Diplomacy Zine -- EP #193 Chapter Seven From: Eric_S_Klien@cup.portal.com Date: Tue, 14 Aug 1990 03:35:46 +0000 Issue #193 of ELECTRONIC PROTOCOL: ************************************************************************ Robbie woke up. And screamed. It was an animal sound, but he didn't care. The brain cart, evidently excited by the sound, wheeled around even faster, driving itself against the concrete walls of the enclosure again and again and again -- They cut away his scream, of course. They cut away everything they couldn't use. They dissected him neatly, retaining only the brain-box, the eye, and a fernlike structure of nerves. The flesh they threw to the jungle. And in the climate-controlled computer laboratory where nothing could rot, they replaced his blood with a colorless flurocarbon analog. They inserted deep electrodes. When the visual cortex had been sufficiently mapped, they snipped off the eye and fed it to the birds. And Robbie sank deeper into the machine. Without the eye there was no up, no down, no day, no night. His consciousness was one with the machine, filled will glowing digital phantoms. He didn't understand the tasks that were demanded of him, didn't comprehend the ghostly display of winking digits that were now his only perceptual reality. But the machine could give pleasure and the machine could give pain, and in time he would learn. And on the third day he stopped imagining that he was breathing, forgot that he had ever breathed at all. ************************************************************************ Chapter One contains: BLITZKRIEG, GETTYSBURG, RED STORM RISING, and PASSCHENDAELE And is published by daybell@aludra.usc.edu/Donald Daybell Chapter Two contains: DRAGONSLAYER, JACAL, MANHATTAN, VERSAILLES, DRESDEN, and KHAN And is published by tedward@cs.cornell.edu/Ted Fischer Chapter Three contains: MULHOUSE, DAWN PATROL, SNIKKEL-2, BERLIN, SNIKKEL-1, EL ALAMEIN, SQUALANE, UNGAWE, CAPTAIN CAVEMAN And is published by cwekx@htikub5.bitnet/Constantijn Wekx Chapter Four contains: NICKEL, OZARK, DEADLY DAGGERS, YORKTOWN, MONTREUIL-SUR-MER Chapter Five contains: ARCHANGEL, BORDEL, ERIS, MASADA, and YALTA And is published by bmers58!dgibbs@bnrgate/David Gibbs Chapter Six contains: TOKUGAWA, BERLIN WALL, HIROSHIMA, GENGHIS KHAN, SEA LION, VIOLENT PEACE And is published by sinhaa@mcmaster.ca/Anand Sinha ----------- Chapter Seven ----------- No games this issue. Publisher comments: Quote is from p. 153 and 154 of the book Antibodies by David J. Skal. The following articles were given to me by m.i.nelson@gdr.bath.ac.uk/ Mark Nelson: EVALUATING INTENTIONS By Francois Cuerrier (( Reprinted from Passchendaele #52, March 1988)) Who to trust, who to believe -- the eternal question. Remember that this is a game with a very odd paradox: in order to win, you must secure the help of at least one or two other players. Yet your opponents are in it to win, as well, and therefore have no good reason to help you. If you take the game too seriously, you'll soon be certified as paranoid: any offer of assistance is just too good to be true; everybody else is out to get you. Sorting out your friends of the moment from your enemies is probably the single most important decision you'll have to make in the context of any game. Take your enemy for a friend and he will likely see to it that you have no opportunity to repeat tge mistake again. Furthermore, the decision is only as good as the last season; you need to continually re--assess your relationships in light of new circumstances and changing goals. You're just like the physician who must monitor the cardiac condition of a very ill patient without the aid of his stethoscope. Fail and you'll be nailed by the malpractice suit. Again, not a game to be taken too seriously, or it will drive you to drink. Just how are you supposed to determine who is sincere? No one is omniscent, yet the player closest to that will always be one step ahead. There are some factors to analyse, some subtle signs to look out for; learn how and become a master of the game. Feasability. Is the proposal ludicrous? Does it make sense for a player to do as promised? Austria can commit herself to helping Germany defend Munich against the French, which is very nice indeed but quite open to question when within the context of a combined attack by Italy and Russia. Credibility. Examine your opponent's past history. Does he keep his promises? Has he lied before, and more relevant yet, were his lies necessary. Frivolous players are the hardest sort to guard against because of their sheer unrealibity, and alliances with them are also amongst the least profitable because valuable resources must be tied down to guard tghe unsure border. Coherence. Read the letters many times oveer for contradictions. Should you really put faith in a letter from Italy promising to attack Austria "at the earlist opportunity", which then proceeds to dump all over Russia? You must wonder as Turkey if Italy is really interested in war against Austria when he is doing his level best to induce you to into attacking his natural ally; or if his real aim is not to get you embroiled with your northern giant as he and Austria gleefully plunge in the knife. Be sure to store all letters, and compare them with recent correspondence for consistency. Often players will outsmart themselves, lose track of their own lies, or just plain forget what they told you. As a result, they may come up with contradictory or mutually exclusive proposals from letter to letter. If Russia in Spring 1901 starts out by proposingto move to Bla in "self-defence", promising a Fall withdrawel, and then in Fall 190 proposes instead to keep moving eastward to "help out" in the Mediterranean in 1902, then you really ought as Turkey to start wondering just what his first letter really meant. Consistency. How does your opponent's correspondence fit in with the general board situation and information from other (reliable) sources? Does it make sense for Russia to suggest a joint Scandinavian venture against England after building F(StPsc)? As Turkey in 1901, how much value can you place on Italian assurance od co--operation against Austria after hearing from France that he just can't seem to reason with the upstart Mediterranean power, and expects trouble in that area as early as 1901? Profit Motive. Perhapes the best way to second-guess an ally or enemy is, for a minute, to "put yourselves in his/her shoes", to empathize. What he suggests must be in his own general best interest, or else he's either completely incompetnt or not entirely shooting straight with you. Either way, he won't make a reliable ally. Ask yourself what's in it for him. A proposal that is too good to be true generally is. Alternatives. Of course you should believe the poor fellow if he has no choice but to do what he says. Can you really gert suspicious of the guy if he states that he will try to occupy the only center likely to kepp him in the game? As a general rule of thumb, you can expect a player to follow the strategy most profitable to his interests. You should be careful, for example, not to become his easiest target of expansion. Nor should you expect him to stab an ally that is essential to his progress or survival. Mind you, allowances must always be made for less--than--competent players. Not all will have coherent long-term goals, if they have any at all; their idea of a good plan is trying to take Trieste next turn. You will eventually get to know such persons, and will have to think in terms of limited goals rather than overall benefits when trying to second--guess them. Commitment. Always ask a lot of questions. You'll still get an answer of sorts as soon as the recipient starts ignoring or evading the questions... When evaluating the merits of a proposal, make sure to make beautiful plans that involve the other guy two or three seasons (perhapes even more!) before he has to tip his hand. More importantly, will you be hurt seriously if you attack a third party first only to find out that the "alliance" was not worth the paper it was written on? emember that the best diplomatic position is always squarely on top of the fence. Deterence. Often the best way to keep opponents honest is to make them fear your retaliation, or to make any possible attack as difficult and as sterile as possible. With England and Germany at ten centres each, will Germany dare break an agreement and build a second fleet when England has allthe navel strength? It may be tempting for an ally to move adjacent to your undefended border until he is made aware that you will retreat a dislodged unit off the board so thart a build can be made smack on the border ("fast retreat home"). Security. This can actually take three forms: your border is heavily defended; your border is governed by a demilitarized zone agreement, though these have to be examined closely, particularly when they involve home centres; the pre-arranged stand-off that keeps everyone honest. Again, beware of loopholes -- consider: RUSSIA F(Rum)-Bla, A(Sev)-Arm. TURKEY F(Bla)-Rum, A(Arm)-Sev. It is easy for Turkey to go with A(Arm)SF(Bla)-Sev for an easy build. The harder it is for your ally to stab, the more likely that he will stick to his part of any bargain. In effect, you can readhis attack plans one game--year ahead of time. It is even better if you managr to get more units on the border than he had, though getting him to agree to unfavourable odds will be another matter entirely. If he does, then please do not hesitate to stab him at the earliest opportunity -- he deserves it. Dependancy. An ally will not stab you for as long as you have not outlived your usefulness. Conversely, an ally will not risk your wrath is his survival depends on your good will. The importance of this factor is magnified in puppethood agreements, stalemate line positions, and corner power-central power arrangements. Basically, the secret lies perhapes in respecting your opponents, in assuming that they will govern themselves at least as rationally and intelligently as you would. Hardly can this always be the case, particualarly in games with large numbers of novices or personality clashes. Nevertheless, observance of the above ten guidelines will soon reveal who is reliable and who is not. Steer clear of uncontrollable allies -- they rarely bring you anything but grief. CONFESSIONS OF A DIPLOMACY ADDICT ((Reprinted from Victorianna34, July 1990, and written by Alex Smirnov)) My name is XXXXX. It started out harmlessly enough. I started with roleplaying. No real harm, just a little fun. All my friends were doing it. Pretty soon I needed something harder. I began to experiment with Wargaming. It had an odd effect on me. I started to have hallucinations that I was another Rommel or Montgomery. I was taking Wargaming about twice a week. Then one summer a friend told me that he was doing Diplomacy. I was shocked. I thought that I knew my friend. I couldn't imagine him sitting with his eyes glued to a diplomacy board for hours, or him conferring with another person in a dark corner of a room plotting the destruction of a country. My first experience with Diplomacy came at a party. I kept wondering why people went in and out of a back room of the house. People had strange smiles on their faces. There would be oblique references --- 'So and so is talking to so and so`. Out of curiosity I went into the back room. To my amazement, there were seven people sitting around a Diplomacy board, including my friend. They invited me to stay. I was a bit hesitant at first, but figuring that watching a game couldn't hurt, I stayed. I became engrossed in the game. When a player had to go, I took his place without hesitation. I suppose that was the beginning of my addiction. It's been three years now and I expanded to regular games between friends, hobbymeets, tournaments and postal diplomacy. Much of my time and money is spent on Diplomcy. Going cold Turkey without Diplomacy makes me breakout in a sweat. I suppose I'll be a Diplomacy addict for the rest of my life.. Predicting the End Howard Mahler ((Reprinted from Impassable #18, 17--3--73)) I'm sure that most of you will have wondered at one time or another when a particular game of diplomacy would end. This article will try to give you the means to make an educated guess. Aside from any possible 'practical value' I think it's fun to make such predictions. For example, as a preview, I predict that 1972AZ (where I'm France) will be over by Winter 1907. If you want to know why, read on and try to bear with a minimum of mathematics. First for those of you who live in the real world, six years in Diplomacy time equals about one year real time (using Impassable's deadline system). The basic idea of my method is to measure the 'imbalence of power.' We will end up with one number, which hopefully will tell us how far along the game is. 1. Find the average number of supply centres held by taking the total (usually 34, except near the beginning of a game) and dividing by seven. 2. Get each country's 'deviation from the mean' by subtracting its supply centre count from the average. 3. Square each country's deviation. 4. Add the results of step #3 for each country. 5. Divide the result of #4 by 7. 6. Take the square root of the result of step #5. The results of step #6 is the standard deviation (s.d). The s.d would then in some sense represent the imbalance of the present position. At the beginning of a game the s.d is 0.350. This also happens to be the s.d of the most balenced position that can occur, when all the centers are controlled (with one player on four and the rest on five). Another quantity of interest in the minimum s.d that can occur when a game ends. This minimum value will occur when the distribution is 18, 3, 3, 3, 3, 2, 2. Then we have a s.d of 5.38. On the other hand, the maximum s.d one can have without someone winning is 7.67 and occurs when two players have 17 centres each. With the results of the last two paragraphs in mind, we introduce a new parameter M which is zero at the start of a game and roughly 100% when it is over. To do this, one defines M to be equal to (s.d minus 0.35) divided by six. So M represents roughly the percentage of the game that has elapsed. For instance, 1972AZ had M=56% at the end of 1904. Therefore, one might predict that 1972AZ will be over at about the end of 1907. On the other hand, 1972CK has M=5% after two years. Therefore, one might expect it would take 40 (!) game years to complete! I don't think this will be so... I'm aware that other factors besides the number of supply centers enter into how long a game will run, i.e alliance structures, tactical position, skill of the players involved, etc. The M number does not take these factors into account. Also, the M number doesn't march like the Roman Legions, straight to its goal of 100%. It can stand still due to a deadlock, or even decrease when people gang up on the front runner. However, one can't escape the fact that for someone to win, M has to be greater than 83% and conversely, M can never be greater than 122% without someone winning. To quote Mr. Boyer ((editor of Impassable)) 'Accuracy will be the big problem. Human nature is quite unpredictable.' However it will be hoped that this article will give the means to make an educated guess. In any case, I hope that you'll get a laugh or two out of what the accompanying list has to say about your games. ((Howard then went on to make predictions for all of the Impassable games. In what follows before the Boardman Number is the last year for which Howard had data, then comes his predicted game-length figure, and finally the actual length: 1905/1970BJ: 9, 23; 1904/1972AZ: 7, 12; 1904/1972BG: 10,15; 1904/1972BW: 12, 25 or more 1903/1972CD: 20,10; 1903/1972CJ: 7, 10; 1903/1972CK: 20, 10; 1903/1972DD: 9, 9; 1902/1972DF: 7, 9. These figures were provided by March Berch when he reprinted this article.)) ((Reprinted from Fol Si Fie #27, 1975.)) On The Philosophy of Articles By Randolph Smyth Do the articles on good play which are regular features of many fanzines really improve the general standard of play for the average Diplomacy player? It may instead be argued that the prevalent discussion of 'How to win' articles may actually be a negative experience, particularly for beginners. A disclaimer may be made (and noted by the reader) that the strategies outlined are only possibilities, depending for success on the overall diplomatic situation. However the basic philisophy of angling for methods of winning, beginning with Spring 1901 or before, may contribute to the overagressive attitude that I have noticed as a common characteristic of many novices. They are told, 'Read a few articles: they have good advice on how the game should be played.' They are cautioned to take the general advice with a grain of salt depending on the reputation of the author; but rarely is the seed of aggression nipped in the bud. Of course, the Rulebook itself says: 'Object of the Game: To control eighteen centers." etc. Yet, perhapes this statement alone is enough to provide the necessary competitive spirit. Is it realistic even to think about 18 before a minimum of, say, 10 have been captured? Two stauch allies beginning a game may expect to take 9-10 centers between them as a basic share of the total, and have more potential for attacks on friendless neighbours. Even here, discussion of a two--way draw is perhapes premature in 1901, unless the players consider themselves sufficiently superior to their opponents in experience and ability. There may, then, be a need for lower--key articles, emphasizing the merits of doing the best one can from season to season. This doesn't mean losing sight of long-term goals, but to look at every position with an eye to an eventual win is being optimistic. Those with plenty of experience may not derive much benefit from articles not suited to their personal style; if they adapt themselves to the author's opinions, they may be led astray, however 'right' the author is. Consider the case of standbys. The wariness felt by long- -term allies, and the new hope of established enemies as one enters the game is not entirely due to the unfamiliarity of the standby with his new position, or a difference in ability, or a new bias due to interpersonal conflicts (although all these maybe major factors in given situations). The new player will often take his country off in a direction different from that envisaged by the departed one. There will not always be general agreement on whether the change is for 'better' or 'worse' as far as the country's outlook is concerned. Assuming the players are of equal ability (an impossibility?), it can only be described as 'different'. One course will probably meet with more success, but this depends only on the unpredictable details of the future moves of the other players, and no criticism of either course can be revealed in advance. To blindly follow the general advice given in another player's article is a poor policy, even with the diplomatic climate favourable, if the resulting position doesn't feel 'right' for you. The closest parallel that comes to mind is that of a chessplayer following a 'book' opening which involves hair-raising tactical exchanges in the middle game. Unfortunately, the poor guy is far better at maneuvering patiently and making positional caculations from locked structures. He obtains a perfectly sound, if unclear, position after 15 moves, leaves the 'book', and loses in 5 moves because he doesn't really feel comfortable proceeding on hisown. If you like diplomacy, you'll probably affirm that each game has a character all of its own (otherwise, why play more than one, ever?) Some situations call for more aggressive attitudes than others if the potential is to be fully exploited. We all know the difference between 'fast' and 'slow' games: a functional difference is that 'fast' ones usually require separate Winter seasons due to rapid shifts in the balence of power. Aggressive players usually excel here --- not aggressive in the sense of being obnoxious and unrealistic in the demands made on their fellow players, but of approaching the position in the spirit of the buccaneer rather than the Pope. Of course, the Pope will do better in other situations. Even the best tactical/strategic/diplomatic articles, then, are only useful as 'how do' guides, once you've decided on your own that the goal outlined is the one for you. What factors should enter into the preliminary all--important choice? Can the most successful players set out the methods which they have found to work so well for them? (Are they willing to?) Do they know themselves what influences their caculations, or is it just a vague feeling? (Or, am I all wet?) It is just this capability of approaching the induvidual game in its own way that may make the 'giants' of the hobby what they are, whether they realize it or not. An inflexible player may score several spectacular successes with his 'method' (probably convincing him of its validity and making him more inflexible than ever), yet bomb out else where for no apparent reason. Better players adjust their thinking in ways more subtle than simple consideration of the nature of theie opponents, the strength of their present position, and other 'surface' qualities. Perhapes the major advantage of 'philisophical flexibility' is that article with a wider range of viewpoints (more total articles/ideas) can be used to a good effect by a player who can adapt to the thinking of the writers, leaving him with the maximum possible benefit in any position. As outlined above, however, woe to the less flexible player who attempts the same appraoch! Many questions, expressed and implied; few answers. To analyse the game theories used by better players than oneself is probably impossible. One bit of solid advice: if you're not doing well, stick with your approach (or, change it to see how flexible you are ---but be prepared for the possible consequences!). And, like all articles, don't take this one as gospel -- in common with most, this author is alas, all too fallible. THE ODD THEORY By EDI BIRSAN ((Reprinted from Diplomacy World} Vol 1, No, 1. Jan-Feb 1974.)) How many times have you heard the old myth that ``Naturally, in any well--played game, Diplomacy is a seven--way draw''? The assumptions here are two fold: 1. Everyone on the board knows the tactical and strategical side of the game inside out and; and, 2. Each player is of the win--only school of thought in which one must either try for a win or stop all others from winning. In your average game, none of the above two assumptions hold true and certainly the numerous winner--only games and top--board games have been lacking in draws and the case can be put forth that one of the two assumptions did not apply there. But let us suppose that there are seven players who fit the two critical needs for a well--played game of Diplomacy. If that game ends in anything less than a three--way draw, they have violated the basic assumptions that allowed them to be chosen for the game! In other words, a well--played game between seven top--notch win-- only players is a three--way tie at least, and possibly a two--way tie, and definitely large NOT a seven--way tie as myth would hold up to light. The solution to the seven--way draw problem is the odd theory touched on in the IDA's handbook article on strategic balence. Starting at the beggining with seven players, the board is continually divided into two distinct warring camps along the lines of an odd breakdown: A. Round One: 5 countries against 2, leaves 5 for B. Round Two: 3 countries against 2, leaves 3 for C. Round Three; 2 countries against 1 or draw on strategic grounds. After round one, the elimination of two countries should leave the remaining five powers with about 6-7 centers each with the powers with the most borders having the additional one piece advantage. Due to the perculiar needs for the progression to work, two of the most popular alternatives for roundone would be: 1. The Witch Hunt: F-G-R-A-I vs E and T; 2. The Witch Wish: E-T-A-I-G vs Fand R. There is no hope for the two countries faced with a five power attacking block. Trying to suicide against one power would most likely not work as each of the five powers stands to gain a shot at a bid for mid--game dominace with a 3 on 2 situation and thus would not risk blowing open the five--power alliance by greed. In the second round, the game gets really tense as the division of the board into a group of three and a group of two gives the smallest edge to the three--power alliance who will slowly grind down the duo until there are but the three left. Once again, it would be foolish for any of the three to risk accepting the temptation of suicide on one of his allies for he would be severely hurt by the loss of diplomatic chance with the remaining situation or Round 3. When the board comes down to the last three powers on 11--11--12 units , there is a distinct choice here for the game's future. All three can agree to a three--way draw on the grounds that for any one of them to initiate an attack on an another would hand the game to the third power. Thus, the game is a strategic and dipomatic stalemate rather than the more conventional tactical stalemates we are accustomed to. Then again, there could be an agreement between two of the players to divide up the territory of the third and race for the win. The counter move to this is dumping your units onto the lap of one of the attackers and thus swinging the game to a chosen member of your attackers, if you happen to be the victim. Or, two players can begin a slow and integrated advance on the third power in such a way as to gradually reduce his units and to prevent a suicide by the intermixing of units on the front. Carefully done, this could be arranged to yield in a small percentage of cases a 17-- 17 draw. So for those of you who find yourselves locked into the same old large n-way draws, you might try employing the odd theory to bring about a trend away from the seven and six way draw feasts that plague many over--the--board areas in the country. With players being eliminated more often, maybe the temptation to play for survival in a puppet or strong second class may take hold in your group and lead you down to further new road of victories and close defeats, but most of all, a change of pace in play. A MYTH DEFENDED BY LEW PULSIPHER ((reprinted from Diplomacy World Vol.1, No.5 ---Sept--Oct 1974.)) I thought of titling this ``The Even Theory'' as a counter to Edi Birsan's Odd Theory printed (in Diplomacy World #1). Edi's theory is one way of playing, but it is not necessarily the way perfect players would play, and he has offered no definitions, proof, or examples, only assertions, to show why he believes a perfectly played Diplomacy game will be a 3-player draw. I believe that I can satisfactorily show that a 3-player draw is not the necessary outcome of a perfectly played game, though a 2- or 3-way draw is. I think this will also show that the theoretical outcome of the standard Diplomacy game is a 7- or 6-player draw. Why is a common 3-player draw not likely to break down among balence of power players to another result? Simply, no single player can chance attacking another, for fear that the third, unengaged player will take advantage of both of the others and win. What we really have here are three seperate interest groups as well as three players; each player is one interest group. The game is drawn when the three player-interest groups resolve themselves into one interest group --each player must act in such a manner that both of the others remain viable powers, or else he may fall and another may win. Unwillingly, the three must work together for the same end as they work for themselves; this is forced on them by the nature of the game. A resolution down to a single interest group embracing all surviving players is the outcome of any Diplomacy game which does not involve a stalemate line defense. (I do not include concessions, by which a player outside the winning interest group may survive because the game is not played out; the same is true for a rulebook win -- the game is not played out, so the losers survive even though they are not part of the winning interest group. Two interest groups remain when one is defending a stalemate line against the other in a drawn game. Edi's mistake is in assuming that each player automatically represents a seperate interest group. As we have seen above and will see later, more than one one player may be part of a single interest group. A good example of such a situation is the recently completed demo game. Turkey, Italy and Austria were part of a single interest group which had to remain together in order to withstand the other two players, who were each an interest group but were working together to take advantage of the disorganization of the third interest group on the board. Turkey chose to perpetuate this disorganization by stabbing his allies. He hoped to be able to eliminate them anbd set himself up as a one--player interest group in place of the three--player interest group. This was a bad play, as we saw. In a perfectly--played game, the southeastern interest group would have held the stalemate line and a five--player draw would have resulted ---three ways, five players. Given especially good play by Italy, Austria and Turkey, they might have even held on to a draw without a stalemate line, for Germany and France could not trust each other fully. Play of this caliber is not to be expected even in a demonstration game, however. Ineffect, Italy, Austria and Turkey had to act as a single player in order to avoid losing, and such cooperation is difficult to establish. If you look at drawn games which do not involve stalemate lines, you will find that they are virtually always draws of three interest groups, resolving into one when the game ends, no matter how many players are involved. Stalemate lines draws tend to be of two interest groups. For example, a 17--17 draw (which is a stalemate line in most cases) can be between two one--player interest groups, or between a one--player and a two--player interest group, or various other combinations. This combination into interest groups explains why a perfectly played Diplomacy game ought to be a seven--player draw: no player will be willing to break up his interest group, because the chances will be too great that another interest group, which is playing perfectly, will move in and destroy his interest group and his own country. This interest group concept applies throughout the game. The eastern and western spheres (Austria-Russia-Turkey, England-France-Germany, Italy in both or perhapes neither) are each an interest group at the beginning of the game. Their interest is in resolving their conflict before the other interest group can. If they do so, one or moe of their number will win the game. (Of course, a win by a multi-- member interest group is actually a draw unless it is further resolved within the group ---unlikely in a perfectly played game.) In a perfectly played game it is unlikely that one interest group will triumph. Rather, players will perceive that they must work together or else the other sphere--interest group will gain the upper hand. One can see that no player can begin a conflict in his sphere unless he can be sure that the conflict will be resolved in time to set up a defense against a threat from the other sphere. And ignoring for the moment the existance of stalemate lines of less than 17 units, this means that no player can begin a conflict in his sphere--interest group because he cannot be sure that the other sphere--interest group will not immediately begin an advance that will destroy his own interest group before its conflict can be resolved. In this manner, a seven--player draw would be the most likely outcome. Given the availability of stalemate lines of 14 or so units, a 6--player draw may be more likely than a 7--player draw. I am inclined to think that a 7--player, 3--way draw (with Italy being the third interest group) is the theoretical outcome. Perhaps part of my disagreement with Edi stems from our definitions of a perfect player. A perfect player is one who maximizes his minimum gain --- this is the definition used in game theory. This means that a perfect player will always strive to avoid losing. If he has a choice between a win and six losses on the one hand, and seven 7--player draws on the other, he will take the latter because he has a minimum gain of a seven--player draw (1/7 of a win), while in the former he has a minimum of a loss. (Naturally I refer to balence of power players --- any draw is preferable to any place, even second with 16 units.) If this perfect player is playing against imperfect players, he will do better than his minimum gain: some of his opponents will err, and fewer will participate in the draw. The perfect player (again referring to game theory) assumes perfect play on the part of his opponents; then by maximizing his minimum gain, he is assured of that minimum gain but can expect better if his opponents play less than perfectly --- this is derrived from the game theory definition of the best games strategy. I think Edi would say that a perfect player, offered the above choice, would take the win and six losses. This means that he would take more chances: 1/7 of the time he would succeed, 6/7 of the time he would fail (given perfect opposition), and as a perfect player he would not take the chances that gave him a greater than 6/7 risk of losing. I think that against perfect players this player would never find an opportunity to take such a risk, and he would have to accept a draw just as every other perfect player would. But against imperfect players, this strategy would result in more outright wins and more losses than would the draw strategy. This difference is reflected partially in our play. My ratio of draws to outright wins is much higher than Edi's, while my ratio of losees to nonlosses is much lower. I have been completely eliminated only one, while Edi is eliminated relatively more often -- an inevitable consequence of taking more chances. Given Edi's type of player, someone in an interest group may take a chance. By breaking up his interest group, he may actually allow himself to come out on top if another interest group is broken at the same time. But he may also be committing suicide. The advice given in Edi's article is not good--- fair more often than not, you would find that you fail because you're not a perfect player yourself. It is probably wiser to maintain the integrity of your own interest group and wait for someone from the other (or another) interest group to make an error first. This error of breaking up a sphere--interest group is common in postal Diplomacy, where one can be certain that play will be less than perfect even in demonstartion games, that the average player can often work to form an interest group of two players within his sphere by eliminating one of the sphere members, without much fear that the other interest group will stick together. In those cases where one interest group does remain together at game start, we see that it quickly crushes the other, broken interest group. The only thing that can save a broken interest group is imperfect play in the other interest group. In defending the mytho of the 7--player draw I have unintentionally presented an even theory. Most games will not follow this pattern of eastern vs western interest groups as most games are not well played (and that is an understatement). The only 7--player draw that I ever played (FTF) followed this pattern, even though it was far from perfectly played (which maybe why Italy was intact in the eastern sphere while Turkey was down to one unit in Tunis holding the line for the west). (I am using definitions from zero--sum game theory. Diplomacy is a zero--sum game, as one player's loss is directly another's gain. These ideas don't necessarily apply to non--zero--sum multi--player games.) ****************************************************************************** To join in the fun, send your name, home address, home and work phone numbers, and country preferences to Eric_S_Klien@cup.portal.com. ****************************************************************************** Up