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strategy, tactics and hidden information

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TheReluctantGeneral
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In a recent thread, someone suggested the following in relation to my questions about hidden bidding mechanics and hidden information in general.

Quote:
Not saying there's never a context in which hidden information isn't interesting -- it often is -- just saying that designers who are looking to come up with, for example, the perfect double-blind movement system, may be doing so without a clear gameplay purpose in mind.

I didn't have a good answer for this at the time, since I have never really been able to put my finger on why I like games which make good use of hidden information. However, since then, I have been reading up about Caylus, as I'm going to be playing it for the first time soon. I was reading through the Tao of Gaming's Caylus strategy document (at http://gaming.powerblogs.com/posts/1136589872.shtml ) and came upon an interesting discussion about whether caylus has any real long term strategy or not. To quote:

Quote:
This is all mitigated by the fact that I can't define what a "strategic" game is. But I know it when I see it :)

Like Chris, I too feel that the heaviest strategy only happens in games with hidden information. I think the two types of strategic game Chris is talking about (chess vs hidden information elements) both involve putting into effect a plan that will win them the game. The differences between them is
(1) in chess the plan works because the particular opponent may not know the counter for the move that is done. **So in this case strategy works because the countering set of plays is not identified or known.**
(2) in the hidden information game strategy works because hidden information means time to react may not be possible (as in when I use a strategy of deploying my starting forces on my southern border instead of my western border catching my foe unprepared) Here a countering play may be known, but its too late to put it into effect. **So in this case strategy works because the countering plays are too late to use**
So for me strategy is at its heaviest with the second hidden information option. At least that is my stab at this for now.

I think I kind of agree with this analysis, it captures what I was unable to express earlier about why I like games with hidden information in preference to games which are all about analysing a large amount of fully 'open' information. What do people think? I'm interested in the answer because I am trying to work out if I want hidden info in my game, and if so, how much.

Julius
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strategy, tactics and hidden information

Rock Paper Scissors is the ultimate hidden information game... but strategy is something I think it doesn't have. Sure, I like to boast my "Fist Full of Confetti" strategy (Paper Scissors Paper) is unbeatable... but it isn't strategy any more than a "system" for roulette. I have no better odds of winning with that.

In order to have strategy, you need to know what your opponent is doing. At some point, the hidden information must be revealed - in whole or in part. It is what information you reveal to your opponent that governs strategy, not what you keep hidden.

Jebbou
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strategy, tactics and hidden information

Regardless of the strategic value of hidden information, I think it can have other uses. It can be used to integrate an element of risk, which players must evaluate and define their actions to get the most of a situation. This can create tense situations where the uncertainty is present, and where surprise is an important factor. It can also be used to integrate a memory element (which is certainly my greatest weakness). To me, hidden information can be used to add fun and intensity to a game. And considering that a lot of games on the boardgamegeek "Top 50" contain hidden elements, I would not base the choice of using such a mechanic on its strategic value only.

Hedge-o-Matic
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strategy, tactics and hidden information

Foresight relies on the known, the expected, and the suspected. Too much hidden information can eliminate the known almost entirely, and too broad a pool of options can eliminate the expected. This leaves little except suspicion, and this isn't enough to base a strategy off of.

I disagree with the analysis you've quoted as being almost completely backwards. The depths of strategy is not reached, as it seems the author's point is, by circumventing the ability of the opposition to react. The deepest strategy relies on openly building a framework for success in such a way as to be deceptive through feint and misdirection. Hidden information, in this case, is restricted to the grand designs of the players, not their means to achieve those designs.

By the time the push to victory is begun, the strategist has prepared the ground before themselves, and in this way has bypassed the opportunity to resist. Only after the game has developed is it too late. The ignorance of the opposition is a self-inflicted condition, in a sense, as there was every opportunity to develop an appropriate response.

Hidden information tends to skew a game toward the tactical, rather than the strategic.

TheReluctantGeneral
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strategy, tactics and hidden information

Julius wrote:
Rock Paper Scissors is the ultimate hidden information game... but strategy is something I think it doesn't have. Sure, I like to boast my "Fist Full of Confetti" strategy (Paper Scissors Paper) is unbeatable... but it isn't strategy any more than a "system" for roulette. I have no better odds of winning with that.

Actually, I think that RSP is an example of simultaneous action selection. Not the same thing at all, I think, unless we are being very pure about our definitions.

sedjtroll
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strategy, tactics and hidden information

Suppose you played Rock Paper Scissors with someone, and you used this variant. Player 1 must write down his three moves, in order, on 3 pieces of paper. Player 2 then chooses thier move for round 1. P1's first move is revealed, and we see who wins. Now P2 chooses his move for round 2. P1's pre-chosen move is revealed and we see who wins. Finally, P2 chooses his move for round 3. Again P1's pre-chosen move is revealed and we see who wins.

Is this any more or less random than regular RPS? Does the 'hidden infomation' of P1's predetermined moves change P2's play at all, or is it completely random every time?

TheReluctantGeneral
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strategy, tactics and hidden information

Hedge-o-Matic wrote:
The deepest strategy relies on openly building a framework for success in such a way as to be deceptive through feint and misdirection. Hidden information, in this case, is restricted to the grand designs of the players, not their means to achieve those designs.

I agree a game can have significant strategy with no hidden information. However, I think the strategy is likely to be more limited in such a game, especially if the players are evenly matched. I have been playing chess since I was a boy with my brother and father, and we are all pretty proficient players and evenly matched.

What I find when we play each other is that it is very very difficult to form any kind of grand design since one's opponent will see it coming, and if he cannot see what you are up to, can easily make a move which is highly likely to disrupt your plan (by forcing a piece exchange for example). With one's plan in tatters, the game resorts to tactical play.

In these games we find that it is the player with the best tactical mastery who normally wins the day - most often due to a fatal tactical mistake by their opponent. Perhaps if we were nearer a master's level of skill the situation may be reversed, but I'd like to design a game in which strategic planning trumps tactical play without requiring years of study first.

Hedge - can you explain why you think hidden info skews games in favour of tactics? I'm assuming a mix of hidden and open information which is well balanced - so the hidden info does not overwhelm what's visible so much as to result in random seeming outcomes.

zaiga
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strategy, tactics and hidden information

I don't really think there's any connection between strategy and hidden/open information games. Also don't confuse hidden information with randomness, or with player interaction coupled with fuzziness.

You don't know how a game of Yahtzee will play out because there's a lot of randomness. You don't know how a game of Chess will play out because there's player interaction. Fuzziness is when there's so many possibilities that the human mind could not possibly look ahead far enough to calculate all the possibilities and their outcomes. That's why Chess (or Go, or Checkers, etc) stays an interesting game, and Tic-Tac-Toe does not.

Any game where you can formulate a plan and there is randomness or fuzzy player interaction has a strategy. If there's too much randomness or fuzziness formulating a plan might seem pointless. Which is why these games are often dubbed "chaotic" or "purely tactical". This is not always true.

For example, "Lost Cities" is a game with a lot of randomness, but I feel there's quite a bit of strategy there. Ditto for "Ticket to Ride". On the other hand, games with little randomness and hidden information such as Puerto Rico or Chess can also have a lot of strategy.

So, hidden information doesn't promote strategy nor does it make a game less strategic, it is just one of the hurdles that a player has to overcome and has to take into account when formulating his plan.

TheReluctantGeneral
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strategy, tactics and hidden information

sedjtroll wrote:
Is this any more or less random than regular RPS? Does the 'hidden infomation' of P1's predetermined moves change P2's play at all, or is it completely random every time?

If P2 has no way of determining what moves P1 may have selected, then it is completely random. If P1 is sensible, he will make his own selection using a random process such as rolling a die, so that there is no chance his psychology or body language giving P2 any hints.

Hedge-o-Matic
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strategy, tactics and hidden information

TheReluctantGeneral wrote:

Hedge - can you explain why you think hidden info skews games in favour of tactics? I'm assuming a mix of hidden and open information which is well balanced - so the hidden info does not overwhelm what's visible so much as to result in random seeming outcomes.

My thinking ws that the more information that is hidden, the more difficult planning becomes. As foresight shortens, players must rely ever more on short-term reaction to events as they emerge. Most games, being limited in scope, eventually reveal more information than they hide, and strategy prevails in the end as a result. But if the hidden content stays constant, the players are more likely to keep to a tactical approach.

This may take the form of defensive, seige-mentality play, or it may take the form of wild, crap-shoot riskiness. But both cases are placing a lot of emphasis on the current situation, not the situation they foresee developing in the future.

Using Chess as an example is somewhat useful, but Shogi or Go work better here. In these games, the careful framework of the strategist can be easily disrupted by wild, chaotic play, the kind new players are more likely to use. Most experienced players will actually have a surprisingly difficult time with this simply because it is so disruptive. The "hidden information" is implicit in the sheer randomness of the opposing moves. Each reveals nothing about the opposing plan, in this case becasue there may not be one. The strategist must hunker down and weather the storm, weakening the weaker player as they over-extend themselves, or strike out as chance permits, exploiting a dire mistake more experienced players would not have made.

Clearly, then, strategy is not really in play, and, in this case, may not be needed.

Similarly, if Checkers were to be played with pieces that had a random value from 1-6, and the higher-value piece survived jumps, there would be no strategic need to save higher or lower pieces until the endgame, if each piece had an entirely random value, and this value was reset whenever it was revealed. Your opponant could have all 6's for all you knew. You'd have to rely on very short-term planning, since you'd never know more about the opposing forces.

If, however, the value of opposing pieces were fixed, and reveled with interaction, you could deploy your forces in response. If each player had exactly two of each value piece, your strategic planning would expand by many orders of magnitude, since you could plan ahead with confidence, and know your opponant would be doing the same, thus making intelligent, and foreseeable moves because there really would be a best move in given situations.

Thus, I stand my my thinking that hidden information skews games toward the tactical.

TheReluctantGeneral
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strategy, tactics and hidden information

Hedge-o-Matic wrote:

But if the hidden content stays constant, the players are more likely to keep to a tactical approach.

The kind of uses of hidden information I think the author of my original quote had in mind were probably not constant ones. When I think of hidden information in games, I normally imagine information which I can try to find out about, or about which I can make sensible inferences based on information which is available, such as visible pieces or cards, my knowledge of the way my opponent normally plays etc.

Quote:
This may take the form of defensive, siege-mentality play, or it may take the form of wild, crap-shoot riskiness. But both cases are placing a lot of emphasis on the current situation, not the situation they foresee developing in the future.

In the presence of hidden information, I would generally try and form a strategy that is balanced to adjust to whatever the value of the unknown variables might be. For example, if in a wargame a player had some face down units near my base, I would consider the liklihood of those units being cavalry which could capture my base in a single turn, versus the possibility of them being slow moving infantry which would be less of a concern. For this situation to be interesting in game terms, I need some way of making reasonable guesses about what that unit might be, or even having the option of taking steps to aquire that information directly (probably at the expense of learning other information or taking other actions). Trading off aquiring information versus other actions sounds like a strategis issue to my mind.

Quote:
Using Chess as an example is somewhat useful, but Shogi or Go work better here.... Each reveals nothing about the opposing plan, in this case becasue there may not be one.

The moves do reveal info about the plan. When I play go, I can see whether my opponent is targeting one corner or another, or attempting to join two groups together by the plays he makes. If I cannot discern a tactical reason for my opponent's move, then I must assume it is strategic, or if my opponent is a much better player than me, I might also suspect it is a tactical move whose significance I have missed. In these situations (well macthed players) the strategy must be very well hidden to avoid my seeing it, thus forming a strategy which is hidden from the opponent (since open strategies would seem to confer no advantage, since players know the best counter to such a strategy). If my opponent and I are well matched, this is difficult to attain, resulting in a less than satisfying strategic component to the game. If one player is much better than another, forming hidden strategies is much more viable in an open information game.

Quote:
You'd have to rely on very short-term planning, since you'd never know more about the opposing forces....If, however, the value of opposing pieces were fixed, and reveled with interaction, you could deploy your forces in response. If each player had exactly two of each value piece, your strategic planning would expand by many orders of magnitude, since you could plan ahead with confidence, and know your opponant would be doing the same, thus making intelligent, and foreseeable moves because there really would be a best move in given situations.

Maybe we are talking at cross purposes. When I talk about hidden information I am presuming that it is information which can be revealed, inferred or otherwise discovered, even if further hidden info is introduced again later. I certainly agree that having information which remains hidden with no way to alter or reduce the amount of hidden information in the game is very likely to result in purely tactical play, and not be very interesting.

On this subject, take a game invloving card play in which players always hold a private hand of the same number of cards. In this case we have an instance of a game with a fixed amount of hidden information. Would these games be more strategic if they were played with open hands?

Take 'Ticket to Ride' for example (not fixed number of cards, but close enough in terms of average numbers of cards held). Play with open hands and I suspect that the game would end up being very tactical - you'd have to constantly revise your strategic objectives based on one's opponents cards, which would reduce to tactical play.

Julius
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strategy, tactics and hidden information

General - I disagree with the quote you originally posted. Ultimately, I feel that games without hidden information can be as strategic as games with hidden information.

Quote:
(1) in chess the plan works because the particular opponent may not know the counter for the move that is done. **So in this case strategy works because the countering set of plays is not identified or known.**
(2) in the hidden information game strategy works because hidden information means time to react may not be possible (as in when I use a strategy of deploying my starting forces on my southern border instead of my western border catching my foe unprepared) Here a countering play may be known, but its too late to put it into effect. **So in this case strategy works because the countering plays are too late to use**
So for me strategy is at its heaviest with the second hidden information option. At least that is my stab at this for now.

Emphasis mine.

I feel these two statements are misguided.

In the first, it is assumed that the players just don't know how to counter a strategy. What if the people playing chess are both veterans of the game? When I play my grandfather (not to say that we are grandmasters), when one of us wins it is'nt because the other didn't understand something, or had a lack of experience - instead it is because one player was able to handle the wealth of information better than the other, and was able to think ahead and capitalize on the information at hand.

In the second statement, it is assumed that in the secret game it is more strategic because one can catch the other opponent unaware. Rediculous. In your example (calvary? infantry?), your strategic thinking is really more of a game of chance. You take a chance if you leave yourself undefended - whereas you play it safe if you defend. Strategically, it is smartest to make the defensive choice.

The only difference between the two is this chance. In chess, you can make a strategic decision with confidence. In stratego, you can make strategic decisions with uncertainty.

But I digress. I don't know why I am arguing this. Open games (like go, or chess, or connect 4) can be just as strategic as closed ones (like stratego, poker, or pen and paper RPS). One type isn't more strategic than the other. Its like arguing which is more fun to play.

TheReluctantGeneral
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strategy, tactics and hidden information

Julius wrote:
You take a chance if you leave yourself undefended - whereas you play it safe if you defend. Strategically, it is smartest to make the defensive choice.

Surely that depends upon the game situation?

Quote:
But I digress. I don't know why I am arguing this. Open games (like go, or chess, or connect 4) can be just as strategic as closed ones (like stratego, poker, or pen and paper RPS). One type isn't more strategic than the other. Its like arguing which is more fun to play.

I'm not really trying to convince anyone that the original quote is the one truth - it struck a chime with me but then I'm biased - I enjoy hidden info games even though I normally loose them! What I really want is to get a feel for how other gamers view these things. So far I have had a pretty clear message :-), which will hopefully help me make a game that has wide appeal rather than just appealing to me.

Julius
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strategy, tactics and hidden information

TheReluctantGeneral wrote:
I'm not really trying to convince anyone that the original quote is the one truth - it struck a chime with me but then I'm biased - I enjoy hidden info games even though I normally loose them! What I really want is to get a feel for how other gamers view these things. So far I have had a pretty clear message :-), which will hopefully help me make a game that has wide appeal rather than just appealing to me.

Don't let me dissuade you, I'm a fan of both types - I just don't agree with the quote. I'd say that hidden information it actually moves the needle from 'skill' to 'chance,' though how much will vary from game to game (chess on one extreme, RPS on the other).

Games that have hidden information have a benefit over games that don't: excitement. The social aspect of bluffing your opponent is something that you just can't do in chess and checkers. For this reason, I do prefer secretive games.

By all means, put it in your game.

Hedge-o-Matic
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strategy, tactics and hidden information

TheReluctantGeneral wrote:
What I really want is to get a feel for how other gamers view these things. So far I have had a pretty clear message :-)

I'm not the most unbiased in this regard, though, since I generally design abstracts, of late. Except for that SF empire-building game I'm working on.

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