Help My Game - RISK 99
calebb writes "RISK is a classic board game that's been around since 1959. This week, Science News posted an article titled 'Improving the Odds in RISK.' They mention that '...the chances of winning a battle are considerably more favorable for the attacker than was originally suspected.' Amazing! Risk is over 40 years old & nobody ever calculated the odds of winning a 5 vs. 5 battle!"
Interesting (Score:2, Interesting)
But there's no link to the actual paper. Anyone?
Re:Interesting (Score:3, Insightful)
Its says:
This means means you would be rolling 2 attacking and 2 defending dice, but ties go to the defender.
How could that possibly give the attacker an advantage?
The arti
Re:Interesting (Score:2)
Re:Interesting (Score:2)
Another one that I finally looked up last time I played:
The book says you can roll 2 defending di (assuming you have at least 2) even if the attacker is only rolling 1 di.
Re:Interesting (Score:1)
Read the rules again. Both players must determine how many dice they are going to roll before either player rolls. You can't pick after you have seen your opponents outcome.
The reason they say attacker rolls first is only to end the "you roll first", "No, you roll first" argument.
pk
Re:Interesting (Score:2)
Let's see what the Risk FAQ [nott.ac.uk] has to say about this:
Re:Interesting (Score:2)
If you are correct, the attacker's advantage seems much easier to understand.
Re:Interesting (Score:1)
Was that the set with your armies represented as colored blocks of wood, plastic roman numerals (I, III, V, and X), or plastic figures of foot soldiers, horsemen, and cannons? (How many other varieties of game pieces were there?)
Re:Interesting (Score:2)
Re:Interesting (Score:4, Informative)
By only rolling one die, whatever the result is on that die, it is guaranteed to be matched against the highest roll on the attacker's dice - and if they're rolling three dice to your one die, then that essentially gives them three chances to beat your roll. For example, if you roll a 5, then they have to get a 6 on one die to beat you - the odds of that are 91/216, or 42%
By rolling two defense dice, you decrease their chances of beating you, since they now have to win two matchups with the same three dice - they don't get three whole dice to beat each single die of yours. If you were to roll 2 fives, for example, they still have the 42% chance of winning one die roll, but what about the second? With your second five, they only have two chances to beat it with a six. The odds of that? 11/36, or 31% - a 11% improvement in the odds for you.
(For comparison, if you had a third defense die, the chances of a third five being beaten are only 16%, much better odds than the first and the second)
If you roll only one die at a time, the attacker gets the benefits - they get to focus more resources per defender, without any worries of greater loss.
Re:Interesting (Score:3, Informative)
Consider what happens if the attacker rolls first and gets 2 or 3 sixes. The defender then only has a 1 in 6 chance of matching the 2nd 6 and therfore successfully defending with his second die.
He is better off not throwing it this time,
Re:Interesting (Score:1)
But I have never been aware of Risk rules which allow the defender or attacker to choose the numbe
Re:Interesting (Score:2, Insightful)
We found that even 2 defenders vs. 3 attackers gives a small greater than 50% advantage to the defender (mainly due to a tie being won by the defender). 3 defenders vs. 3 attackers was a significant advantage for the defender, sta
Re:Interesting (Score:2)
the advice that it's better to be more aggressive (than what?) is only relevant to a two player game, and is wrong anyway. in reading the article, i noticed it appears they got a basic fundament of the ru
Re:Interesting (Score:2, Informative)
If you don't have a major continent to yourself, the isolationist strategy will never win you the game. Europe and Asia have too many open borders to hold defensively without expanding. By the time you s
Re:Interesting (Score:1)
Even in a two-player game, you need to have at least three sets of armies on the playfield, with the extra sets being pacifist neutral armies. Technically, Risk is a three-player-minimum game, with the neutrals being controlled by a player that never attacks. (IIRC, th
Re:Interesting (Score:2, Insightful)
No it doesn't. It means you would be rolling three attacking dice and 2 defending dice. The extra attacker die is what gives the attacker an advantage.
PK
Wrong (Score:5, Informative)
Already, they're wrong...as an attacker, you have to have more armies than dice, i.e. you have to have 4 armies to roll 3 dice [about.com]. The article already lost my confidence, every true Risk player knows this.
--trb
Another bogus game article (Score:4, Funny)
Indeed! Chalk this one up with the chess article that refers in passing to pawns moving in an "L" pattern, or the video game history article that talks about Pac-Man breaking bigger asteroids into little asteroids.
Next, Science News will publish an article about "Improving the Odds in Clue" that will tell us about good ol Colonel Ketchup in the mud room with the mastadon-leg as the weapon.
Re:Wrong (Score:3, Informative)
Re:Wrong (Score:1)
Paws in chess (Score:2)
You got me there! Please see this link [lycos.co.uk] for more "paws in chess". The move (more of an up-one over-one than a "L") is called "en passant" by the way.
I should have referred to castling bishops instead.
Re:Paws in chess (Score:2, Funny)
Re:Wrong (Score:1)
NOT Wrong, just oddly worded (Score:1, Informative)
Yep, the author is NOT wrong! (Score:1)
Absolutely correct. Grab a calculator if you don't believe him. The author of this article definitely factored this in. He even linked to the RISK FAQ in the article.
Re:NOT Wrong, just oddly worded (Score:2)
Enhancing RISK (Score:5, Interesting)
Re:Enhancing RISK (Score:2, Funny)
Re:Enhancing RISK (Score:5, Interesting)
The only game of Risk I've ever won (I'm lousy at these sorts of games) was a Nuclear variety. Rolling three sixes would slag a country such that nobody could go in, ever again. Rolling three threes killed everyone, and you had to wait six turns before you could go back in. Rolling three ones was a neutron bomb -- kills *all* of your opponent's armies in the war zone, but none of yours, and you can move right in.
We'd slagged right down through Eurasia, as well as Alaska, so we had a full-out east-vs-west battle in the one remaining non-slagged country: The middle east. We threw some "normal" nukes, built up and moved armies on both sides for six turns, threw another normal nuke, built up some more, etc., etc., until someone (me, luckily) threw a neutron bomb, and marched through the rest of the countries with little effort (since, naturally, all my opponent's armies were clustered conveniently nearby).
The craziest game of Risk I ever watched was a three-board, multi-day marathon session. I'm not sure any of the players went to class for at least three days.
Re:Enhancing RISK (Score:2)
Re:Enhancing RISK (Score:1)
Re:Enhancing RISK (Score:2)
It makes for an interesting and shorter game.
Most of the time all players are in to the end, which you never have in a classic world domination game.
Greetings Professor Falken (Score:5, Funny)
Re:Greetings Professor Falken (Score:1)
Risk with WMD (Score:2)
http://www.geocities.com/justaguy93/Nuke.html
Bob.
Confimation (Score:5, Interesting)
It took a lot of dice rolling, but I wiped out his entire force in one turn suffering only 1/3 losses or thereabouts.
I was interested, so I did a calculation of the odds. Yeah, they're stacked for the attacker.
Re:Confimation (Score:4, Insightful)
If you assume that a player can attack as many times as they like before the, the first player in a 2 player game can always gain an overwhelming advantage before the other player gets to make a move.
Risk is only close to being a balanced game if you put some limit on the length of each turn.
An idea (Score:1)
For instance, if I were to attack three countries in a particular turn, the first attack would be carried out as normal; for the second attack, I'd have to remove one army from the attacking country before the attack can begin; and for the third attack, I'd have to remove two armies from the attacker.
This rule, or something like it, wou
Re:Confimation (Score:1)
When this happens, we can assume that the attacking armies are not always successful, and that the remaining armies the attacker possesses are not sufficient to take ALL the opposing player's land.
At this point, any reinforcements the defending player (a minimum of 5, IIRC, but don't quote me) can be piled into one of the second player's countries to spread mass destruction against the (now) lightly defended first player's territories.
Re:Confimation (Score:2)
In addition, If the first player conquers 3-5 of the opponent's countries in the first go (and it's very unlikely that they would not be able to do this) they get an immediate bonus which goes a long way towards offseting their losses so far. They can then lather,
Re:Confimation (Score:1)
Most amusing RISK memory (Score:4, Funny)
The guy who had Western US and Alberta moved one army down from Alberta into Western US as a troop transfer.
Someone commented "There goes Wayne Gretsky".
Lord Of The Rings Risk (Score:1)
Best of all is the Fellowship movement, which keeps game length down and means that even in a four player game you're likely to all still be alive at the end.
Has anyone played this enough to get some more detailed opinions yet? Strategy-wise Roh
Re:Lord Of The Rings Risk (Score:2)
I played that version last weekend, and I enjoyed it also. The adventure cards give it a different twist, much different than the missions now bundled in the classical game.
The Fellowship adds another random twist also: you're not sure if this turn will be the last of the game, or the next player will be able to play one after you.
No one calculated this? (Score:5, Interesting)
Then I would get up and it would take another 24 hour day, several pots of coffee, and two trips to the beer store to play it out.
Axis and Alies has more degrees of freedom than Risk. The person losing units has the choice about which units to sacrifice. Not all units can attack other units. Submarines can't attack airplanes. (They laughed at me the first time I played for thinking I could do this, no one told me I couldn't, they let me buy four subs to defend against a fighter plane outpost. Later I was reading about submarine technology in WWII and I discovered that submarines often carried surface to air mortar shells--not terribly effective though).
Because of the problem of the exact order in which each player chooses to remove their own casualties, the complete tree explodes exponentially. However, in practice, the order of removal is automatic 90% of the time, and the cases where the removal order is debated tends to come at the end of a close battle where you are more concerned about what is left behind when the roles reverse than who actually wins.
In my program, the attack and the defense both submit their roster in a predetermined removal order. You could try different removal orders, but you couldn't make the removal contingent on battle outcomes.
My program calculated the exact probability of every terminal outcome. You don't even need Markov models, that's just a view of what the final math represents. The actual algorithm is like a fertilizer spreader that tosses little chunks of probability from one bucket to another until all the probability is sorted into buckets representating terminal outcomes.
It worked out to perhaps three pages of code. Memory requirements go up roughly on the cube of the number of armies involved IIRC.
I learned an incredible amount about the strategy of A&A from this program. Moral of the story: you can never have too many grunts. The strategic problem with grunts is they move so slowly. I learned to invest in waves of grunts (esp. for Germany) at the beginning of the game, get the waves moving outward, and once the fronts were established, replenish a fixed supply of tanks as these were consumed in battle, and grunts grunts grunts with the leftovers.
For my money, A&A is the best game I've ever played at pressuring the strategists to set up confrontations with the potential to break symmetry and channeling the game down unpredictable paths, forcing everyone to adapt their goals. Except for the Eastern front, where the game was a little too close to being historically accurate. For a five person game, being stuck with Russia was a chore in the early going.
No one has calculated Risk in 50 years? Phffff.
More likely, no one interested in that kind of analysis considers Risk much worth the bother.
The Markov analysis of Monopoly I saw a few years ago in SciAm was far more interesting to me. Verdict: Never underestimate "go directly to jail" as a form of rent control.
I had to laugh when I saw the comment that "go directly to Australia" was a fundamental Risk strategy.
Re:No one calculated this? (Score:1)
A fun thing to do with Germany is called strafe attacks. You attack with all your tanks and what not but retreat before taking the territory to keep them out of harm's way. Maybe you know already but it seemed relevant to your analysis so I thought I'd mention. ^^
Re:No one calculated this? (Score:1)
Agreed.
A couple years ago I had a stats class and out of curiousity and with hopes of practicing the material I'd just learned, I set about to calculate a begninning table of odds for Risk. I got up to a 6x6 chart (so yes, I had calculated 5 vs. 5!) before losing interest, and it only took me 2 periods of physics (which was so insanely simple as to be boring) t
Re:No one calculated this? (Score:2)
jf
Hasbro made a PC version (Score:1, Troll)
Looks like you can buy a copy on ebay [ebay.com] for about US$10.
-B
Re:Hasbro made a PC version (Score:2)
Re:Hasbro made a PC version (Score:2)
I while back, I was going to write an Open-Source clone called GNAA (GNAA's Not Axis & Allies)... unfortunately, that banner's been taken over by a variety of crapflooders here...
Re:Hasbro made a PC version (Score:2)
That is true... but I'll never write anything for Qt, even if given the choice between being electrocuted by my testicles and writing a fucking Qt app. ;o)
Re:No one calculated this? (Score:2)
A better but not as pretty version is
Dogs of War, not currently legal(Hasbro stopped them), and more primative but a much better gmae overall. You might be able to find one on the net somewhere.
Re:No one calculated this? (Score:1)
email me at mszeto at scompton.ca
Risk (Score:1)
RISK 2210 AD (Score:5, Interesting)
I don't know how many of you have played this game, its a refreshing approach to risk.
New Features include:
-New pieces, mech-like units.
-5 new units (generals) that add attacking and defense bonuses (namely they roll 8-sided)
-No more changing in cards for the 'next big bonus'. Extra units awarded for how many territories you control, plus complete continent bonuses. Very well balanced, the bonus scales, so it remains very fair.
-Territories are chosen round robin style at the beginning of the game, so you wont get shafted with bad luck.
-Sea colonies and moon colonies to expand into, these are vaccant at game start.
-general cards (strategy cards that enchance generals' powers).
-Random territories nuked at the beginning of the game (significantly alters the map every game, new choke points, battle strategies, etc).
-Energy is gained through combat and territories that allows you to hire generals, purchase general cards, and more.
-Turn order is bid for each round, with a 5 round limit (faster games). Energy is used for bidding, so strategies exist around the saving of energy for turn order (imaging going last one round and then first the next!)
-more, more more, and much more!
No, I don't work for Hasbro(current game owner?), but I do really like this game. There are options for playing classic risk too. I have found a few copies at WoTC, but have heard rumors that they are out of print know, don't know. Expect a 30+ price tag, there are a lot of pieces.
Re:RISK 2210 AD (Score:1)
Re:RISK 2210 AD (Score:2)
all the territories are the same location and size, but they have new names, some of them very amusing (like "the amazon desert"). also, New York and Neo Tokyo are n
Re:RISK 2210 AD (Score:1)
Basically, we set it up so that once the moon people got to the earth, they would spread rapidly (territories count double, etc). So, it was up to the rest of us to stop them (at the same time stabbing each other in the back).
It was BY FAR the most fun I've ever had playing a board game.
Risk is Terrible (Score:5, Interesting)
After a game of risk the winner can not safely say they are strategically superior to the losers. In a game of Puerto Rico there is no doubt who is a better person.
So true (Score:5, Interesting)
Axis and Allies was a decent game, except that it's unbalanced. All players being of equal competance, the Allies WILL win. Period. If they don't, then the Axis made a fatal and/or stupid decision early on. It's not a game of strategy or skill, it's just a game of avoiding obvious errors until America lands in Normandy.
Puerto Rico, El Grande, Settlers of Catan, Entdecker, Tikal, Mexica, Java, Carcassone... Those are real games. Tactics and strategy, deterministic outcomes, and real competition. You're comparing brain power instead of comparing dice rolls.
Re:So true (Score:3, Informative)
Yes, the games is tipped to the Allies.
You simply auction off the Axis, whoever bids the lowest get the Axis the that much extra money.
Also, Russia can't attack first turn.
Game is much more even when this happens.
Re:So true (Score:2)
Many Americans would also think that a 9-11 holy miracle occurred if they pulled three socks out of their dryer in a red-white-blue order.
I'm not sure why, but humans (not just Americans, to be fair) somehow place importance in chance that isn't warranted. Take gambling, for example. Why the importance of "lucky numbers" or a "lucky streak"? Regardless, an addiction to rushes of brain chemicals or persistant religious deformity keeps people coming back for mo
The explanation is in the culture (Score:2)
Re:The explanation is in the culture (Score:3, Insightful)
Then why even play the game? Why not just hang out and socially interact? You don't need an excuse to get together with your friends.
Re:The explanation is in the culture (Score:1)
The board game provides a different context fot the hanging out. Like drinking and hanging out. Or watching TV and hanging out. Or chopping wood and hanging out. Its not an excuse to hang out, its just a different framework for interaction.
Maybe
Re:The explanation is in the culture (Score:1)
I'll drink to that.
Re:The explanation is in the culture (Score:1)
Shameless plug (Score:2)
Re:So true (Score:1, Interesting)
I'll agree that the "family" board games are all random chance, but those are for playing with your family, not being a ruthless cuthroat. Who expects Candyland to have strategy?
Also RISK isn't just all random chance, strategy does play a sizable role. I used to slaughter my ex-girlfreind (when not letti
Re:So true (Score:1)
Re:So true (Score:1)
You miss the point. The game is SUPPOSED to be unbalanced. The allies won in the end, remember? This is not to say that the Axis powers cannot win, they just need to do it quickly (hense
Re:So true (Score:2)
I may be wrong, but isn't Stratego American? (Maybe it's British). That game is totally strategy-based. At my sleepaway camp, our division leader was the world champion of Stratego and he used to set up a tournament every year. I got in 4th place that year, and to this day I still remember my fatal flaw that I made in that game. Had I done one move differently, I woulda been camp champion
Oh, and I agree with others who say that American Board games are mo
Re:Risk is Terrible (Score:2)
I'm not entirely convinced of that. I have played three games of Puerto Rico.
I have won three games of Puerto Rico.
I still have no bloody clue how strategy is supposed to work in that game. I can only guess I've been living by the "If I don't know what I'm doing, neither can you" rule. And it's not like I'm playing a bunch of noobs.
Admittedl
Diplomacy (Score:5, Informative)
Re:Diplomacy (Score:1)
Igh...
The trick to diplomacy is to either play an on-line game [diplom.org] with strangers, or find gamers who are socially mature and aloof enough to separate role-play from personal ambitions. I've seen people get incredibly pissed over broken promises and bad faith in this game.
It's a lot worse in long, drawn out games. When you're finishing it in a matter of hours at a game table, it's not quite as bad, though I have seen good and friendly people leave in a huff after losing or prematurely resign, leaving dead
Hmm i just did something like this (Score:2)
Defender lose two men: 35%
Tie: 33%
Attacker loses two men: 31%
It was a simple perl script, but interesting.
But more importantly... (Score:1)
Risk program (Score:1)
Source code for a simulator (Score:1)
http://www.daimi.au.dk/~sandmann/risk.cc
you can find C++ source that simulates battles between up 30 attackers and up to 30 defenders. Then it prints out LaTeX source code for a nice table that lists
a) the probability that the attacker wins
b) _given_ that the attacker won, how many
armies would survive
Risk Probability Calculator (Score:3, Informative)
http://db.cs.helsinki.fi/t/ipuustin/webrisk/webri
Use of the program should be pretty straightforward: user chooses the number of attackers and defenders, checks the rules version and presses the button. The result diagram shows horizontally all possible end-states (the remaining forces in the winner's army) and vertically their probabilities.
The algorithm is exact, meaning that the result is not an approximation and thus does not vary in several battles with the same parameters. The program works in time O(n*m), where n is the number of attackers and m is the number of defenders. The program is made with Java.
All comments are welcome!
OSX users check out Lux (Score:2)
The AI's that it ships with have been released under the GPL along with an AI SDK [sillysoft.net], so you can write your own if you want.
HAH! (Score:2)
Somebody's obviously never used my dice before!
Re:HAH! (Score:1)