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On the application of commonalities among games to the learning curves of games

Moshe Callen
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1. A qualitative approach to the theoretical study of games

Game theory is the mathematical study of "games" in a very abstracted sense, but intrinsically the subject deals with mathematically abstracted representations of games. Obviously the field is highly productive, but it lends itself only to addressing those questions which can be precisely mathematically formulated. Especially but not exclusively when dealing with non-abstracts, this limitation can be severe because a number of interesting questions do not readily lend themselves to mathematical representation. Other questions could in principle be mathematically formulated but doing so for many actual games becomes highly unwieldy. Therefore I propose an alternate approach to studying games which is supplementary to mathematical game theory, namely a qualitative approach which seeks to describe patterns in actual extant games by direct observation.

The analogy I will make is the contrast between linguistics and philology. The former attempts to take a scientific approach to the study of language whereas the latter describes patterns in the extant corpus of languages without being predictive. In the analogy, game theory would stand in lieu of linguistics and what I am talking about would then be comparable to philology. Thus for example, instead of optimizing utility curves to determine ideal strategies, one would seek to delineate a set of templates into which all known games fit and qualitatively describe those features.

2. The nature of the approach and its practical application

I have previously described what I call the field theory of games, but I did not then have in mind a practical application. Now I do. To be blunt, we are gamers.We like to play games-- lots of games-- and we play them to win. Sure, having fun and social interaction (blah, blah) are important but ultimately a game is most fun if everyone plays to win and most people enjoy winning more than losing. Yet with so many games out there in the world to be played, one cannot learn all of them individually if one wants to play well. This aspect of gaming is where what I term game-field theory comes in. One does not have to learn all games separately if one can learn the underlying structure of games. Field theory attempts to describe the template into which all games fit and how it varies from game to game.

To clarify what I'm talking about, one may consider the example of the Tafl games which I discussed here in my list of reviews cum strategy articles in a series. This family of games is characterized by:
1. custodial capture,
2. asymmetric goals in which the defending player needs to move the king-piece to the edge or corner of the board while the attacking player (who has precisely twice as many pieces as the defending player, excluding the king-piece) must capture the king-piece, with complete immobilization of the defending pieces counting as capture,
3. orthogonal movement on a rectangular grid and
4. a rotationally symmetric initial set-up of pieces with defenders surrounding the king-piece which occupies the exact center of the board.
The actual size of the board and number of pieces does not matter in a fundamental sense. Even the pattern of the initial set-up may not be an essential element, although it must clearly influence the early game. Once one learns the basic principles of strategy, the specific variations do not matter. Even the inclusion of the guards in Alea evangelii effectively only increases the number of pieces which need be captured. In other words, by learning the key elements one in practice learns to play all games of the tafl family of games.

Another example from more modern games is the Risk family of games which I discuss via reviews cum strategy articles in this list. The commonality in all games of this family is the combat mechanism. Board topology, player goals, the nature and function of cards and die modifiers all vary widely. Overall strategy will differ widely, but the tactics remain essentially the same in terms of combat. A similar observation could be made about the A&A games. Where this becomes more interesting is when one extends the idea to games which are not of the same family.

3. A practical example: on dice-based combat systems

I'm going to start with an example which pointedly could be treated mathematically, and I'm going to discuss it qualitatively: dice-based combat systems. The useful qualitative questions largely set the stage wherein mathematically oriented questions become useful and meaningful. The point is that no question of either-or in approach exists; both approaches are useful and overlap. The only novel notion here is that a systematic qualitative approach to the study of games can also be useful.

While a wide variety of dice-based combat systems exist, all such systems can be classed as either comparative or independent. Within those categories exist two similar sub-categories based on the types of probabilities involved, whether uniform or Gaussian distributions. For example, games like Axis & Allies/Britannia, Conquest of the Empire and Battle Cry use an independent system in that one rolls dice singly (in principle) to see if a unit either hits an enemy unit or is hit by an enemy unit without comparison to what the other player involved rolls. Similarly, the combat system used in many wargames such as Successors (3rd Edition) is also independent. The vast majority of such games use a single die with perhaps die modifiers and/or a CRT, but one could imagine a similar mechanic in which each player rolled a pair of dice; that would be a Gaussian independent combat system. In contrast, games like Risk or Struggle of Empires are comparative in that the value of a result is relative to what the opponent rolled in the same conflict, and the probabilities involved are Gaussian due to dice combinations. Yet any wargame in which players roll a single die but only one side takes casualties would use a comparative combat system with uniform probability.

One useful application we see immediately is a delineation of the possibilities for game designers. Yet for players, one also sees that one does not have to start from scratch each time one learns a new game in terms of tactics; one can carry over one's experience from similar games. The idea is to know when and to what extent one can do so.
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Subscribe sub options Sun Feb 20, 2011 1:34 am
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Sam Carroll
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I apologize for going somewhat off-topic here, but your post got me thinking about the Risk family. I'm interested that you characterize the Risk family as sharing a common combat mechanism. While this is certainly true, I think that that mechanism is not crucial to the game, for two reasons.

Firstly, were one to replace the classic three-dice-against-two with, say, a roll-to-hit mechanism as in Axis & Allies, the resulting game would still feel much like Risk, at least to me. To me, Risk is about negotiation and careful expansion, which would not be affected by a change in combat resolution. Secondly, managing the tactics of each combat is not a large component of winning at Risk, largely because the mechanism offers few decisions. In fact, only two: should I attack (again), which is generally answered by a comparison of forces; and how many dice should I roll? It doesn't take a first-time player long to realize that he should always roll the maximum dice allowed (this is sometimes false in some of the themed Risks, which include die roll modifiers, but let's ignore that for now). In other words, the combat decisions are simple and intuitive: if I've got a stronger force, I keep attacking, rolling all my dice.

In my opinion, the key mechanism common to the Risk family is the way armies (battalions, MODs, etc.) are generated. They are given based on your holdings at the beginning of your turn, with disproportionately large rewards for holding continents (regions, etc.). This generates great opportunities for diplomacy and negotiation. For example, there is a strong incentive for other players to attack the one holding a large continent, but only one territory need be taken.

Compare this with Axis & Allies. In A&A, one collects income based on one's holdings at the end of the turn, then spends that income on the next turn, then usually requires a few turns to get the resulting units to the front. This results in a slower game; a very big turn in an embattled area might see two territories change hands, where in Risk, they fall by the dozen. This too encourages negotiation and diplomacy: if I change sides and launch a sneak attack, I can blitz through my opponent's homeland before he can react.

Risk favors strategic decision-making as opposed to tactical, and especially favors diplomacy. The best diplomat will repeatedly win out over the best tactician. This is why I prefer other games of the genre over Risk, since diplomacy is not my strongest suit.

Addendum: what does the 3-dice-vs-2 mechanism contribute to the game that could not be had with a different system? It offers more chance for a lone unit to hold out against a huge force than one would have with a CRT or roll-to-hit. (In my experience, this is frequently deplored; everyone knows that those nine armies should have squished that one.) It also offers frequent chances to break off an attack, which is worthy of consideration. In a CRT-based wargame, once you make the decision to attack a strong position, you have opened yourself up to the A3 result that could unhinge your front. In Axis & Allies, when you invade a heavily defended territory, you run the risk of getting dice-whipped. Yes, you may retreat after a round, but if his ten units score eight hits on you, you'll be hurting. In Risk, you can take your twelve armies and attack the opponent's ten, just to see what happens. At worst, you'll lose two and then you can break it off. This removes some of the risks of attacking, making the game more dynamic, just as the reinforcement mechanism provides incentive to attack. No one can say that Risk is a static game, though the opposite charge (chaotic) is sometimes heard.

Thanks for reading, and sorry if I hijacked the thread.
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  • Posted Sun Feb 20, 2011 4:53 am
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Moshe Callen
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spartax wrote:
In my opinion, the key mechanism common to the Risk family is the way armies (battalions, MODs, etc.) are generated.

This ignores for example Castle Risk for which one gets armies at the end of the turn only.

Within the Risk family, the manner of getting armies, goals, etc., vary sometimes widely but the combat mechanic is always the same. Utilizing it to achieve one's goals is where the strategy comes in. Thus it's not about individual combats but the overall result of many combats.
 
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  • Posted Sun Feb 20, 2011 5:23 am
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Tim Seitz
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A subtle point about strategy in Risk. A beneficial skill is being able to determine the likelihood of successful attacks. Facility in applying the 3v2 dice mechanic lends itself to success in other "Risk-like" combat games, a useful aspect of proposed categorization method.
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  • Posted Sun Feb 20, 2011 6:23 am
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Lewis Pulsipher
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You might find Aki Jarvinen's doctoral dissertation interesting as an exercise in trying to find patterns. http://acta.uta.fi/english/teos.php?id=11046

I recently tried to categorize mechanics, and it's really tough.
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  • Posted Sun Feb 20, 2011 1:51 pm
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Moshe Callen
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I like to exchange ideas but I have no interest in a pissing contest.
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lewpuls wrote:
You might find Aki Jarvinen's doctoral dissertation interesting as an exercise in trying to find patterns. http://acta.uta.fi/english/teos.php?id=11046

I recently tried to categorize mechanics, and it's really tough.

My thinking is that rather than trying to categorize mechanics as such, one instead attempts to find commonalities among games. The mechanics make up the games in the way that grammar makes up a language but just as grammar is not the whole of a language, neither are mechanics the whole of a game.
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  • Posted Sun Feb 20, 2011 3:00 pm
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Richard Young
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Depending on the level that you are commenting on, I think that you can do some categorization based on mechanics just as you can categorize using other criteria ("solitaire" vs. "two-player" vs. "multi-player," or based on genre such as "war game" vs. "party game" vs. "strategy game" and so on).

I like the description of mechanics as forming the grammar of game design. Grammar uses its own terminology and I think of such terms as "hex and counter,"card driven," or "auction," "roll and move," "role selection" and "open vs. closed VPs" as examples.

The categorization that the Geek gives games mixes various approaches such as mechanics, genre and type (card game vs. board game, etc) without regard for the distinction. I agree however that trying to pigeon-hole a game strictly using just one criteria would fail to adequately describe the object of discussion.

But to get back to the original topic if I understand it - the mixing of qualitative with (I presume) quantitative analyses of game devices as a means of coming up with approaches to successful game play. Or, with so many games out there are there underlying principles that will allow an eclectic gamer to at least be competitive when he sees a new game based on lessons learned from the study of such devices?

My view is that it may help to know that Small World is a close kin to VINCI (qualitatively) but, in practice, they play quite differently and you will only understand it properly by playing. I guess my conclusion is that high level academic study may help students of game design or criticism, but one has to play an individual game (a lot) to play competently. There is no substitute for experience.
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  • Posted Sun Feb 20, 2011 9:39 pm
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Sam Carroll
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whac3 wrote:
spartax wrote:
In my opinion, the key mechanism common to the Risk family is the way armies (battalions, MODs, etc.) are generated.

This ignores for example Castle Risk for which one gets armies at the end of the turn only.

Within the Risk family, the manner of getting armies, goals, etc., vary sometimes widely but the combat mechanic is always the same. Utilizing it to achieve one's goals is where the strategy comes in. Thus it's not about individual combats but the overall result of many combats.


Granted, but Castle Risk plays substantially differently from the rest of the family; I would consider it only a partial member of the family. I read your review of it, in which you mentioned that your Risk-playing friends did poorly in Castle Risk because of the differences in reinforcement, and thus overall strategy. I'm curious: do you think they would have fared better playing Classic Risk but with a different combat mechanism, say, a roll-to-hit system?
 
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  • Posted Tue Feb 22, 2011 4:18 am
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