Re: The Economics of Chess conventions

2000-09-20 Thread michael gilson de lemos

a)My understanding is that touching the piece often causes the opponent to
reveal "tells" or body signals indicative of his strategy. It also prevents
claims a piece was moved by mistake.

b)Poker? Monopoly?Tower building games (judging a marginal effect)?

Best Regards,
MG
 Question: Chess players often use the "touch rule" - you touch
 a piece, you move it. Is there any economic motivation for this rule?

 Question: Any other games use economic insights to make playing
 and spectating more fun?

 -fabio





RE: The Economics of Chess conventions

2000-09-20 Thread dmccarthy

There's a fair amount of game theoretic work on poker especially. Ken
Binmore's Fun and Games which is a good source for 
cites. One of the best books I've seen on strategy in games is Epstein's The
Theory of Gambling and Statistical Logic. I wholeheartedly recomend it.


Donald McCarthy
Centre for Post-Collectivist Studies
Social Market Foundation

[EMAIL PROTECTED]
T: +44 020 72227060
F: +44 020 72220310

 
  Question: Any other games use economic insights to make playing
  and spectating more fun?
 
  -fabio
 



Re: The Economics of Chess conventions

2000-09-20 Thread michael gilson de lemos

I would add that in poker, money management is also very critical. One can
lose most of the games, and often must, to end up with the largest pot

I notice the responses so far seem to divide this list among the games that
attempt to model a portion of reality, such as Diplomacy, Risk and so forth,
and then those that seem to model specific economic behaviors such as risk
avoidance and resource management and are more traditional and abstract,
such as poker.

There is a whole class of jigsaw puzzle games used by corporate trainers to
specifically model economic behavior in industrial decision making  as a
teaching device. One may argue the famed Monopoly is such a game for the
wider public, as are city-building games such as began with "Gilgamesh" and
continue with Sim-City and Empire. Do they model "Crusoe economics" by using
entire sets of economic behavior?

And--what about co-operative games where the point is to help everyone win,
such as Korean circle ball ( after which hackey-sack is modeled) or the
focus is on personal action, such as certain "girls games," acculturation
games used by therapists and in many communes or social settings, or games
played by toddlers?

Best Regards,
MG
From: Fred Foldvary [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, September 20, 2000 9:04 AM
Subject: Re: The Economics of Chess conventions


  Question: Any other games use economic insights to make playing
  and spectating more fun?
  -fabio

 Poker uses two insights:

 1. Rent.  There are higher and lower valued cards, so a hand (set of
 cards) acquires a rent, paid by betting.

 2. Entrepreneurship.  One can win not just by having a highest-valued hand
 but also by bluffing, making others believe that one has it.  The
 card-player as enterpreneur is successful if he knows the market, i.e. the
 playing styles of the others and the likely supplies (hands) and demands
 (likely bets).

 Fred Foldvary





The Economics of Chess conventions

2000-09-19 Thread fabio guillermo rojas


Observation: Competitive chess players often use clocks to ration time.
Seems logical - conserve your time for important or difficult move.
Straight forward budget constraint.

Question: Chess players often use the "touch rule" - you touch
a piece, you move it. Is there any economic motivation for this rule? 

Question: Any other games use economic insights to make playing
and spectating more fun?

-fabio




Re: The Economics of Chess conventions

2000-09-19 Thread John Perich


Question: Chess players often use the "touch rule" - you touch
a piece, you move it. Is there any economic motivation for this rule?

Minimizes the number of "Oh, wait, I didn't want to do that - can I take 
that back?" claims, which (A) makes the game go faster, and (B) makes 
opponents less concerned about hastily revealing their plans (e.g., if I 
move my queen to a certain spot, THEN notice that you're about to take that 
queen with one of your pieces, and ask to 'take the move back', it makes you 
less likely to follow through on other plans of yours - which makes the game 
more frustrating for both of us).

Question: Any other games use economic insights to make playing
and spectating more fun?


_Diplomacy_ (formerly by Milton Bradley, currently owned by Hasbro) is a 
great game for economic analysis.  A brief summary, for those who've never 
played it:

The board for _Diplomacy_ is a simplified map of Western and Eastern Europe, 
and a bit of North Africa.  Each region of a country is one space, with some 
regions containing valuable 'supply centers.'  Each country (made up of 
several regions) has a number of armies and fleets.

The interesting part is - each army and fleet is equal in strength to every 
other army / fleet.  The only way to dislodge a defending army is with 
overwhelming force (two armies to their one, for instance).  Because of the 
way the countries and supply centers are laid out, countries often have to 
work together to oust a common enemy.

Each country's moves are resolved at once; moves are written down on slips 
of paper, put in a hat, and read simultaneously.  Thus, it's possible to 
promise aid to someone, and end up not delivering it (or, in fact, turning 
against that person).

_Diplomacy_ is one of the most intriguing games I've ever come across (I'm 
engaged in a game by e-mail currently).  I think some interesting economic 
speculations can be derived from it.

-JP
_
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Re: The Economics of Chess conventions

2000-09-19 Thread Ananda Gupta

On 19 Sep 2000, at 19:12, John Perich wrote:

 _Diplomacy_ is one of the most intriguing games I've ever come across
 (I'm engaged in a game by e-mail currently).  I think some interesting
 economic speculations can be derived from it.

That's putting it lightly.  On the most popular Diplomacy ezine 
("The Diplomatic Pouch"), it's rare to see an issue without at least 
one article on Diplomacy and game theory.  Dip attracts a lot of 
mathematicians and economists.  There was even a fascinating 
"study" done wherein article readers saw different web pages (but 
didn't know that) and while they thought they were being asked 
opinions on a particular map position, the web pages showed the 
same positions subtly differently (the pieces were in different 
*places* in their spaces) to see if that influenced perception of the 
situation.  (It did.)

On the question of other boardgames -- many, many, many 
boardgames involve substantial economic reasoning, but they are 
rarely "common" games in this country.  Instead, serious boardgame 
hobbyists play European imports, which are usually much more 
well designed.  One game that took the hobby world by storm about 
five years ago is called "The Settlers of Catan."  The board is a 
randomly generated assortment of resources and ports, and players 
must build their settlements and roads to produce as efficiently as 
they can.  It is difficult to win without trading shrewdly with your 
opponents.  In fact, trade is central to the game.  Each resource (there 
are 5) is uniquely difficult to produce each game, so you are never 
sure what will be scarce and what won't.

Other "German games" or "Eurogames" involve other economic 
mechanisms -- some of the first ones I played were fascinating 
auction games, where the idea was to make the most money.  In 
"Modern Art", you have a hand of paintings (cards), and each player 
plays one in turn.  When a player plays a card, the card specifies the 
type of auction... free-for-all, reserve price, one bid in turn, etc.  At 
the end of each round, all paintings "won" by each player are cashed, 
depending on *how many* of those paintings were put up for sale.  
So ideally you want your own paintings to go for the most money, 
but for that to happen other people have to play them, not just you.  
However, if only you own a particular artist's work, then no one else 
will have an incentive to auction off more of his work... which leads 
to a lot of interesting auction strategy.  And, of course, you can try to 
win just by collecting the cash from selling your cards, rather than 
accumulating a collection of paintings each round.

I could go on (and on, and on) -- but my point is that there are a ton 
of games out there for which economic reasoning is central.  
Boardgaming is a great hobby for economists, if you know where to 
look for the good games.

Ananda Gupta
Some folks are dissatisfied with the free market if it doesn't work perfectly, and 
satisfied with government if it works at all
.

-- Daniel B. Klein