If they were beaten, they adopt a combination that would have beaten the opponent. The psychology of game-players in PVP games suggests that they would much prefer to use a different set of equipment rather than copy a set of equipment someone used against them.
To give the simulation an equilibrium, perhaps they have a small chance to adopt the winner’s combination and otherwise adopt a combination that would have won.
If they were beaten, they adopt a combination that would have beaten the opponent. The psychology of game-players in PVP games suggests that they would much prefer to use a different set of equipment rather than copy a set of equipment someone used against them.
Goodness, thank you! I had that correct in my first comment on this whole post, as I played an MMO called Guild Wars avidly for a while. I apparently forgot that here. It does make the simulation somewhat more challenging to model.
If they were beaten, they adopt a combination that would have beaten the opponent. The psychology of game-players in PVP games suggests that they would much prefer to use a different set of equipment rather than copy a set of equipment someone used against them.
To give the simulation an equilibrium, perhaps they have a small chance to adopt the winner’s combination and otherwise adopt a combination that would have won.
Goodness, thank you! I had that correct in my first comment on this whole post, as I played an MMO called Guild Wars avidly for a while. I apparently forgot that here. It does make the simulation somewhat more challenging to model.