Oops, I failed to notice that part. Well, no, I can’t. But then maybe you should just be playing a different game, or if you have a lot of time, redesigning Stratego from scratch. :) But failing that I guess opponent-shaming does work if you’re willing to allow it.
Edit: But I don’t see how it can be considered at all a good solution. It also requires that you both recognize the problem in the first place. Though with something like stalling I’m not sure there is any real stable solution, due to boundary exploitation and the ability to stall more subtly. Hm, I guess I take back my “opponent-shaming does work if you’re willing to allow it”; if you’re already at the point that it’s the only solution you can find, then it isn’t going to solve the problem.
Though with something like stalling I’m not sure there is any real stable solution, due to boundary exploitation and the ability to stall more subtly.
I find that this analysis is exactly correct for bughouse, a time-based 4-player game where stalling can be the key to victory and is very difficult (costly) to monitor, because any time you spend seeing if your partner’s opponent is stalling becomes time that you can’t spend defeating your own opponent.
In Stratego, a turn-based 2-player game, you can often treat the decision to stall or not-stall as an iterated fake Prisoner’s Dilemma, especially because the cost of being defected on for one turn is quite small, and the act of defecting for an entire game is quite noticeable. If I ‘cooperate’ by attacking you for 2 games in a row, and then you refuse to attack me on the 3rd game, I can’t help but notice that I’m always the one attacking, and I can just refuse to play a 4th game with you until you apologize.
Oops, I failed to notice that part. Well, no, I can’t. But then maybe you should just be playing a different game, or if you have a lot of time, redesigning Stratego from scratch. :) But failing that I guess opponent-shaming does work if you’re willing to allow it.
Edit: But I don’t see how it can be considered at all a good solution. It also requires that you both recognize the problem in the first place. Though with something like stalling I’m not sure there is any real stable solution, due to boundary exploitation and the ability to stall more subtly. Hm, I guess I take back my “opponent-shaming does work if you’re willing to allow it”; if you’re already at the point that it’s the only solution you can find, then it isn’t going to solve the problem.
I find that this analysis is exactly correct for bughouse, a time-based 4-player game where stalling can be the key to victory and is very difficult (costly) to monitor, because any time you spend seeing if your partner’s opponent is stalling becomes time that you can’t spend defeating your own opponent.
In Stratego, a turn-based 2-player game, you can often treat the decision to stall or not-stall as an iterated fake Prisoner’s Dilemma, especially because the cost of being defected on for one turn is quite small, and the act of defecting for an entire game is quite noticeable. If I ‘cooperate’ by attacking you for 2 games in a row, and then you refuse to attack me on the 3rd game, I can’t help but notice that I’m always the one attacking, and I can just refuse to play a 4th game with you until you apologize.
Oh, so you’re considering this over games/strategies, rather than moves/tactics. Interesting.