Competitive Strategy Insights from Wargames
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Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Modelling and Generating Strategy Games Mechanics
Modelling and Generating Strategy Games Mechanics Tobias Mahlmann Center For Computer Games Research IT University of Copenhagen A thesis submitted for the degree of Doctor of Philosophy March 2013 Abstract Strategy games are a popular genre of games with a long history, originating from games like Chess or Go. The word \strategy" is derived from the Greek word strathgìc (strateg´os),meaning (the) general, resp. strathgeÐa, meaning \art of commanding". Both terms directly hint at the subject of strategy games: warfare. Players must utilise armies and resources to their advantage on a battlefield to win a \virtual war". The first strategy games were published as \Kriegspiele" (engl. wargames) in the late 18th century, intended for the education of young cadets. Since then strategy games were refined and transformed over two centuries into a medium of entertainment. Today's computer strategy games have their roots in the board- and roleplaying games of the 20th century and enjoy great popularity. In this thesis, we use strategy games as an application for the procedural generation of game content. Procedural game content generation has regained some interest in recent years, both among the academic community and game developers alike. When the first commercial computer games were published in the early 1980s, technical limitations prevented game developers from shipping their titles with a large amount of pre-designed game content. Instead game content such as levels, worlds, stories, weapons, or enemies needed to be generated at program runtime to save storage space and memory resources. It can be argued that the generation of game content \on the fly” has gained popularity again for two reasons: first, game production budgets have risen rapidly in the past ten years due to the necessary labour to create the amount of game content players expect in games today. -
Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles
Salvation: Into the Cosmos: Board Game Project Blending 4X and Eurogame Styles A Senior Project Presented To: the Faculty of the Liberal Arts and Engineering Studies Department California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts in Liberal Arts and Engineering Studies by Zachary Griffith June 2017 © Zachary Griffith 2017 Griffith 1 Table of Contents Introduction .................................................................................................................................................. 2 How to Play................................................................................................................................................... 3 Blending Eurogames and 4X ........................................................................................................................ 3 Eurogames ....................................................................................................................................... 3 4X Strategy ....................................................................................................................................... 4 Putting it All Together ...................................................................................................................... 4 Influences ..................................................................................................................................................... 4 The Game Design Process ........................................................................................................................... -
Protecting US Security by Minimizing the Role of Nuclear Weapons
Blechman and Rumbaugh Protecting US Security by Minimizing the Role of Nuclear Weapons: A NEW US NUCLEAR POLICY Barry Blechman and Russell Rumbaugh MAY 2015 STIMSON | 1 Protecting US Security by Minimizing the Role of Nuclear Weapons: a New US Nuclear Policy This paper was prepared in September 2014 and commissioned by the Center for Strategic and International Studies (CSIS). It will be published in “Project Atom: A Competitive Strategies Approach to Defining U.S. Nuclear Strategy and Posture for 2025- 2050” (Washington, DC: CSIS, 2015.) 2 | APRIL 2015 CONTENTS Introduction . 5 US Conventional Military Dominance . 5 The Limited Role of Nuclear Weapons . 8 Minimizing the Roles of Nuclear Weapons in US Policies and Those of Other Nations . 12 Contingencies . 19 Conclusion . 23 “After seventy years of indulging fantasies of what nuclear weapons can do, it is high time to acknowledge that they do very little and adapt US nuclear policy, strategy, and forces to those facts.” Blechman and Rumbaugh INTRODUCTION Nuclear weapons remain the most potent destructive force known to humanity . Yet, US nuclear policies and doctrines remain encumbered by Cold War beliefs in the potential utility of nuclear weapons, even though the United States enjoys a dominant geopolitical position in the world, un- derpinned by a conventional military superiority greater than any ever known before . These false hopes that nuclear weapons can play a range of political and military roles in US security policy cause the United States to mistakenly pursue a nuclear strategy that is costly — not only in material terms, but also in geopolitical terms . In the worst case scenarios, this strategy could be catastroph- ic in terms of human lives and the nation’s future . -
Historical Wargames
Historical Wargames The usual way of teaching history, giving long reading assignments and hoping students will somehow gain understanding does not work well for many people. As Professor James Lacey, states, a lot of the background information is missing, so when students study a certain conflict they struggle to place the information in the right context.1 He goes on to describe how he designed his courses at the Marine Corps War College to ensure his students really understand what happened and the factors that influenced important historical decisions. There are a few wargames that lend themselves especially well to understanding history from the point of view of the people in power: Polis: Fight for the Hegemony Polis is more of a classic board game and not so much a wargame. It is the game that James Lacey chose at the Marine Corps War College to teach the history of the Peloponnesian War. Polis lends itself very well to historical study because it has a heavy diplomatic and economic component. The Peloponnesian War was a struggle for power, and economic means were a strong component of that struggle. In this way, players and students of history can understand the context in which decisions were made instead of merely reading about what happened. More Polis info: https://boardgamegeek.com/boardgame/69779/polis-fight-hegemony Secret Hitler Secret Hitler is a card driven game in which players learn how a small, well-organized group of extremists can take power and change a country’s trjectory. The players are randomly divided into liberals and fascists, with liberals always having a majority. -
STRIKING FIRST – Preemptive and Preventive Attack in U.S. National
THE ARTS This PDF document was made available CHILD POLICY from www.rand.org as a public service of CIVIL JUSTICE the RAND Corporation. EDUCATION ENERGY AND ENVIRONMENT Jump down to document6 HEALTH AND HEALTH CARE INTERNATIONAL AFFAIRS The RAND Corporation is a nonprofit NATIONAL SECURITY research organization providing POPULATION AND AGING PUBLIC SAFETY objective analysis and effective SCIENCE AND TECHNOLOGY solutions that address the challenges SUBSTANCE ABUSE facing the public and private sectors TERRORISM AND HOMELAND SECURITY around the world. TRANSPORTATION AND INFRASTRUCTURE WORKFORCE AND WORKPLACE Support RAND Purchase this document Browse Books & Publications Make a charitable contribution For More Information Visit RAND at www.rand.org Explore RAND Project AIR FORCE View document details Limited Electronic Distribution Rights This document and trademark(s) contained herein are protected by law as indicated in a notice appearing later in this work. This electronic representation of RAND intellectual property is provided for non- commercial use only. Permission is required from RAND to reproduce, or reuse in another form, any of our research documents. This product is part of the RAND Corporation monograph series. RAND monographs present major research findings that address the challenges facing the public and private sectors. All RAND mono- graphs undergo rigorous peer review to ensure high standards for research quality and objectivity. STRIKINGFIRST Preemptive and Preventive Attack in U.S. National Security Policy KARL P. MUELLER JASEN J. CASTILLO FORREST E. MORGAN NEGEEN PEGAHI BRIAN ROSEN Prepared for the United States Air Force Approved for public release; distribution unlimited The research described in this report was sponsored by the United States Air Force under Contract F49642-01-C-0003. -
Research Paper ~ Optimising Game Tactics for Football
Research Paper AAMAS 2020, May 9–13, Auckland, New Zealand Optimising Game Tactics for Football Ryan Beal Georgios Chalkiadakis [email protected] [email protected] University of Southampton, UK Technical University of Crete, Greece Timothy J. Norman Sarvapali D. Ramchurn [email protected] [email protected] University of Southampton, UK University of Southampton, UK ABSTRACT Prior multi-agents research for football has focused more on the In this paper we present a novel approach to optimise tactical contribution of individual agents within a team [3, 8]. However, to and strategic decision making in football (soccer). We model the date, there is no formal model for the tactical decisions and actions game of football as a multi-stage game which is made up from a to improve a team’s probability of winning. There are a number Bayesian game to model the pre-match decisions and a stochastic of tactical decisions that are made both pre-match and during the game to model the in-match state transitions and decisions. Using match that are often just made through subjective opinions and this formulation, we propose a method to predict the probability “gut feelings”. of game outcomes and the payoffs of team actions. Building upon Against this background, we propose a formal model for the this, we develop algorithms to optimise team formation and in- game of football and the tactical decisions that are made in the game tactics with different objectives. Empirical evaluation of our game. We model the game as a 2-step game that is made up of a approach on real-world datasets from 760 matches shows that by Bayesian game to represent the pre-match tactical decisions that using optimised tactics from our Bayesian and stochastic games, we are made due to the incomplete information regarding the tactical increase a team chances of winning by 16.1% and 3.4% respectively. -
Luck Versus Skill. How Do We Measure Them? How Should We Use Them? There Is Too Much Luck in This Game, Not Enough Skill
Luck versus Skill. How do we measure them? How should we use them? There is too much luck in this game, not enough skill. There is no luck at all in this game, it is entirely skill. § Virtually every definition of game will state that indeterminacy is required --If they don’t state it, they imply it § What ‘creates’ indeterminacy? --Randomness These properties of games are very difcult to define They are also extremely counter- intuitive once you do define them Dice Cards Random Number Generators Rock is strong Simultaneous and hidden actions Other players Memory Accuracy Speed Strength If a person had to choose between 2 doors, one which lead to victory and the other defeat – there is no doubt there is luck. Winner Loser Though his chances of winning the New York State Lottery 15 times in a row are better. 50,347,200 A large number is given. Players have 30 seconds to determine what that digit of π is. 50,347,200 …723094004967268347950209384766411093847584754852887613… 7 Winner Loser A large number is given. Players have 30 seconds to determine what that digit of π is. 4th A large number is given. Players have 30 minutes to determine what that digit of π is. 4th None in 2000BC, tons in 250BC, almost none in 2000AD The ability to do something well The intrinsic ability to achieve a diferential outcome Skill is inherently defined as a comparison, even if only with your past self How do we measure skill? --Maximum win %? The pro “always” wins --Chain of “levels” of skill, say a 75% win rate over another tier --Elo, or similar rating --The complete set of information is the true expected win % of each player over each other player, throughout time --You must choose a slice, but choose wisely Play standard chess but afterwards roll a die. -
Ocean Transparency, Submarine Opacity, and Strategic Nuclear Stability
Journal of Military and Strategic VOLUME 19, ISSUE 1 Studies Fluid Foundations: Ocean Transparency, Submarine Opacity, and Strategic Nuclear Stability Elizabeth Mendenhall The development and detonation of atomic weaponry at the end of World War Two so shocked established political and military thought that it can be accurately described as a “Nuclear Revolution.”1 The expectation that nuclear weapons would continue to be used in conflict, and the emerging bipolar tension, stoked premonitions of eminent international disaster. Aversion to their continued use, combined with fear of giving them up, produced a period of contradiction and adjustment in the missions and strategies of the armed forces. A nuclear strategy was needed to reconcile the extreme strength and extreme vulnerability attendant to the Nuclear Revolution, and to find a use for apparently un-useable weapons. “Deterrence theory” was meant to provide a practicable stopgap while more radical political solutions were formulated, but it was eventually fully incorporated into military doctrine, 1 Bernard Brodie, Some Strategic Implications of the Nuclear Revolution (University of Utah Press, 1959); Michael Mandelbaum, The Nuclear Revolution: International Politics Before and After Hiroshima (Cambridge University Press, 1981); Robert Jervis, The Meaning of the Nuclear Revolution: Statecraft and the Prospect of Armageddon (Ithaca: Cornell University Press, 1989).; Avery Goldstein, Deterrence and Security in the 21st Century: China, Britain, France, and the Enduring Legacy of the Nuclear Revolution (Stanford, Calif: Stanford University Press, 2000). ©Centre of Military and Strategic Studies, 2018 ISSN : 1488-559X JOURNAL OF MILITARY AND STRATEGIC STUDIES strategy, and force structure.2 Deterrence theory relies on the idea that the threat of nuclear retaliation will prevent an enemy from starting a nuclear conflict. -
Nuclear Deterrence As a Complex System
NUCLEAR DETERRENCE AS A COMPLEX SYSTEM National Security Report Edward Toton | James Scouras NSP_19-0090_Scouras_v6.indd 1 4/22/19 9:05 AM Image from the Mandelbrot set, often used to represent complexity. Created by Wolfgang Beyer with the program Ultra Fractal 3. [CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0/)]. Retrieved from Wikimedia Commons, https://commons.wikimedia.org/wiki/File:Mandel_zoom_00_mandelbrot_set.jpg. NSP_19-0090_Scouras_v5.indd 2 3/4/2019 9:29:06 AM NUCLEAR DETERRENCE AS A COMPLEX SYSTEM Edward T. Toton James Scouras Copyright © 2019 The Johns Hopkins University Applied Physics Laboratory LLC. All Rights Reserved. NSAD-R-19-003 NUCLEAR DeteRRENCE AS A COMPLEX SYSTEM iii Contents Summary ........................................................................................................................................................................................... v The Cuban Missile Crisis ..........................................................................................................................................3 The Lost Bomber Incident .................................................................................................................................................... 4 The Vandenberg Missile Launch ........................................................................................................................................ 5 Observations ............................................................................................................................................................................ -
Leylines Game Manual
Official Game Documentation Copyright 2018-2019 © Crystal Shard Contents ABOUT LEYLINES 3 SYSTEM REQUIREMENTS 4 GETTING STARTED 5 Game Options 6 Playing the Game 7 Using the Keyboard 8 CREDITS 9 LEGAL STATEMENT 10 FINALLY… 11 2 About Leylines As a powerful wizard, you start by ruling a small nation as you plot to take over the world! Rule over seven diverse races, from the spider-riding Dwarves to the decadently corrupt Regency, and from shapeshifting Theria to the nomadic Goblins. Explore a vast fantasy world, expand by building more cities, battle the armies of rival wizards, and cast earth-shattering enchantments to ensure your victory. Leylines is a 4X turn-based strategy game of exploration and conquest. Features include: Fast gameplay that avoids micromanagement. Seven unique races, each with their own tech tree. Not just the same units with slightly different stats. Over 180 units in total, including summons and customizable hero units. Over 90 diverse spells. Clone enemy units, deploy ghosts to reduce enemy morale, cast tidal waves to move ships around, and use illusion to disguise your units as something else. Or blow up things with fireballs and earthquakes. Tactical terrain. Jungle and mountains are impassable to most units, and desert will damage them. Build watchtowers and explosive traps on the map, and use your magic to move mountains. Atmospheric soundtrack. Local multiplayer support. 3 System Requirements Windows Vista or newer Intel or AMD CPU 256 MB RAM DirectDraw or DirectX compatible card DirectX Version 9.0 100MB free disk space DirectX compatible sound card Mouse, keyboard or gamepad 4 Getting Started Once 'Leylines' is installed, you can run the game by opening the directory where the game was installed. -
Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder
CYBERPSYCHOLOGY,BEHAVIOR, AND SOCIAL NETWORKING Volume 18, Number 8, 2015 ª Mary Ann Liebert, Inc. DOI: 10.1089/cyber.2015.0092 Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder Adam Eichenbaum, BA,1,* Florian Kattner, PhD,1,* Daniel Bradford, MS,1 Douglas A. Gentile, PhD,2 and C. Shawn Green, PhD1 Abstract Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin–Madison undergraduates (Mage = 18.9 years; SD = 1.9 years; 60.5% female) completed questionnaires on general video game playing habits and on symp- toms of IGD. Consistent with previous reports: 5.9–10.8% (depending on classification criteria) of individuals who played video games show signs of pathological play. Furthermore, real-time strategy and role-playing video games were more strongly associated with pathological play, compared with action and other games (e.g., phone games). The current investigation adds support to the idea that not all video games are equal. Instead, certain genres of video games, specifically real-time strategy and role-playing/fantasy games, are dispropor- tionately associated with IGD symptoms. Introduction increased risk of substance abuse). Instead, the bulk of the literature has tended simply to ask individuals how often they cientific interest in problematic video gaming has play video games in general10 or have asked about subtypes of Sgrown steadily since concerns about the addictive po- games played but then collapsed across this dimension.11,12 tential of video games were first raised in the early 1990s.1,2 This is despite the fact that the term ‘‘video game’’ en- Over the past two decades, a significant body of work has compasses an incredibly broad range of experiences.