Simulation & Skill Testing
As a video game professional by trade, I recently developed Fortune & Famine Digital
on Steam. I levergaed the AI system I wrote for that game to fully simulate the logic of Gibbon Take. I was able to make rule changes and balance tweaks to the deck and token stock, and then simulate it
thousands
of times, until I had the ideal game length.
I also set up AIs of variable intelligence to ensure that the outcome of a game isn't just random. Pitting AIs of 6 difficulties against one another, and checking the averages, revealed that the smartest AI won most of the time, the second smartest came in second most of the time, and so on.