Nomic is a game created in 1982 by philosopher Peter Suber in which the rules of the game include mechanisms for the players to change those rules, usually beginning through a system of democratic voting - wikipedia
VIMEO 58265498 A Nomic game in Haskell
The Paradox of Self-Amendment
> Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed. > Peter Suber, The Paradox of Self-Amendment (1990) - nrs.harvard.edu
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It demonstrates that in any system where rule changes are possible, a situation may arise in which the resulting laws are contradictory or insufficient to determine what is in fact legal.
Any loophole in the ruleset, however, may allow the first player to discover it with the chance to pull a "scam" and modify the rules to win the game. Complicating this process is the fact that Suber's initial ruleset allows for the appointment of judges to preside over issues of rule interpretation.
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If law-making is a game, then it is a game in which changing the rules is a move. Law-making is more than changing the rules of law-making, of course, and more than a game. But a real game may model the self-amending character of the legal system and leave the rest out. While self-amendment appears to be an esoteric feature of law, capturing it in a game creates a remarkably complete microcosm of a functional legal system - legacy.earlham.edu
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The idea of a computerized Nomic is that the rules should be interpreted by a computer, rather than by humans. This implies that the rules should be written in a language that a computer can understand, typically some sort of programming language. Nomyx is such an implementation - nomyx.net