Simultaneous Action Selection
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Simultaneous Action Selection
Simultaneous action selection, or SAS, is a game mechanic that occurs when players of a game take action (such as moving their pieces) at the same time. Examples of games that use this type of movement include rock–paper–scissors and Diplomacy. Typically, a "secret yet binding" method of committing to one's move is necessary, so that as players' moves are revealed and implemented, others do not change their moves in light of the new information. Thus, in Diplomacy, players write down their moves and then reveal them simultaneously. Because no player gets the first move, this potentially arbitrary source of advantage is not present. It is also possible for simultaneous movement games to proceed relatively quickly, because players are acting at the same time, rather than waiting for their turn. Simultaneous action selection is easily implemented in card games such as Apples to Apples in which players simply select cards and throw them face-down into the center. Limitations Some ga ...
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Game Mechanics
In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In tabletop games and video games, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of game desig ...
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Rock–paper–scissors
Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock" (a closed fist), "paper" (a flat hand), and "scissors" (a fist with the index finger and middle finger extended, forming a V). "Scissors" is identical to the two-fingered V sign (also indicating "victory" or "peace") except that it is pointed horizontally instead of being held upright in the air. A simultaneous, zero-sum game, it has three possible outcomes: a draw, a win or a loss. A player who decides to play rock will beat another player who has chosen scissors ("rock crushes scissors" or "breaks scissors" or sometimes "blunts scissors"), but will lose to one who has played paper ("paper covers rock"); a play of paper will lose to a play of ...
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Diplomacy (game)
''Diplomacy'' is a strategy game, strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. Its main distinctions from most wargaming, board wargames are its negotiation phases (players spend much of their time forming and betraying alliances with other players and forming beneficial strategies)Parlett, David. ''The Oxford History of Board Games''. Oxford University Press, UK, 1999. . pp. 361–362. and the absence of dice and other game elements that produce random effects. Set in Europe in the years leading to the World War I, Great War, ''Diplomacy'' is played by two to seven players, each controlling the armed forces of a major European power (or, with fewer players, multiple powers). Each player aims to move their few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map; these supply centers allow players who control them to produ ...
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Card Game
A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific. Countless card games exist, including families of related games (such as poker). A small number of card games played with traditional decks have formally standardized rules with international tournaments being held, but most are folk games whose rules vary by region, culture, and person. Traditional card games are played with a ''deck'' or ''pack'' of playing cards which are identical in size and shape. Each card has two sides, the ''face'' and the ''back''. Normally the backs of the cards are indistinguishable. The faces of the cards may all be unique, or there can be duplicates. The composition of a deck is known to each player. In some cases several decks are shuffled together to form a single ''pack'' or ''shoe''. Modern card games usually have bespoke decks, often with a vast amount of cards, and can include number or action cards. This ...
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Apples To Apples
''Apples to Apples'' is a party game originally published by Out of the Box Publishing Inc., and now by Mattel. Players start with a hand of seven "red apple" cards, which feature nouns. A player is selected to be the first judge, and that judge plays a "green apple" card, which features an adjective. The round is won by playing the "red apple" card that the judge determines to be the best match for the "green apple" card. The role of the judge rotates, and the number of rounds is determined by the number of players. The game is designed for four to ten players and played for 30–75 minutes. ''Apples to Apples'' was chosen by Mensa International in 1999 as a "Mensa Select" prizewinner, an award given to five games each year. It was also named "Party Game of the Year" in the December 1999 issue of '' Games'' magazine and received the National Parenting Center's seal of approval in May 1999. The popularity of the game led to an increased interest in similar card-matching/answer-jud ...
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Junta (game)
''Junta'' is a board game designed by Merlin Southwell first published in 1978 by Creative Wargames Workshop and published, as of 1985, by West End Games. Players compete as the corrupt power elite families of a fictional parody of a stereotype, stereotypical banana republic (specifically ''Republica de los Bananas'') trying to get as much money as possible into their Swiss bank accounts before the foreign aid money runs out. Fighting in the republic's capital during recurrent coup attempts encompasses most of the game's equipment, rules and playtime. This game-within-the-game is however actually tangential to the players' main goal. The length of the game depends on how often coups are declared, but can often exceed six hours. The game's title is taken from the Spanish term "Military dictatorship, Junta" that originally referred to the executive bodies that frequently came to power after a military coup in 20th century Latin America (the Spanish version is called ''Golpe'', whic ...
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First-price Sealed-bid Auction
A first-price sealed-bid auction (FPSBA) is a common type of auction. It is also known as blind auction. In this type of auction, all bidders simultaneously submit sealed bids so that no bidder knows the bid of any other participant. The highest bidder pays the price that was submitted. Strategic analysis In a FPSBA, each bidder is characterized by their monetary valuation of the item for sale. Suppose Alice is a bidder and her valuation is a. Then, if Alice is rational: *She will never bid more than a, because bidding more than a can only make her lose net value. *If she bids exactly a, then she will not lose but also not gain any positive value. *If she bids less than a, then she ''may'' have some positive gain, but the exact gain depends on the bids of the others. Alice would like to bid the smallest amount that can make her win the item, as long as this amount is less than a. For example, if there is another bidder Bob and he bids y and y, then Alice would like to ...
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Prisoner's Dilemma
The Prisoner's Dilemma is an example of a game analyzed in game theory. It is also a thought experiment that challenges two completely rational agents to a dilemma: cooperate with their partner for mutual reward, or betray their partner ("defect") for individual reward. This dilemma was originally framed by Merrill Flood and Melvin Dresher while working at RAND in 1950. Albert W. Tucker appropriated the game and formalized it by structuring the rewards in terms of prison sentences and named it "prisoner's dilemma". William Poundstone in his 1993 book ''Prisoner's Dilemma'' writes the following version:Two members of a criminal gang are arrested and imprisoned. Each prisoner is in solitary confinement with no means of speaking to or exchanging messages with the other. The police admit they don't have enough evidence to convict the pair on the principal charge. They plan to sentence both to two years in prison on a lesser charge. Simultaneously, the police offer each prisoner a ...
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Rock-paper-scissors
Rock paper scissors (also known by other orderings of the three items, with "rock" sometimes being called "stone," or as Rochambeau, roshambo, or ro-sham-bo) is a hand game originating in China, usually played between two people, in which each player simultaneously forms one of three shapes with an outstretched hand. These shapes are "rock" (a closed fist), "paper" (a flat hand), and "scissors" (a fist with the index finger and middle finger extended, forming a V). "Scissors" is identical to the two-fingered V sign (also indicating "victory" or "peace") except that it is pointed horizontally instead of being held upright in the air. A simultaneous, zero-sum game, it has three possible outcomes: a draw, a win or a loss. A player who decides to play rock will beat another player who has chosen scissors ("rock crushes scissors" or "breaks scissors" or sometimes "blunts scissors"), but will lose to one who has played paper ("paper covers rock"); a play of paper will lose to a play of ...
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First-move Advantage In Chess
In chess, there is a general consensus among players and theorists that the player who makes the first move (White) has an inherent advantage. Since 1851, compiled statistics support this view; White consistently slightly more often than Black, usually scoring between 52 and 56 percent. White's is about the same for tournament games between humans and games between computers; however, White's advantage is less significant in blitz games and games between lower-level players. Chess players and theoreticians have long debated whether, given perfect play by both sides, the game should end in a win for White or a draw. Since approximately 1889, when World Champion Wilhelm Steinitz addressed this issue, the consensus has been that a perfectly played game would end in a draw (futile game). A few notable players have argued, however, that White's advantage may be sufficient to a win: Weaver Adams and Vsevolod Rauzer claimed that White is winning after the first move 1.e4, whil ...
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Simultaneous Game
In game theory, a simultaneous game or static game is a game where each player chooses their action without knowledge of the actions chosen by other players. Simultaneous games contrast with sequential games, which are played by the players taking turns (moves alternate between players). In other words, both players normally act at the same time in a simultaneous game. Even if the players do not act at the same time, both players are uninformed of each other's move while making their decisions. Normal form representations are usually used for simultaneous games.Mailath, G., Samuelson, L. and Swinkels, J., 1993. Extensive Form Reasoning in Normal Form Games. Econometrica, nline61(2), pp.273-278. Available at: ccessed 30 October 2020 Given a continuous game, players will have different information sets if the game is simultaneous than if it is sequential because they have less information to act on at each step in the game. For example, in a two player continuous game that is se ...
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