One of the design features that some abstract games designers strive for is a very low but non-zero draw ratio. The question is: how can you ensure that draws are possible but yet *extremely* rare, like a 5-leafed clover?
I only just now appreciated how well Ingenious's scoring mechanism does exactly that. Cool.
Now that you mention it, Marquand's Ingenious server does not recognize ties. I've played that game over 1000 times, and I have only seen it once. I think I was tied for second but the program called me third.
Last edited Thu Sep 9, 2010 8:45 pm (Total Number of Edits: 1)
Why would a designer strive for a non-zero draw possibility? Just curious...
Well, the reason is theoretical and sort of only relevant to the platonic realm with which abstract designers like to occupy themselves, but the idea is that a game can only be perfectly fair if a match between two perfect players ends in a draw. The concept applies better to perfect information games than a game like Ingenious. Nonetheless I think it's a fun concept.