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Math and the Game Designer

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Anonymous

I'm curious as to how much math is involved in the design process of the various designers here. I've made a couple of games that my family and friends have enjoyed, and when it came time to figure out how many spaces need to go between point a and b, or how many cards of type a should be included in order to block the action of card c, I just kind of felt my way into it and adjusted things based on playtesting. I'm wondering if this is because I'm not a very mathematical person. Do some designers work out these types of problems mathematically? Is there a book somewhere that discusses the math of game design? The only thing I've found is one chapter in Knizia's Dice Games Properly Explained.

I'm new to this site, having spent a lot of time at BGG before finding this. If I'm posting a stupid question, or one in the wrong place--forgive me.

Thanks for any help you can give.

Zzzzz
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Joined: 06/20/2008
Math and the Game Designer

Ah, as said to me many times in my childhood classroom, the only stupid or wrong question is the one not asked!!!

Welcome KentuckyGamer! And your question is a very valid and good question. Game designers come in all forms, from those that implement a game much like you, to those that use math, to those that create using steps similar to those use by a short story writer, to those that learn overtime their *own way*.

If you are really interesting in understanding some math, I would suggest you look around the net for the following topics :

Game Theory
Zero-sum games
Non-zero-sum games
MinMax theory
Nash equilibrium
Minimax Theory (or The Minimax Strategy)
Decision theory
Probabilities
Combinations
Combinatorial game theory

A good site for much of this information is www.wikipedia.com

If that sparks your interest enough, just start looking for books that cover these topics, there are many, though most target the social sciences, economics studies.

Hope that helps and welcome again!

Rick-Holzgrafe
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Joined: 07/22/2008
Math and the Game Designer

In addition to Zzzzzz's excellent suggestions (which I need to follow up on myself), I'll mention that I asked Knizia himself that question recently. He said, to my surprise, that he does not use mathematical techniques to answer those kinds of questions. He just does cycle after cycle of playtest-and-tweak, until he thinks it's done.

I then asked him how he knew when it was "done"; he said that when a game had gone a week's worth of near-nightly playtests without any rule changes, he would set it aside for a month. Then he'd get it out again, and if he still saw no need for changes, it was ready for publishing.

I found this most depressing, as unlike Dr. Knizia, I do not have teams of experienced playtesters playing my games five nights a week!

But then there's this article by Bruno Faidutti on how to make a game "self-balancing" that might help.

Infernal
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Joined: 12/31/1969
Math and the Game Designer

I tend to use game theory to get a rough balance and find the limits as to what the payoffs and penalties in a game should be. Then I use the playtest method to fine tune it.

I find this method works well as a pure mathamaticaly balanced game can sometimes feel a little too clean or sterile, where as by using playtesting to tweak the rules allows you to ad a bit of art and craft to the process.

OutsideLime
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Joined: 12/31/1969
Math and the Game Designer

I think that the most instantly useful math skill in game design is a good knowledge of Probability. especially as it pertains to dice.

Undestanding the occurence frequency of a specific number being rolled allows you to tailor in-game events to those frequencies and thereby "balance" the game. (assuming that you are using dice at all.)

In my fledgling days as a game designer, I rolled hundreds of pairs of dice and recorded the results, just to discover what the most common roll would be, and therefore determine the basic "to-hit" number in the combat game I was working on at the time. Ahh, what a chump! It's kind of embarrassing, now that I think about it.....

Games designed purely from a balanced mathematical foundation tend to end up as Abstract Strategy games... "AbStrats", I'm calling 'em, and they can function well, but sometimes seem more like 2-player puzzles than true games.

~Josh

OutsideLime
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Math and the Game Designer

Oh, and of course, the Infernal Spectrum of punishment/reward is always nice to have a good working knowledge of!

;)

~Josh

Anonymous
Thank

Thanks for the excellent suggestions. I will hit wikipedia as soon as I have a little time, especially the information about probability. It was encouraging to hear Knizia's views--I admire his games very much so it's nice to hear he doesn't base them on mathematics. I feel like there's hope for me after all.

I'm glad I found this forum. I'm looking forward to learning more about game design.

Thanks

stark1261
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Joined: 09/08/2008
Math and the Game Designer

I use math a bit in my design. I actually recieved my B.A. in mathematics, so it helps. My tendency is to either use math (probability and statistics) in the design or not at all.
For example I hade a interesting theme idea for a game and designed a little prototype with no math analysis at all.
Then I have also been working on several mechanics, which use multiple dice of varying color with rerolls to make a complex result system, but easy to play with from a player stand point.
I would say the primary thing math does for my games is balancing before playtesting. Using probability it can help me assign risk-reward of certian events. But nothing beats playtesting, it has thrown out lots of my work.

P.S. Zzzz'z list of subjects are great, check them all out.

ensor
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Joined: 08/23/2008
Math and the Game Designer

Most of the math in my designs comes down to what's called Combinatorics, a branch of Discrete Math. It helps you answer questions like "How many ways are there to stack n poker chips, each of which can be red, white, blue or green, such that each red chip is adjacent to at least 1 green chip?" Once you have a handle on how many times certain events can occur, or how many types of card XYZ are important, you can start looking at ratios, get some probabilities and start balancing from there.

I searched Amazon for a good intro book on Combinatorics (one where the first line isn't "Theorem 1.1" or "Let G be a graph with E edges and V vertices such that..." and found Counting: The Art of Enumerative Combinatorics which looks interesting with lots of examples for the non-math major people. (The poker chip example is from the first page of this book.) Of course like stark said, playtesting can negate all the math if it's just not fun.

OutsideLime
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Math and the Game Designer

Quote:
a complex result system, but easy to play with from a player stand point.

Ah, my personal Holy Grail in game design....

~Josh

GeminiWeb
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Joined: 07/31/2008
Math and the Game Designer

Despite having an honours degree in statistics, I only used maths to a limited extent . I find the main use is to get an idea of averages and variability.

For example, on average how many draws of the deck will I need to draw a particular type of card or get a set of three. This is used to assign an initial card distribution which is tweaked through playtesting.

Similarly, an understanding of maths and spreadsheeting can be good to compare average number f actions required to the expected victory point pay-off.

To me, the maths is useful for helping set the initial starting points (e.g. card distributions, vicotory points, etc.), while play-testing is essential in making sure the final distributions are right.

Cheers,
Bill

larienna
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Joined: 07/28/2008
Math and the Game Designer

Math seems always scary at first and sometime finding a math solution for something is not easy.

On my point of view, the more time you spend on math, the less time you will spend on playtesting and balancing the game. My friend recently helped me to produce the probability tables of the rolls, and it helped me greatly to balance the game. Finaly! I have some sort of control over the game's balance.

jkopena
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Joined: 12/31/1969
Math and the Game Designer

For one game I've worked on, my buddy and I spent a good deal of time trying to use graph theory to prove that various board configurations were not possible. It was very difficult so we gave it up, but we have tried such things at other points :)

Probability somewhat obviously plays a big part. Similar to what someone above mentioned, we use it a lot to try and figure out how often a card might come up, how much effect some bonus actually has, etc.

I use a lot of geometry and trigonometry in creating game boards, firing patterns, etc, both for the art & the more basic game elements.

I think however that of greater influence than actually applying math to our designs, is that we tend to come at the task with math-oriented minds. For example, although the graph theory didn't work out, we have applied very basic induction and contradiction to show that various board configurations and other game properties could or could not happen. We also employ a loose sense of utility & decision trees in evaluating the quality/richness of a player's decisions. Also, we use a lot of symmetry to try and balance things out. For example, more powerful actions being more rare to counter lesser, more common events. That reasoning may or may not have actual numbers associated with it.

It's worth noting perhaps that I'm a computer science grad student, and the buddy with whom I do the most game design work has a master's in math, so we're always looking for ways to apply our education to gaming :)

I guess none of that's really helpful, but it does say that there's lots of interesting places to apply math in game design, and that there's people here who'd be interested in discussing such things!

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