You're basically talking about prisoner's dilemmas. Almost all prisoners' dilemma games have multiple "strategies" and have multiple equilibriae based on what strategies are popular. In your case, you've created a scenario where both Paper and Scissors give up more points if they lose than they pick up if they win and Rock picks up three times as many points on a win than it loses on a defeat - so I would expect all top strategies to have a high number of Rocks and just enough scissors to discourage an all-paper rollout.Eikre wrote:I've been thinking about a case in game theory:
Let's say you're playing rock-paper-scissors, except the results of each winning play are asymmetrical. If you shoot rock and win, you get three points. If you shoot scissors and win, you get two points. If you shoot paper and win, you get one point.
Clearly shooting rock has the best metric if you're just playing an RNG; you'll get the most if you win and concede the least if you lose. But another intelligent opponent knows that, too, and won't want to play scissors as a result; he'll want to play rock, also, and occasionally shoot paper to snipe a single-point win or two instead of just earning ties. But he can't switch to an all-paper strategy either because scissors show up again.
Does a game like this, with two rational players, end up stabilizing with each player shooting a certain option a certain percentage of the time?
All high-end strategies will be adaptive based on the previous throws of the opponent and randomized. It'll end up being quite complicated.
-Username17