The Tao of Gaming

Never get involved in a land war in Mordor ...

How to solve a math problem, the engineering way:

  1. Dimly recall that you studied it somewhere.

  2. Dig up the likeliest book.

  3. Confirm that it describes the solution.

  4. Balk at the math involved.

  5. Download a tool that solves the problem in a second.



To recap: while playing Lord of the Rings: the Confrontation, we have a battle we are winning 3 to 2 (before cards) and both players have the cards 1-5.

In running the calculation, I had to assign a payout matrix.

12345
110,-10-2,2-9,9-7,7-5,5
28,-810,-10-2,2-9,9-7,7
36,-68,-810,-10-2,2-9,9
44,-46,-68,-810,-10-2,2
52,-24,-46,-68,-810,-10


How to read that: Left side are our cards choices, top side is our opponents choice. If we both play the same number, then the result is (10,-10). That's the best possible result for us, since we win the battle and don't lose any ground. As a frame of reference, I valued winning a piece at 10 points. Then I called each pip two points. If we tie (my opponent plays a card one higher) then both pieces die. I'm going to call that a marginal victory for my opponent (reasonable if playing Sauron), but mitigated because he used a better card. Similarly, if my opponent wins by playing a 3 to my 1, I did't call that the full ten points, but the loss is more than six points (which I should do if using 10 points for winning and 2 point per pip difference).

Optimal play according to Gambit:

  • Play the 5 and guarantee the win 62.4% of the time.

  • Play the 1 (and try to win cheaply) 14.3% of the time.

  • Play the 3 (and prevent the countershot) 11.0% of the time.

  • Play the 4 (risking the draw, crushing a middle card) 7.2% of the time.

  • Play the 2 (why not?) 5.1% of the time.



I'm glad that I put the first three choices in the correct order, but I expected a more even distribution. Discounting the 4 & 2 (as I did), I took the five 54% of the time (rounded to half). But even with two more choices, theory says take the win nearly 2/3rds of the time. This is much sharper than a power distribution.

You can quibble with the assumptions. Is one card pip really worth 2 points (given that a piece is worth 10)? I tried it with 1 point and playing '5' shot up to 80% (with my opponent conceding with a '1' 80% of the time). Intuitively that makes sense: as pieces become more valuable you take the win more often. Conversely, if I increase the value of the cards in relation to the pieces, playing the '5' becomes a weaker choice.

One ignored effect is that by playing 5:1, I may lose the ability to force a win in the next battle. Let's model that by changing the (5,1) cell to a payout of (1,-1), while leaving the rest of the model untouched. The result leaves the 5 at 60%. Amazingly, the second choice shoots from 14.3% to 18.6%, absorbing a few points from the worst result (the '2', which falls to 2%). But the rank ordering doesn't change.

Don't read too much into the 'optimal' result. [Optimal doesn't mean best, which is to know the card my opponent will play and react accordingly. Optimal means you can't improve on this against a perfect opponent. Opponents are rarely perfect.] In addition, this payout matrix is artificial. The value of a piece changes according to the game situation.

The dizzying insight: don't overthink simple situations. Even rating cards highly, pick the obvious play more than half the time, closer to 2/3rds. But remember the important caveat: this assumes a sure win. Real games rarely cooperate...

Related Posts (on one page):

  1. Never get involved in a land war in Mordor ...
  2. "Truly, you have a dizzying intellect"
Mikko Saari (www):
Now this is interesting. Keep on writing more analysis like that and I'll promise you have at least one happy reader.
1.26.2005 2:49am
Iain (mail) (www):
Do you know of any good sources of info about Game Theory? I do not have a maths degree, so I am after something basic.
1.26.2005 3:53am
Larry Levy (mail) (www):
Iain, it's almost 50 years old, but I still think the best book for what you're looking for is J.D. Williams' The Compleat Strategist. This explains the basics of game theory (mostly two-person zero sum, which covers a lot of interesting cases and is certainly the best introduction to this discipline) and does so in an entertaining and sometimes hilarious fashion. I'm pretty sure the book doesn't use anything more complex than simple arithmetic. Hopefully, the book is still available; I know it used to be in most libraries that I frequented.
1.26.2005 10:06am
Iain (mail) (www):
Larry - That's a great tip, thanks. The Compleat Strategyst is still available cheaply at Amazon.
1.26.2005 11:32am