The Tao of Gaming

Saturday, October 24, 2009

Moving

The Tao of Gaming has moved. Update your bookmarks accordingly.

Wednesday, October 21, 2009

I'm a mortal lock for the next Sports Guy Mailbag

(At least, the next one after he sees my email)

From Game Informer, current issue, page 61.

"Specter wanted Oswald the Lucky Rabbit [1] to be the centerpiece of Epic Mickey. But that wasn't possible until a years-old dispute was resolved. 'Disney didn't own the rights to Oswald,' Spector explains. 'So there was no way I could use him as a character in this game.' But Bob Iger, the CEO of Disney, went to NBC/Universal, which after 80 years owned the rights to Oswald, and TRADED AL MICHAELS, a human sportscaster, for the rights to a cartoon rabbit."

(Technically this is old news, but since I hadn't heard about it, I'm assuming Simmons hasn't either).

[1] The first character created by Walt Disney (prior to Mickey).

Powerblogs is shutting down


Which means I have a month (or so) to decide whether to continue this somewhere else, or just confine my ramblings to BGG/SABG or other sites....

I could move to blogger or wordpress, I suppose.

Tuesday, October 20, 2009

Lou, I think I may have topped that game of Medici


See the full story on the SABG blog.

(Non-Lou's are welcome to check it out, but I think he'll really appreciate it more).

Endeavour Initial Thoughts

I got in two games of Endeavour yesterday. It's ... fast. It's hard to dislike a fast game, especially one that gleefully steals from titles I like.

I'd lustily hate Endeavour if my first game took two hours, like some reviewers claim. But we played a 3 player game in about an hour (with rules), and then a five player game in less than 1.5 hours.

At the time I didn't particularly love it. The good:

  • It's fast,

  • You have some long term strategy,

  • Quite distinct feel, based on # of players

  • Not many false choices (that I saw).

The bad: Endeavour doesn't differ enough from other Euros to excite me.

Although I was still thinking about it this morning; that's something. I suspect that there isn't enough variability. I mean, you only have fifteen buildings, and only seven builds (turns), not as many as in Puerto Rico, and not as fluid. Endeavour will need to be deeper than my initial impression of it, I think. Worth playing a few times.

Sunday, October 18, 2009

Required Rules Reading


Now that I've read the Dungeon Lords rules, I'm totally getting that. (When Z-Man releases it). I just realized, though, that I'm way behind on Vlaada's games ... I still haven't tried Space Alert or League of Six.

Saturday, October 17, 2009

Tuesday, October 13, 2009

A business suggestion to the family


Dear The Mob,

I know times are tough all around, so I'm offering you a business suggestion. I suggest you offer computer protection. Affordably priced, say $100 a year. But, you protest, "I am just a humble businessman, and am befuddled by computers, as much as the next honest entrepreneur."

I know. I know.

What would I expect for $100? Sympathy. I'd call you up, and say "Mr. Honest Businessman, some bastard of a hacker snuck a virus onto my system, and now I'm getting pop-up ads offering to help me work at home earning a degree in computer art to design advertisements that offer to Make. Her. Ecstatic."

You would reply "That sounds terrible," and listen while I bitch about the 10 hours lost cleaning up my system. Believe me, a sympathetic listener is worth the money.

We will both be shocked and saddened to hear about that young hacker's suicide, via a silenced pistol to his temple. Such a tragedy. No doubt we will commiserate about the troubled state of modern society, leading a troubled young person towards a life of idle crime and destruction, which spiraled inevitably to self-destruction.

Signed, One of many

P.S. For now, I will get my sympathy via Malware-bytes, which will be getting some of my money, assuming that my computer is still working in a month. Technically quite proficient, but not nearly as sociable.

RIP Darlene Riely


While I was at the Swiss Teams event yesterday, I discovered that local expert (and my sometimes bridge partner) Darlene Riely died of a respiratory infection a little over a month ago.

I've known Darlene for 20 years, and she was hilarious and vivacious, as well as a hell of a player. Bridge is now mainly played by retirees and elderly ... but Darlene was only 67. It's amazing that we live in a world where dying at 67 seems tragic; but we do, and it is.

Chaos in the Old World


Got to try this last night.

Short, ameritrashy, chaotic. Compelling? I'm not sure. I'd play it again though.

The best thing to be said about CitOW? It respects innovation, without slavishly following it. Chaos knows that the days when we'd set up an N-hour slugathon are gone (at least for us middle-aged folk), so it clocks in at two hours. They could be slightly brisker, but two hours works better than "Two, maybe six."

There are multiple ways to win and including an "Everyone losses" rule means that kingmaking situations can be avoided (... and yes, I shifted to "Everyone must lose" with 20 minutes to go).

Lots of decks of cards? Check.

Theme? Check check. Khorne (the blood god) slaughters, Nurgle (pestilence) destroys large crowds, Tzeentch (change/chaos) can rearrange the board, Slaneesh (hedonism) is a bit of an odd duck, actually. But enough theme to keep me happy.

Multiple ways to win? Check and mate. Of all the games that I'm reminded of, Liberte keeps coming back. You can win by VP, but you can forgo victory points and win by "dial advancement" and each god advances via a different mechanism. Two completely different ways to win, that intersect in odd ways.

Given four unique player positions, multiple victory conditions, an agricola style event deck that only sees 7 cards out of fifty or so each game, even if Chaos turns out to be mediocre, I'd easily get five plays out of it. And while I'm not sure I'd call it great, "Perfectly acceptable" seems fine.

Friday, October 9, 2009

Massive computer infection


Just now digging out from under it. Have a good weekend.

Update: This one is nastier than I thought. I'm in the process of backing up in prep for a wipe. Ugly.

Monday, October 5, 2009

Quick Notes


Shadow Hunters good.

Say Anything fine.

Details later.

Saturday, October 3, 2009

Race: Against Early Card Advantage


I noticed Tom's comment a few days ago (in the Universal Symbiont thread)...

My second reaction was to look at the top start worlds and note that they were all worlds that give players early card advantage. The led me to hypothesize that the play on Genie taken as a whole was what I would call "intermediate" level, based on comparisons with the playtest groups' experiences with start worlds. (This is not to say that some Genie players aren't extremely strong or that this won't change over time.)

Now, to give Rob credit, he did go back and take a harder look at the Alpha Centauri data and found that it fared less well in winning % among the stronger players. To me, that was expected. Card advantage is something that is fairly easy for beginning and intermediate players to exploit (as opposed to leeching or explore powers, etc.).

(The emphasis on the last sentence is mine; earlier emphasis is Tom's).

This got me thinking: How do I deal with Early card disadvantage? Well, you stop calling Develop and Settle, for one thing (barring timing constraints, like the need to ensure your military is high enough so that you can leech a settle). Assuming you have card flow a turn or two later, then you will naturally consume/produce to trade, which will tend to balance tempo.

As I've played more, I've become more willing to drop a build tempo to look for a good combination (as compared to just 'increasing card flow'). With the increased variability in two expansions, you can't expect a reasonable card to just appear if you build mediocre cards.

I'll have to think some more about this ... I think I can do it, but I can't explain it well. Or perhaps I'm still an intermediate. Who knows?

Summary -- First half of '08


Yeah, it's a bit late... Reviews:

Race for the Galaxy Articles of Note (since it had just come out):

Non-race Article of Note:

Random Responses to Essen Titles


Regarding the Essen thread: Michael wrote: "I'll believe that the L5R boardgame is coming when I see a physical copy of it somewhere. " True. I wasn't considering an L5R boardgame, just the other games they are promoting.

Larry recommended Peloponnes (and I did notice his review of it). As for his other points...

Endeavor is also quite good, for those who are fond of Euros.

For the games that haven't been released yet, I seek out the prototypes that you avoid, Brian, so I can attest that Fabrikmanager, Macao, Dungeonlords, Campaign Manager 2008, and Burger Joint are all very good. BasketBoss appeals to me, since it's an approach to sports gaming (a GM building a team where the players' abilities change with time) that I've tried a few times in the past with my own designs

First off: I only avoid prototypes while I'm at conventions. I'm perfectly willing to waste a few hours of normal gaming time on a prototype. (You may remember I tried the Leaping Lemmings prototype). So if you want to send me a copy of your great prototype, fine. (I have turned down a few review copies recently, but no prototypes).

  • Endeavour (which I still think should have used the British spelling, so it shall be referred to here) has been bought by a local. So, done.
  • I may buy Burger Joint. But I don't need more two player games.
  • With BasketBoss, I'm in Larry's boat. (Almost exactly. I've designed a GM style teambuilding game (about soccer). Basically it was my response to Footmania, which intrigued but didn't fulfill the promise. And I played LEFL/EEFL (aka United aka Fireside Football) for years as a PBEM. So I'm interested in the theme as well... [Perhaps I should pull my soccer game out and take another look at it, but it wasn't terribly good.] Now I'm looking at the team-management games on the geek. Are any of them good? (I suspect there are more that aren't tagged as well, yet).
  • Some expansions are possible (Roma, Le Havre, Agricola).
  • Most of the other titles are still on a 'wait and see' basis.

Thursday, October 1, 2009

Jumping the Gun


Just as it isn't Christmas season until after Thanksgiving, you shouldn't speculate about Essen until October. So while I haven't been able to avoid it completely, I haven't really been looking at it. Hell, I haven't violated all the games I made in my last two orders (although I've managed to play most of them ... only Shadow Hunters and Say Anything untouched, and Arabian Nights only once).

But that doesn't stop lots of people from putting up their Essen decorations early, and while my general strategy of not being an early adopter has served me well, that's no reason not to window shop.

I'm glad to see AEG trying to break into board games, even though I have no reason to think I'll like their catalog (since, you know, I haven't investigated it until just now). There's a soft spot in my heart of L5R (although I haven't played much this decade).

JKLM's Ascendancy? Well, a space empire and whatnot in a few hours would be nice. But I went through the Civ in two hours grail search. Lots of dead knights, there. Some good treasures, but no grail.

So, this is the open question thread? Any games at Essen making you squee like a child? Fabrikmanager? That unknown game with 25 copies only? What?

Wednesday, September 30, 2009

Apropos of nothing ... a brilliant chess game


My thoughts on candidate moves were inspired by reading Kotov, a Grandmaster from mid-century who discussed selection of candidate moves (and many other aspects of interest to chess players). His "Think like a grandmaster" book is, of course, mainly of interest to the chess player but has quite a bit on organizing analytic thought. Anyway, in my prior post I started to get into the idea of "Overlooked candidate moves" (but edited it out). Still, that brought up the memory of Kotov's most famous game versus Averbakh (from the Zurich Candidates Tournament of 1953).

David Bronstein (who later failed to win a world championship when he started daydreaming in a clearly won final game of the match and then made a horrific blunder) wrote:

It is usually thought that the prerequisites of chess creativity are logic, accurate calculation of variation, and technique... There is a fourth component, however, perhaps the most attractive, although it is often forgotten. I have in mind intuition, or, if you like, imagination.

Sometimes positions occur that cannot be evaluated on the basis of general principles...Similarly, a calculation of the variations cannot always be attempted. Suppose that white has six or seven different continuations and that black has five or six replies to any of them.... It is then that intuition, imagination is called into play, which brings to the art of chess its most beautiful combinations and which permits chess players to experience the genuine joy of creation.

Position from Averbakh-Kotov, 1953
Averbakh-Kotov, Candidates Tournament, Zurich, 1953.

30 ... QxP check! (Qxh3 in algebraic notation).


Bronstein again:
It is not true that imaginative games were played only in the time of Morphy, Anderssen, and Tchigorin, and that today everything is based on positional principles and calculations. I am convinced that the games that received beauty prizes in this very tournament were not calculated to the end of all variations. Imagination was and remains one of the foundations of chess creativity...

Full game here.

Wikipedia page on Kotov, and page on candidate moves. (The latter says that chess programs have basically abandoned looking for candidate moves, spending their time on more brute force approaches).

Examing gamespace via candidate moves


Computer Chess involves two algorithms.

  1. Evaluate a position
  2. Identify "Good" moves
The latter are called "Candidate moves." Once you write a program to do both, you are (basically) done. On your turn, identify candidate moves, then for each candidate adjust the position, apply opponents candidates moves, and min-max. Obviously this brushes a lot under the rug ... evaluating a position is not easy, either.

Most games will only have one best move in a position, but there could be a large number of good moves that are slightly inferior to the best move (and it may be beyond a players ability to determine what is best). And not all games will have a single best move at each point. (Games involving bluffing, simultaneous decisions, auctions, and other elements can confuse the mix).

Poor games widen the gap between first and second. A consistently inferior move is annoying, especially if its an 'inorganic' move. For example, a Puerto Rico Building that is grossly overpriced and never useful. A game chock full of those is one to avoid.

This is a roundabout way of continuing the ongoing discussion about a single way to win. Consider Puerto Rico (which I have iconoclastic thoughts on, remember). Even though I consider it an optimization game, almost every decision present several reasonable candidate moves. Almost every building shows up (not every game, but you don't see a chess player capturing a lagging pawn with his queen for a long term sacrifice ... but it shows up in World Championship play once in a while. (I don't remember the exact players, but the game was from the '53 candidates tournament, written up by Bronstein).

Not every move has to be tough, but not every move should be formulaic. A reasonable chess game has 40 moves (say) and if you know openings to ~8 moves, and you have a few forced exchanges and routine moves, then say you have 25 moves. (And the openings still have choices, but more stylistic). In Puerto Rico you have perhaps 12 role selections, plus building and shipping (and fields). Granted, some percentage of them will be obvious (most shipping, most fields, some buildings and roles) but you still get a good number of moves.

Le Havre? 42 moves (in a three player game) plus some building decisions and loan pay backs. But the number of moves where I feel there are multiple reasonable decisions feels much lower. Typically I stop with about 3 rounds at the end and plot my final 7-8 moves as one clump (allowing for some disruption for timing as a contingency). The opening is often "Take the best stack" or "Build a building" or "Occupy the marketplace." Since often 1-2 of these are not valid moves, its simple.

St. Pete also seems to have a large number of automatic moves. (Again, without the expansion). One point is that If I have the wrong evaluation function ("Moving Knights never works") then I may discount valid candidate moves. Tom explicitly mentions that possibility in his comment regarding groups with a single strong player. See Point C in this comment). I suppose, with Le Havre, that could be the case, but I rarely have to tank in Le Havre.

There's another interesting option ... a game may have one clearly best situational move based on position, but evaluating positions (not moves) may be difficult to discern without enough experience. (Or may simply be impossible in a reasonable amount of time). War of the Ring strikes me as the 'best' example of this, although it isn't perfect. But even in a game like this, you have the delight of evaluation, then once you are done you simply pick the best move based on your condition. Consider St. Pete, if you mainly decide when to shift from economy to VPs, as an example.

Back to computers -- they do candidate moves by a set of rules. A chess computer should consider all moves that capture, all checks, and any move that sets up a threat (I believe a common algorithm looks at the first move and assumes that your opponent passes ... would your second move be brutal? If so, it's a candidate).

I'm told that an advance in Go AIs is the idea of just selecting moves and then doing a monte-carlo simulation of the position (randomly playing pieces) and that that works reasonable well for 'strategic' placements (not for tactical fighting, of course).

In a new game, I'll cycle through all the options and then pick. But as I get better, typically I'll just focus on a few candidates and explore them deeply. This is (apparently) typical. If I play well, I'll 'automatically' (ie, intuitively) pick the reasonable candidates. Of course, I can miscalculate or have a blind spot.

The "One way to win" games may be interesting or not. In Puerto Rico, evaluating the position and the 'look ahead' features are difficult. For Le Havre? Not so much. Automobile? I'm playing less intuitively, so its an open question, but my gut is that the space isn't too deep. St. Pete took lots of games, but I don't pause to weigh multiple candidate moves often...

Anyway, just another way of stating and viewing the issue...

Related Posts (on one page):

  1. Examing gamespace via candidate moves
  2. One way to win ... c'td
  3. The way to win

Monday, September 28, 2009

One way to win ... c'td


It would be more revealing to say that Puerto Rico's way to win (as compared to Le Havre's) is front-loaded. What you have to do is defined in the early game, after which you are relatively free to do what you want. Whereas Le Havre's is endgame based. You are relatively free in LH, for example, to muck around with a variety of early strategies (with some constraints) as long as you load up on the coal once that starts.

I see no reason to consider Le Havre a "multiple paths to victory" game. So (contra Larry) I see no reason why moving this critical path to the front (and the corresponding freedom to the end) magically relieves Puerto Rico of the same charge. My gut is that Through the Ages is similarly front loaded.

If you want to say that PR isn't 'one way to win' because my description is too vague, that's a different charge. ("Focus on getting early income, usually via a high value trading good" isn't nearly as specific as "stockpile cole, convert ship"). Also, PR and TtA give you a greater percentage of "non-scripted" actions ... its not a binary decision.

I feel that LH gives you relatively few unscripted actions, in comparison. Certainly the fact that after 10 games of PR I was in no way tired of it speaks that it is more free-form.

And all those games are still interesting if everyone knows the secret.

As for the other comments, I've no idea if Automobile really falls into this category, or is just a pure tactical optimization game.

Update: The lesson, as always, is to "smoke the crack" to get comments flowing.