Luck versus Skill. How do we measure them? How should we use them? - - PowerPoint PPT Presentation

luck versus skill how do we measure them how should we
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Luck versus Skill. How do we measure them? How should we use them? - - PowerPoint PPT Presentation

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


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Luck versus Skill. How do we measure them? How should we use them?

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There is too much luck in this game, not enough skill. There is no luck at all in this game, it is entirely skill.

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§ Virtually every definition of game will

state that indeterminacy is required

  • -If they don’t state it, they imply it

§ What ‘creates’ indeterminacy?

  • -Randomness
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These properties of games are very

diffjcult to define

They are also extremely counter-

intuitive once you do define them

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Dice Cards Random Number Generators

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Simultaneous and hidden actions Other players

Rock is strong

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Memory Accuracy Speed Strength

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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.

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Winner Loser

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Though his chances of winning the New York State Lottery 15 times in a row are better.

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A large number is given. Players have 30 seconds to determine what that digit of π is.

50,347,200

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A large number is given. Players have 30 seconds to determine what that digit of π is.

50,347,200

7

…723094004967268347950209384766411093847584754852887613…

Winner Loser

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A large number is given. Players have 30 minutes to determine what that digit of π is.

4th

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None in 2000BC, tons in 250BC, almost none in 2000AD

4th

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The ability to do something well The intrinsic ability to achieve a

difgerential outcome

Skill is inherently defined as a

comparison, even if only with your past self

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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

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Play standard chess but afterwards roll a die.

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Play standard chess but afterwards roll a die. On a 1 the loser of the chess game wins the Rando Chess game.

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It is hard to argue Rando Chess has less skill than regular chess. But it

  • bviously has more luck.
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All previous skill is still useful. No player ranking change. With slight modification, “Elo” ratings are the same! Same world champion, same chess books.

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Skill Luck Go Poker Tic Tac Toe Bingo

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§ Skill difgerentials became harder to measure.

More trials are needed to get the same accuracy in rankings as before.

§ Another way to say it: less payofg for skill

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Is adding luck, thereby making skill

harder to measure bad?

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Players may reject the addition of luck. It moderates their reward. What does your audience want? What’s your value proposition?

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The more time your audience puts

into a competitive game, the more they may expect to be rewarded for their skill

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Removing all indeterminacy makes

your game very skill testing.

For example, we can play “who’s

taller?”

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But we no longer

have a game, we have a measurement

Which is fun to play

at most once

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Skill Luck Soccer Pachinko Foot Race Golf

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Some psychographics are entertained by unexpected outcomes.

Player

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Is adding luck, thereby making skill

harder to measure good?

Obfuscation of skill has many benefits

1) In the best case, players blame their defeats on luck and wins on skill. Until deep knowledge is gained.

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Is adding luck, thereby making skill

harder to measure good?

Obfuscation of skill has many benefits

1) In the best case, players blame their defeats on luck and wins on skill 2) The amount of people you can have a fun (i.e. reasonably indeterminate) game with goes up greatly

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In a game with low luck it is more diffjcult to find an appropriately skilled opponent. You risk losing all the time or winning all the time.

Too Easy Too Easy Too Easy Too Easy Too Easy Too Easy Too Easy Too Easy Too Easy Too Easy Too Hard Too Hard Too Hard Too Hard Too Hard Too Hard Too Hard Too Hard Too Hard Too Hard

Just Right!

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You might get the desired opponent

skill, but maybe not the desired

  • pponent
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Is Phil upset about less payofg for skill

in Poker?

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The situation is incredibly complex. Any skill “curve” is possible, and while assuming player skill is defined by a normal (or any other) distribution with a single parameter is naïve, even if it is a practical necessity. For example, some elements of luck may only be accessed with high skill (say a bonus level), and some may

  • nly be accessed by performing

poorly

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Consider a Real Time Strategy game with randomized prices or technologies. Without randomness the community may decide it is all about Tanks. Players’ rating may be based primarily on tactical skill and hand-eye coordination Player A (Rating 2000), Player B (rating 1900), Player C (rating 1000)

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With randomized prices

  • ccasionally Dragons will be

viable.

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Who picks the dragon first? Perhaps Player A can now beat player B more often if skill has been added in price effjciency. But maybe Player A and Player C move closer to each other in win rate, if the strategic value of that effjciency outweighs tactics

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Know your (intended) audience What is your key value proposition? How is your game going to be played?

Dinner table? Family room? Internet? Solo?

Does your revenue model require

replays?

Do your IP and marketing match your

skill/luck interaction?

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