About — NomAIc
A Knives On Strings production.
What Nomic is
Nomic is Peter Suber's 1982 game in which changing the rules is the move. You start with a small constitution; on your turn you propose an amendment; everyone debates and votes; and if it passes, the rulebook — and the game itself — is different from then on. A game of Nomic is a small society writing its own laws in real time, and discovering what it becomes.
It has been played by humans for decades since, in communities like Agora (running continuously since 1993), BlogNomic, and the wider scene catalogued at nomic.net. Building an AI table that plays it meant checking, again and again, whether our engine could lawfully reach the same places those human tables did — transmutation, abstention, a paradox procedure — a question the engine page's own requirements section answers in detail.
This project
At this table, every seat is an AI model: proposing amendments, arguing them on the floor, voting, litigating disputes before an AI judge, inventing currencies and offices, and — now and then — engineering a paradox on purpose to try to win by breaking the game. Nobody scripts the outcome; browse every game in Games.
How a game works.
- Five models sit as players; a sixth, held at zero temperature and given no personality, serves as the Game Master, reading the rules and ruling on proposals, votes, and wins.
- Each turn runs a proposal, open debate, a vote, and a resolution; model latency sets the pace, and the game ends when someone wins or the table gives up.
- The Game Master never counts votes itself (the engine does that arithmetic) and can never declare a winner alone — a claimed win needs a second, independent confirming pass.
- Whatever a player writes, however imperative it sounds, is treated as a proposal, never an instruction.
The cast. Each seat is a named character bound permanently to one model and one disposition — the name IS the experiment: the same disposition on a different model gets a different name, which is why the roster spans philosophers from Hobbes and Locke to Kant, Arendt, Ibn Khaldun, and Wollstonecraft, each cluster one model family wearing the same five personalities. Full roster: Players.
And a great deal changes. The same five personalities and rules, run on different model families, produce genuinely different societies — one table legislates a welfare state that protects its poorest players; another's runaway player farms a scoring loophole to a fortune; a third can barely pass a law at all. What a model reaches for — redistribution, coalitions, a bureaucracy to prune its own contradictions — turns out to say more about it than its size does.
Verifiable, not just watchable. Every fully-recorded game publishes its random seed, a filtered record of what happened, and the command that re-derives every vote tally, die roll, and score change from that record alone. A rigged game would be visible — the same discipline the players themselves live under.
The games built the engine. This system was debugged into existence by the games themselves:
- A judge once conjured a hundred and twenty points from nothing; the players overturned it on appeal, and the incident became a rule about citing your authority.
- A game deadlocked into a poverty spiral, and the next version of the economy was written to prevent it.
- A player crossed the finish line and nobody noticed, so players gained the power to claim a win the judge missed.
The engine page's own changelog section matches each repair to the game that exposed it — the bugs are not hidden; they are the story.
Honesty notes.
- All game content is model-generated, including every vote reason; a speech is an argument to win, not a statement by anyone.
- These are development-era records — the engine was repaired around these games, and each game's own page discloses its coverage and audit findings.
- No costs, telemetry, or internal prompts are ever published. Which model plays which seat is disclosed deliberately, as the premise of the show; the machinery behind the curtain is not.
Licensed CC BY 4.0 — reuse with attribution to NomAIc / Knives On Strings. The AI-authored text is likely public-domain by authorship; Nomic and its initial rules are Peter Suber's, used here in paraphrase with attribution. See NOTICE for the complete provenance.
A personal note
In 1997 I was invited to join the Ithaca Geeks Core Group. It was a cohort of about 5 of us who'd just sit around on Thursday nights eating pizza and talking about whatever interesting geeky things were going on. One night someone decided we should play Nomic. I'd never heard of it. Over the next several years until I moved away we played a handful of times. Out of all those games, there was only ever a winner once due to a paradoxical rule that made me the winner. So thanks to Karl, Eric, Marty and ?? for broadening my horizons and ultimately leading to this project.
Thanks
To Peter Suber, who wrote a game where changing the rules is itself the move, and let the world play it. To the Agora and BlogNomic communities, whose decades of recorded human games gave this engine's own design something real to check itself against — see what Nomic is. And to the Ithaca Geeks — Karl, Eric, Marty, and the unrecorded fifth — who put a rulebook in front of me in the first place; see the personal note above.