Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan

Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan

Márton Attila Boda
Copyright: © 2018 |Pages: 24
DOI: 10.4018/IJGCMS.2018040103
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Abstract

The study analyses the attitude of players in a board game called Catan. In Catan, we are basically handling the players as opponents, but this does not rule out the possibility of cooperation. In a game with three players, in order to increase the chances of winning, it is worth acting together against the lead player. Cooperation has several possible modalities. In the article, the focus is on blocking situations which can lead to revenge. The primary objectives of this study were to examine how different types of thinking can cause revenge situations and which are the successful strategies among players. Strategies (as a mathematical solution to a decision problem) are examined in the study via computer modeling. To help the model, some kind of behavior of human Catan players was studied which enables profiling gaming styles used in the model. The winning chances of the player who was not involved in revenge have improved considerably, by 43%. To avoid being involved in revenge situations, the best solution is to accept other players' opponent ranking methods.
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Introduction

Personal Motivation and Objectives

Modern board-games (also known as ‘Eurogames’) are of particular interest to artificial intelligence (AI) researchers because state variables of most modern board-games are discrete, and decision making is turn-based. The gameplay in modern board-games often incorporates randomness, hidden information, multiple players, and a variable initial setup that makes it impossible to use opening books (Szita, Chaslot & Spronck, 2010).

According to Pfeiffer (2004), Catan is interesting for AI researchers, because players can choose from a large action-set, they have to balance long and short-term decisions, always depending on the performance of their opponents.

There are papers which focus on analyzing optimal game strategies in Catan (e.g. Guhe & Lascarides, 2014; Szita, Chaslot & Spronck, 2010) but it is important that these analyses do not involve robbing strategies.

The mentioned AI researchers worked on the rational model of how to play Catan. Although when people are playing against one another, irrationality quite often occurs.

Today, various versions of Catan exist. Originally, we are talking about a board game, but since then it has been computerized, including offline and online versions. Playing Catan against strangers via the internet provides a chance to make decisions more on statistically and rational basis instead of emotional ones when playing against friends or family members.

Playing Catan online, it was experienced that revenge is an emphasized part of the game. It was noted, that revenge ruins the chances of winning and these experiences gave the motivation to look at this phenomenon more closely.

Thomas (2003) collected six types of decisions that are made during the game. One of them is ‘Evaluating the other players’ positions’. In Settlers of Catan, it is important to be able to accurately evaluate the other players’ positions to determine how close each one is to winning and what they need to do in order to win. This evaluation system (developed for AI) uses the unit of turns. Based on the evaluation process player chooses which opponent’s development to slow down (Thomas, 2003).

That method seems reasonable, but it would be a hard calculation method for a human player and due to this fact, there are differences in how player calculate or estimate their winning chances.

The aim of this paper is to analyze the optimal strategy regard to revenge, furthermore to try quantifying the impact of revenge on the winning chances.

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