Analysis of Sub-Optimal Player Strategies

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Analysis of Sub-Optimal Player Strategies

Postby DrSnail » Wed Oct 23, 2024 6:13 am

Abstract
Haven & Hearth is a complex online multiplayer game that requires strategic thinking and efficient resource management. This paper employs advanced mathematical models to analyze player performance, demonstrating that the majority of players operate sub-optimally. We provide a formal proof using game theory and optimization techniques to show that players should improve their strategies to achieve better outcomes.

Introduction
Haven & Hearth is a massively multiplayer online role-playing game (MMORPG) that emphasizes survival, crafting, and community building. Players navigate a procedurally generated world, engaging in activities such as farming, hunting, and combat. Despite the game's depth, anecdotal evidence suggests that many players do not utilize optimal strategies, leading to inefficient gameplay and sub-par performance.

This paper aims to mathematically prove that the average player in Haven & Hearth employs strategies that are significantly below the optimal level. By modeling the game mechanics and player behaviors, we demonstrate the gap between current strategies and the theoretical optimum, thereby encouraging players to enhance their gameplay.

Defining the Game Space
Let us define the game space G as a finite set of all possible states in Haven & Hearth. Each state s∈G represents a unique configuration of the game world, including player resources, health, skills, and environmental factors.

Performance Metric
We introduce a performance function P:G→R that assigns a real number to each state, representing the player's utility or success level. Higher values of P(s) indicate better performance.

Player Strategies
A player's strategy is a function σ:G→A, where A is the set of all possible actions. The set of all strategies is denoted by Σ.

Optimal Strategy Definition
An optimal strategy σ∗ maximizes the expected performance over time. Formally,
Code: Select all
σ* = argmax_{σ ∈ Σ} E[P(s_t) | σ]

where s_t is the state at time t.

Game Theory Application

Using dynamic programming and Bellman's Principle of Optimality, we can define the value function V(s) as:

Code: Select all
V(s) = max_{a ∈ A} [ P(s) + γ * Σ_{s'} T(s, a, s') * V(s') ]


where:
γ is the discount factor (0 < γ < 1),
T(s, a, s') is the transition probability from state s to s' using action a,
Σ_{s'} denotes the sum over all possible next states s'.

Analysis of Player Strategies
Empirical Observation:
Let σ_avg represent the average player strategy observed empirically. Data suggests that σ_avg often involves sub-optimal choices, such as inefficient resource allocation and poor risk management.

Comparison Metric:
We define the performance gap ΔP as:

Code: Select all
ΔP = E[P(s_t) | σ*] - E[P(s_t) | σ_avg].


Proof of Sub-Optimality

Theorem:
For the average player strategy σ_avg, the performance gap ΔP>0.

Proof:
1. Assumption: The game mechanics are Markovian and satisfy the conditions for dynamic programming.

2. Optimality Principle: By Bellman's Principle, V(s) under σ* is the maximum achievable value from any state s.

3. Sub-Optimal Actions: Under σ_avg, there exists at least one state s where:
Code: Select all
V_{σ_avg}(s) = P(s) + γ * Σ_{s'} T(s, σ_avg(s), s') * V_{σ_avg}(s') < V(s).


4. Inequality of Expectations:
Code: Select all
E[P(s_t) | σ_avg] = V_{σ_avg}(s_0) < V(s_0) = E[P(s_t) | σ*]

where s_0 is the initial state.

5. Conclusion: Therefore,
Code: Select all
ΔP = V(s_0) - V_{σ_avg}(s_0) > 0

proving that the average player strategy is sub-optimal.

Q.E.D.


Through mathematical modeling and proof, we have demonstrated that the average player in Haven & Hearth utilizes strategies that are bad. The performance gap ΔP>0 signifies that players can achieve better outcomes if they git gud.
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Re: Analysis of Sub-Optimal Player Strategies

Postby ZamAlex » Wed Oct 23, 2024 6:26 am

I agree!
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Re: Analysis of Sub-Optimal Player Strategies

Postby Mepp » Thu Oct 24, 2024 8:39 pm

+1
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Re: Analysis of Sub-Optimal Player Strategies

Postby Zentetsuken » Thu Oct 24, 2024 8:58 pm

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Re: Analysis of Sub-Optimal Player Strategies

Postby grumgrumganoe » Thu Oct 24, 2024 9:03 pm

thanks professor
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Re: Analysis of Sub-Optimal Player Strategies

Postby noindyfikator » Thu Oct 24, 2024 9:11 pm

What is this new account spam
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Re: Analysis of Sub-Optimal Player Strategies

Postby Zentetsuken » Thu Oct 24, 2024 9:31 pm

noindyfikator wrote:What is this new account spam


why is your post less spammy? is this post hurting you?
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Re: Analysis of Sub-Optimal Player Strategies

Postby noindyfikator » Fri Oct 25, 2024 6:14 am

Zentetsuken wrote:
noindyfikator wrote:What is this new account spam


why is your post less spammy? is this post hurting you?


is this post together with you in the room?
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Re: Analysis of Sub-Optimal Player Strategies

Postby Robben_DuMarsch » Fri Oct 25, 2024 1:05 pm

noindyfikator wrote:
Zentetsuken wrote:
noindyfikator wrote:What is this new account spam


why is your post less spammy? is this post hurting you?


is this post together with you in the room?


:lol:
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Re: Analysis of Sub-Optimal Player Strategies

Postby SavageFox » Fri Oct 25, 2024 7:01 pm

even though this is a joke thread I do have to say one thing about optimizing gameplay it usually kills the fun my opinion it's better to be suboptimal versus being optimal but bored out of your mind I have a lot of strategies to optimize this game but I know I would hate myself afterwards I know I can improve in the areas of farming and questing but they're my least favorite activities when they're done optimally
the varying crops every like 2 hours so I have to farm every 2 hours would be very boring especially doing quests for at least 4 to 6 hours a day regardless how tedious they are

I'm working on a plan for optimizing food for world 16 even though my plans are probably going to go down the toilet on day one
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