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I don't think it will find that much interest because it's too technical. I'll move the topic to... Games
I was wondering which forum to post it in myself, and finally decided on Miscellaneous. Maybe I was wrong. Anyway, no harm done, I guess.
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Like you said, I think the evaluation system proposed is too simple for anything approaching the complexity of a game like StarCraft.
You mean my example? Well duh, that was meant to be simple, it's an example. DianeE started her thread off with a very similar example, and then slowly progressed into more complex (but still simple) systems.
Or do you mean the system I used to figure out whether the examples were balanced? Well, remember, all that has to be done is to make sure you're taking every aspect of the system into account. For the sake of keeping it from becoming completely unsolvable, we can assume to begin with that all players play perfectly. That is to say, things like slow reaction time and low multitasking ability are not included (these things vary from player to player and therefore become essentially unknowable).
Keep in mind that this
does get very complicated. I suspect that as the systems get more complex, calculus will be required to determine if they are balanced or not. I hope there are some people on here who are good at calculus, because I'm not.
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I am going to guess that, if that system was applied to SC, then the game would appear to be grossly tilted in favour of the Protoss, which we know is not the case.
Well, if it is still inaccurate even if we assume perfect play, then obviously there's something the theory wouldn't be taking into account.
Anyway, you should keep in mind that I'm not proposing that this system be applied to StarCraft, at least not at this stage. As we proved in DianeE's thread, StarCraft is
absurdly complex in terms of determining its balance, and with standard mathematical tools it could possibly require more work than the human race has ever done in the field of mathematics and may not be possible at all.
Instead, the idea here is to sort of lay a framework for investigation of...let's called it Balance Theory. My guess is that there exist certain mathematical tools and functions which could go a long way towards simplifying Balance Theory, and perhaps bring the evaluation of systems equivelant to most RTS games into the realm of possiblity. But whatever happens, as usual we have to start from the ground up.
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Also, how would you factor in the ability to cloak and stuff?
Again, we can start by simplifying the idea. For example, you could take a system like the following:
There are two races, each with 1 unit. Each unit has 100 defense and 10 attack. The unit belonging to Race 1 has energy, which for each unit increases by 1 every generation (a generation is the basic quantity of time in any computer simulation, and can be considered to be something like the planck time in our own universe), starting at 0. At any given generation, one of these units can use up 2 of its energy (provided it has at least 2) to make itself invincible (cloaked) for that generation (cloaking does not force it to forgo its +1 energy per generation).
Obviously this system is not balanced to begin with because the races are exactly the same except for one advantage belonging to Race 1. What I want to do here is to find out how much more power Race 2's unit should have for it to be balanced. By 'power', I mean its overall value in the game; for the purposes of combat in real strategy games, this can be estimated by offensive power multiplied by defensive power. For this system, this is sufficient because the only two abilities Race 2's unit has are attack and defense.
Okay, so we can reason that Race 1's unit can remain cloaked for half of the total time it exists (because it uses up energy to cloak at twice the rate at which it gains energy). Therefore it seems that any increase in the power of Race 2's unit by a factor of 2 will balance this system. The resulting stats of Race 2's unit could therefore be 10A/200D, 20A/100D, 4A/500D, etc. But be careful! It's not quite as simple as that. As Race 2's unit passes the 100 attack mark, additional attack becomes absolutely useless, because the unit can already guarantee a one hit kill every time it hits. Therefore in this system all attack values for Race 2's unit past 100 are effectively 100. This means that stats of 99999999A/20D are balanced, so long as the defense of Race 1's unit remains the same.
Well, that was easy enough. Or was it?
Not too fast. Race 1's unit can only be hit half the time, but because it
starts at 0 energy, we can assume that it will be cloaked not on random generations (which would result in the above system being balanced) but rather on every even-numbered generation with the generation on which it was built being 1. And this disadvantage, interestingly, suddenly makes a difference between the attack and defense of Race 2; attack has now become more useful for Race 2 than the same factor of defense.
I'm not sure how exactly to solve this part. However, I did think up the idea of considering each set of two generations as one generation. In this case, we have five possibilities:
1. No one dies on either turn
2. Race 1 dies on the first turn
3. Race 2 dies on the first turn
4. Both races die on the first turn
5. Race 2 dies on the second turn
I'm not entirely sure that this is a valid way of considering it, however so far I haven't though up any flaws in it. Unfortunately, when I plug it into OpenOffice, the total probability of all the possiblities adds up to more than 1, even counting in the fact that number 4 doesn't count because it is included in both number 2 and number 3. I may be able to figure out what I did wrong later, but for now I'm sorry to be anticlimactic but I can't come up with a precise number for Race 2's attack.
By the way, I have left out one possible (essentially useless, but still possible) solution which is very simple to come up with. This is to give Race 2 infinity defense and 0 attack, guaranteeing that neither race's unit can ever win, therefore making it balanced. I might as well just say now that we're looking for a solution other than that.
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Balance in games is not black and white due to the sheer number of factors
No, you don't quite get it. It
is a matter of black and white (in the same sort of sense that 1-(1/infinity) being less than 1 is black and white), it's just that more factors to consider makes it that much harder to determine whether it's black or white.
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Some balance incorporates assuming the user has enough skill to properly use something.
We're assuming perfect play, because it is impossible to know how skilled the players are just from the game itself. We are also not assuming any particular 'map', in a system that includes landscape.
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For the mathematical equation, there is no possible way to factor in all of the important numbers to determine a better unit, etc.
Except that there is. That's the whole point. Of course most games are absurdly complex for these purposes, but that's why I'm starting at the bottom.
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It's like trying to determine a specific x value for 2X+Y=5. Sure, you can make a line out of it and comment on it but you can't determine a single specific value for x with the given data, and there is no more given data; it's simply impossible to get cuz it changes situationally.
If the situation only includes definite factors inside the game, then it is still theoretically possible. It's only when you include player skill (which is something we aren't doing) that it becomes unknowable.