Bene Factum

2012/04/19

Fun with probability – Part III

Filed under: Gaming Blog — Tags: , , , , — AlexWeldon @ 9:28 pm

Over last couple of days, I’ve been working on analyzing a simplistic game that I came up with to talk about risk-reward decisions in multiplayer games. What I thought would lend itself to easy analysis in order to prove a point, however, turned out to be a pretty complex and interesting math problem. Yesterday, I presented my findings for the two-player case. As you’d expect, it gets a lot more complicated when you add a third player; so much so that I didn’t even bother trying to work anything out for a four-player situation.

The first interesting thing to notice is an elaboration on what I said previously, about larger die sizes (and thus a larger range of choices) favoring the player who gets to pick last. When we think about multiplayer games, we can see that the actual concern has to do with the number of choices relative to the number of players; the extreme case would be that in which we have as many players as there are sides on the die. In that case, we know that all numbers will be chosen in the end. Thus, the first player has just as much information as the last, and can therefore choose the best number for himself, meaning that the last player is at the greatest disadvantage.

In the three-player case, it (perhaps surprisingly) turns out that the break-even point is once again that of the standard six-sided die. The first player should choose 4, the second should choose 5 (just as in the two-player game) and the third is now left with no better choice than to pick 1 and hope the other two fail. Thus, the second player has a 1/3 chance of winning outright, the first player will win 1/2 of the 2/3 of the remaining times, thus 1/3 as well… leaving 1/3 for the third player.

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Fun with probability – Part II

Filed under: Gaming Blog — Tags: , , , — AlexWeldon @ 2:45 am

Yesterday, I posted about a little thought experiment game I’d come up with to look into risk-reward decisions in multiplayer games.

In the game, each player in turn picks a number, from 1 up to the highest number on whatever die is being used. Then everyone rolls, trying to get their number or higher. Out of those who succeeded, the one who picked the highest number (i.e. who took the biggest risk) wins. If everyone fails, they all reroll until at least one person succeeds.

It’s easy enough to work out some basic results for the two-player version on paper. Yesterday, I posed six questions of increasing difficulty to be answered, whether mathematically or simple guesswork. Here they are again, now with the answers.
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2012/04/17

Fun with probability – part I

Filed under: Gaming Blog — Tags: , , , — AlexWeldon @ 7:40 pm

A friend of mine just posted on my Facebook wall, linking to this YouTube video about “Grime Dice,” a set of five dice with numbered faces chosen to have some interesting non-transitive properties; the first is that each of the dice will statistically beat two of the other dice, forming two “A beats B beats C beats D beats E beats A” loops, like Rock-Paper-Scissors-Lizard-Spock. The second, more remarkable property, is that if you roll two dice at a time instead of one, and add the totals, one of these loops remains unchanged, while the other reverses in order (so that E beats D beats C beats B beats A beats E).

After writing my last post, about how risk-reward decisions are affected by a game in which the goal is achieving an all-time high score, I got to thinking about more general cases of risk-reward decision-making in games, and how that is, like these Grime dice, a non-transitive thing. If you have the opportunity to see what kinds of risks your opponents are taking, you’re usually going to want to gamble either just a little bit bigger, so as to come out slightly ahead if you both succeed, or – if you feel your opponent’s strategy is too high-risk, play as safely as possible and count on them failing.

Having been reminded of this by the Grime dice, I decided to invent an extremely minimalist dice game to take a closer look at this idea in the abstract.
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2012/04/13

8×10 Barred Grid Cryptic #1

Filed under: Pencil Puzzles — Tags: , , — AlexWeldon @ 8:47 pm

This is another old cryptic of mine. A couple of the clues weren’t quite to my liking anymore, so I redid them, but there were some pretty good ones that didn’t need changing! Some of the clues are harder than others, but the grid is so open that any word you have trouble with should solve itself by checked letters eventually.

Download: (PDF) (JPG)
Solutions: (PDF) (RTF)

2012/04/10

Pursuing high scores – a limit case

Filed under: Gaming Blog — Tags: , , , , — AlexWeldon @ 1:23 pm

I’ve been obsessively playing Reiner Knizia’s Deck Buster on my iPad lately, despite thinking that it’s objectively not a great game, certainly not as good as his earlier offering Yoku-Gami. I think a lot of the addiction stems from the fact that I was an early adopter and managed to get the #1 global high score in one of the game modes early on… now I’ve been bumped down to #3 and, being a highly competitive person, can’t help but feel a need to try to win my crown back.

The trouble is that, when shooting for a score as high as I need to be #1 again, I find myself being forced to adopt strategies that aren’t nearly as much fun as the ones I was employing when I first started out. Whereas consistency is usually and intuitively a desirable trait in a game player, the nature of competing for high scores encourages exactly the reverse.

What I realize now is that there’s an additional problem with big group games that I failed to mention in my last post and that it’s really what’s going on here, because when the goal is a high score, a seemingly single-player game is actually more like an infinity-player game! Let me explain.

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2012/04/03

Sultans of Karaya takes 4th place in Switzerland

Filed under: Site News — Tags: — AlexWeldon @ 12:57 pm

I just got word from my publisher that Sultans of Karaya has tied for 4th place in the 2011 Swiss Gamers Award!

It’s not the Spiel des Jahres, of course, not by a longshot, but it still means that 600 Swiss gamers picked my game alongside Alan Moon’s Airlines: Europe, a much better-known designer than myself, and above thousands of other games that have come out this year.

First, second and third were taken by Glory to Rome, Castles of Burgundy, and Helvetia. These are all pretty big-name games, so it’s an immense honor to be included in that group!

Official Swiss Gamers Award results page

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