Game Theory, Discussion 1

Fril Estelin

Fril Estelin

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Quote:
Originally Posted by aapo View Post
Question is how difficult it would be to code chess-winning bot and how difficult it would be to code GW-winning bot.
The change between the 2 games is not exponential, they're of the same class of problems and thus require roughly speaking the same difficulty for programming bots (of course, that's ignoring the 2.5D nature of GW1 and technical computing stuff). In simple words: the fact of adding more pieces to the chess game and a bigger chessboard (new pieces=skills, interrupt, dodge, etc.) doesn't change the nature of the game. As IBM's Deep Blue has shown, it's about sheer processing power, memory and strategising/prioritising moves. In theory Anet can create an AI team that'll beat any human team, but the cost is very, very, very prohibitive. So in practice, humans are much better/faster/efficient at playing the game that heroes (when they know what they're doing, which is a lot ...).

tmakinen

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Quote:
Originally Posted by aapo View Post
Question is how difficult it would be to code chess-winning bot and how difficult it would be to code GW-winning bot.
And the answer is: writing a bot capable of playing chess on grandmaster level is easy since chess is a discrete state game with a very easily searchable tree. Getting better is just a matter of throwing in more computational power. Download some freely available chess bot like Fritz if you want to be soundly beaten. Writing a bot capable of independently playing GW PvP on top level just isn't feasible. And to make it clear, this is not a question about aimbots (computer augmented human play) which are just cheating. Granted, AI can have superior reflexes but it completely lacks insight and is thus unable to anticipate future actions if they are not easily numerable like in chess.

Quote:
Originally Posted by Fril Estelin View Post
The change between the 2 games is not exponential, they're of the same class of problems and thus require roughly speaking the same difficulty for programming bots
That's not true. Chess is infinitely (used in a mathematical sense) simpler than GW. Chess is turn based, has discrete states, each state has a only a small number of possible moves and the relative merit of each state is fairly straightforward to evaluate. Compare this to GW which is real time, does not have discrete states and at each instance there is a mindbogglingly huge number of possible moves (as a combination of all possible moves of every player) making it impossible to search the movement tree much less evaluate successive positions.

Fril Estelin

Fril Estelin

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Quote:
Originally Posted by tmakinen View Post
Writing a bot capable of independently playing GW PvP on top level just isn't feasible. And to make it clear, this is not a question about aimbots (computer augmented human play) which are just cheating. Granted, AI can have superior reflexes but it completely lacks insight and is thus unable to anticipate future actions if they are not easily numerable like in chess.
You're theoretically wrong tmakinen, it's perfectly doable, just too costly (and not very useful...). Advanced AI like neural or evolutionary programming can already do some nice stuff, but expert knowledge can lead to extremely competent AI, which combined with superior speed and memory will outperform a human team. But we're talking supercomputer-like computing (which could be done with a Mac G5) running very, very costly software here. As I said above, the state space of the problem hasn't changed in nature between chess and GW, sure the CPU-memory cost is growing linearly which means that usual programming will require exponential growth in CPU or memory, unless you're doing very smart stuff.

So in practice your point stands, but not in theory . (which means that you may be able to get close enough to human-like abilities, see the Turing Test for the Loebner Prize)

aapo

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Join Date: Apr 2006

Quote:
Originally Posted by [DE] View Post
You are assuming that guild wars is a one-dimensional game. And the idea of anyone, even progamers from korea who play starcraft, microing 7 heroes + there own bar to do everything an 8 man team does it GvG is extremely ridiculous. It's hard enough to play one bar in GvG. But you're suggesting that you can micromanage EVERYTHING. You're gonna need more than 400+ APM and a much superior brain I'm afraid.
- I just thought that maybe we have a bit different definition for the word 'skill'. 400 button presses per minute requires nimbleness and endurance. However, the game of Starcraft is largely pre-defined, so such thing as button presses per minute directly correlates with your ability to play the game. I'm thinking skill as in how many different factors player has to consider. In Starcraft some units are more effective against certain other units. In GW, you can't know what sort of armor your opponent has and thus you're stuck with choices you made on outpost before starting to play. When playing Monk, 'skill' factors are awareness of battlefield and knowing which skill is most appropriate for countering which threat, something that would be easy to code on bot. After this it's a question of latency, fatigue, communication etc. which aren't really what I would consider "skill". Some people get along well and thus raise their ranking in guild ladder, but that doesn't make the game to be about skill.

tmakinen

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Quote:
Originally Posted by Fril Estelin View Post
You're theoretically wrong tmakinen, it's perfectly doable
Chess is a tree-searchable game because of the qualities I listed above. Let's see what happens if we try the same approach with GW.

Since GW runs on computers which are discrete, the game only simulates continuity and thus there are states which can be counted. Let's say that the discrete unit of time in GW is around 10 ms, i.e., the game updates 100 times per second. Let's also assume that the average degrees of freedom per player at each unit time is 20 (i.e., at any given point of time, you as a player can decide to initiate about 20 different types of action). There are 8+8 = 16 players in GvG, thus providing 20^16 = 6.5e20 degrees of freedom at every 'turn'. If every atom in the known universe was a supercomputer at your disposal, you might be able to search half a second forward from a given position before the very last proton decays and the universe as we know it ceases to exist. It so isn't doable.

Shasgaliel

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Quote:
Originally Posted by aapo View Post
- Are you sure you know it can be adjusted? ANET had to limit hero numbers in HA and GvG because they were too good.
Who told you that? They limited them to prevent title point farming not because they were good. If they havent limit them it would be again just boring hero battles in a bigger scale.

Quote:
Originally Posted by aapo View Post

- That's not even the case. What makes good team in your opinion? I know: communication, coordination, ...
No it is not true. They are deciding factors in case some other requirements are met. The most important is area and situation awareness. Not always the least protected target should be attacked etc, also you need to be able to predict what other people can do. Skills are only a small part of gvg and HA what decides is adaptability. The problem why AI fails fighting with humans is because AI is predictable while humans are not. Try to teach your heroes that... I would like to see your warrior hero doing Chizu dancing for example.


Quote:
Originally Posted by aapo View Post
The game works simply based on those errors. Take away source of errors (the human player) and you'll win.

Depends on the errors. Sometimes errors lead to win since they may open a possibilities not available before. How will you recognize that the error is not for example a simple trap? So far no AI can do that.


Quote:
Originally Posted by Fril Estelin View Post
You're theoretically wrong tmakinen, it's perfectly doable, just too costly (and not very useful...). Advanced AI like neural or evolutionary programming can already do some nice stuff, but expert knowledge can lead to extremely competent AI, which combined with superior speed and memory will outperform a human team. But we're talking supercomputer-like computing (which could be done with a Mac G5) running very, very costly software here. As I said above, the state space of the problem hasn't changed in nature between chess and GW, sure the CPU-memory cost is growing linearly which means that usual programming will require exponential growth in CPU or memory, unless you're doing very smart stuff.

So in practice your point stands, but not in theory . (which means that you may be able to get close enough to human-like abilities, see the Turing Test for the Loebner Prize)

There is no CPU able to handle unlimited possibilities. So to make decision they will need to rely on estimations. Which are biased by default. You can optimize but the random factor still counts. Therefore there is no way Chess is similar to GW. In theory you can make perfect chess bot but for GW not. Self learning AI does not help. Just make a situation relatively new and you have great chance to win. Of course next time your trick will not work but you can do another one.... The main argument in my opinion is that humans will be always better at predicting other humans than any AI which does not matter much in top level chess but matters a lot in GW pvp.

aapo

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Join Date: Apr 2006

Quote:
Originally Posted by tmakinen View Post
And the answer is: writing a bot capable of playing chess on grandmaster level is easy since chess is a discrete state game with a very easily searchable tree. Getting better is just a matter of throwing in more computational power. Download some freely available chess bot like Fritz if you want to be soundly beaten. Writing a bot capable of independently playing GW PvP on top level just isn't feasible. And to make it clear, this is not a question about aimbots (computer augmented human play) which are just cheating. Granted, AI can have superior reflexes but it completely lacks insight and is thus unable to anticipate future actions if they are not easily numerable like in chess.
- GW doesn't have many actions, most which have only one consequence:

Movement (forward, backward, left&right -strafe)
Skills (1-8)
Selecting target (player-controllable)
Weapon slots (1-4)
The attack button
(total 17)

There's 20 possibilities for the first move in chess. It should be noted that movement is secondary to objective in Guild Wars, i.e. it makes little difference whether you kite this or that way, but formation is the key in chess. It's more difficult to calculate which piece should move in chess and in what direction, than it is to either approach or keep away from certain enemies in GW.

tmakinen

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Quote:
Originally Posted by aapo View Post
- GW doesn't have many actions, most which have only one consequence (...) (total 17)

There's 20 possibilities for the first move in chess.
Ok, there are 20 possibities for the first move in chess. There are 17^16 = 5e19 possibilities for the first move in a GvG match (if there are 16 players, each of them having 17 possible actions). An average chess match contains about 100 turns (actually half-turns since only one side moves at a time). An average GvG match contains about 120000 turns. Tell me again which game is linear?

Well, although this is certainly game theory, it is also as much out of topic as you seem to be out of depth here.

aapo

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by tmakinen View Post
Since GW runs on computers which are discrete, the game only simulates continuity and thus there are states which can be counted. Let's say that the discrete unit of time in GW is around 10 ms, i.e., the game updates 100 times per second. Let's also assume that the average degrees of freedom per player at each unit time is 20 (i.e., at any given point of time, you as a player can decide to initiate about 20 different types of action). There are 8+8 = 16 players in GvG, thus providing 20^16 = 6.5e20 degrees of freedom at every 'turn'. If every atom in the known universe was a supercomputer at your disposal, you might be able to search half a second forward from a given position before the very last proton decays and the universe as we know it ceases to exist. It so isn't doable.
- More like discrete unit of time should be 200ms, which is the human reaction time. Besides the server doesn't even register that frequent movement. Degrees of freedom are 17, which it much less than chess. Besides your argument is flawed. Program doesn't have to anticipate like that, when all necessary information is available just like for us humans.

Example: How to defend
Calculate how many strikes of adrenaline enemy Warrior has by adding together connected hits and subtracting used adrenaline skills (which are shown). Calculate threat level estimation based on that. Calculate recharge times for every offensive spell enemy has used. Danger-level for own character depends on proximity to enemy. As enemies turn towards target they're about to spike, the program can anticipate it and use appropriate pre-prot method. If skillbars are correct, nothing dies (or dies less often than enemies).

Attack works like the best of Ritspike teams used to do: targets don't stay at full health, so it's easy to scan for low health targets and initiate necessary damage spells to kill them.

Remember: It doesn't have to strive for complete information. It only has to strive for necessary information. I'd probably start by coding spike capability and then start alpha-testing. But that's already available as macro for our current heroes.

tmakinen

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Quote:
Originally Posted by aapo View Post
Degrees of freedom are 17
17 per character, I have now told it three times in a row and it still doesn't seem to register on planet aapo? There are 16 characters which can act simultaneously, thus the complete number of degrees of freedom in a situation is 17^16 = 5e19. You can't evaluate the merit of any single action in isolation from other actions.

Quote:
Originally Posted by aapo View Post
which it much less than chess.
This is patently wrong. In any given situation, GW has several orders of magnitude more possible moves than chess.

Quote:
Originally Posted by aapo View Post
Program doesn't have to anticipate like that
Well, that statement pretty conclusively disqualifies you from the discussion if there were any lingering doubts about it left.

lemming

lemming

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Talk about a major derail.

aapo

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by tmakinen View Post
17 per character, I have now told it three times in a row and it still doesn't seem to register on planet aapo? There are 16 characters which can act simultaneously, thus the complete number of degrees of freedom in a situation is 17^16 = 5e19. You can't evaluate the merit of any single action in isolation from other actions.
- You've gotta be kidding me. What happens when you take your three heroes to explorable area with 200 monsters? Universe implodes? Maybe you didn't get the memo that a computer program calculates only what it's programmed to calculate. Your heroes do nothing but follow your character around, except when enemies appear, when they will use their skills and possibly kite away. When this primitive setup can autopilot through all of hard mode with proper build, it's not very difficult task to program some additional features like skill recognition to meet competitive standards.

Fril Estelin

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Quote:
Originally Posted by tmakinen View Post
Well, although this is certainly game theory, it is also as much out of topic as you seem to be out of depth here.
I'm taking this offline with you tmakinen, sorry for the derail guys.

pumpkin pie

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please move your personal non topic related argument, elsewhere lol. Thank you very much, and happy turkey day! except the turkeys

I was enjoying reading this thread and have actually given it a long thought, the conclusion is you cannot hypothesize a community of possibily 5 million players or even 1 million, supposing the other 4 are all mule account or xunlai prediction account.

that is why all the points brought forth are agreeable to me. lol

need more time to come to a conclusive "hypothesis" and Arena Net or any other online gamming company would kill to get a hand on that informations

DreamWind

DreamWind

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E/Mo

Quote:
Originally Posted by aapo View Post
- I just thought that maybe we have a bit different definition for the word 'skill'. 400 button presses per minute requires nimbleness and endurance. However, the game of Starcraft is largely pre-defined, so such thing as button presses per minute directly correlates with your ability to play the game. I'm thinking skill as in how many different factors player has to consider.
I refrained from entering this thread, but this was too much. You don't know what the hell you are talking about sir.

aapo

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by DreamWind View Post
I refrained from entering this thread, but this was too much. You don't know what the hell you are talking about sir.
- In game of Starcraft, building units on your barracks and hatchery is always a good idea. The more you build, the better your odds of winning. In Guildwars, spamming Fireball (if you have that on your bar) on recharge is always a good idea. The more you spam the faster enemies die.

In Chess, capturing opponent pieces is not always a good idea. Capturing them might expose your more valuable pieces. In Poker, playing out every hand is not always a good idea. If you play every hand, you lose money if opponents have better hands.

Do you see the fundamental difference between these games? In latter two, what you do defines your success. In former two, there's clear objective and way of playing which players must strive to achieve. If you sit around with your energy full, you're not being effective player. If your skills are not recharging all the time, those skills are not being used effectively. Simple as that.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by aapo View Post
- In game of Starcraft, building units on your barracks and hatchery is always a good idea. The more you build, the better your odds of winning. In Guildwars, spamming Fireball (if you have that on your bar) on recharge is always a good idea. The more you spam the faster enemies die.
Unless, of course, you're cutting workers for faster unit production, or cutting army production for a double expansion/workers, or saving larvae for muta builds...

Pretty sure everyone knows apm is not related to skill.

In the case of Guild Wars, you don't spam attacks. DPS does not kill people, burst damage does - hence the spike-dependent meta. Thus it is not preferable to simply spam, especially in the case of any form of conditional/interrupt skill.

Abedeus

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Quote:
In the case of Guild Wars, you don't spam attacks. DPS does not kill people, burst damage does - hence the spike-dependent meta. Thus it is not preferable to simply spam, especially in the case of any form of conditional/interrupt skill.
What about pressure builds?

Sure, they have burst DPS, but it's not that big. Just enough to finish off targets one by one.

Avarre

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Quote:
Originally Posted by Abedeus View Post
What about pressure builds?

Sure, they have burst DPS, but it's not that big. Just enough to finish off targets one by one.
Even pressure builds generally rely on varying bursts of damage. Maybe some older builds (KGYU) are exceptions, but the bulk of pressure builds involve spikes of some sort. I can't think of any builds that involve outright spamming skills on recharge as was suggested - there's proper timing, targeting, and other factors to include.

maraxusofk

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Quote:
Originally Posted by aapo View Post
- In game of Starcraft, building units on your barracks and hatchery is always a good idea. The more you build, the better your odds of winning. In Guildwars, spamming Fireball (if you have that on your bar) on recharge is always a good idea. The more you spam the faster enemies die.
i actually thought u were serious until i saw this. u sure had me fooled.

Quote:
Originally Posted by Avarre View Post
Even pressure builds generally rely on varying bursts of damage. Maybe some older builds (KGYU) are exceptions, but the bulk of pressure builds involve spikes of some sort. I can't think of any builds that involve outright spamming skills on recharge as was suggested - there's proper timing, targeting, and other factors to include.
i do believe old school hex builds got the shaft quite badly, so pure pressure builds dont exist anymore (iono bout now i quit since march). oh and iway was the first major build that used spamming skills on recharge for the most part, but that was because back then atk spd wasnt capped at 133%, evic was at 6, and dying did not reset ur adred,

Akolo

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Quote:
Originally Posted by aapo View Post
spamming Fireball (if you have that on your bar) on recharge is always a good idea. The more you spam the faster enemies die.
just had to chip in. this shows your true nature? :P

weretoad

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lol game theory is this really tight thing i'm reading about in a book about social problems and group logic. i was disappointed when i read lol. very intersting

aapo

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Quote:
Originally Posted by Akolo View Post
just had to chip in. this shows your true nature? :P
- How would you use the skill Fireball?

maraxusofk

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Quote:
Originally Posted by aapo View Post
- How would you use the skill Fireball?
as part of a spike? the aoe dmg helps throw off whos the target in the spike. used in ha sav heat balance spikes back early this year. gvg used rodgart mind blast, but rodgart served a similar purpose if in a spike as fireball.

Akolo

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Quote:
Originally Posted by aapo View Post
- How would you use the skill Fireball?
Its very useful outside of my skillbar.

[DE]

[DE]

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Join Date: Oct 2005

Scars Meadows

Quote:
Originally Posted by Akolo View Post
Its very useful outside of my skillbar.
Haha. Agreed for once.

aapo

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by Akolo View Post
Its very useful outside of my skillbar.
- So you don't know how to use a simple skill like Fireball. Points go to maraxusofk.

[DE]

[DE]

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Join Date: Oct 2005

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Quote:
Originally Posted by aapo View Post
- So you don't know how to use a simple skill like Fireball. Points go to maraxusofk.
He's saying that bringing fireball is a waste of a skill slot in the first place. The best play for having fireball is simply not to have it.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by aapo View Post
- In game of Starcraft, building units on your barracks and hatchery is always a good idea. The more you build, the better your odds of winning. In Guildwars, spamming Fireball (if you have that on your bar) on recharge is always a good idea. The more you spam the faster enemies die.

In Chess, capturing opponent pieces is not always a good idea. Capturing them might expose your more valuable pieces. In Poker, playing out every hand is not always a good idea. If you play every hand, you lose money if opponents have better hands.

Do you see the fundamental difference between these games? In latter two, what you do defines your success. In former two, there's clear objective and way of playing which players must strive to achieve. If you sit around with your energy full, you're not being effective player. If your skills are not recharging all the time, those skills are not being used effectively. Simple as that.
Dude you are so wrong here its not even funny. In any reputable game of skill, what you do determines your success. Anybody who claims "there is a clear objective which you must strive to achieve" at ANYTHING is probably bad at that specific thing. The best players of ANY game or sport know that you NEVER EVER get there....you are always trying to get better.

Your theory has so many problems. Spamming skills on recharge in Guild Wars is going to get you nowhere (unless the skill is inbalanced but thats another topic altogether). You can be super effective at Starcraft or Guild Wars and still lose horribly because a player is better at adapting on the fly than you are. In Poker or Chess you can make a stupid suboptimal plays and still come out winning the game (especially in poker). But even in those games what you do in the long term determines your success.

Faster APM in Starcraft means almost nothing. There are guys with 400+ apm losing to guys with 200+ all the time. And lastly, spamming fireball on recharge (like you suggested) is not always a good idea. What about saving it for spikes? Besides, good players are questioning why you have fireball on your bar to begin with.

moriz

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skills in guild wars are limited by energy/adrenaline/recharge. troops in starcraft are limited by economy. for both, it's sometimes better to NOT use the skill, or NOT build troops. in a fast factory build in starcraft, building too many marines will cause you to lose. if you are doing a 3 hatch muta build, you don't produce anything on all three hatcheries/lair right before the spire goes up, to save larvae and minerals/gas so you can pump out 9 mutalisks at the same time.

all aapo has shown is that he has superficial knowledge of how these games are played. to him: kindly stfu before making yourself sound even more stupid than you already are.

aapo

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by DreamWind View Post
Dude you are so wrong here its not even funny. In any reputable game of skill, what you do determines your success. Anybody who claims "there is a clear objective which you must strive to achieve" at ANYTHING is probably bad at that specific thing.
no u

Quote:
Originally Posted by DreamWind View Post
Your theory has so many problems. Spamming skills on recharge in Guild Wars is going to get you nowhere (unless the skill is inbalanced but thats another topic altogether).
- Get me nowhere? What is the fastest way to get 10 minions up for minion master? To tap the minion skill as soon as there are corpses and possibly beat corpse control competition that way. On other extreme, if you never actually use that Resurrection Signet, you might as well go in with 7 skills. Potential of this kind has little place in Guild Wars. It's a simple theory: use skills which give most benefit. No need for hex removal in PvE, since skills like Heal Party take care of whatever minor pressure there is.

I took Fireball as an example skill since your typical nm FoW PUG has 3-4 Elementalist "nukers" casting Meteor Shower on single Abyssal, which is about the most ineffective skill usage as can be. These players are bad because they don't understand the primary resources of this game - time and damage. Character classes are built around these. Ranger interrupts to prevent damage, or prevent damage-prevention. Monk prots/heals to prevent enemy damage. Blind on Warrior reduces damage, Shame on enemy Monk increases own team's damage on tertiary level. This might sound difficult since average IQ of posters on this forums seems to be around 80.

Quote:
Originally Posted by moriz View Post
skills in guild wars are limited by energy/adrenaline/recharge. troops in starcraft are limited by economy. for both, it's sometimes better to NOT use the skill, or NOT build troops. in a fast factory build in starcraft, building too many marines will cause you to lose. if you are doing a 3 hatch muta build, you don't produce anything on all three hatcheries/lair right before the spire goes up, to save larvae and minerals/gas so you can pump out 9 mutalisks at the same time.
- So you're supporting my point that "strategy" in these games is really nothing more than gambling on your opponent's expectations?

DreamWind

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E/Mo

Quote:
Originally Posted by aapo View Post
no u
I'm glad you didn't respond to my point, thus proving I am correct.

Quote:
Originally Posted by aapo
Get me nowhere? What is the fastest way to get 10 minions up for minion master? To tap the minion skill as soon as there are corpses and possibly beat corpse control competition that way. On other extreme, if you never actually use that Resurrection Signet, you might as well go in with 7 skills. Potential of this kind has little place in Guild Wars. It's a simple theory: use skills which give most benefit. No need for hex removal in PvE, since skills like Heal Party take care of whatever minor pressure there is.
You keep trying to make a point and then supporting it was terrible examples that are never used in actual Guild Wars competitive play. If somebody with no credentials whatsoever (as far as I know) tries to make a point, they really need good examples.

Quote:
Originally Posted by aapo
I took Fireball as an example skill since your typical nm FoW PUG has 3-4 Elementalist "nukers" casting Meteor Shower on single Abyssal, which is about the most ineffective skill usage as can be. These players are bad because they don't understand the primary resources of this game - time and damage. Character classes are built around these. Ranger interrupts to prevent damage, or prevent damage-prevention. Monk prots/heals to prevent enemy damage. Blind on Warrior reduces damage, Shame on enemy Monk increases own team's damage on tertiary level. This might sound difficult since average IQ of posters on this forums seems to be around 80.
You are trying to talk about high level concepts, and then supporting it with "pugs in FoW" or common knowledge that everybody already knows. You aren't helping your case here at all.

If you are going to make claims such as "apm being everything in Starcraft" or "what you do in certain games not mattering since there is a clear objective you must achieve", you better back up your claims or prove to us you know what the hell you are talking about by actually performing, instead of saying everybody but you has an IQ of 80 and running away.

aapo

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by DreamWind View Post
You keep trying to make a point and then supporting it was terrible examples that are never used in actual Guild Wars competitive play. If somebody with no credentials whatsoever (as far as I know) tries to make a point, they really need good examples.
- Oh for the sake of crying baby Jesus:

An ad hominem argument, also known as argumentum ad hominem (Latin: "argument to the man", "argument against the man") consists of replying to an argument or factual claim by attacking or appealing to a characteristic or belief of the person making the argument or claim, rather than by addressing the substance of the argument or producing evidence against the claim. The process of proving or disproving the claim is thereby subverted, and the argumentum ad hominem works to change the subject.

Go ahead and write me an essay how much I "lack credibility" or how my ladder position isn't quite up to your standards. You're not even participating in the discussion, just had to throw in some slurs.

Quote:
Originally Posted by DreamWind View Post
If you are going to make claims such as "apm being everything in Starcraft" or "what you do in certain games not mattering since there is a clear objective you must achieve", you better back up your claims or prove to us you know what the hell you are talking about by actually performing, instead of saying everybody but you has an IQ of 80 and running away.
1. I never made such claims.
2. We're talking about game theory here. Go compare your e-penis with someone else.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

I'd have to agree with your hypothesis, although I feel you're giving veterans a little bit too much credit in some fashions.

Though there may be a vast world in GW, it's not a very changing world in the sense that what's in one place one day will more than likely be there the next. A well-balanced or skilled player will be able to handle all of such areas with ease, but there are few reasons which would bring them to do so. Most would probably rather stick to doing elite areas or some series of actions over and over to achieve a reward, and the actions they do depend on their interests.

A recent example of that would be how people used the new Kurzick/Luxon faction update to find a more enjoyable way of getting faction, but that doesn't necessarily mean that they will try to do a little bit of everything all the time.

Also, an idea of teamwork doesn't really show itself in a team of one human, three heroes, and four henchmen as it might in a team full of players. True, there is a degree of synergy to be mastered in being able to adjust builds to accomplish different tasks, and then applying that to make a team of builds work together, but that synergy is also found in human groups as well. Playing with humans would also force players to communicate their ideas with each other instead of just c-spacing or something.

Good idea overall, and I would agree with saying that being a veteran of GW has improved my ability to adapt to new kinds or styles of games.

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by aapo View Post
An ad hominem argument, also known as argumentum ad hominem (Latin: "argument to the man", "argument against the man") consists of replying to an argument or factual claim by attacking or appealing to a characteristic or belief of the person making the argument or claim, rather than by addressing the substance of the argument or producing evidence against the claim. The process of proving or disproving the claim is thereby subverted, and the argumentum ad hominem works to change the subject.

Go ahead and write me an essay how much I "lack credibility" or how my ladder position isn't quite up to your standards. You're not even participating in the discussion, just had to throw in some slurs.
People are attacking you because your arguments have ZERO substanace to argue against. They essentially consist of outrageous claims backed up by terrible examples and no experience whatsoever. Frankly most people are just laughing at this point.

Quote:
Originally Posted by aapo
1. I never made such claims.
Quote:
Originally Posted by aapo
However, the game of Starcraft is largely pre-defined, so such thing as button presses per minute directly correlates with your ability to play the game.

Do you see the fundamental difference between these games? In latter two, what you do defines your success. In former two, there's clear objective and way of playing which players must strive to achieve.
My oh my that was quick to find.

Quote:
Originally Posted by aapo
2. We're talking about game theory here. Go compare your e-penis with someone else.
You are the one that said we have an IQ of 80. Go compare your e-mind elsewhere.

[DE]

[DE]

Hugs and Kisses

Join Date: Oct 2005

Scars Meadows

This trolling needs to stop. If aapo isn't a troll then I'm amazed of how much ignorance can radiate from one person.

aapo

Wilds Pathfinder

Join Date: Apr 2006

I said:
"However, the game of Starcraft is largely pre-defined, so such thing as button presses per minute directly correlates with your ability to play the game."

You read that as:
"apm being everything in Starcraft"


I said:
"there's clear objective and way of playing which players must strive to achieve."

You read that as:
"what you do in certain games not mattering since there is a clear objective you must achieve"

Quote:
Originally Posted by [DE] View Post
This trolling needs to stop. If aapo isn't a troll then I'm amazed of how much ignorance can radiate from one person.
- Here comes the troll card? Are you going to call me Hitler next? That would be the classic ending for debate where opponent doesn't even try to counter things said but rather tries to insult character making these claims. You're the one who is trolling here, mister.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by aapo View Post
I said:
"However, the game of Starcraft is largely pre-defined, so such thing as button presses per minute directly correlates with your ability to play the game."

You read that as:
"apm being everything in Starcraft"
Actually, I just read it as "wrong".

DreamWind

DreamWind

Forge Runner

Join Date: Oct 2006

E/Mo

Quote:
Originally Posted by aapo View Post
I said: "However, the game of Starcraft is largely pre-defined, so such thing as button presses per minute directly correlates with your ability to play the game."
Yes...and the problem is the game of Starcraft is not predefined, and apm has absolutely nothing to do with your ability to play the game.

Quote:
Originally Posted by aapo
I said:"there's clear objective and way of playing which players must strive to achieve."
You said that as opposed to what you do determining your success, which is just wrong on so many levels.

Again...if you are going to make wild claims, you are going to need a lot more evidence to back them up.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

Quote:
Originally Posted by aapo View Post
- So you're supporting my point that "strategy" in these games is really nothing more than gambling on your opponent's expectations?
your ineptitude shows again. starcraft played on the professional level rarely goes down to gambled moves (or luck for that matter). that's why pro players place so much emphasis on scouting. the ability to keep a scout (usually a worker) alive in an opponent's base, and the ability to use that scout to actively disrupt an opponent is a very skill intensive task. likewise, the ability to kill that scout (or deny it completely) also involves a lot of skill.

btw, if you really want to see how your "bot" will work in starcraft, it's already been made for you. their names are flash, jaedong, and beSt. they are all very mechanically sound and have dizzying high APMs... and none of them managed to win the last OSL championship. the winner of that tournament, stork, have less than 2/3 of the APMs of these three, and managed to beat everyone (including beSt in an epic semifinals). obviously, being able to execute build orders like a robot won't help you win.