少点错误 2024年11月15日
The Foraging (Ex-)Bandit [Ruleset & Reflections]
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本文是作者对一款小型浏览器游戏的开发反思。作者最初设想打造一个复杂且具有挑战性的Roguelike游戏,但最终发现核心概念不足以支撑其扩展。游戏包含多个地点,每个地点的资源获取规则不同,并随时间变化。作者通过分析每个地点的预期收益,展示了游戏中的资源管理策略。同时,作者也反思了游戏目标受众狭窄的问题,并探讨了未来开发方向,例如将其扩展为D&D场景或开发成完整的游戏。

🤔 **游戏规则:**每个地点(马丘、鼠窟、山羊林等)都有不同的资源获取规则,且部分地点的资源获取规则会随着时间或游戏进程发生变化,例如山羊林的资源会逐渐减少,而公鸡峰的资源则会在游戏后期发生改变。

📅 **时间因素:**部分地点的资源获取规则会随着时间的推移而改变,例如鼠窟和山羊林在特定时间点后,其资源获取的预期收益将不再优于马丘。

💰 **预期收益分析:**作者对每个地点的资源获取规则进行了分析,计算了每个地点的预期收益,并以此为基础制定了资源获取策略,例如马丘是默认的觅食地点,因为它拥有稳定的预期收益。

🎮 **目标受众:**作者反思了游戏目标受众狭窄的问题,因为游戏过于依赖表格数据,没有培养玩家的相应技能,导致受众群体较小。

💡 **未来方向:**作者探讨了未来开发方向,例如将其扩展为D&D场景、开发成完整的电子游戏,或者写成一个故事,让角色解决资源管理问题。

Published on November 14, 2024 8:16 PM GMT

This is a postmortem for a (tiny, ~10min, browser) game I released earlier this week. At the time, I thought posting the generation rules for each location would be redundant and spoilery (especially since you could just look at the code on github), and that writing a Reflections section would be premature and presumptuous. My opinions and the circumstances have both now changed; hence, this post.

Ruleset

Horse Hills

Foraging in Horse Hills gives you a 75% chance of 1d4 food and a 25% chance of 23 + 2d6 + 1d4 food.

A chronologically-and-behaviour-invariant Expected Value of 10 food per forage makes this the default foraging location barring any other opportunities. A forager who spent the entire game here could reasonably expect to conclude with >3500 food stored; consider this a benchmark.

Rat Ruins

Rat Ruins was avoided by your fellow bandits because they feared a curse; fortunately for you, they were wrong. Rat Ruins starts by providing a large and consistent 20+1d4 food per forage, but since nothing grows there the expected forage amount decreases with each hour; after twelve forages, it’s no longer better than Horse Hills.

Goat Grove

Goat Grove is in the process of a slow-rolling ecological disaster. It starts by 10 + 1d4 + 1d6 food per forage (for an Expected Value of 15 food per forage), but begins linearly declining on day 7; by day 13, it’s no longer better than Horse Hills.

Rooster Peaks

Rooster Peaks spends most of the game with a suboptimal 1d6+1d4 yield. However, after Day 43, the roosters come home to roost, changing the algorithm to “9+2d4, unless this 1d6 rolls a 1, in which case 0” for an EV of 11.66.

Tiger Forest

The most edible things in Tiger Forest burn bright enough to see only in the darkness of the night; while it’s suboptimal for most of the day, it beats HH/GG/RP on hours 22 and 23 of each day.

Dog Valley

Conversely, Dog Valley’s resources are most easily foraged in bright sunlight, which is only available in the valley’s base at midday; it beats HH/GG/RP on hours 12 and 13.

Everywhere Else

The other six locations are varying levels of suboptimal. They also have no chronological or behavioural effects. Of special note is Dragon Lake, which always produces 0 food because Dragons aren’t real.

Reflections

This microproject was originally slated to be something much grander (a milliproject at the very least, possibly even a centiproject). I had visions of an endless chain of increasingly hostile and complex roguelike-random contexts through which the protagonist could be chased[1], balancing exploration against exploitation and risk against reward until they were finally inevitably caught (at which point the player could try again with a new seed) . . .

. . . and then I built a prototype, and gave it a test-drive, and noticed the central conceit just wasn’t strong enough to support the rest[2]. So, I posted what I had and called it done. Hopefully it provides value as a novelty, and as a vague gesture in the direction of the kind of rationalish inferencey interactive thing I’d like there to be more of.

In retrospect, I think this endeavour was doomed from the start. It involved working with tables of numbers, without requiring or developing relevant skillsets: this gave it a comically small target audience even relative to my other work (sincere thanks to noggin-scratcher, Yonge, and Martin Randall for constituting this audience, and for their thoughtful comments). Next time I set up a VOI/experimentation problem, I think I’ll either 

Feedback is, as always, greatly appreciated.

  1. ^

    . . . which would, for those keeping score, have made this a multi-armed non-stationary bandit problem.

  2. ^

    If you disagree on this point, I enthusiastically encourage you to prove me wrong; all relevant work is public domain, and I’d be more than happy to help by playing playtester



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