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Week 8: The lazy strategy must lose

If one way of playing beats every other, the rest of the design is decoration. For a while the best way to play the specimen was to run away.

27 April 2027

Is it me or is it the game? Write the laziest player you can: if it beats the intended way to play, the game is at fault. Running away once did, in an older version of the game: 102 s against 87 s.

Open the slides

Close Quarters is built on one idea: getting stronger means walking back into the fight. For under an hour one evening, while it was being built, that was false, and nothing on screen showed it.

The claim

A strategy that wins regardless of what the game throws at it turns every other option into decoration. Players find it eventually. A simulation finds it in a second, if you think to write the lazy player as well as the good one.

The hour running away was correct

Experience used to be scattered generously across the arena. A simulated player that only ever fled survived a median of 102 s. One that went looking for experience survived 87 s (56f46ba). The game’s premise had been quietly reversed by free experience worth as much as the kind you fight for.

Two changes put it back. Experience dropped by a kill became worth 2.5 times the experience lying free, in that same commit. And nothing is collected at a distance any more: you have to walk onto it (010a79d).

Where it stands

Three strategies, the 100 ms player, 51 runs each:

StrategyMedian survivalWins out of 51
go for the experience101.6 s12
run away52.5 s1
stand still17.4 s0

The intended way to play is now also the best way to play. That is what “balanced” means for strategies in this course.

What you leave with

Three degenerate strategies of your own for the specimen, their numbers against the intended strategy, and, if one wins, the one constant you would change.

Teaching team