Theorycraft
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Theorycraft
Theorycraft (or theorycrafting) is the mathematical analysis of game mechanics (usually in video games) to discover optimal strategies and tactics. Theorycraft involves analyzing statistics, hidden systems or underlying game code in order to glean information that is not apparent during normal gameplay. Theorycraft is similar to analyses performed in sports or other games such as baseball's sabermetrics. The term has been said to come from StarCraft players as a portmanteau of "game theory" and "StarCraft". Theorycraft is prominent in competitive gaming (such as multiplayer games, speedrunning and racing events), where players attempt to gain competitive advantage by analyzing game systems. As a result, theorycraft can lower barriers between players and game designers. Game designers must consider that players will have a comprehensive understanding of game systems and players can influence design by exploiting game systems and discovering dominant or unintended strategies. Theoryc ...
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Sabermetrics
Sabermetrics, or originally SABRmetrics, is the empirical analysis of baseball, especially baseball statistics that measure in-game activity. Sabermetricians collect and summarize the relevant data from this in-game activity to answer specific questions. The term is derived from the acronym SABR, which stands for the Society for American Baseball Research, founded in 1971. The term "sabermetrics" was coined by Bill James, who is one of its pioneers and is often considered its most prominent advocate and public face. Early history Henry Chadwick, a sportswriter in New York, developed the box score in 1858. This was the first way statisticians were able to describe the sport of baseball by numerically tracking various aspects of game play. The creation of the box score has given baseball statisticians a summary of the individual and team performances for a given game. Sabermetrics research began in the middle of the 20th century with the writings of Earnshaw Cook, one of the earl ...
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Mathematical Analysis
Analysis is the branch of mathematics dealing with continuous functions, limit (mathematics), limits, and related theories, such as Derivative, differentiation, Integral, integration, measure (mathematics), measure, infinite sequences, series (mathematics), series, and analytic functions. These theories are usually studied in the context of Real number, real and Complex number, complex numbers and Function (mathematics), functions. Analysis evolved from calculus, which involves the elementary concepts and techniques of analysis. Analysis may be distinguished from geometry; however, it can be applied to any Space (mathematics), space of mathematical objects that has a definition of nearness (a topological space) or specific distances between objects (a metric space). History Ancient Mathematical analysis formally developed in the 17th century during the Scientific Revolution, but many of its ideas can be traced back to earlier mathematicians. Early results in analysis were i ...
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Competitive Gaming
Esports, short for electronic sports, is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Although organized competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s, when participation by professional gamers and spectatorship in these events through live streaming saw a large surge in popularity. By the 2010s, esports was a significant factor in the video game industry, with many game developers actively designing and providing funding for tournaments and other events. The most common video game genres associated with esports are multiplayer online battle arena (MOBA), first-person shooter (FPS), fighting, card, battle royale and real-time strategy (RTS) games. Popular esports franchises include ''League of Legends'', ''Dota'', ''Counter-Strike'', ''Valorant'', ''Overwatch'', ''Str ...
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Reverse Engineering
Reverse engineering (also known as backwards engineering or back engineering) is a process or method through which one attempts to understand through deductive reasoning how a previously made device, process, system, or piece of software accomplishes a task with very little (if any) insight into exactly how it does so. It is essentially the process of opening up or dissecting a system to see how it works, in order to duplicate or enhance it. Depending on the system under consideration and the technologies employed, the knowledge gained during reverse engineering can help with repurposing obsolete objects, doing security analysis, or learning how something works. Although the process is specific to the object on which it is being performed, all reverse engineering processes consist of three basic steps: Information extraction, Modeling, and Review. Information extraction refers to the practice of gathering all relevant information for performing the operation. Modeling refers to th ...
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Econometrics
Econometrics is the application of Statistics, statistical methods to economic data in order to give Empirical evidence, empirical content to economic relationships.M. Hashem Pesaran (1987). "Econometrics," ''The New Palgrave: A Dictionary of Economics'', v. 2, p. 8 [pp. 8–22]. Reprinted in J. Eatwell ''et al.'', eds. (1990). ''Econometrics: The New Palgrave''p. 1[pp. 1–34].Abstract (The New Palgrave Dictionary of Economics, 2008 revision by J. Geweke, J. Horowitz, and H. P. Pesaran). More precisely, it is "the quantitative analysis of actual economic Phenomenon, phenomena based on the concurrent development of theory and observation, related by appropriate methods of inference". An introductory economics textbook describes econometrics as allowing economists "to sift through mountains of data to extract simple relationships". Jan Tinbergen is one of the two founding fathers of econometrics. The other, Ragnar Frisch, also coined the term in the sense in which it is used toda ...
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Video Game Genre
A video game genre is an informal classification of a video game based on how it is played rather than Computer graphics, visual or narrative elements. This is independent of setting (fiction), setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once. History Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari 2600, Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book ''How to Master the Video Games'', he divides the games into broad categories in the table of contents: ''Sp ...
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Online Community
An online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies. Those who wish to be a part of an online community usually have to become a member via a specific site and thereby gain access to specific content or links. An online community can act as an information system where members can post, comment on discussions, give advice or collaborate, and includes medical advice or specific health care research as well. Commonly, people communicate through social networking sites, chat rooms, forums, email lists, and discussion boards, and have advanced into daily social media platforms as well. This includes Facebook, Twitter, Instagram, Discord (so ...
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Metagaming
Metagame, Hypergame, or game about the game, is an approach to a game that transcends or operates outside of the prescribed rules of the game, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. ''Metagaming'' might also refer to a game which functions to create or modify the rules of a sub-game. Thus, we might play a metagame selecting which rules will apply during the play of the game itself. Etymology The origin of the idea of metagames originally came from the game theory field, with ideas first published in the groundbreaking '' Theory of Games and Economic Behavior'' by John von Neumann and Oskar Morgenstern in 1944, though the term itself was not originally used in that work. The word can be found being used in the context of playing zero-sum games in a publication by the Mental Health Research Institute in 1956. It is claimed that the first known use of the term was in Nigel Howard's book ''Paradoxes of Rational ...
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Game Design
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following: * Gameplay, which is the interaction between the player and the mechanics and systems * Game mechanics, Mechanics and systems, which are the rules and objects in the game * Player experience, which is how users feel when they're playing the game Games such as board games, card games, dice games, casino games, role-playing games, sports, video games, Wargame (video games), war games, or simulation games benefit from the principles of game design. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations) ...
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Racing
In sport, racing is a competition of speed, in which competitors try to complete a given task in the shortest amount of time. Typically this involves traversing some distance, but it can be any other task involving speed to reach a specific goal. A race may be run continuously to finish or may be made up of several segments called heats, stages or legs. A heat is usually run over the same course at different times. A stage is a shorter section of a much longer course or a time trial. Early records of races are evident on pottery from ancient Greece, which depicted running men vying for first place. A chariot race is described in Homer's ''Iliad''. Etymology The word ''race'' comes from a Norse word. This Norse word arrived in France during the invading of Normandy and gave the word ''raz'' which means "swift water" in Brittany, as in a mill race; it can be found in "Pointe du Raz" (the most western point of France, in Brittany), and "''raz-de-marée''" (tsunami). The word rac ...
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Speedrunning
Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible. Speedrunning often involves following planned routes, which may incorporate sequence breaking and can exploit glitches that allow sections to be skipped or completed more quickly than intended. Tool-assisted speedrunning is a sub-category of speedrunning that uses emulation software to slow the game down and create a precisely controlled sequence of inputs. Many online communities develop around speedrunning specific games; community leaderboard rankings for individual games form the primary competitive metric for speedrunning. Racing between two or more speedrunners is also a popular form of competition. Videos and livestreams of speedruns are shared via the internet on media sites such as YouTube and Twitch. Speedruns are sometimes showcased at marathon events, which are gaming conventions that feature multiple people performing speedruns in a vari ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's ''Tennis For Two'' and 1972's ''Pong''), ear ...
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