Difference between revisions of "First Player Advantages"

From gdp3
Jump to: navigation, search
Line 14: Line 14:
  
 
=== Examples ===
 
=== Examples ===
[[Chess]] and [[Go]] are traditional games with perfect information where the presences of [[First Player Advantages]] are well-recognized and compensated for by  
+
[[Chess]] and [[Go]] are traditional games with perfect information where the presence of [[First Player Advantages]] are well-recognized and compensated for by letting players play multiple matches and switch sides - [[Go]] has the ''komi'' rule to mitigate the advantage but does nonetheless let players play both sides when meeting other players in tournaments. For the game [[Hex]] it has been proved that the first player always has a winning strategy although an efficient way of finding this strategy has not yet been developed.
 
+
For the game [[Hex]] it has been proved that the first player always has a winning strategy although an efficient way of finding this strategy has not yet been developed.
+
  
  

Revision as of 08:06, 23 June 2011

The advantageous effect of being the first player.

In games where players take turn making moves it is often advantageous to be the first to move.

Examples

Chess and Go are traditional games with perfect information where the presence of First Player Advantages are well-recognized and compensated for by letting players play multiple matches and switch sides - Go has the komi rule to mitigate the advantage but does nonetheless let players play both sides when meeting other players in tournaments. For the game Hex it has been proved that the first player always has a winning strategy although an efficient way of finding this strategy has not yet been developed.


Dominant Species Puerto Rico


Using the pattern

Balancing Effects

Back-to-Back Game Sessions

Can Be Instantiated By

Turn Taking

Can Be Modulated By

First Player Tokens, Rotating Starting Players

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Asymmetric Starting Conditions


Potentially Conflicting With

Back-to-Back Game Sessions, Player Balance


Relations

Can Instantiate

Asymmetric Starting Conditions

Can Modulate

-

Can Be Instantiated By

Turn Taking

Can Be Modulated By

First Player Tokens, Rotating Starting Players

Possible Closure Effects

-

Potentially Conflicting With

Back-to-Back Game Sessions, Player Balance

History

New pattern created in this wiki.

References

-

Acknowledgements

-