Response 2

1. Farkle
operational rules:
-player take turns rolling six dice
-the following are worth points
–1′s – 100
–5′s – 50
–three-of-a-kind (111 = 1000, all others worth base times 100, e.g. 222 = 200)
–123456 – 1000
-if the player sets aside any dice worth points and may if he/she chooses continue rolling.
-If all dice are removed, the total is tallied and the player takes another turn.
-If a roll produces no worthwhile dice, all points previously accrued that turn are lost.
-The turn ends when the player either rolls a bad set and gains no points, or chooses to end the turn and gains the total points accumulated that turn
-highest score at the end of the game wins
-if the player’s overall points are 0, he/she must roll at least 750 in one hand to start the game.
-If the player’s roll will take them above 10,000 points, the following turns will be the last and the game will end once the final player has had his/her turn.
Constitutive rules:
-players generate 6 random numbers from 1-6
-players look for meaningful patterns and numbers
-players continue until a point limit is reached
-negative feedback loop: players don’t effectively “start” the game until a sufficiently valuable turn is achieved
Implied Rules
-turns are to be taken in reasonable time
-risk is not optional at the beginning of the game due to starting restrictions

2. randomness is simply the method by which the outcome of a system is made uncertain. The book states that a game whose outcome was predetermined every time would be pointless to play. Randomness creates a quantum state in which any of the players could be the victor, but cannot be justifiably determined as such until further details are made known.

3. In the Call of Duty games, killing several other players in a row results in access to better equipment and the ability to call support attacks. This is a positive feedback loop as it rewards only the most proficient gamers. In most recent iterations of the game however now feature “losing streaks” which act the same way but in the form of negative feedback loops which provide temporary bonuses to losing players that fall too far behind the average.

4. A SADDLE POINT occurs any moment in which a player discovers that a particular strategy is always successful and as such no other action would be strategically sound from that point on. This is bad because it eliminates all randomness making whatever the player is playing no longer technically count as a “game”. The PRISONER’S DILEMMA refers to any situation in which the risk of a game is based upon the rational nature of the other player(s). specifically it manifests as a situation in which one course of action results in a mildly bad outcome while the other could result in the ideal or worst outcome, and what determines this is wether the other player chose the safe or dangerous action themselves. A ZERO SUM GAME is any game in which the total losses and gains of the players total out to zero. In a 2 player game this means every +1 for one player is a -1 for the other.

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