Game Development Reference
But it's usually easier to think of it like this:
The same triangular pattern of moves and countermoves appears in
many forms across countless games. In fighting games, block beats punch,
throw beats block, and punch beats throw. In strategy games, spearmen
beat cavalry, archers beat spearmen, and cavalry beat archers. This tri-
angle of countermoves appears over and over because it is the simplest way
to create a symmetrical game with no Nash equilibrium.
However, contrary to popular belief, the triangular rock-paper-scissors
pattern is not the only basic design structure without Nash equilibria.
Think of the castle battle. There are four moves, not three. And each player
has two options. This isn't like rock-paper-scissors, yet it still has no Nash
The rock-paper-scissors pattern creates no Nash equilibrium for sym-
metrical games where each player has the same moves. But in asymmetri-
cal games like the castle battle, we use a different design pattern named
after another old game: matching pennies .
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