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Thursday, June 9, 2011

Anatomy of a Diplomacy Player

I wrote a while ago about the game of Diplomacy (part I, part II, and part III). I have recently been thinking more about the game since I was invited to play my first game ‘by post’ (in the modern sense by playing online). Much has been written about various strategies for the game, so I thought it would be well worth instead concentrating on the characteristics of the players themselves. An important thing to realize about Diplomacy is that not everyone will enjoy it, but for those that do, there isn’t really another game like it. Thus, what follows is an attempt to compile a list of aspects of Diplomacy which should be considered if one is thinking about trying the game.

Play is Methodical
A game of Diplomacy develops slowly; every turn takes about twenty to thirty minutes (when playing face-to-face) or several days to weeks (when playing by post). Most of the pleasure of the game results from methodical contemplation and careful planning. Likewise, there is no chance in Diplomacy aside from the choices of the other players, which makes tactical planning a fascinating mental exercise of projecting moves and counter-moves. If a player enjoys games like chess, then Diplomacy could be worth trying.

There is another aspect to the methodical nature of Diplomacy that is not reflected in Chess: the amount of writing involved. When playing face-to-face or in some methods of post play, all orders must be written (in a particular format, no less), and when playing by post most correspondence will be mostly written (I have heard of some players coordination moves by phone or by meeting up, but that is less common than electronic or, for old-school players, paper messages). I have tried to introduce the game to some friends who have flat-out balked at the amount of writing involved. In this sense roleplaying games like Dungeons and Dragons which require careful maintenance of a character sheet (or entire worlds if one is the DM) are a better example of the type of necessary disposition.

If you find this difficult
Although there really isn’t a way to make Diplomacy a faster paced game, there are options and variants which can reduce the burden of these aspects. If you find writing out orders according to a stringently enforced syntax to be frustrating, one can try playing with electronic engines (through the web such as with playdiplomacy.com or on one’s computer using an engine like jDip) which allow more intuitive point-and-click interfaces for orders.

Additionally, a variant which might be of interest is one which is usually called ‘Gunboat Diplomacy’ or ‘No-press Diplomacy’ and disallows direct communication between players (although much can be communicated through orders, much like bidding in Bridge). The pace of a gunboat game tends to be faster than standard games due to the lack of a distinct Diplomacy phase, and therefore might be of more interest to those who finding composing messages and maintaining relationships burdensome.

Players Must Handle Losing
This is a difficult characteristic to find, particularly among methodical game players (who tend to like games, and therefore play a lot of games and get rather good at them). However, there is no getting around the fact that Diplomacy is difficult. There are seven people playing who generally would all like to win, and thus the game becomes a volatile mixture of competing interests. Even the best players will face stagnation or outright elimination in a large number of games they play.

Although there are other games that support a large number of players (for example, Settlers of Catan with its expansion can have six players), those games are able to mitigate the fact that only one of those players can win by having every player simultaneously advancing and accomplishing small goals in a steady progression toward victory. In Diplomacy, however, it is a very real possibility that one’s forces will be whittled down before one is eliminated from the game entirely.

If you find this difficult
I am going to combine this section with the response to the next section, as they are closely related.

Players Must Handle Being Stabbed
Closely related to being able to lose without getting too upset is the capacity to be stabbed in the back (obviously metaphorically). Everyone who plays games knows that losing happens, but what makes Diplomacy different is that almost all losses come at the hands of a coalition of other players, with one or more of those players professing friendship (or, at the very least, ambivalence) right up until the devastating moment of the strike. In a game like Settlers of Catan a trade boycott might be enacted against the strongest player, or a player might spitefully refuse to trade with a particular opponent, but players cannot connive to directly destroy one another.

Of course, I’m not saying that one must like getting stabbed, but it is important to recognize that it is not (or, at least, should not be) a personal vendetta that has led to one player promising one set of moves and instead making another. There are all sorts of moral codes and guidelines that various enthusiasts have developed over the years outlining when one should and should not go about putting the metaphorical knife in another player’s back, but I feel such an exercise is largely useless. The only point I think that everyone needs to be aware of at the outset of the game is that it is a game. When France promises to support England's convoy into Belgium with the French fleet sitting in the English Channel, but then instead sails into a now vacant London, England will obviously be miffed. The important thing is to make sure that any hurt or anger experienced is transient; if one finds oneself holding grudges well past the end of the game or against the other player as a person rather than as a Diplomacy player, then perhaps Diplomacy is not a game one should be playing. Not only will it be hard to have fun if you are always finding yourself nurturing ill-will toward other players, but spoiling friendships over a board game would be a terrible waste.

If you find this difficult
Richard Sharp makes the claim in his book The Game of Diplomacy that ‘good ally’ players (those who make alliances and doggedly stick with them through the entire game, come what may) are beginners much more often than experienced players (the other extreme is that new players try to be too diplomatically slippery and make a lot of very poor stabs). While I think he is unfairly hostile to the ‘good ally’ style of play (there is nothing inherently wrong with it, so long as the alliance itself is a spontaneous entity contained to the single game and not simply two players deciding to ally in every game regardless of what happens), I do not think he is wrong about the demographics of ‘good ally’ players. Richard Sharp does not make any attempt to address the reason for such a tendency, though, and I think that is something which is important to bring up. Handling being stabbed is a psychological skill, and it takes practice. Beginners are less likely to recognize the stab as a pragmatic maneuver on the part of their erstwhile allies, and are instead more likely to interpret it as a personal betrayal. This, in turn, also makes beginners less likely to execute stabs themselves, since they see it as a personal affront to another player whom they hold no actual ill will against.

Therefore, I think one manner of getting over a difficulty with the harsher diplomatic aspects of the game is to play a few more games, but treat the games as practice and consciously start the game with low expectations. A good way to do this is to play online with players you have never met. Take some risks and see what happens. See if you can predict when your allies will backstab you, as predicting a stab is the first step in preventing it. Keep in mind that these games are practice, and in that way keep yourself emotionally distant. Once this has been accomplished in a few practice games, you will realize that there is no great shame in losing or being stabbed in the back, and it should be easier to maintain that resilience in other games of Diplomacy.

Note: If you are going to read Richard Sharp's book that I have linked to, it is also a good idea to read this review. As the reviewer points out, Sharp writes well, but is exceedingly biased toward the central powers of Germany and Austria-Hungary, to the point of advocating play styles that are not necessarily in the best interests of the players involved. It can easily come about that France and England (or France and Russia, England and Russia, or even France, England, and Russia if Germany is particularly unlucky) might find it in their best interest to attack Germany early and hard, despite Sharp's view that France and England must immediately be at each other's throats and it is foolhardy for Russia to do anything but yield gracefully to the German Empire.

Wednesday, May 18, 2011

Ben Stein is a Monster

A while ago, I published a post titled Ben Stein is an Ass. What I didn't realize at the time is that he is also a misogynistic monster. In response to the recent rape accusations against the managing director of the International Monetary Fund, Dominique Strauss-Kahn, Ben Stein has written a horribly misguided and out-dated op-ed. It almost has to be read to be believed, but Stein trots out a long list of 'points' that run the gamut from old-school misogyny to just plain bizarre.

I don't know if I want Stein's words gracing the pages of my blog, so I think I'll just offer a quick summary of his points:

1.) Once a man reaches a certain age, if he hasn't yet been caught for a crime, he cannot possibly be now. It's like a statute of limitations, but for a man's age rather than the time since the crime.

2.) If no one with a particular subset of shared characteristics with the accused has ever been charged with a certain crime before, then the accused clearly should also not be charged with that crime, because that would make the accusation an anomaly, and what are the chances of that? That's about as likely as a bacterial flagellum evolving!

3.) Old fat men need a weapon to rape a woman. Other forms of physical or mental intimidation and coercion clearly don't exist.

4.) It's crazy to claim someone is a flight risk when he was arrested on a flight leaving the country if he happened to book the ticket months in advance.

5.) Rich, important men shouldn't have to be remanded if they graciously offer to put themselves up in more comfortable accommodations.

6.) How could we possibly take a maid's rape allegations seriously when Ben Stein has had maids in the past that have stolen some of his stuff?

7.) The media shouldn't rampantly speculate on ongoing high-profile cases. This is a point that surprisingly approaches legitimacy, but it should count extra because Ben Stein is friends with famous people.

8.) When rich people are accused of crimes, it's because poor people are jealous.

Wednesday, February 2, 2011

Midweek Quotations

I have neglected my blogging duties for too long. Since I am trapped at home today by the snow, I have no excuse not to pull out my book and select another instalment of quotations.

"You think you are dying for your country; you die for the industrialists." - Anatole France, French novelist, 1844-1924

"It is a fair summary of history to say that the safeguards of liberty have been forged in controversies involving not very nice people." - Felix Frankfurter, American Judge, 1882-1965
Spoken in dissent to the ruling in United States v. Rabinowitz (1950)

"The Pentagon, that immense monument to modern man's subservience to the desk." - Lord Franks, British philosopher and administrator, 1905-92

"Technology... the knack of so arranging the world that we need not experience it." - Max Frisch, Swiss novelist and dramatist, 1911-91

Thursday, November 18, 2010

Puzzle Number 14: Fair Game?

We have just started looking in detail at randomized algorithms in my computational complexity course. In addition to being a fascinating topic, it is also full of all sorts of fantastic results that make for great puzzles.

This puzzle takes the form of a game for two players, Player A and Player B. Player A has two cards, and he must write a distinct non-negative integer on each card, then lie that card face down on the table. Player B then chooses to flip over the card either on the right or the left, view the value of the number recorded, and must guess whether that value is greater than or less than the number on the other card. Player A is sneaky, however, and adds a rule that Player B must tell Player A the method he will use for determining his guess before they play the game (and Player B is not allowed to deviate from it).

Even with Player A trying to obtain an unfair advantage, it is relatively straightforward to show that Player B can still come up with an algorithm to make his guess that will make the game a fair one (each player has an identical chance of winning):

Player B's Fair Strategy:

Flip over the left card.
If that card has the value 0, guess that the other card's value is larger;
Else randomly (with a 50% chance either way) guess that the other card's value is larger or smaller.


Knowing this strategy ahead of time, Player A will obviously never put a zero on the left-hand card. Other than that, however, there is nothing he can do to increase his odds of winning above 50%, and the game is therefore fair.

Is this the best that Player B can do, or is there an alternative algorithm that he can use that will put his chances of winning above 50%? If there is, what is that algorithm?

Thursday, October 21, 2010

Puzzles!

Today Sarah has a whole collection of puzzles posted in honour of Martin Gardner. You should definitely go have a look.

Saturday, October 2, 2010

Overheard on the subway

Yesterday I was riding the subway home when I ended up sitting across from a trio of high-school girls. Although I tried not to eavesdrop (I usually try to capitalize on my transit time to get some reading done), the subject the girls were discussing was university. The speech that particularly caught my attention was the following:
"I'm so excited to start university; you have so much free time! I mean, you only have two or three hours of class a day, it's nothing like high-school!"
I kind of wish I could be there to see her get her first list of required readings, or her first problem set. It's true that high-school is nothing like university, but, unfortunately for this young girl, it is in the opposite sense from what she thinks (at least if you're doing it right).

Monday, September 20, 2010

News

So, I have left my blog fallow again for an extended stretch. Part of that is because the new academic semester has started with a rush (along with a week-long stretch of the flu that didn't help), but another part is that my personal life has had some important developments as well. This weekend I asked Sarah to marry me, and she said yes. So, that is my big news, and that means I have another big non-blog project starting up... helping to plan a wedding!