Well, even if we have conditions to end game we still don’t know if player’s goal is to end the game (poker) or to avoid ending it for as long as possible (Jenga). We can try to deduce it empirically (if it’s possible to end game on first turn effortlesly, then goal is to keep going), but I’m not sure if it applies to all games.
I mean it could not be visible from a game log (for complex games). We will see the combination of pieces when game ends (ending condition), but it can be not enough.
“Victory conditions” in the context I’m using are the conditions that need to be met in order for the game to end, not simply the state of play at the point when any given game ends.
Well, even if we have conditions to end game we still don’t know if player’s goal is to end the game (poker) or to avoid ending it for as long as possible (Jenga). We can try to deduce it empirically (if it’s possible to end game on first turn effortlesly, then goal is to keep going), but I’m not sure if it applies to all games.
If ending the game quickly or slowly is part of the objective, in what way is it not included in the victory conditions?
I mean it could not be visible from a game log (for complex games). We will see the combination of pieces when game ends (ending condition), but it can be not enough.
I don’t think we’re talking about the same things here.
A decision tree is an optimal path through all possible decision in a game, not just the history of any given game.
“Victory conditions” in the context I’m using are the conditions that need to be met in order for the game to end, not simply the state of play at the point when any given game ends.