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Original post by Edtharan
What you are trying to get at is called "Equilibrium". This is the situation where you make the best possible choice but it will only give a tie. It is similar to, but not the same as a dominent strategy.
The difference is that a dominent strategy is robust and an equlibrium is not. Ina dominent strategy it does not matter what your oppoenent does, or small variations in the environment, you will not have to change your strategy, also if you oppoenent does anyhting other than the same dominent strategy you are guarenteed a victory.
In an equlibrium these tenents do not hold. Changes to your oppoennts strategy can requier changes to your own, also, environmental changes (like terrain, etc) will have a significant influence on what the equlibrium is.
Well, an equilibrium is better defined as a scenario where neither side can improve their results by changing their strategy, without their opponent changing theirs.
RPS has no equilibrium. If player A chooses rock, while B chooses paper, the next round can have A improve his position by choosing scissors instead. If B continues to choose paper, he will lose.
This is one of the reasons that RPS works (if the concepts are tied to minute-to-minute play, not just a single chocie at the beginning of the game). Any strategy can be defeated by adapting to it.
An example of an equilibrium might be a shootout - both sides are behind cover. If either side pops out of cover, they get shot by the other team and lose. If they both pop up, they both run away and can win. Once both teams are hiding, the game will likely stay that way forever, as neither team will want to risk being the first to pop up and lose.
This is where grenades might come in. By using grenades against a team in cover, you can defeat them without opening yourself up to attack. Of course, if someone uses grenades, it gives you an opportunity to either run away or move up and shoot them with guns - we've now gone back to an RPS design, which ends up being much more dynamic.
Good games will often have a number of RPS cycles going on at one time. An RTS might simultaneously have a unit-based RPS cycle, a expand/rush/turtle cycle going on, and an attack/capture/defend cycle going on.
One of the other interesting things is that it doesn't really matter if all of the choices are "balanced" or not, within reason. Even if playing scissors vs. paper is worth two points, compared to one point for winning with rock or paper, the game still works. It just changes the strategy a little bit. Of course, that's only true to some extent - in rock paper scissors to 10 points, if scissors is worth 10 points, that's still pretty broken :)