Possible Interpretations for Game Refinement Measure

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10507)

Abstract

This paper explores possible interpretations for game refinement measure which has been successfully used to quantify the game sophistication of various types of games such as boardgames and sports. It presents a brief sketch of game refinement theory with a focus on its early works with boardgames, expansion into continuous movement games such as sports, and a bridge between sports and boardgames. It then highlights the bridging idea while considering possible interpretations for game refinement measure, and the meaning of game refinement measure is discussed with a focus on the skill and chance aspects in game playing. It enables to have a new perspective of game refinement theory. Moreover, an example of interpretation for game refinement measure from boardgames and continuous movement games such as MOBA game is shown. The interpretation is well fitting to our intuition as game players and spectators.

Keywords

Game refinement measure Game progress model Boardgame Continuous movement game, sports, MOBA game 

Notes

Acknowledgements

This research is funded by a grant from the Japan Society for the Promotion of Science (JSPS), within the framework of the Grant-in-Aid for Challenging Exploratory Research (grant number 26540189) and Grant-in-Aid for JSPS Fellow.

References

  1. 1.
    Gaudiosi, J.: Riot games’ league of legends officially becomes most played PC game in the world. Forbes (2012)Google Scholar
  2. 2.
    Iida, H., Takahara, K., Nagashima, J., Kajihara, Y., Hashimoto, T.: An application of game-refinement theory to Mah Jong. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 333–338. Springer, Heidelberg (2004). doi: 10.1007/978-3-540-28643-1_41 CrossRefGoogle Scholar
  3. 3.
    Iida, H., Takeshita, N., Yoshimura, J.: A metric for entertainment of boardgames: its implication for evolution of chess variants. In: Nakatsu, R., Hoshino, J. (eds.) Entertainment Computing. ITIFIP, vol. 112, pp. 65–72. Springer, Boston, MA (2003). doi: 10.1007/978-0-387-35660-0_8 CrossRefGoogle Scholar
  4. 4.
    Neumann, J.: Zur theorie der gesellschaftsspiele. Math. Ann. 100(1), 295–320 (1928)MathSciNetCrossRefMATHGoogle Scholar
  5. 5.
    Shannon, C.E.: Programming a computer for playing chess. In: Levy, D. (ed.) Computer Chess Compendium, pp. 2–13. Springer, New York (1988). doi: 10.1007/978-1-4757-1968-0_1 CrossRefGoogle Scholar
  6. 6.
    Turing, A.: Chess. Part of the collection Digital Computers Applied to Games. In: Bowden, B.V. (ed.) Faster Than Thought, a Symposium on Digital Computing Machines (1953)Google Scholar
  7. 7.
    Panumate, C., Xiong, S., Iida, H.: An approach to quantifying Pokemon’s entertainment impact with focus on battle. In: 3rd International Conference on Applied Computing and Information Technology/2nd International Conference on Computational Science and Intelligence, Okayama, pp. 60–66 (2015)Google Scholar
  8. 8.
    Punyawee, A., Panumate, C., Iida, H.: Finding comfortable settings of snake game using game refinement measurement. In: Park, J.J.J.H., Pan, Y., Yi, G., Loia, V. (eds.) CSA/CUTE/UCAWSN -2016. LNEE, vol. 421, pp. 66–73. Springer, Singapore (2017). doi: 10.1007/978-981-10-3023-9_11 CrossRefGoogle Scholar
  9. 9.
    Cincotti, A., Iida, H., Yoshimura, J.: Refinement and complexity in the evolution of chess. In: Proceedings of the 10th International Conference on Computer Science and Informatics, pp. 650–654 (2007)CrossRefGoogle Scholar
  10. 10.
    Sutiono, A.P., Purwarianti, A., Iida, H.: A mathematical model of game refinement. In: Reidsma, D., Choi, I., Bargar, R. (eds.) INTETAIN 2014. LNICSSITE, vol. 136, pp. 148–151. Springer, Cham (2014). doi: 10.1007/978-3-319-08189-2_22 CrossRefGoogle Scholar
  11. 11.
    Nossal, N.: Expansion of game refinement theory into continuous movement games with consideration on functional brain measurement. Ph.D. Thesis, Japan Advanced Institution of Science and Technology (2015)Google Scholar
  12. 12.
    Xiong, S., Iida, H.: Attractiveness of real time strategy games. In: 2nd International Conference on Systems and Informatics (ICSAI), pp. 271–276. IEEE (2014)Google Scholar
  13. 13.
    Xiong, S., Zuo, L., Chiewvanichakorn, R., Iida, H.: Quantifying engagement of various games. In: The 19th Game Programming Workshop, pp. 101–106. Information Processing Society of Japan (2014)Google Scholar
  14. 14.
    Iida, H.: Fairness, judges and thrill in games. In: IPSJ-SIG-GI Technical Report, vol. 28, pp. 61–68 (2008)Google Scholar
  15. 15.
    De Groot, A.D.: Thought and Choice in Chess. Mouton Publishers, The Hague (1965)Google Scholar
  16. 16.
    Ranking data of soccer league. http://goal.sports.163.com. Accessed 2017
  17. 17.
    Xiong, S., Tiwary, P.P., Iida, H.: Solving the sophistication-population paradox of game refinement theory. In: Wallner, G., Kriglstein, S., Hlavacs, H., Malaka, R., Lugmayr, A., Yang, H.-S. (eds.) ICEC 2016. LNCS, vol. 9926, pp. 266–271. Springer, Cham (2016). doi: 10.1007/978-3-319-46100-7_28 CrossRefGoogle Scholar
  18. 18.
    Prasertsakul, P., Iida, H., Kondo, T.: Boring game identification: case study using popular sports games. In: SICE Annual Conference, Society of Instrument and Control Engineers (2016)Google Scholar
  19. 19.
    Panumate, C., Iida, H.: Quantifying enjoyment of individual match in games. In: The Annual Conference on Engineering and Applied Science, Higher Education Forum (2016)Google Scholar
  20. 20.
    Groll, A., Schauberger, G., Tutz, G.: Brazil or Germany-who will win the trophy? Prediction of the FIFA World Cup. 2014 based on team-specific regularized Poisson regression (2014)Google Scholar
  21. 21.
    Johnson, D., Nacke, L.E., Wyeth, P.: All about that base: differing player experiences in video game genres and the unique case of moba games. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 2265–2274 (2015)Google Scholar
  22. 22.
    Xiong, S., Zahi, H., Zuo, L., Wu, M., Iida, H.: Analysis of the “Heroes of the Storm”. Int. J. Adv. Comput. Sci. 4(6), 79–82 (2015)Google Scholar
  23. 23.
    Minotti, M.: League of Legends vs. DOTA2 vs. Smite vs. Heroes of the Storm. http://venturebeat.com/2015/07/15/comparing-mobas-league-of-legends-vs-dota-2-vs-smite-vs-heroes-of-the-storm/

Copyright information

© IFIP International Federation for Information Processing 2017

Authors and Affiliations

  1. 1.Japan Advanced Institute of Science and TechnologyNomiJapan

Personalised recommendations