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.
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:
| Strategy | Median survival | Wins out of 51 |
|---|---|---|
| go for the experience | 101.6 s | 12 |
| run away | 52.5 s | 1 |
| stand still | 17.4 s | 0 |
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
- Tamsin Okoro — convenor