Showing posts with label boardgames. Show all posts
Showing posts with label boardgames. Show all posts

21 December 2008

Convergence of Spheres, Science and Gaming

No, not trigonometry. In this case Mark CC, writer of Good Math, Bad Math has a very good post on Fitness Landscapes, Evolution, and Smuggling Information. Now I am very intentionally keeping political comments on topics such as Intelligent Design out of this blog (I've got another blog for such things), but in this case I see considerable overlap in the application of Evolutionary algorithms for solving "best move" problems in a game. I realize that most games probably are not so complex as genetics/biology/evolution, but as a solution to the problem it is still relevant. Consider the problem of deciding how to move units in a game of Battletech (though many games would do):
GENCON 2007 Solaris Melee Challenge Battletech game math fitness landscapeFor each hex where a player might move a Battlemech, the player will typically consider how good that hex is from the standpoint of attacking the other player, and how bad it might be from the viewpoint of the other player counter-attacking. The player will evaluate many moves, and generally choose one that is most-beneficial and least-harmful. If we wanted to get analytical about it, we might even assign a number to each hex representing the value of that particular move (really we would need a number for each hex, facing, choice of targets, and maybe more if there are multiple ways to accomplish the same move, but the added complexity doesn't contribute anything here, so I'll leave it out).

fitness landscape mathIf you can picture the number in each hex as a height, making the tallest hex on the map the best move, then we have a representation of the game (the current move) as a sort of fitness landscape. This "landscape" probably looks very different from the Battletech game map, and I think of it as an abstract representation (possibly in many dimensions) of the choices to be made in the game. Basically your best move is always to move towards the highest point in this landscape.
In a simple scenario where each player has one Battlemech it is actually not too hard to picture how such a landscape might look. However, when the scenario is more complex and each side has multiple 'Mechs to move this landscape can get very complicated indeed, and the choice of movement for one unit affects the landscape for all the others. If we want to get really deep, we might think about the entire game as a sort of landscape instead of just a single move.

This representation of a game as a landscape is the "converence" I was getting at in the post title, where a method (or at least the representation) from science has meaning for a game. I've never worked with genetic algorithms myself, but it seems like they might be very well suited to solving "best move" problems in games too. More importantly though, this gave me an opportunity to introduce the concept of a game landscape. Thinking about games in this way is probably an unusual concept for most gamers, but it is incredibly useful to be able to think about a game with the sort of mathematical representation that this allows.

14 December 2008

Chart of Dungeons & Dragons History

James Mishler writes a blog called Adventures in Gaming, and he has come up with a chart that depicts the history and geneology (?) of Dungeons & Dragons. It is well worth a look. (Unfortunately, Blogger won't let me set up the image to click-thru to James' post, but there are plenty of links.)

chart history dungeons dragons james mishler[Click Through to Adventures in Gaming]

There is a lot of other good material on this blog as well, and I plan to spend some time exploring it.

10 November 2008

VASSAL

Here is something I keep meaning to look into, but never seem to have the time to actually figure it out:
The VASSAL Game Engine

VASSAL is a game engine for building and playing online adaptations of board games and card games. It allows users to play in real time over a live Internet connection (in addition to playing by email). It runs on all platforms, and is free for personal use.


This seems like just the thing for running long distance boardgames.

07 October 2008

Hammer's Slammers

Another game from my collection.



I don't think I had played this game since I was in high school, but my friend Leonard and I played a few games recently. This game is as I remembered it: Simple to learn and fast playing, with and an interesting variety of units to play - near invincible Supertanks, lightning fast Combat Cars, ferocious Mercenary Infantry, death-from-afar Artillery, and ... ... and a bunch of conventional units with the unfortunate job of trying to stop all those monsters. It sounds like an unfair fight, and it generally is. The mercenary units are the heroes of this game, but the scenarios are set up so that players must play very aggressively to meet set time limits. This results in fast paced battles with fierce close assault combats, much like the stories the game is based on.

Those stories deserve mention too. David Drake's Hammer's Slammers series are hard hitting tales of military science fiction told by a Vietnam veteran. In my mind the first collection of short stories is the best. Drake is not my favorite author, but his stories have stayed with me for nearly 30 years, and I can think of no higher praise than that.

A bit more information about the game. I contacted Mayfair games and verified that this game is no longer in print, and not likely to be back in print. A few copies can be found for sale. There is inaccurate information on several web sites (what a shock!) that Mayfair went out of business back in 1997, but anyone who has been playing their games already knew that. Thanks to Kim at Mayfair Games for replying to my questions.

I have something more in mind for this game; Its simplicity makes it a good choice to demonstrate some of the mathematics that applies to boardgames. I will be returning to this game periodically with examples that demonstrate the math at work in games.


=== Various links related to the post ===

Mayfair Games:
http://www.mayfairgames.com/

Detailed description of the Hammer's Slammers boardgame:
http://www.boardgamegeeks.com/game/4049

David Drake's Official Home Page:
http://www.david-drake.com/index.html
(Makes me wonder if there is an unofficial one)

Slammer's miniatures:
http://www.oldcrowmodels.co.uk/ocproducts.htm

Another Slammers game, in large scale:
http://www.hammers-slammers.com/index2.htm

Some large scale models (to go with the large scale game):
http://www.david-drake.com/hswargame.html