10 MAR 2019 by ideonexus
Null Move
Called the "null move" technique, it tells the engine to "pass" for one side. That is, to evaluate a position as if one player could make two moves in a row. If the position has not improved even after moving twice, then it can be assumed that the first move is a dud and can be quickly discarded from the search tree, reducing its size and making the search more efficient. Null moves were used in some of the earliest chess programs, including the Soviet Kaissa. It's elegant and a little ironic...Folksonomies: algorithms
Folksonomies: algorithms
04 NOV 2018 by ideonexus
How Rules Make Games Pleasurable and Encourage Self-Regul...
Picture a child poised excitedly at the starting line of a footrace, ready to run down the track, breathlessly awaiting the starting signal. Rather than giving in to her intense desire to leap from the starting line, she waits for the signal that the race has begun. What's going on here? Why does our player anxiously hold back when she really desires to run? Developmental psychologist L. S. Vygotsky notes that "Play continually creates demands on the child to act against immediate impulse, i...04 NOV 2018 by ideonexus
Verbal Tennis
Verbal Tennis is an unusual game in which two players carry on a conversation, taking turns making statements. The only rules are that each statement must be in the form of a question and cannot repeat another statement that has already been made. If a player gets stuck and cannot make a coherent response to the previous statement, he or she loses. A game might begin as follows: PLAYER 1:Are you feeling well today? PLAYER 2:Don't I look well? PLAYER 1:If I knew that, why would I have asked y...04 NOV 2018 by ideonexus
Five Elements of Game Experience
Visual scanning: visual perception, especially scanning the entire screen at once. Auditory discriminations: listening for game events and signals. Motor responses: physical actions a player takes with the game controls. Concentration: intense focus on play. Perceptual patterns of learning: coming to know the structure of the game itself.04 NOV 2018 by ideonexus
Degenerate Strategies and Cheating
Why isn't using a degenerate strategy considered cheating? Degenerate strategies take advantage of weaknesses in the rules of a game, but do not actually violate the rules. What kind of player would play in this way? The answer is both a dedicated player, who is overzealously seeking the perfect strategy, and an unsportsmanlike player, who has found a hole in the rules to exploit, even though he understands that he is not playing the game the way it was intended. These two kinds of players ca...Is the same true of memorizing algorithms to solve the rubiks cube?
04 NOV 2018 by ideonexus
Player Types and Rule-Breaking
The Standard Player: This player type is a "standard" and honest game player that plays the game as it was designed to be played, following the rules and respecting their authority. The Dedicated Player: This close cousin of the standard player studies the formal systems of a game in order to master and perfect his or her play of the game, often finding and exploiting unusual strategies in order to win. Examples: professional athletes, hardcore gamers. The Unsportsmanlike Player: This third...04 NOV 2018 by ideonexus
Types of Information in Games
In The Interactive Book, designer and scholar Celia Pearce presents a different typology for understanding the ways games manifest information. She proposes four scenarios: · Information known to all players: In Chess, this would consist of the rules of the game, board layout, and piece movement parameters. · Information known to only one player: In Gin, this would be the cards in your hand. · Information known to the game only: In Gin, this would be unused cards in deck. In Space Invad...04 NOV 2018 by ideonexus
Controlling Randomness in Rhyming Games
Specific Rhyme Repertory: This straightforward strategy requires the counter to select a rhyme of a specific length that will achieve the desired result. Extension of Rhyme: The counting-out rhymes are modular and extendable, and if the rhyme is about to end on someone that the counter does not want to be selected, the counter can spontaneously add an additional phrase or rhyme of the proper length to achieve a different result. Skipping Regular Counts: The counter simply skips himself or h...Folksonomies: games randomness
Folksonomies: games randomness
02 NOV 2018 by ideonexus
Input and Output Randomness
The fundamental difference between randomness that support strategy and randomness that under cuts strategy, input randomness allows the player to build the strategy output randomness undercuts it and limits your ability to plan ahead. For example let's look at Pandemic this is a great example of input randomness flicking the cards is certainly random, create a situation that the players need to react to that reaction is completely deterministic. If for example you have to roll dies if you re...Input randomness is a random initial state for a game, while output randomness is rolling dice or drawing cards during the game. The second removes strategy from the game.
27 JUL 2018 by ideonexus