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	<title>Comments on: Rock, Paper, Scissors</title>
	<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/</link>
	<description>A blog on virtual worlds, games, and digital content, from Matt Mihaly</description>
	<pubDate>Thu, 20 Nov 2008 22:29:55 +0000</pubDate>
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		<title>by: Matt</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-39</link>
		<pubDate>Thu, 15 Jun 2006 06:19:12 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-39</guid>
					<description>RPS has to be played more than best out of 3 to really be meaningful, I think. The edge you can gain on your opponent isn't that large.

Thanks for the story link.

--matt</description>
		<content:encoded><![CDATA[<p>RPS has to be played more than best out of 3 to really be meaningful, I think. The edge you can gain on your opponent isn&#8217;t that large.</p>
<p>Thanks for the story link.</p>
<p>&#8211;matt
</p>
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		<title>by: J.</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-38</link>
		<pubDate>Thu, 15 Jun 2006 06:10:56 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-38</guid>
					<description>Unless RPS is played best out of three, it has no meaning, and more importantly, that lack of meaning should be obvious to the player. I find it lots more interesting to work in psychology and player attempts to &quot;read&quot; opponents -- that scenario is far more likely in my mind to lead to players enjoying the experience of playing aside from any outcomes. And that's the goal, right?

Right? :P

Related story: A Florida federal judge this week ordered two bickering attorneys to play RPS to settle their argument, but unfortunately, it was only one round. And only one attorney (so far) is planning to comply with the order to play.

http://money.cnn.com/2006/06/07/magazines/fortune/rps_fortune/</description>
		<content:encoded><![CDATA[<p>Unless RPS is played best out of three, it has no meaning, and more importantly, that lack of meaning should be obvious to the player. I find it lots more interesting to work in psychology and player attempts to &#8220;read&#8221; opponents &#8212; that scenario is far more likely in my mind to lead to players enjoying the experience of playing aside from any outcomes. And that&#8217;s the goal, right?</p>
<p>Right? <img src='http://forge.ironrealms.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Related story: A Florida federal judge this week ordered two bickering attorneys to play RPS to settle their argument, but unfortunately, it was only one round. And only one attorney (so far) is planning to comply with the order to play.</p>
<p><a href='http://money.cnn.com/2006/06/07/magazines/fortune/rps_fortune/' rel='nofollow'>http://money.cnn.com/2006/06/07/magazines/fortune/rps_fortune/</a>
</p>
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		<title>by: WorldIV &#187; Rock, Paper, Thrust, Circular Parry, Slash</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-27</link>
		<pubDate>Wed, 14 Jun 2006 13:41:31 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-27</guid>
					<description>[...] Matt Mihaly blogged about Rock Paper Scissors recently. Zen of Design reports that the Rochambeau (Rock Paper Scissors, RPS for easy typing) championships are currently underway in Las Vegas with a $50,000 prize. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Matt Mihaly blogged about Rock Paper Scissors recently. Zen of Design reports that the Rochambeau (Rock Paper Scissors, RPS for easy typing) championships are currently underway in Las Vegas with a $50,000 prize. [&#8230;]
</p>
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		<title>by: ML</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-25</link>
		<pubDate>Wed, 14 Jun 2006 10:56:46 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-25</guid>
					<description>maybe your math question could be related to the Prisoners Dilemma, in that if both players choose to play non-random they both have a higher chance of winning... or?</description>
		<content:encoded><![CDATA[<p>maybe your math question could be related to the Prisoners Dilemma, in that if both players choose to play non-random they both have a higher chance of winning&#8230; or?
</p>
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		<title>by: Zen of Design&#187;Blog Archive &#187; Rochambeau!</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-24</link>
		<pubDate>Tue, 13 Jun 2006 14:45:18 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-24</guid>
					<description>[...] MMO Bloginati  Anthony Castoro Brian Green Brian Urbanek Christopher Allen Dan Rubenfield Daniel James Daniel Manachi Dave Rickey David Kennerly Geoffrey Zatkin Jeff Freeman Jessica Mulligan Jim Purbrick John Smedley Kevin Maginn Matt Mihaly Oliver Smith Raph Koster Ryan Shwayder Scott Jennings Sean Dahlberg Steve Kramer Terranova Tess Snider Thor Alexander Tim Keating Will Wallace [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] MMO Bloginati  Anthony Castoro Brian Green Brian Urbanek Christopher Allen Dan Rubenfield Daniel James Daniel Manachi Dave Rickey David Kennerly Geoffrey Zatkin Jeff Freeman Jessica Mulligan Jim Purbrick John Smedley Kevin Maginn Matt Mihaly Oliver Smith Raph Koster Ryan Shwayder Scott Jennings Sean Dahlberg Steve Kramer Terranova Tess Snider Thor Alexander Tim Keating Will Wallace [&#8230;]
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		<title>by: Mageman</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-21</link>
		<pubDate>Tue, 13 Jun 2006 06:14:55 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-21</guid>
					<description>I can't comment much with the maths of the whole thing as my own are almost non exhistant, but when I play chess, both in the real world and ingame, I just usually take every situation as they come.  Whenever someone makes a move, I take a look at the board with &quot;new eyes&quot; for lack of a better term and tend to play like that.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t comment much with the maths of the whole thing as my own are almost non exhistant, but when I play chess, both in the real world and ingame, I just usually take every situation as they come.  Whenever someone makes a move, I take a look at the board with &#8220;new eyes&#8221; for lack of a better term and tend to play like that.
</p>
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		<title>by: moo</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-20</link>
		<pubDate>Mon, 12 Jun 2006 23:56:27 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-20</guid>
					<description>Oops.. about your math question... taking RPS as the example, if one player is perfectly random then the three outcomes (win, loss, draw) are equally probable for them &lt;b&gt;no matter what the opponent does.&lt;/b&gt;  Since its a zero-sum game, the three outcomes are equally probable for the opponent too.

In order to have a higher probability of winning, a player must be able to predict (at least some of the time) which of the opponent's actions is the most probable.  In this sense, non-perfectly-random players could be said to &quot;leak information&quot; to the opponent about their future moves; the opponent is trying to &quot;get inside their head&quot; and model their decision making, to predict their most probable choice.  (The similarity with predictive models for information compression is striking).</description>
		<content:encoded><![CDATA[<p>Oops.. about your math question&#8230; taking RPS as the example, if one player is perfectly random then the three outcomes (win, loss, draw) are equally probable for them <b>no matter what the opponent does.</b>  Since its a zero-sum game, the three outcomes are equally probable for the opponent too.</p>
<p>In order to have a higher probability of winning, a player must be able to predict (at least some of the time) which of the opponent&#8217;s actions is the most probable.  In this sense, non-perfectly-random players could be said to &#8220;leak information&#8221; to the opponent about their future moves; the opponent is trying to &#8220;get inside their head&#8221; and model their decision making, to predict their most probable choice.  (The similarity with predictive models for information compression is striking).
</p>
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		<title>by: moo</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-19</link>
		<pubDate>Mon, 12 Jun 2006 23:41:24 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-19</guid>
					<description>When I look at Rock-Paper-Scissors, what I see is PvP boiled down to its ultimate essence.  It's theoretically fair (both players have an equal chance to win) but whichever player understands the psychology of their opponent better and can predict their actions better will win in the long run.

Actually, it might be worth looking at ways we can make our PvP systems more Rock-Paper-Scissors-like.  ;)</description>
		<content:encoded><![CDATA[<p>When I look at Rock-Paper-Scissors, what I see is PvP boiled down to its ultimate essence.  It&#8217;s theoretically fair (both players have an equal chance to win) but whichever player understands the psychology of their opponent better and can predict their actions better will win in the long run.</p>
<p>Actually, it might be worth looking at ways we can make our PvP systems more Rock-Paper-Scissors-like.  <img src='http://forge.ironrealms.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
</p>
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		<title>by: Tiax</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-18</link>
		<pubDate>Mon, 12 Jun 2006 01:16:56 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-18</guid>
					<description>Regarding the question at the end:

I would think that you are correct, because we should view the competition not in terms of randomness of the players, but in randomness of the match.  In other words, as long as one of the players in a given match is throwing pure random, then the match itself is randomized.  It is only when neither player is throwing random that the match is non-random and the chance arises to do consistently better than 50-50.  

Note the implication that pure randomness can only be the sole optimal strategy against a non-random opponent.  Against a random opponent, the match is randomized no matter what you do, so any strategy is equally optimal.  Against a non-random opponent, there is either an optimal non-random strategy - which occurs when the player is better than the opponent, or the optimal strategy is pure randomness, when the player is worse than the opponent, and any hint of non-randomness could be exploited.

Also, I like the blog.</description>
		<content:encoded><![CDATA[<p>Regarding the question at the end:</p>
<p>I would think that you are correct, because we should view the competition not in terms of randomness of the players, but in randomness of the match.  In other words, as long as one of the players in a given match is throwing pure random, then the match itself is randomized.  It is only when neither player is throwing random that the match is non-random and the chance arises to do consistently better than 50-50.  </p>
<p>Note the implication that pure randomness can only be the sole optimal strategy against a non-random opponent.  Against a random opponent, the match is randomized no matter what you do, so any strategy is equally optimal.  Against a non-random opponent, there is either an optimal non-random strategy - which occurs when the player is better than the opponent, or the optimal strategy is pure randomness, when the player is worse than the opponent, and any hint of non-randomness could be exploited.</p>
<p>Also, I like the blog.
</p>
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		<title>by: DonathinFrye</title>
		<link>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-9</link>
		<pubDate>Sat, 10 Jun 2006 07:30:50 +0000</pubDate>
		<guid>http://forge.ironrealms.com/2006/06/09/rock-paper-scissors/#comment-9</guid>
					<description>Check out the free-form matrix dueling system of the RDI Days(now almost 20 years old). It originated as the FFGF on the original AOL and its predecessors, and has moved to the open net since then.

www.ringsofhonor.org

This gaming/roleplaying environment has created three &quot;sports&quot; that are, more or less, matrix-base dueling. RPS is also matrix-based dueling. The difference in these matrices is the purposeful design of each choice/move not being equally useful to others, as well as some more advanced rules.

They've created a Duel of Swords(larger playerbase over the past 18 years than any MUD besides Simutronics' headliners), and nearly as popular variants Duel of Magic and Duel of Fists. All three of these sports utilize, at minimum(DoS being the smallest matrix), 15 different moves, and at Maximum, 28. Like RPS, the scoring is broken down to rounds, with more specific scoring rules for each game. The games then also have very complex ranking, challenge, and political systems infused in the background.

These &quot;sports&quot; are perfectly suited to the roleplaying environment, and each is very unique from the other two. My point is that they have taken the concept of matrix dueling and created something that requires both more use of strategy, and a heavy reliance on psychology. Just as with professional RPS players, the top DoS/F/M players in the world are a master of their opponents psychology and understand all of the different gambits and patterns of that matrix.

I've used this system to create an identical mini-game on a MUD(with their permission). Clandestine MUD utilizes Duel of Swords as a mini-game, and while the PvP itself is not focused on this matrix/RPS style of combat, it has made for an extremely popular mini-game that allows the results of each round to be customizably roleplayed out by the duelists. While the results of a Thrust versus Stophit round will always yield the same result, this has allowed many of our roleplayers who do not like the crunch/hack'nslash elements of our PvP system to still be competitive in a variant on PvP that allows them to roleplay each round out entirely to their own personal liking.

So, as a longtime member of the Rings of Honor community, a top-ranking duelist in all three Games, and a game designer who has implemented this successfully, I would say there is definitely merit in a matrix combat-system.

Also, many have attempted to create complex bots that use A.I. to study opponents, learn from them, randomize at the right times and &quot;scout&quot;(use the opponent's studied patterns against them) at the right time. Even with some amazing coders in the community, the best bots have not been able to defeat the best players. Bots that are completely dice-roll/randomized-based tend to do very poorly. The key seems to be in weighing the matrix so that it is not as flush as RPS.</description>
		<content:encoded><![CDATA[<p>Check out the free-form matrix dueling system of the RDI Days(now almost 20 years old). It originated as the FFGF on the original AOL and its predecessors, and has moved to the open net since then.</p>
<p><a href='http://www.ringsofhonor.org' rel='nofollow'>www.ringsofhonor.org</a></p>
<p>This gaming/roleplaying environment has created three &#8220;sports&#8221; that are, more or less, matrix-base dueling. RPS is also matrix-based dueling. The difference in these matrices is the purposeful design of each choice/move not being equally useful to others, as well as some more advanced rules.</p>
<p>They&#8217;ve created a Duel of Swords(larger playerbase over the past 18 years than any MUD besides Simutronics&#8217; headliners), and nearly as popular variants Duel of Magic and Duel of Fists. All three of these sports utilize, at minimum(DoS being the smallest matrix), 15 different moves, and at Maximum, 28. Like RPS, the scoring is broken down to rounds, with more specific scoring rules for each game. The games then also have very complex ranking, challenge, and political systems infused in the background.</p>
<p>These &#8220;sports&#8221; are perfectly suited to the roleplaying environment, and each is very unique from the other two. My point is that they have taken the concept of matrix dueling and created something that requires both more use of strategy, and a heavy reliance on psychology. Just as with professional RPS players, the top DoS/F/M players in the world are a master of their opponents psychology and understand all of the different gambits and patterns of that matrix.</p>
<p>I&#8217;ve used this system to create an identical mini-game on a MUD(with their permission). Clandestine MUD utilizes Duel of Swords as a mini-game, and while the PvP itself is not focused on this matrix/RPS style of combat, it has made for an extremely popular mini-game that allows the results of each round to be customizably roleplayed out by the duelists. While the results of a Thrust versus Stophit round will always yield the same result, this has allowed many of our roleplayers who do not like the crunch/hack&#8217;nslash elements of our PvP system to still be competitive in a variant on PvP that allows them to roleplay each round out entirely to their own personal liking.</p>
<p>So, as a longtime member of the Rings of Honor community, a top-ranking duelist in all three Games, and a game designer who has implemented this successfully, I would say there is definitely merit in a matrix combat-system.</p>
<p>Also, many have attempted to create complex bots that use A.I. to study opponents, learn from them, randomize at the right times and &#8220;scout&#8221;(use the opponent&#8217;s studied patterns against them) at the right time. Even with some amazing coders in the community, the best bots have not been able to defeat the best players. Bots that are completely dice-roll/randomized-based tend to do very poorly. The key seems to be in weighing the matrix so that it is not as flush as RPS.
</p>
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