Seeding for Success: Skill and Stochasticity in Tabletop Games
James Goodman, Diego Perez-Liebana, Simon Lucas
TL;DR
This work proposes a quantitative framework to measure and decompose randomness in tabletop games and to study how randomness interacts with player skill. By running large-scale simulations with controlled random seeds and varied agent budgets, the authors demonstrate that randomness can be disentangled into controllable sources and that skill often drives determinism as seed effects become more exploitable. The study provides robust metrics (Span, Trimmed Span, Outliers, Entropy) and practical guidance for design iterations, showing how targeted seed control and heuristics can shape perceived fairness and excitement. The approach offers a general tool for designers and researchers to evaluate whether a game's randomness aligns with its intended player experience and experimental analyses.
Abstract
Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of randomness that makes the game interesting and contributes to the player enjoyment of a game, and a level at which the outcome itself is effectively random and the game becomes dull. The optimal level for a game will depend on the design goals and target audience. We introduce a new technique to quantify the level of randomness in game outcome and use it to compare 15 tabletop games and disentangle the different contributions to the overall randomness from specific parts of some games. We further explore the interaction between game randomness and player skill, and how this innate randomness can affect error analysis in common game experiments.
