{"id":589,"date":"2012-07-11T02:28:24","date_gmt":"2012-07-11T02:28:24","guid":{"rendered":"http:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/?p=589"},"modified":"2017-03-04T06:21:04","modified_gmt":"2017-03-04T06:21:04","slug":"ambition-and-what-it-taught-me-the-4-factor-model","status":"publish","type":"post","link":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/?p=589","title":{"rendered":"Ambition and what it taught me: the 4-factor model."},"content":{"rendered":"<p>Nine years ago, I came up with a card game called <a href=\"http:\/\/www.boardgamegeek.com\/boardgame\/16043\/ambition\">Ambition<\/a>\u00a0in which I attempted to remove card-luck from a trick-taking card game. This turned out to be a surprisingly difficult (and very fun) design problem. To give a 50,000-foot overview, the original game was one in which the goal was to get a middling score each round, making the objective more about manipulating the flow of the game (and the players) rather than trying to take (e.g. <em>Bridge<\/em>) or avoid (e.g. <em>Hearts<\/em>) tricks. The original game had only the middling objective, but as with\u00a0<em>Hearts\u00a0<\/em>and it&#8217;s &#8220;shooting the moon&#8221; reversal, I had to add high-risk, high-reward strategies for very strong (Slam) and very weak (Nil) hands.\u00a0What I ended up building was a game where card-luck has a very small influence, because every hand has a credible strategy.<\/p>\n<p>I&#8217;ve estimated that card-luck produces about 5% of the variation in a typical 2-hour game. (This could be reduced to 3-4% by reducing the Slam bonus, but that would also make the game less fun, so what would be the point?) For a trick-taking game, this is rare. Now,\u00a0<em>Bridge<\/em> is an immensely skillful game, but it&#8217;s got a lot of card luck in the short term. For this reason, Bridge players <em>duplicate<\/em> the game in serious settings, which means that they play the same hands as everyone else in the club and are scored on their <em>relative<\/em> performance. A typical Bridge tournament might have 20 teams&#8211; or 40 people. I don&#8217;t think there are 40 Ambition players in a given <em>state<\/em> at any time, so duplication&#8217;s not an option.<\/p>\n<p>Why&#8217;d I want to eliminate card luck from a trick-taking game? The short version of the story is that I had caught that German board game bug, but I was in Budapest for a semester (at <a href=\"http:\/\/www.budapestsemesters.com\/\">this program<\/a>) and had only a deck of cards. But I&#8217;d fallen in love with the German design aesthetic. Also, experience had led me to conclude that the games regarded as being the most <em>interesting<\/em>, and the ones that become culturally important, tend to be <em>skillful<\/em> games. <em>Go<\/em>, <em>Chess<\/em>, and <em>Bridge<\/em> are all very deep and skillful games, which makes their outcomes meaningful and indicative of genuine skill (or <em>decisive<\/em>). <em>Poker<\/em> becomes skillful with enough patience; viewed as one game played over a person&#8217;s life, it converges, as most games well. This led down the rabbit hole of &#8220;luck\/skill balance&#8221;. What is it? Oddly enough, I concluded that it doesn&#8217;t exist, at least not when framed as a linear dichotomy.<\/p>\n<p>The idea of &#8220;luck vs. skill&#8221; places\u00a0<em>Go<\/em> (a very deep, skillful game) at one end of a continuum and\u00a0<em>Bingo<\/em> (which is pure chance) at the other. As this ideology goes, luck games are cotton-candy junk food, and skill games are, if a bit dry, respectable and rewarding. Supporting this is that the culturally successful and long-lived &#8220;mind sports&#8221; tend to be highly skillful, which seems to imply that if you want to design a &#8220;good&#8221; game, you should be aiming to get rid of luck. The problem with the luck\/skill dichotomy is that there are a number of game mechanics it fails to model. For a trivial example,\u00a0<em>Rock, Paper, Scissors<\/em> contains no randomizer but (at one iteration) is effectively &#8220;random&#8221;, because it presents simultaneous decision-making with a perfectly-symmetrical strategic shape (i.e. no strategy is functionally different from any other). Rock, Paper, Scissors at one iteration can be considered to be <em>effectively<\/em> a luck game, so what about the iterated version. Is the long-term, iterated game luck-driven or skillful? That&#8217;s a surprisingly hard question to answer, even theoretically. For a more practical example, consider multi-player German-style favorites like\u00a0<em>Puerto Rico<\/em>, an excellent game sometimes criticized for the influence of\u00a0table position\u00a0(i.e. the difference between sitting to the left vs. the right of the best player can have a measurable affect on one&#8217;s outcome). There are almost no random elements to this game, but play order becomes an influence. Is that aspect&#8211; knowing where to sit&#8211; luck or is it skill? (Answer: it&#8217;s meta-game.) But the biggest problem with the luck\/skill dichotomy is that it breaks down completely when there are more than 2 players. In a 3-player game, an unpredictable, nonconventional, or outright incompetent player can make strategic choices that favor one player over the other&#8211; an effect deriving neither from a truly random element of the game (such as dice or a deck of cards) nor from those players&#8217; individual\u00a0levels of skill. This &#8220;interaction term&#8221; element is\u00a0<em>strategy<\/em>: a mix of luck and skill inherent in simultaneous, poly-agent decision making.<\/p>\n<p>The difference between a demonstration of skill and &#8220;strategic luck&#8221; is that the former will generally affect opponents&#8217; outcomes in a non-biased way. If Alice does something that gives her an advantage over Bob and Eve both, she&#8217;s playing skillfully, not getting lucky. If she does something that unintentionally or chaotically gives Bob an advantage over Eve and Bob wins, that&#8217;s strategic luck favoring Bob.<\/p>\n<p>In two-party games, there is no strategic luck. If the opponent&#8217;s strategy causes one to lose, that was (by definition) skillful play, not strategic interference. Likewise applying to two-team games (like Bridge) it is accurate to say that friendly &#8220;strategic luck&#8221; <em>is<\/em> skill.<\/p>\n<p>However, in games of 3 or more players, it&#8217;s pretty much impossible to eliminate strategic luck (not that I&#8217;m convinced that it would be desirable to do so). This is reminiscent of Arrow&#8217;s Impossibility Theorem, which state that it&#8217;s impossible to design a &#8220;perfectly fair&#8221; voting system, where &#8220;fair&#8221; means that the presence or absence of a candidate C should not affect the relative performance of A and B (i.e. no &#8220;Nader effect&#8221;.) Games with three- or more players face an inherent trade-off between (a) restricting interactions between players, making the game less fun, versus (b) encouraging them but introducing strategic luck. So with large groups, it&#8217;s often better for a game designer to just <em>own<\/em> the strategic luck and make the alliance-forming (and -breaking) aspects a core element, as with\u00a0<em>Diplomacy<\/em> or <em>Apples to Apples<\/em>.<\/p>\n<p>This may be why the games that develop the mind sport culture always seem to be 2-party games. A game of 3 or more players\u00a0<em>without<\/em> strategic luck would have to be structured too much like &#8220;multiplayer solitaire&#8221; to be fun, but one with strategic luck is unlikely to develop a tournament scene, as the cultural purpose of those is to determine &#8220;the best&#8221; player. (When there&#8217;s strategic luck, the <em>best<\/em> player can be undefined. Alice may be superior to Bob when Carla sits at the table, while Bob is better than Alice when Dan is playing.)<\/p>\n<p>As for Ambition, I removed the card luck but I introduced some strategic luck. A &#8220;bad&#8221; hand can lead to a great outcome based on unrelated prior decisions by other players. Strategic luck is noticable. Which made it not quite like <em>Go<\/em> or <em>Chess\u00a0<\/em>where a superior player can expect to win 95+ percent of the time, but more like a German-style game where pure chance factors are uncommon (you rarely feel &#8220;screwed&#8221; by the cards) but strategic luck is tolerated. And that&#8217;s fine. It adds to the fun, and it&#8217;s a casual game, after all.<\/p>\n<p>Luck, skill, and\u00a0<em>strategy<\/em> are 3 factors that determine players&#8217; outcomes in a game. Pure chance elements can be isolated and assessed mathematically. Skill an usually be quantified, by observing players&#8217; outcomes and adjusting, as with the ELO system.\u00a0As for <em>strategy<\/em>? It&#8217;s completely impossible to quantify this element in a general way, because the strategic variables within a game are, in some sense, the spinal shape of the game itself. Pure chance elements can be analyzed through statistical means, but there&#8217;s no general-purpose way to measure strategic luck. I&#8217;m not sure if I can even precisely define it.<\/p>\n<p>I said there would be 4 factors, so what&#8217;s the fourth? The most interesting one, which I call\u00a0<em>flux.<\/em> To explain flux, consider one important observation pertaining to supposedly &#8220;purely skillful&#8221; games: they don&#8217;t have the same outcome every time they&#8217;re played. If they did, they&#8217;d actually be frustrating and boring, even for nearly exactly matched players. Thankfully, that&#8217;s not the case. Alice defeating Bob does not mean that Alice will always beat Bob. What this means is that there&#8217;s something subtle&#8211; an energy&#8211; that makes the game a real contest when it&#8217;s played between players who are close in skill level.<\/p>\n<p>Flux is minute-to-minute variation in a player&#8217;s skill and strategic effectiveness. Positive flux is being &#8220;in flow&#8221;&#8211; the state of consciousness that makes games (and programming, and writing, and many other things) fun. It&#8217;s a state of mind in which a person has above-normal concentration, confidence, ability to assess risk, and effectiveness in execution. Negative flux is the opposite, and it&#8217;s described by poker players as being &#8220;on tilt&#8221;. It&#8217;s being out of flow. When players of equal or near-equal skill compete, it&#8217;s often flux that determines the winner. And that&#8217;s what makes such contests exciting&#8211; the fact that the game is skillful and\u00a0decisive (so the outcome actually <em>matters<\/em>) but that, because the contestants are close in skill level, the end-of-game binary outcome (winning vs. losing) is going to be determined by minute-to-minute fluctuations in animal energies. Flow. Flux. &#8220;The zone.&#8221;<\/p>\n<p>Luck, skill and strategy are all important tools in a game designer&#8217;s arsenal as he pursues his design goal (which is not to land at a targeted point on some bullshit &#8220;luck\/skill continuum&#8221;, but to design a game that&#8217;s fun to play). Luck gives more players a chance at . Skillful elements make the game <em>decisive<\/em> and more . Strategy, on the other hand, is what makes multiplayer games interactive and social. All of these elements can be quite effective at making a game fun. But it&#8217;s the tense real-time drama of\u00a0<em>flux<\/em>\u00a0as players go into and drop out of flow that really makes a game interesting.<\/p>\n<p>  <a href=\"http:\/\/feeds.wordpress.com\/1.0\/gocomments\/michaelochurch.wordpress.com\/887\/\" rel=\"nofollow\"><img decoding=\"async\" alt=\"\" border=\"0\" src=\"http:\/\/feeds.wordpress.com\/1.0\/comments\/michaelochurch.wordpress.com\/887\/\" \/><\/a> <img loading=\"lazy\" decoding=\"async\" alt=\"\" border=\"0\" height=\"1\" src=\"http:\/\/stats.wordpress.com\/b.gif?host=michaelochurch.wordpress.com&#038;blog=12019234&#038;post=887&#038;subd=michaelochurch&#038;ref=&#038;feed=1\" width=\"1\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Nine years ago, I came up with a card game called Ambition\u00a0in which I attempted to remove card-luck from a trick-taking card game. This turned out to be a surprisingly difficult (and very fun) design problem. To give a 50,000-foot overview, the original game was one in which the goal was to get a middling [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[],"class_list":["post-589","post","type-post","status-publish","format-standard","hentry","category-sep-2012"],"_links":{"self":[{"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=\/wp\/v2\/posts\/589","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=589"}],"version-history":[{"count":1,"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=\/wp\/v2\/posts\/589\/revisions"}],"predecessor-version":[{"id":590,"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=\/wp\/v2\/posts\/589\/revisions\/590"}],"wp:attachment":[{"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=589"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=589"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sasamat.xen.prgmr.com\/michaelochurch\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=589"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}