A Game-Theoretic Intelligent Agent for the Board Game Football Strategy
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Competitive Strategy Insights from Wargames
Competitive Strategy Insights from Wargames Competitive Strategy Insights from Wargames BENJAMIN JENSEN JOHN T. WATTS CHRISTIAN TROTTI MARK J. MASSA ATLANTIC COUNCIL 1 Scowcroft Center for Strategy and Security The Scowcroft Center for Strategy and Security works to develop sustainable, nonpartisan strategies to address the most important security challenges facing the United States and the world. The Center honors General Brent Scowcroft’s legacy of service and embodies his ethos of nonpartisan commitment to the cause of security, support for US leadership in cooperation with allies and partners, and dedication to the mentorship of the next generation of leaders. Forward Defense Forward Defense helps the United States and its allies and partners contend with great-power competitors and maintain favorable balances of power. This new practice area in the Scowcroft Center for Strategy and Security produces Forward-looking analyses of the trends, technologies, and concepts that will define the future of warfare, and the alliances needed for the 21st century. Through the futures we forecast, the scenarios we wargame, and the analyses we produce, Forward Defense develops actionable strategies and policies for deterrence and defense, while shaping US and allied operational concepts and the role of defense industry in addressing the most significant military challenges at the heart of great-power competition. This publication was produced in support of Army Futures Command as part of a project that used competitive strat- egy wargames to evaluate alternative long-term military investment strategies for great-power competition. Competitive Strategy Insights from Wargames BENJAMIN JENSEN · JOHN T. WATTS · CHRISTIAN TROTTI · MARK J. MASSA ISBN-13: 978-1-61977-121-5 Cover image: Army AH-64 Apache aircrews conduct formation practice at Camp Williams, Utah, June 5, 2019. -
History of the World Rulebook
TM RULES OF PLAY Introduction Components “With bronze as a mirror, one can correct one’s appearance; with history as a mirror, one can understand the rise and fall of a state; with good men as a mirror, one can distinguish right from wrong.” – Emperor Taizong of the Tang Dynasty History of the World takes 3–6 players on an epic ride through humankind’s history. From the dawn of civilization to the twentieth century, you will witness humanity in all its majesty. Great minds work toward technological advances, ambitious leaders inspire their 1 Game Board 150 Armies citizens, and unpredictable calamities occur—all amid the rise and fall (6 colors, 25 of each) of empires. A game consists of five epochs of time, in which players command various empires at the height of their power. During your turn, you expand your empire across the globe, gaining points for your conquests. Forge many a prosperous empire and defeat your adversaries, for at the end of the game, only the player with the most 24 Capitols/Cities 20 Monuments (double-sided) points will have his or her immortal name etched into the annals of history! Catapult and Fort Assembly Note: The lighter-colored sides of the catapult should always face upward and outward. 14 Forts 1 Catapult Egyptians Ramesses II (1279–1213 BCE) WEAPONRY I EPOCH 4 1500–450 BCE NILE Sumerians 3 Tigris – Empty Quarter Egyptians 4 Nile Minoans 3 Crete – Mediterranean Sea Hittites 4 Anatolia During this turn, when you fight a battle, Assyrians 6 Pyramids: Build 1 monument for every Mesopotamia – Empty Quarter 1 resource icon (instead of every 2). -
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. -
Ah-80Catalog-Alt
STRATEGY GAME CATALOG I Reaching our Peek! FEATURING BATTLE, COMPUTER, FANTASY, HISTORICAL, ROLE PLAYING, S·F & ......\Ci l\\a'C:O: SIMULATION GAMES REACHING OUR PEEK Complexity ratings of one to three are introduc tory level games Ratings of four to six are in Wargaming can be a dece1v1ng term Wargamers termediate levels, and ratings of seven to ten are the are not warmongers People play wargames for one advanced levels Many games actually have more of three reasons . One , they are interested 1n history, than one level in the game Itself. having a basic game partlcularly m1l11ary history Two. they enroy the and one or more advanced games as well. In other challenge and compet111on strategy games afford words. the advance up the complexity scale can be Three. and most important. playing games is FUN accomplished within the game and wargaming is their hobby The listed playing times can be dece1v1ng though Indeed. wargaming 1s an expanding hobby they too are presented as a guide for the buyer Most Though 11 has been around for over twenty years. 11 games have more than one game w1th1n them In the has only recently begun to boom . It's no [onger called hobby, these games w1th1n the game are called JUSt wargam1ng It has other names like strategy gam scenarios. part of the total campaign or battle the ing, adventure gaming, and simulation gaming It game 1s about Scenarios give the game and the isn 't another hoola hoop though. By any name, players variety Some games are completely open wargam1ng 1s here to stay ended These are actually a game system. -
View from the Trenches Avalon Hill Sold!
VIEW FROM THE TRENCHES Britain's Premier ASL Journal Issue 21 September '98 UK £2.00 US $4.00 AVALON HILL SOLD! IN THIS ISSUE HIT THE BEACHES RUNNING - Seaborne assaults for beginners SAVING PRIVATE RYAN - Spielberg's New WW2 Movie LANDING CRAFT FLOWCHART - LC damage determination made easy GOLD BEACH - UK D-Day Convention report IN THIS ISSUE PREP FIRE Hello and welcome the latest issue of View From The Trenches. PREP FIRE 2 The issue is slightly bigger than normal due to Greg Dahl’s AVALON HILL SOLD 3 excellent but rather large article and accompanying flowchart dealing with beach assaults. Four extra pages for the same price. Can’t be INCOMING 4 bad. SCOTLAND THE BRAVE 5 In keeping with the seaborne theme there is also a report on the replaying of the Monster Scenarios ‘Gold Beach’ scenario in the D-DAY AT GOLD BEACH 6 D-Day museum in June, and a review of the new Steve Spielberg WW2 movie, Saving Private Ryan. HIT THE BEACHES RUNNING! 7 I hope to be attending ASLOK this year, so I’m not sure if the “THIS IS THE CALL TO ARMS!” 9 next issue will be out at INTENSIVE FIRE yet. If not, it’ll be out soon after IF’98. THE CRUSADERS 12 While on the subject of conventions, if anyone is planning on SAVING PRIVATE RYAN 18 attending the German convention GRENADIER ’98 please get in touch with me. If we can get enough of us to go as a group, David ON THE CONVENTION TRAIL 19 Schofield may be able to organise transport for all us. -
Playing Purple in Avalon Hill Britannia
Sweep of History Games Magazine #2 Page 1 Sweep of History Games Magazine #2, Spring 2006. Published and edited by Dr. Lewis Pulsipher, [email protected]. This approximately quarterly electronic magazine is distributed free via http://www.pulsipher.net/sweepofhistory/index.htm, and via other outlets. The purpose of the magazine is to entertain and educate those interested in games related to Britannia ("Britannia-like games"), and other games that cover a large geographical area and centuries of time ("sweep of history games"). Articles are copyrighted by the individual authors. Game titles are trademarks of their respective publishers. As this is a free magazine, contributors earn only my thanks and the thanks of those who read their articles. This magazine is about games, but we will use historical articles that are related to the games we cover. This copyrighted magazine may be freely distributed (without alteration) by any not-for-profit mechanism. If you are in doubt, write to the editor/publisher. The “home” format is PDF (saved from WordPerfect); it is also available as unformatted HTML (again saved from WP) at www.pulsipher.net/sweepofhistory/index.htm. Table of Contents strategy article in Issue 1, is one of the “sharks” from the World Boardgaming Championships. 1 Introduction Nick has twice won the Britannia tournament 1 Playing Purple in Avalon Hill there, and is also (not surprisingly) successful at Britannia by Nick Benedict WBC Diplomacy. 7 Britannia by E-mail by Jaakko Kankaanpaa 11 Review of game Mesopotamia: I confess, I’m fascinated to see what strategies the “sharks” will devise for the Second Edition, which by George Van Voorn Birth of Civilisation I understand will be used at this year’s 12 Trying to Define Sweep of History tournament. -
Domain Specific Techniques for Creating Games
Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects April 2007 Domain Specific echniquesT for Creating Games Jeremiah J. Chaplin Worcester Polytechnic Institute Micah D. Gaulin-McKenzie Worcester Polytechnic Institute Michael Anthony Anastasia Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Chaplin, J. J., Gaulin-McKenzie, M. D., & Anastasia, M. A. (2007). Domain Specific eT chniques for Creating Games. Retrieved from https://digitalcommons.wpi.edu/mqp-all/1348 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. Project Number. GFP0607 Domain Specific Techniques for Creating Games A Major Qualifying Project Report: submitted to the faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by: ___________________________ Michael Anastasia ___________________________ Jeremiah Chaplin ___________________________ Micah Gaulin-McKenzie ___________________________ April 25, 2007 Approved: ______________________________ Professor Gary F. Pollice, Major Advisor 1. Domain-Specific Languages 2. Strategic games 3. Code Generation Abstract Modern game development projects rely on specialized tools for physics, graphics, -
View Annual Report
ANNUAL REPORT To Our Shareholders There is no better mission in life than “Making the World Smile!” At Hasbro, our business is built on fun, and our nearly 6,000 employees worldwide are all focused on bringing joy and exciting play experiences to millions of kids and families across the globe. You can see this commitment and passion in everything we do --- from the toys, games and licensed products we bring to market, to how we manage our business, and create value for our shareholders. As you read about all of the great things happening within your company, we hope that Hasbro brings out the kid in all of you and that you continue to personally discover the magic within our brands! 2007 Highlights In 2007, Hasbro had a very strong year and delivered record-breaking results, in spite of the challenges facing the toy industry. We started 2007 strong, performed well throughout the year, and fi nished with a robust fourth quarter, even though the industry saw a holiday season that was negatively affected by a weak retail environment and the impact of the lead paint recalls. We were proud that Hasbro avoided any lead paint recalls --- a tribute to our commitment to product safety. Our growth was broad based, both in terms of geography and product categories, and we continued to drive innovation in all aspects of our business. All in all, Hasbro had an extraordinary year! We have accomplished a great deal over the past six years --- growing revenues at a compounded annual growth rate of over 6%, surpassing our longer-term goal of 3-5% per year, and achieving an operating margin of 13.5%, also exceeding our target of 12% or better, set several years ago. -
Illustrated Optional Rules and Clarifications for Gettysburg '88
Illustrated Optional Rules and Clarifications for Gettysburg '88 A game by the Avalon Hill Game Company Author: Steven Moses Web Version: Walter O'Hara The following additional rules are paraphrased by an excellent article by Steven Moses, first published in THE GENERAL, Vol. 29, No. 4. Being a fan of the game (warts and all), I consider this article to be worthy of note for Getty88 players. Therefore, I present this Illustrated Optional Rules page in hopes that it will be useful to fans of the game. I will not post the rules or text of the article for copyright reasons. These rules are considered OPTIONAL or CLARIFICATIONS. I will highlight the differences. Clarifications should be considered an attempt to explain existing rules that were either poorly written or inconclusive, Optional rules as new rules proposed by Mr. Moses in his article. All material copyright, the Avalon Hill Game Company, Hasbro, Inc. Movement/Combat Rules OPTIONAL Artillery Units may cross streams only by roads or railways. OPTIONAL Units attacking across a stream receive a -1 combat modifier. OPTIONAL: Artillery units may not move AND fire in the same turn. I didn't think this needed a picture... OPTIONAL: Artillery may not fire from Gettysburg city hexes. Page 1 of 4 CLARIFICATION: Units entering board in same hex must enter in column. The yellow markers indicate the movement costs for entry. OPTIONAL: Units may not use the road bonus within two hexes (inclusive) of enemy artillery. Stacking Units CLARIFICATION: Any number of Generals can stack together. OPTIONAL: Two Cavalry units from the same corps/division (only) may stack 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 ........................................................................................................................... -
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.