dynamic and as you play you are constantly looking for patterns that seek cohesion, in the case of Three Men's Morris, joining three points together. In effect by playing the game you reveal the underlying structural skeleton of a square. The counters, or in my case small shells, appear to move along the structural axis of the overall form. As they do so they create a 'flow', that moves through the square's focal points, leading your eyes' movements through one part of the square to the next. This 'flow' is a beautiful example of Arnheim's idea that perception and thought act reciprocally, as you think of the next move, you are at exactly the same time 'seeing' the pattern that is both there and implied.
Because of my daughter's gift, I've been stimulated to think about board games as a way of presenting ideas. I have dipped my toe into the territory before and I did make a game once and had it made up with ceramic pieces made in the form of small boats as counters.
I discovered this monkey game recently, which is a variant of The Game of the Goose, which was the first board game to be published commercially.
The new game of the monkey: By E. Wallis: 1820
I was fascinated by the new game of the monkey, as it seems to open doors for a wide range of stories, in particular those stories whereby there are no fixed formats. For instance in space 14 there is a monkey I think trying to seduce a woman with a saucepan for a hat and in space 23 there is a Little Red Riding Hood monkey. Both suggest a lascivious monkey, but without a particular narrative. This opens out the moments of action in the game into unknown territory. I have been using the figure of a monkey a lot recently, and was in particular thinking of the monkey's position as substitute for humans in scientific and medical experiments. My recent time in Gothenburg in particular re-alerting me to the way monkeys are used to test out the implications of new medical procedures before they are used on humans. Although initially working my ideas through as images and making the occasional ceramic, it is the game format that I'm hoping to develop.
The final cloth is the result of an amazingly complex decision tree. As I looked at playing Three Men's Morris, the decision tree for that is I thought a symbol, that could stand for the one that underpins the Wyrd.
A decision tree for Three Men's Morris visually maps all possible moves and outcomes, showing each decision point where a player can place or move a piece. It's a game tree that starts with an empty board and branches out with every possible move, leading to a win, loss, or draw for the players. Building this tree involves mapping out the game's two phases: the placement phase (the possibilities surrounding decisions made as all pieces are placed on the board) and the movement phase (pieces are moved to adjacent, empty spots). There are four aspects to the decision tree that need to be taken into consideration. The Nodes, which represent the places from where a player must make a choice. The Branches, that represent the possible moves a player can make from a given node. The Options, that indicate which player's turn it is and what their options are and the Outcomes, that show the result of the sequence of moves (win, loss, or draw).
A simple compact decision tree of a game of three men's morris is an interesting structure in itself.
Three Men’s Morris placement phase has 9 empty positions at the start, when player 1 places a piece, 8 open positions remain. When player 2 places a piece, 7 open positions remain, then when player 1 places a second piece, 6 open positions remain. This continues until player 2 places their third counter, which leaves 3 open positions. There are therefore 9 × 8 × 7 × 6 × 5 × 4 × 3 = 181,440 possible placement sequences, all of which will have taken place before the game actually gets started. The decision tree that shows every placement sequence up to completion of the placement phase (the 6 initial placements), is set out below.
Three Men’s Morris placement phase decision tree
Punched cards used to operate a Jacquard loom
The complex matrix of threads that are interwoven with punch card directions





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