Game Theory Definition: Zero-Sum Games [Documents/02.1-ZeroSum.txt] Joseph Grace, 27 Sep 93 Hi wargamers! To follow-up Ernest's request for wargame definition, I thought the game theory definition for "zero-sum game" might help us focus our wargame definition. A zero-sum game is your typical, competitive game: there's a limited amount of territory/money/prizes and only one (or a few) of the players will get (or share) the winnings. All the other players "lose". I don't know if "zero-sum" is how we want to define our idea of "wargame", but "zero-sum" does pretty much capture the typical, competitive strategy/tactics wargame spirit. By this definition, the following would be "wargames": - classical games (chess, go) - strategy board games (Risk, Diplomacy) - tactical wargames (Ogre, Squad Leader, SPQR [roman]) - strategic wargames (Third Reich) - minatures (Harpoon, the one used for Hunt for Red October) - computer war games (xconq, empire) [<-- I'm unfamiliar/guessing here! Joe] and the following would not: - role-playing games (rogue, Ultima, MultiUserDungeons (MUD)) - socio-political simulations (SimCity) Again, from a game implementers's perspective, I am not sure how useful this definition is, but "zero-sum" does describe the "competitive" aspect of wargaming. [The following inspiration may be superfluous if Don Yacktman's kits already cover this area. I would love to read an overview of the Don's kits, if one is readily available! In any case, my attempt at inspiration follows!] I think it might be useful to distinguish between single-player, multi-player, and multi-simulated-player up front. Single-player games would not be wargames since they have no competition per se. The six "wargames" listed above all have multiple players and could all benefit from a game refereeing engine to referee play. So, perhaps a multi-player game referee'ing engine would be a good first project, since all the zero-sum games have competition and require multiple players (even if simulated). For multi-simulated-play, the player simulation engines could tie into the refereeing engine as though they were normal players. These player simulations could then be independent projects all their own. I hope this helps or at least inspires! Cheers, = Joe = p.s., anybody want to start a role-playing game kit group? :-)