Rubber Band AI: Difference between revisions

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== Non-video game examples ==
=== [[Live Action TVLiterature]] ===
* Used frequently in ''The [[Hunger Games]]'', where the sadistic game makers will introduce disasters to the arena whenever the tributes aren't fighting each other. Katniss even makes her plans around such events, basing her decisions to move or not on how many days it's been since a kill and whether the audience will be bored enough for a pull on the rubberband.
 
=== [[TabletopLive-Action GamesTV]] ===
* For various reasons, the producers of ''[[The Amazing Race]]'' create what are known as "bunching points" or "equalizers," usually involving operating hours of businesses or transport schedules, so that no team gets too far ahead or behind: Logistically, it's easier to keep the crew in a single country at a time and you don't want to tie up locals in assisting/judging tasks for days on end. Dramatically, having wins or losses be a [[Foregone Conclusion]] every week [[Boring Invincible Hero|is]] [[Boring Failure Hero|boring]]. The one season they didn't set up these equalizers, two teams got so far ahead on leg 9, that it was impossible for the other teams to catch up, and the next three legs before the finale were pretty much pointless.
* Teal'c faces a Rubberband AI in an episode of ''[[Stargate SG-1]]'' - every time it looks like he's winning, the game throws in a new twist. New twists include more enemies (and making those enemies tougher by making the usual method of killing them ineffective and giving one of them the power to turn invisible), and having NPCs who are supposed to be on Teal'c's side suddenly turn on him at the worst possible moment.
 
=== Literature[[Tabletop Games]] ===
* The ''[[Old World of Darkness]]'' games had something like this at one point. Success of an action was determined by rolling a number of dice corresponding to one's skill. Rolls higher than a target number were successes, lower were failures, and 1's cancelled out successes. Having more 1's than successes constituted a botch, in which the action not only failed, but led to disastrous consequences. A character with more dice, constituting more experience and power, would therefore be more likely to ''spectacularly'' fail than an inexperienced one. This was thankfully revised in later editions, to where a botch also required that no successes at all had been rolled. A simple example follows. Say you have a difficulty 7 roll, where 7 or greater is a success. With one die, your odds of a botch are 1 in 10 if you don't get to reroll your 10. Odds of success are 4 in 10. If you are rolling two dice, then there are 100 possible outcomes. ELEVEN of them are botches, for 11/100. (11,12,13,14,15,16,21,31,41,51,61) However, 56 of them are successes, for 23/50 chance of success. The chance of success went up 16%, but the chance of a botch went up 1%. The effect of rerolling 10s is really hard to calculate, but at higher difficulties, it was not enough to make up for it.
* Used frequently in ''The [[Hunger Games]]'', where the sadistic game makers will introduce disasters to the arena whenever the tributes aren't fighting each other. Katniss even makes her plans around such events, basing her decisions to move or not on how many days it's been since a kill and whether the audience will be bored enough for a pull on the rubberband.
** And the ''[[New World of Darkness]]'' discarded the "botch" rule for just that reason. "[[Critical Failure|Dramatic Failure]]" requires that penalties ''completely'' erase your dice pool, ''and'' that you roll a 1 on the "chance die" you get instead (which only succeeds on a 10). Instead of "The better you are, the harder you fall", it becomes "If things go against you, you're going to suffer".
* ''[[Shadowrun]]'' mirrors the ''World of Darkness'' system considerably (Shadowrun, however, uses standard six-sided dice rather than ten-siders). Earlier editions, you rolled dice so as to get at least a target number (if it's more than 6, you had to roll for 6's and then reroll to add onto their total, hoping to eventually reach the number), and 1s were always considered a fail. The 4th Edition changed it so that "hit" was simply anything at least a 5 and you tried to get a requisite number. 1s are still bad as a majority of 1s results in a "glitch", a setback that occurs even if you succeed (unless of course, you roll a majority of 1s and no "hits": the dreaded "critical glitch").
 
=== [[Web Original]] ===
* [http://www.youtube.com/watch?v=D31rhjKHytg Jalyss] weighs in re: [[Empty Levels|scaled levelling]]. (Spoiler: She doesn't like it any more than the rest of us)
 
=== [[Real Life]] ===
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* [[Real Life]] example: Most tournament bowling leagues impose handicaps that are inversely proportional to a player's average, so if you play poorly, you still stand a good chance against a much better opponent, so long as you play better than your average. Likewise, if you are a very good player, your chances of losing to a beginner aren't too bad either, particularly if you don't play as well as you normally do on that round.
** Of course, like in any other game with Rubber Band AI, you can abuse the system. This is sandbagging. The essence of sandbagging is to win small and lose big. Once it is clear that your team is not going to win this time after handicap, then it is in your best interest to tank every shot. When victory seems possible, then it is in your best interest to keep it close, so as not to raise your handicap too much. The natural tendency of players to give up when they know they can't win doesn't help matters, so accusations are difficult to prove. The only sure way to spot one is if a team continues to win small and lose big. In theory anyone who would want to sandbag should move to a scratch league, but there are plenty who know they aren't good enough to get the money in one, but who can sandbag and get away with it in a money handicap league.
 
=== [[Tabletop Games]] ===
* The ''[[Old World of Darkness]]'' games had something like this at one point. Success of an action was determined by rolling a number of dice corresponding to one's skill. Rolls higher than a target number were successes, lower were failures, and 1's cancelled out successes. Having more 1's than successes constituted a botch, in which the action not only failed, but led to disastrous consequences. A character with more dice, constituting more experience and power, would therefore be more likely to ''spectacularly'' fail than an inexperienced one. This was thankfully revised in later editions, to where a botch also required that no successes at all had been rolled. A simple example follows. Say you have a difficulty 7 roll, where 7 or greater is a success. With one die, your odds of a botch are 1 in 10 if you don't get to reroll your 10. Odds of success are 4 in 10. If you are rolling two dice, then there are 100 possible outcomes. ELEVEN of them are botches, for 11/100. (11,12,13,14,15,16,21,31,41,51,61) However, 56 of them are successes, for 23/50 chance of success. The chance of success went up 16%, but the chance of a botch went up 1%. The effect of rerolling 10s is really hard to calculate, but at higher difficulties, it was not enough to make up for it.
** And the ''[[New World of Darkness]]'' discarded the "botch" rule for just that reason. "[[Critical Failure|Dramatic Failure]]" requires that penalties ''completely'' erase your dice pool, ''and'' that you roll a 1 on the "chance die" you get instead (which only succeeds on a 10). Instead of "The better you are, the harder you fall", it becomes "If things go against you, you're going to suffer".
* ''[[Shadowrun]]'' mirrors the ''World of Darkness'' system considerably (Shadowrun, however, uses standard six-sided dice rather than ten-siders). Earlier editions, you rolled dice so as to get at least a target number (if it's more than 6, you had to roll for 6's and then reroll to add onto their total, hoping to eventually reach the number), and 1s were always considered a fail. The 4th Edition changed it so that "hit" was simply anything at least a 5 and you tried to get a requisite number. 1s are still bad as a majority of 1s results in a "glitch", a setback that occurs even if you succeed (unless of course, you roll a majority of 1s and no "hits": the dreaded "critical glitch").
 
=== [[Web Original]] ===
* [http://www.youtube.com/watch?v=D31rhjKHytg Jalyss] weighs in re: [[Empty Levels|scaled levelling]]. (Spoiler: She doesn't like it any more than the rest of us)
 
{{reflist}}