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Simulations
Evaluating game system behavior

Petri Lankoski

Södertörn Univeristy
Simulations
 Game systems with random component are
complex
 Simulations can help to understand how a part of
the system behaves
 One does not need ready game for simulation

 Does not replace playtesting
 But simulation can show the features work in the long
run

 Balancing weapons & troops
 non-symmetrical things are hard to balance

Petri Lankoski

Södertörn Univeristy
Simulating a game system
 Model
 sum of two six sided dice -> sum of two random
numbers between 1 to 6
 Weapon: change to hit, damage dealt & fire rate

 Simulating system
 Run model many times to learn how the system
behaves
 Run 50000 times and calculate distribution or
averages, average damage per minute, etc.

Petri Lankoski

Södertörn Univeristy
Settlers of Catan
Simulation
 How the players gain resources
 Simplified
 Robber vs no robber discard
 Only resource amount simulated, not types

 Assumptions
 Four player game
 0-3 resources at hand when ones turn ends
 Model for using resources
 One specific board set-up
 The results does not vary much board to board
 The results can vary with not optimal settlement placements

 50 000 iterations used

Petri Lankoski

Södertörn Univeristy
Simulation set-up
• 4 victory point set-up
• Settlements -> cities
• 6 victory point sim
• 1&2) 8 victory point sim

Petri Lankoski

Södertörn Univeristy
Model
#!/usr/bin/python
import random
from collections import Counter
# board model (2 victory points)
field1 = {
2: {'white': 0, 'blue':0, 'red': 0, 'orange': 0},
3: {'white': 0, 'blue':0, 'red': 1, 'orange': 1},
4: {'white': 1, 'blue':1, 'red': 0, 'orange': 0},
5: {'white': 0, 'blue':2, 'red': 1, 'orange': 0},
6: {'white': 1, 'blue':1, 'red': 1, 'orange': 1},
8: {'white': 1, 'blue':1, 'red': 1, 'orange': 1},
9: {'white': 1, 'blue':0, 'red': 0, 'orange': 1},
10: {'white': 1, 'blue':0, 'red': 1, 'orange': 1},
11: {'white': 0, 'blue':0, 'red': 1, 'orange': 1},
12: {'white': 0, 'blue':0, 'red': 0, 'orange': 0}
}

 The above model does not contain handling for
robber
 The code for simulating this model is bit more
complicated
Petri Lankoski

Södertörn Univeristy
Resource gain

Petri Lankoski

Södertörn Univeristy
Robber Effect

Petri Lankoski

Södertörn Univeristy
Balance of set-up
1

2

3

4

White

2.0553

2.6120

3.1700

3.7267

Blue

2.0761

2.6593

3.2396

3.8224

Red

2.0808

2.6661

3.2496

3.8348

Orange

2.0892

2.6745

3.2605

3.8454

• Resource gain for each color is very similar
• White might have small disadvantage

Petri Lankoski

Södertörn Univeristy
What can one learn?
 Easy to run what if scenarios
 Robber -> discard all
 Discard if more than four resources

 Estimating the costs for building
 Balance of the the initial set-up

Petri Lankoski

Södertörn Univeristy
Monopoly

Petri Lankoski

Södertörn Univeristy
Board & Movement
A player can
increase
probability to
land to
These squares
(out with doubles)

Chance to end
Up In a square
1/40 = 2,50%?

1/16 Card takes
to Jail

3 doubles
in a row
Chance to Land at a
Square

Petri Lankoski

Södertörn Univeristy
Break Even Times

Petri Lankoski

Södertörn Univeristy
What we learned
 Staying in prison strategy alters changes to land
other squares
 Long prison stay good at the end game

 Break even time downward trend is good

 Breakeven times are long
 Slow start
 Note that one cannot build before owning all
squares with that color

Petri Lankoski

Södertörn Univeristy
Thank You!

 http://petrilankoski.wordpress.com

Petri Lankoski

Södertörn Univeristy

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Simulations: Evaluating game system behavior

  • 1. Simulations Evaluating game system behavior Petri Lankoski Södertörn Univeristy
  • 2. Simulations  Game systems with random component are complex  Simulations can help to understand how a part of the system behaves  One does not need ready game for simulation  Does not replace playtesting  But simulation can show the features work in the long run  Balancing weapons & troops  non-symmetrical things are hard to balance Petri Lankoski Södertörn Univeristy
  • 3. Simulating a game system  Model  sum of two six sided dice -> sum of two random numbers between 1 to 6  Weapon: change to hit, damage dealt & fire rate  Simulating system  Run model many times to learn how the system behaves  Run 50000 times and calculate distribution or averages, average damage per minute, etc. Petri Lankoski Södertörn Univeristy
  • 5. Simulation  How the players gain resources  Simplified  Robber vs no robber discard  Only resource amount simulated, not types  Assumptions  Four player game  0-3 resources at hand when ones turn ends  Model for using resources  One specific board set-up  The results does not vary much board to board  The results can vary with not optimal settlement placements  50 000 iterations used Petri Lankoski Södertörn Univeristy
  • 6. Simulation set-up • 4 victory point set-up • Settlements -> cities • 6 victory point sim • 1&2) 8 victory point sim Petri Lankoski Södertörn Univeristy
  • 7. Model #!/usr/bin/python import random from collections import Counter # board model (2 victory points) field1 = { 2: {'white': 0, 'blue':0, 'red': 0, 'orange': 0}, 3: {'white': 0, 'blue':0, 'red': 1, 'orange': 1}, 4: {'white': 1, 'blue':1, 'red': 0, 'orange': 0}, 5: {'white': 0, 'blue':2, 'red': 1, 'orange': 0}, 6: {'white': 1, 'blue':1, 'red': 1, 'orange': 1}, 8: {'white': 1, 'blue':1, 'red': 1, 'orange': 1}, 9: {'white': 1, 'blue':0, 'red': 0, 'orange': 1}, 10: {'white': 1, 'blue':0, 'red': 1, 'orange': 1}, 11: {'white': 0, 'blue':0, 'red': 1, 'orange': 1}, 12: {'white': 0, 'blue':0, 'red': 0, 'orange': 0} }  The above model does not contain handling for robber  The code for simulating this model is bit more complicated Petri Lankoski Södertörn Univeristy
  • 10. Balance of set-up 1 2 3 4 White 2.0553 2.6120 3.1700 3.7267 Blue 2.0761 2.6593 3.2396 3.8224 Red 2.0808 2.6661 3.2496 3.8348 Orange 2.0892 2.6745 3.2605 3.8454 • Resource gain for each color is very similar • White might have small disadvantage Petri Lankoski Södertörn Univeristy
  • 11. What can one learn?  Easy to run what if scenarios  Robber -> discard all  Discard if more than four resources  Estimating the costs for building  Balance of the the initial set-up Petri Lankoski Södertörn Univeristy
  • 13. Board & Movement A player can increase probability to land to These squares (out with doubles) Chance to end Up In a square 1/40 = 2,50%? 1/16 Card takes to Jail 3 doubles in a row
  • 14. Chance to Land at a Square Petri Lankoski Södertörn Univeristy
  • 15. Break Even Times Petri Lankoski Södertörn Univeristy
  • 16. What we learned  Staying in prison strategy alters changes to land other squares  Long prison stay good at the end game  Break even time downward trend is good  Breakeven times are long  Slow start  Note that one cannot build before owning all squares with that color Petri Lankoski Södertörn Univeristy