Arkady
President
This is possibly of interest to nobody else, but I thought I'd share.
In another thread, I said I preferred the version of half-court basketball where when a team scores, the other team gets the ball, rather than the "make it, take it" variety, where you keep getting the ball back as long as you keep scoring on each possession. My preference is based partly on that being more consistent with real basketball (the other team gets the ball after a basket), but also based on my impression that it rewards more balanced play. My gut feeling was that make-it/take-it favors offense over defense, by allowing someone who is a weak defender to hide that defect by often being able to stay on offense for long periods.
To check whether that gut feeling was correct, I programmed a quick simulation. I assigned each of two players a skill number for offense and defense. Player A had a 60 offense and 30 defense, and Player B had 50 for each. Player B, therefore, was the overall better player (total skill of 100, versus 90 for his opponent). Then I had the computer simulate possessions for each. On each possession, the computer would roll a random number from 0 to the relevant skill number. So, if player A was on offense and Player B on defense, Player A would be 0-60 and Player B would be 0-50. If the offensive player's random number exceeded the defender's, he gets one point, otherwise the ball gets turned over and a new possession gets calculated based on the other player on offense. The first to 15 points "wins."
I ran two simulations, first based on "losers outs" rules (where after the offensive player scores, the other player gets possession), and second based on make-it/take-it (the scorer keeps getting new possessions until the defender wins the random number face-off). It took about 15 minutes to program, but once I was done, the computer could run tens of thousands of simulated games in seconds.
What I found confirmed my gut feeling. In the "losers out" simulation, the better offensive player (the worse player overall) wins about 23% of the time -- about what we'd expect for "dumb luck" letting a somewhat less skillful player win, in a game to 15. In the "make-it/take-it" simulation, on the other hand, the better offense/worse overall player wins about 77% of the time. Make-it/take-it makes a huge difference in allowing some weaker overall players to dominate stronger ones, by giving greatly disproportionate importance to offense. I suspect it also magnifies the randomness of the result, though I'd need to run a whole lot more simulations and do statistical tests to confirm that).
This has some relevance to the setting up of rules in an economic "game." If you want a meritocracy, where the harder-working, more skillful person tends to come out on top more often, some rules will favor that more than others. Think of offense and defense as analogous to the skills of "capitalizing on advantages" and "overcoming hardship" respectively. If you have a "make-it/take-it" economic system, where things are relentlessly set up to reward short-term successes, you put huge weight on one skill (capitalizing on advantages), allowing victories even for someone who is very weak on another area (overcoming hardship), through the same kind of "streak" dynamics as in make-it/take-it basketball. If, on the other hand, you have rules that give someone who suffered a short-term setback "the ball", you favor long-term success by whoever has greater overall skill, rather than letting someone build up momentum that allows him to avoid being tested in areas of weakness.
If you take the rules of the "game" to extremes that are too great, in either direction, you ruin the game. People will stop really even trying. If, for example, any success will be punished so harshly that extra skill and effort mean almost nothing, and the victory ends up little better than a coin toss, nobody will bother making an effort. But, in the same way, if you so reward early success that a little initial luck can result in an insurmountable streak (and a little early bad luck puts people into a rut they can never get out of), people won't try hard there, either. Sporting leagues get that, which is why they often institute drafts where the worst teams go first, and scheduling where worse teams get easier schedules, and salary caps that keep the best teams from leveraging early success to monopolize all the talent. And it's why real basketball isn't "make-it/take-it". If you want to keep the games interesting and hard-fought, the rules have to be built to do that. That doesn't mean you're dictating the outcome. It just means that you're recognizing that certain rules are going to result in more competitive games than others.
In another thread, I said I preferred the version of half-court basketball where when a team scores, the other team gets the ball, rather than the "make it, take it" variety, where you keep getting the ball back as long as you keep scoring on each possession. My preference is based partly on that being more consistent with real basketball (the other team gets the ball after a basket), but also based on my impression that it rewards more balanced play. My gut feeling was that make-it/take-it favors offense over defense, by allowing someone who is a weak defender to hide that defect by often being able to stay on offense for long periods.
To check whether that gut feeling was correct, I programmed a quick simulation. I assigned each of two players a skill number for offense and defense. Player A had a 60 offense and 30 defense, and Player B had 50 for each. Player B, therefore, was the overall better player (total skill of 100, versus 90 for his opponent). Then I had the computer simulate possessions for each. On each possession, the computer would roll a random number from 0 to the relevant skill number. So, if player A was on offense and Player B on defense, Player A would be 0-60 and Player B would be 0-50. If the offensive player's random number exceeded the defender's, he gets one point, otherwise the ball gets turned over and a new possession gets calculated based on the other player on offense. The first to 15 points "wins."
I ran two simulations, first based on "losers outs" rules (where after the offensive player scores, the other player gets possession), and second based on make-it/take-it (the scorer keeps getting new possessions until the defender wins the random number face-off). It took about 15 minutes to program, but once I was done, the computer could run tens of thousands of simulated games in seconds.
What I found confirmed my gut feeling. In the "losers out" simulation, the better offensive player (the worse player overall) wins about 23% of the time -- about what we'd expect for "dumb luck" letting a somewhat less skillful player win, in a game to 15. In the "make-it/take-it" simulation, on the other hand, the better offense/worse overall player wins about 77% of the time. Make-it/take-it makes a huge difference in allowing some weaker overall players to dominate stronger ones, by giving greatly disproportionate importance to offense. I suspect it also magnifies the randomness of the result, though I'd need to run a whole lot more simulations and do statistical tests to confirm that).
This has some relevance to the setting up of rules in an economic "game." If you want a meritocracy, where the harder-working, more skillful person tends to come out on top more often, some rules will favor that more than others. Think of offense and defense as analogous to the skills of "capitalizing on advantages" and "overcoming hardship" respectively. If you have a "make-it/take-it" economic system, where things are relentlessly set up to reward short-term successes, you put huge weight on one skill (capitalizing on advantages), allowing victories even for someone who is very weak on another area (overcoming hardship), through the same kind of "streak" dynamics as in make-it/take-it basketball. If, on the other hand, you have rules that give someone who suffered a short-term setback "the ball", you favor long-term success by whoever has greater overall skill, rather than letting someone build up momentum that allows him to avoid being tested in areas of weakness.
If you take the rules of the "game" to extremes that are too great, in either direction, you ruin the game. People will stop really even trying. If, for example, any success will be punished so harshly that extra skill and effort mean almost nothing, and the victory ends up little better than a coin toss, nobody will bother making an effort. But, in the same way, if you so reward early success that a little initial luck can result in an insurmountable streak (and a little early bad luck puts people into a rut they can never get out of), people won't try hard there, either. Sporting leagues get that, which is why they often institute drafts where the worst teams go first, and scheduling where worse teams get easier schedules, and salary caps that keep the best teams from leveraging early success to monopolize all the talent. And it's why real basketball isn't "make-it/take-it". If you want to keep the games interesting and hard-fought, the rules have to be built to do that. That doesn't mean you're dictating the outcome. It just means that you're recognizing that certain rules are going to result in more competitive games than others.