analysis for design
TRANSCRIPT
How Is Your Probability Math?
Dice
Probability of 1d6 to get 6?
1/6
Probability of 1d6 to get 6 after previous was 6?
1/6
Probability of 2d6 to get double 6?
1/36
Probability of 2d6 sum is 7?
6/36 (6 cases where the sum is 7 out of 36 possibilities)
Cards Probability to draw an ace?
4/52
Probability to draw second ace after an ace?
3/51
Probability to draw an ace if the first was not an ace?
4/51
Draw a card and put it face down. What is the probability the the second card is an ace?
4/52*3/51 (both aces) + 48/52*4/51 (first not ace, second is ace)
Petri Lankoski Södertörn University
Sum of Dice, 2d6
1 2 3 4 5 6
1 2 3 4 5 6 7
2 3 4 5 6 7 8
3 4 5 6 7 8 9
4 5 6 7 8 9 10
5 6 7 8 9 10 11
6 7 8 9 10 11 12
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Sum Prob
2 1/36
3 2/36
4 3/36
5 4/36
6 5/36
7 6/36
8 5/36
9 4/36
10 3/36
11 2/36
12 1/36
3 fours
Dice vs Cards
History does not influence probabilities of dice
Drawing a card influence probabilities of next
drawn card
Shuffling resets
Very handy to get certain kind of results
Catan: all boards have 4 hex producing wood
and 3 producing stone and so on
Both can be simulated using pseudo-random
numbers
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More about randomness
Salen & Zimmerman, 2004. Rules of play.
Game as systems of uncertainty, pp.173–188.
Elias, Garfield & Gutschera, 2012. Characteristics of games.
Indeterminacy, pp. 137–166
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Skill check using Xd10
Throw skilld10
Success if at least one die over difficulty
If throw is 1 reduce one success
If negative amount of success skill check is
fumble
Is this good?
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10000
20000
30000
40000
50000
2 4 6 8
diff
su
ccess
skill
1
2
3
4
5
6
7
8
9
100
10000
20000
30000
2 4 6 8
difffa
il
skill
1
2
3
4
5
6
7
8
9
10
0
2500
5000
7500
10000
2 4 6 8
diff
fum
ble
skill
1
2
3
4
5
6
7
8
9
10
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What we learned
System works OK in most cases
Skill level 1 and 2 differently to other levels
High difficulties are significantly less likely to fumble
with skill level 1 than with high skills; skill level 2 less
anomaly, but still very different
Skill levels 1 and 2 are less likely to success in most
cases
But behaves differently than other skill levels
One possible fix:
No skill rolls use 1 or 2 dice
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Trouble
How long (rounds & minutes ) in average game
takes?
Ignore returning home by landing on them, on
board with with 6 and home with only correct roll
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Answer: Trouble Expected value: long run average
D6: expected value = 3.5 (1+6/2), but…
However, the Trouble die expected value is 4
Simulated the die 50000 times and calculated average
Track length: 32, 31, 30, 29
Game time estimate (underestimates)
Average rounds to complete
32 / 4 + 31 / 4 + 30 / 4 + 29 / 4 = 30.5 rounds
Turn: 15 sec -> round: 1 min -> game: 30.5 * 1 min ~30 min
But return home rule makes game more unpredictable
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Answer: Balance
Game is symmetrical
⇒balanced
Except:
1st (and so on) player has a small advantage over
next ones
However, amount of rounds and return to home
mechanism is likely to reduce the advantage
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Game
Rules
D6 to move
Winner is the one who visit all listed squares first (see the column on the right hand side)
Must stop to a site
All players start at START
In one lands to red place, one looses ones next turn
Board in next slide
Goals
Player 1 visits
1, 6, 9, 15, 20, 32
Player 2 visits
4, 10, 13, 18, 27, 30
Player 3 visits
7, 8, 11, 15, 22, 29
Player 4 visits
5, 10, 11, 21, 23, 26
Petri Lankoski Södertörn University Assignment is based on Korkeasaari board game
Island Tour
Estimate how much time game takes
How would you balance the game if it is not
balanced?
Do not change core mechanics
Racing with die
Asymmetric
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Answers: Island Tour
Length Wait a
round
squares
Obl. wait
a round
squares
Expected
time
(rounds)
Player 1 69 5 1 20.8
Player 2 72 3 0 20.6
Player 3 79 7 0 22.7
Player 4 70 4 0 20.1
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Estimated time = length / 3.5 + wait a round / length + obl. wait a round
Probability to land
Answers: Island Tour
Player 3 has longer / harder path
Easy fix: shorten the path
E.g. 7, 8, 15, 22, 28, 31
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Simulation How the players gain resources
Simplified
Robber vs no robber discard
Only resource amount simulated, not types
Assumptions
Four player game
0-3 resources at hand when ones turn starts
Model for using resources; not able to use all resources
Better robber simulation
One specific board set-up
The results does not vary much board to board
The results can vary with not optimal settlement placements
50 000 iterations used
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Model#!/usr/bin/python import randomfrom collections import Counter
# board model (2 victory points) field1 = {
2: {'white': 0, 'blue':0, 'red': 0, 'orange': 0},3: {'white': 0, 'blue':0, 'red': 1, 'orange': 1},4: {'white': 1, 'blue':1, 'red': 0, 'orange': 0},5: {'white': 0, 'blue':2, 'red': 1, 'orange': 0},6: {'white': 1, 'blue':1, 'red': 1, 'orange': 1},8: {'white': 1, 'blue':1, 'red': 1, 'orange': 1},9: {'white': 1, 'blue':0, 'red': 0, 'orange': 1},10: {'white': 1, 'blue':0, 'red': 1, 'orange': 1},11: {'white': 0, 'blue':0, 'red': 1, 'orange': 1},12: {'white': 0, 'blue':0, 'red': 0, 'orange': 0}
}
The above model does not contain handling for robber
The code for simulating this model is bit more complicated
Petri Lankoski Södertörn University
Sta
rt p
osi
tio
n
co
mp
ariso
n
Petri Lankoski Södertörn University Dark blue: 50%, light blue: 80%
4
5 5
6
0 0
1 11
2 2
3
3 3
4
5
2.05356
2.60712
3.16662
3.72224
0
2
4
6
0 1 2 3
Turn
Reso
urc
es
White
4
5
6
7
0 0
1 11
2 2
3
3
4 4
5
2.08214
2.6593
3.2414
3.81416
0
2
4
6
0 1 2 3
Turn
Reso
urc
es
Blue
4
5 5
6
0 0
1
2
1
2 2
3
3
4 4
5
2.08276
2.66588
3.24844
3.83248
0
2
4
6
0 1 2 3
Turn
Re
sou
rces
Orange
4
5 5
6
0 0
1
2
1
2 2
3
3
4 4
5
2.07952
2.66072
3.2421
3.82596
0
2
4
6
0 1 2 3
Turn
Re
sou
rces
Red
What this mean?
Rather well-balanced starting positions
No advantage/disadvantage for any color
White slightly lower average resource gain
But have a port
Blue slightly have more variation in resource gain
(80% area is wider)
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Imp
ac
t o
f se
tup
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3
4
5 5
0 0
1 11 1
2 2
3 3
4 4
1.89398
2.28342
2.67204
3.06254
0
2
4
6
0 1 2 3
Turn
Reso
urc
es
White, bad
3
4
5 5
0 0 0 0
1 1 1
2
3 3 3
4
1.80872.11382
2.424242.72642
0
2
4
6
0 1 2 3
Turn
Reso
urc
es
White, bad alt 2
4
5 5
6
0 0
1
2
1
2 2
3
3
4 4
5
2.08718
2.67596
3.26016
3.84286
0
2
4
6
0 1 2 3
Turn
Re
sou
rces
White, good alt
4
5 5
6
0 0
1 11
2 2
3
3 3
4
5
2.05356
2.60712
3.16662
3.72224
0
2
4
6
0 1 2 3
Turn
Re
sou
rces
White
What this mean?
Initial placement of ones settlement is important
Rather big impact on resource gain
Even bigger after upgrading settlements to cities
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Feedback loop & Roll 7
Effect?
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Scenario• Only white
simulated
• White built cities
in all places
marked
Fe
ed
ba
ck lo
op
& r
oll
“7” e
ffe
ct
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6
11
12
14
1 1
2
3
2
3
4
64
6
8
10
3.28772
5.07054
6.68098
8.11302
0
5
10
15
0 1 2 3
Turn
Reso
urc
es
Robber=Default
6
11
13
15
1 1
2
3
2
3
4
64
6
8
11
3.2899
5.0725
6.85024
8.62992
0
5
10
15
0 1 2 3
Turn
Reso
urc
es
Robber=No
6
11
12
14
1 1
2 22
3
4
54
6
8
10
3.27528
5.04646
6.527
7.68936
0
5
10
15
0 1 2 3
Turn
Re
sou
rces
Robber=To zero
6
11
12
14
1 1
2
3
2
3
4
54
6
8
10
3.29602
5.0909
6.50472
7.7635
0
5
10
15
0 1 2 3
Turn
Re
sou
rces
Robber=Limit 4 & half
What this mean?
Feedback loop is weakened by the board design
There is no equally good places to build after initial
setup
Robber (rolling 7) makes lucky streaks rarer
Not big effect on positive feedback look on average
What if scenarios
Robber -> discard all
Discard if more than four resources
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Board & Movement
Chance to end
Up In a square
1/40 = 2,50%?
3 doubles
in a row
1/16 Card takes
to Jail
A player can
increase
probability to
land to
These squares
(out with doubles)
What we learned
Staying in prison strategy alters changes to land
other squares
Long prison stay good at the end game
Break even time downward trend is good
Breakeven times are long
Slow start
Note that one cannot build before owning all
squares with that color
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Rules in brief Randomly generated boar,
Treasure deck (28 cards)
4 treasure cards are needed to collect a certain (1/4) treasure from specific tile
Water rise! (3) cards increase speed which the island is going under water
Flood cards
Tells which tile will be flooded or sink
Players has three actions
Support a tile
Move
Give a treasure card
Capture a treasure
Win by collecting all four treasures and escape by helicopter
Loose by
Water level raises too high (with Water Rise! Cards)
Cannot collect the treasures because of sunken tile
Cannot escape because of the exit tile is sunken
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Game length (loose with
water level)
3 water raises cards in treasure cards deck (28
cards)
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Game length (loose with
water level)
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Loose cond.:
N water rise!
Deck
exhausted N
times
Ends with
Nth water
rise! card
Novice 9 2 3
Normal 8 2 2
Elite 7 2 1
Legendary 6 1 3
Rough estimate about play time in terms of water rise!
cards
2 players, normal
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Water
Level
Min turn Max turn Mean
turn
# act. /
support
Actions -
# actions
1 1 10 2.7 2 2
2 1 11 4.8 2 2
3 1 11 7.3 3 1
4 2 19 11.4 3 1
5 13 20 15.5 3 1
6 13 20 17.4 4 0
7 14 28 21.0 4 0
8 22 29 24.5 5 -1
9 22 29 26.4 5 -1
Prevent island sinking Water levels 1 & 2: possible to support squares most of the
time
Water levels 3–5: possible to support nearby squares if actions are focused to that
Spending max 1 point to movement
Water levels 6-7: Not possible to support all squares except with luck
No movement possible if supporting four squares
Water level 8: island is sinking no matter what
Note: Digging up a treasure requires an action and moving to the correct square
To keep the island in stable state would require more actions
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Treasure cards
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4 same treasure card is needed to dig up a
treasure
5 same treasure cards in deck
Discarding correct cards is critical (max hand
size: 5 cards)
Treasure card scuffle is needed if discarding 2 same
resources before the set can be completed
Balance Symmetry typically leads to balance
Note: turn order / some typically start in board games
Creates imbalance
Catan solution to balance set-up
turn order in setup: 1-2-3-4-4-3-2-1
Symmetry can be also in form of rock-paper-scissors
Balancing weapons & troops
non-symmetrical things are harder to balance
Difficulty in co-op games:
resources needed to keep status quo or
to progress vs resources available
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Simulations
Game systems with random component are complex to predict
Card-based are even history-dependent
How many / what cards are played influence probabilities
Simulations can help to understand how a part of the system behaves
One does not need ready game for simulation
But one needs to understand what to simulate
Does not replace playtesting
But simulation can show the features work in the long run
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Assignment
Use relevant presented approaches to analyze
your game design and
Balance it / set difficulty
Fine-tune play time
Combine with play-testing
Return
Documentation of your process (steps, calculations)
Around 1-2 pages
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