Quote:No, you just have an optimal strategy that takes the situation into account. The strategy is essentially a mapping of all possible states to actions, and can still be trivial. Imagine turn-based RPS, as simple proof of this. Player 2 has 3 different situations he may face, but it's still simple to come up with a simple set of rules that guarantees victory.
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Yes, I can see that only looking at the rules in a mechanical fashion, that this is a valid conclusion. What you are forgetting is the psychological element.
If all you did was react to the situation, then there is an optimal strategy, but a skilled player will attempt to direct their opponent along a particular strategy and then take advantage of it.
Actually, why shouldn't there be an optimal strategy. An optimal strategy is how you win (I assume that there needs to be a winner at some point).
The thing with an intransitive system is that if one player plays an optimal solution, then there will be another optimal solution to beat them. So the
real optimal solution will be to psychologically manipulate your opponent. Oh, but wait, that is the point that I am making...
Quote:I've read it before (at the time of the last thread of mine which I linked) and I disagree on a game theoretic level. It relies on human inability to estimate probability |
As it is designed for human vs human contest, this is a good thing, not a bad thing.
In any game of repeated intransitive encounters, where the past history of such encounters are known to players and the future decisions can be inferred from past actions (or other data like character selection), then there will always be a psychological element in these games where you try to second guess what your opponent is going to do. The player who can best read their opponent is the better player and may the better player win.
The alternative is to make a game where all options are equal and it comes down to blind luck as to who wins. Me, I'll take the one where player skill is important.
Quote:, which is fine for one on one games but as the number of players increases to MMO standards it becomes possible to see just how much signalling is optimal. |
Signalling and reading that signalling is an important skill in these kinds of combat systems. In these games, only at the top most level is sheer button mashing speed important. When you encounter players of roughly equal skill at button mashing, then there needs to enter another factor that decides the outcome.
You could make it random luck (eg have slight variations in the amount of damage dealt), but I think it is better if the winner or looser is determined by player skill.
As we are considering two equally physically skilled (or closely skilled) players, then there must be some kind of psychological edge that one player has over the other. This would be the ability to out think your opponent and read their intended actions.
Such systems as these intransitive systems cater for that. And as this is their intended outcome, I see absolutely no problem with that. What more could you ask for, something that does exactly what it is intend to do.
You might think that if all else is equal, that you could at least tie with an opponent by using a random button mashing strategy. However, the whole signalling part means that this strategy is actually quite poor. In a random button mach, you don't exploit the signalling system to outwit your opponent. Instead, because you are not faking out the signal, your more skilled opponent can wait for your signal and react to it and easily beat you.
This is why in most beat-em-up games, a skilled player will win against a random button masher. If your concerns about this system were valid, this could not occur. In an intransitive system without signalling, a random choice will at least tie with any other strategy. This is how you can tell it is an intransitive and a balanced system.
However, once you introduce the signalling, it creates a way for a good player to exceed this issue and extend the strategies from merely the mechanics into reading and bluffing against their enemy.
For instance, the mechanics of poker are set and there is optimal betting strategies based on your hand and the actions of your opponent that can be followed. But players using these methods should, at best if only the mechanics are involved, equal each other. Why then do some players, even when not using these strategies against players who do use these strategies, come out as definite winners.
How can someone using a non optimal strategy beat a player playing an optimal strategy?
Easy, psychology.
If a player is using a predictable strategy, and that strategy can be influenced or reacted to by your opponent, then that opponent can manipulate the situation and the data that they give out to beat the optimal strategy.
In short, predictable (optimal) strategies can be exploited. All things being equal (or similar enough), if psychology can have an effect, then it will be the deciding factor.