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[quote]Nope, programming out the ability to shoot yourself in the foot is exactly the right thing to do.[/quote]
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[quote]Nope, programming out the ability to shoot yourself in the foot is exactly the right thing to do.[/quote]
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1) Not playing the game optimally is shooting yourself in the foot.
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1) Not playing the game optimally is shooting yourself in the foot.
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2) If an optimal strategy is known, it is automatable and the player is unneeded. The game is [i]solved[/i]. See tic tac toe or checkers for an example.
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2) If an optimal strategy is known, it is automatable and the player is unneeded. The game is [i]solved[/i]. See tic tac toe or checkers for an example.
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3) If the game is not solved, you can't ever really say that you can judge whether a move is good or bad automatically. Especially if you want super overarching heuristics like "more than x storage is always bad". This is why player skill in unsolved games has to be calculated based on wins and losses rather than mexes and storages.
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3) If the game is not solved, you can't ever really say that you can judge whether a move is good or bad automatically. Especially if you want super overarching heuristics like "more than x storage is always bad". This is why player skill in unsolved games has to be calculated based on wins and losses rather than mexes and storages.
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If you remove storage they will just build 90 caretakers / identical factories / Desolators / Pylons / circular walls around their base. Clearly, this is not enough.
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If you remove storage they will just build 90 caretakers / identical factories / Desolators / Pylons / circular walls around their base. Clearly, this is not enough.
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I have a modest proposal that is guaranteed to work instead. As you can see, we cant determine footgunning in unsolved games. So the obvious solution is to make ZK solvable by paring down its complexity until it can be solved. We can begin by reducing map size to 8x8 px, removing fog of war and
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I have a modest proposal that is guaranteed to work instead. As you can see, we cant determine footgunning in unsolved games. So the obvious solution is to make ZK solvable by paring down its complexity until it can be solved. We can begin by reducing map size to 8x8 px, removing fog of war and
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terrain as a mechanics, limiting game size to only 1v1, and leaving only two unit types, both with just 1 hitpoint.
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terrain as a mechanics, limiting game size to only 1v1, and leaving only two unit types, both with just 1 hitpoint.
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Once
we
solve
the
resulting
game,
noone
will
ever
be
able
to
shoot
themselves
in
the
foot
bedause
we
will
replace
all
the
fallible
players
with
copies
of
the
mathematically
perfect,
immortal
algorithm
for
playing
the
game
optimally.
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Once
we
solve
the
resulting
game,
noone
will
ever
be
able
to
shoot
themselves
in
the
foot
because
we
will
replace
all
the
fallible
players
with
copies
of
the
mathematically
perfect,
immortal
algorithm
for
playing
the
game
optimally.
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