What Constitutes Fairness in Games? A Case Study with Scrabble
Abstract
:1. Introduction
2. Literature Review and Related Work
2.1. Artificial Intelligence (AI) and Fairness in Games
2.2. Game Refinement Theory
2.3. Gamified Experience and the Notion of Fairness
2.3.1. Definition of Outcome Fairness
2.3.2. Definition of Process Fairness
- (1)
- Board games:
- (2)
- Scoring games:Let W and L be the number of advantages and the number of disadvantages in the games that have a game pattern with an observable score. The score rate p is given by (10), which implies that the number of advantages W and the number of disadvantages L are almost equal when a game meets fairness.
2.3.3. Momentum, Force, and Potential Energy in Games
2.4. Evolution of Fair Komi in Go
3. The Proposed Assessment Method
3.1. Dynamic versus Static Komi
3.2. Scrabble AI and Play Strategies
- Mid-game: This phase lasts from the beginning until there are nine or fewer tiles left in the bag.
- Pre-endgame: This phase starts when nine tiles are left in the bag. It is designed to attempt to yield a good end-game situation.
- Endgame: During this phase, there are no tiles left in the bag, and the state of the Scrabble game becomes a perfect information game.
4. Computational Experiment and Result Analysis
4.1. Analysis of Dynamic Komi in the Game of Go
4.2. Analysis of Dynamic Komi in the Game of Scrabble
4.3. Optimal Play Strategy in Scrabble
4.4. Link between Play Strategy and Fairness
4.5. Interpretation of m with Respect to Fairness from Entertainment Perspective
4.6. Interpretation of m with Respect to Fairness from the Physics-in-Mind Perspective
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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No. of Games | Winning Probability | |
---|---|---|
Black | 6701 | 53.15% |
White | 5906 | 46.85% |
Total | 12,607 |
Komi | Static Komi | Dynamic Komi | ||
---|---|---|---|---|
Value | Black | White | Black | White |
3.5 | 53.30% | 46.70% | 53.10% | 46.90% |
4.5 | 55.00% | 45.00% | 52.90% | 47.10% |
5.5 | 53.15% | 46.85% | 52.50% | 47.50% |
6.5 | 50.58% | 49.42% | 51.40% | 48.60% |
7.5 | 49.51% | 50.49% | 50.15% | 49.85% |
Game | G | T | B | D | |
---|---|---|---|---|---|
Xiangqi | 38.00 | 95 | 0.065 | ||
Soccer | 2.64 | 22.00 | 0.073 | ||
Basketball | 36.38 | 82.01 | 0.073 | ||
Chess | 35.00 | 80.00 | 0.074 | ||
Go | 250.00 | 208.00 | 0.076 | ||
Table tennis | 54.86 | 96.47 | 0.077 | ||
UNO® | 0.98 | 12.68 | 0.078 | ||
DotA® | 68.6 | 106.20 | 0.078 | ||
Shogi | 80.00 | 115 | 0.078 | ||
Badminton | 46.34 | 79.34 | 0.086 | ||
Scrabble * | 2.79 | 31.54 | 0.053 | ||
Scrabble ** | 10.25 | 39.56 | 0.080 |
Game | G | T | B | D | m | F | ||
---|---|---|---|---|---|---|---|---|
Chess | 35.00 | 80.00 | 0.7813 | 0.1708 | 0.0152 | 0.07474 | ||
Go | 250.00 | 208.00 | 0.4000 | 0.2400 | 0.0015 | 0.2880 | ||
Go | 220.00 | 264.00 | 0.5830 | 0.2431 | 0.0026 | 0.2028 | ||
Shogi | 80.00 | 115.00 | 0.6500 | 0.2300 | 0.0073 | 0.1593 | ||
Shogi | 80.00 | 204.00 | 0.8040 | 0.1575 | 0.0063 | 0.0640 | ||
Soccer | 2.64 | 22 | 0.8800 | 0.1056 | 0.0704 | 0.0253 | ||
Scrabble * | 2.79 | 31.54 | 0.0091 | 0.00006 | 0.000004 | 0.000001 | ||
Scrabble ** | 10.25 | 39.56 | 0.4824 | 0.27170 | 0.0137 | 0.3061 |
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Aung, H.P.P.; Khalid, M.N.A.; Iida, H. What Constitutes Fairness in Games? A Case Study with Scrabble. Information 2021, 12, 352. https://doi.org/10.3390/info12090352
Aung HPP, Khalid MNA, Iida H. What Constitutes Fairness in Games? A Case Study with Scrabble. Information. 2021; 12(9):352. https://doi.org/10.3390/info12090352
Chicago/Turabian StyleAung, Htun Pa Pa, Mohd Nor Akmal Khalid, and Hiroyuki Iida. 2021. "What Constitutes Fairness in Games? A Case Study with Scrabble" Information 12, no. 9: 352. https://doi.org/10.3390/info12090352
APA StyleAung, H. P. P., Khalid, M. N. A., & Iida, H. (2021). What Constitutes Fairness in Games? A Case Study with Scrabble. Information, 12(9), 352. https://doi.org/10.3390/info12090352