How to solve a math problem, the engineering way:
- Dimly recall that you studied it somewhere.
- Dig up the likeliest book.
- Confirm that it describes the solution.
- Balk at the math involved.
- 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.
| 1 | 2 | 3 | 4 | 5 | |
| 1 | 10,-10 | -2,2 | -9,9 | -7,7 | -5,5 |
| 2 | 8,-8 | 10,-10 | -2,2 | -9,9 | -7,7 |
| 3 | 6,-6 | 8,-8 | 10,-10 | -2,2 | -9,9 |
| 4 | 4,-4 | 6,-6 | 8,-8 | 10,-10 | -2,2 |
| 5 | 2,-2 | 4,-4 | 6,-6 | 8,-8 | 10,-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):
- Never get involved in a land war in Mordor ...
- "Truly, you have a dizzying intellect"