Introduction
GameColony Rock-Paper-Skill (RPS) game is based on one of the most popular games played
around the world: Rock-Paper-Scissors also known as Rochambeau and in Japan as Janken.
Rock Paper Scissors has many references in popular culture, e.g., The Seinfeld, The
Simpsons, and That 70s Show all make fun of particular characters' incompetence
at understanding the simple rules of the game.
Read here how a
Federal Judge ordered 2 lawyers to settle a dispute by playing a round of Rock, Paper,
Scissors game.
Point Values for Default 1-2-3 Variation and Basic 1-1-1 Variation
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1-2-3 variation |
1-1-1 variation |
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|
 |
Rock brings |
1 pt. |
1 pt. |
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|
 |
Paper brings |
2 pt. |
1 pt. |
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|
 |
Scissors brings |
3 pt. |
1 pt. |
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Points, Rounds and Table Options
RPS Table Options dialog on the right shows that by default a 1-2-3 RPS
variation is selected but basic 1-1-1 variation can also be chosen.
With 1-2-3 variation, the default number of points per round: 7 pt. Other possible
selections range from 3 pt. per round to 15 pt. per round.
Although the default number of rounds necessary to win the game for 1-2-3 variation is 1,
it is possible to select from 1 to 7 rounds. In the case of multiple rounds, the winning
player will be the first to win the agreed-upon number of rounds.
As an example, the game listed in the lobby as 7pt,2rd(123) is 1-2-3
variation requiring winning 2 rounds to win the game where winning each round will require
getting 7 pt. or more. |
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RPS and Skill
As opposed to Rock, Paper, Scissors that kids play, RPS game significantly increases the
element of skill in the game with the following:
RPS extends the game over many sessions (rounds)
RPS assigns different point values (1, 2, 3) to wins achieved by Rock, Paper or Scissors
respectively (in the default variation)
With the game extended over many sessions, the more skilled player will recognize and
exploit the patterns of behavior of an opponent. The difference in point values awarded
for wins by Rock, Paper and Scissors affects the risk/reward ratios that players need to
keep in mind when using various patterns. Thus, different point values for Rock, Paper,
Scissors further enhance the element of skill (as opposed to chance) in the RPS game,
making it predominantly a game of skill.
RPS Strategy
RPS should not be compared to games of chance, such as bingo or lottery. RPS is first and
foremost a mind game, a game of skill. Instead of making mindless or random choices
like a beginner, a skilled RPS player makes a choice based on observation of patterns and
on psychological factors (see below). This is most certainly not random. You will realize
how non-random RPS is the very moment your opponent openly dares you (e.g, in online chat)
to start with scissors...
To predict what opening throw your opponent will lead with, you can consider two factors:
(1) pattern (based on past performance) and (2) psychological factor. Pattern-based
predictions deal with analysis of the past perfomance. For example, if over time you
determined that your opponent is more likely to throw a Rock when trailing, perhaps a
Paper can be tried.
If your opponent consistently selects Paper as their preferred opener for his first run,
then a cutting Scissors-lead will be more appropriate. You need, however, to vary your
strategy when an evasive opponent starts masking their preferrences. That's when analysing
a psychological factor should be helpful.
Rock Throw is considered to be agressive -- a subconscious desire to crush the
opponent. It also can be a fighting-back throw.
Paper Throw is considered to be a subtle throw -- a desire to turn opponents'
aggression against them.
Scissors Throw is considered to be a semi-agressive throw -- a refined
surgical-style agression.
Whether consciously or subconsciously, most RPS players throw in distinct patterns that
can be figured out by perceptive observers. As a simplified example, one player may tend
to choose a rock after a paper. Another player will rarely make the same choice twice in a
row. Still another player will tend to repeat the same choice.
A skillful opponent will note every choice their opponent makes and remember it for the
future and eventually pick up the patterns. Once enough information is gathered, a
stronger player will "get inside their opponent's mind".
Some Patterns to Look for:
How frequently opponent repeats choices
How often opponent makes the same choice more than 2 times in a row
Whether opponent prefers a certain single choice to others
Whether opponent excludes a certain single choice
Whether opponent makes an effort to mix up their choices
What choices opponent prefers to make when they are ahead or behind
If you can pick up opponent's preferential choice, you can "lock out" your
opponent by rarely making a certain opposite choice. For example, if your opponent
frequently selects scissors, it is a good strategy to minimize your choices of paper. Your
success against this very opponent will increase dramatically.