Grand Strategy in Catan 1
Grand Strategy in Catan 1
Grand Strategy in Catan 1
number of trials (at n=3, since this is a reasonable number of development cards
purchased by a player per game), and the set number of successes is 3.*
*Although this binomial distribution does not account for the replacement of cards, it will be useful for later
analyzing the value of strategies which place greater or lesser emphasis on the purchasing of Development Cards,
and consequently varying emphasis on the Largest Army card, the Longest Road card, and Immediate Victory Point
cards.
2 * 0.176 = 3w + 3s + 3r
0.352 = 3w + 3s + 3r
Finally the most difficult equation to predict the value of is the Longest
Road card, because its value can vary based on individual agent preferences and
the preferences and strategies of other agents. For one player in a typical game of
Catan, the vast majority of their roads are used. As such, an approximation of 13
out of the 15 roads will be used. Another necessary assumption is that players will
build roads consecutively. This, however, is a reasonable assumption given the
added benefit of a long consecutive road. Another essential note is that players
begin with 2 roads, so they must construct 11 roads to meet the postulated 13
necessary to obtain the longest road card at the conclusion of the game.
Now that our five equations have been established, matrices can be
constructed to solve for the value of each resource. They are multiplied as shown
below to find the approximate value of each resource. There arises an issue,
however, because there is no equation which distinguishes lumber and brick,
making the two goods of equivalent value. As a result, a 4 by 4 matrix should be
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used, initially combining brick, b, and lumber, l, because they are, functionally, the
same resource.
[vp recipes] X [variables] = [vp values]
[A] X [B] = [C]
[A]−1 X [C] = [B]
Resultant Matrix:
l = 4.55
b = 4.55
w = 142.73
s = − 60.91
r = − 61.82
Values have been multiplied by 100 for simplicity in analysis.
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Note the apparently peculiar nature of some of these values. Lumber and
brick may seem reasonable in stark contrast to enormous value of wheat, and
negative values of sheep and ore. However, the large value of wheat illustrates how
valuable a resource it truly is. Wheat can be used to construct settlements, cities,
and Development Cards, all of which produce VPs. So it is not so surprising that
wheat has this value. The magnitude of the values of sheep and ore show how the
resources are valuable in the production of VPs. The negative signs, however,
serve to illustrate how they are worthless without other resources, name wheat and
each other. Thus, while sheep and ore are technically the least valuable resources,
the magnitudes of the values permit the conclusion that the resources are most
essential in the follow order:
1. Wheat
2. Ore
3. Sheep
4. And Brick and Lumber
Integrating Turns
Now that the value of the resources has been determined, the typical number
of turns must be established. A 90% confidence interval will be created for the
length of a turn, in an attempt to capture the true mean of turn lengths .
The goal is to establish an interval which captures the true mean length in an
efficiently played game of Catan, with a point estimate of 78 seconds based on a
random sample of the lengths of turns in an efficiently played game of Catan. A
one sample-t interval will be used because the goal is to generate a confidence
interval for a mean. Because the sample is random, n ≤ 10% of all turns taken, and
the plot of the data reveals no skew or outliers, it is relatively safe to assume a
normal distribution N(78, 43). As such, there is a 90% confidence level that the
interval from 49.1 to 107 captures the true mean of turn length in Catan. The
broadness of this interval illustrates how turns in Catan can take a variety of times.
But also that the point estimate, 78 seconds, is an approximately accurate estimate,
or average, that can be used.
Based on empirical data, a game of catan typically lasts 90 minutes, as such:
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The Board
The board in the Settlers of Catan is a complex system. When considering
the board, one must take into account resources, probabilities, and others’
strategies (where it gets particularly interesting). The most basic element of the
board are the die, and the probabilities associated with the resource hexes. As is
commonly known, while not a normal distribution, when x i s the number of die,
lim P (x) bears a stronger resemblance to a normal distribution. In the following
x→∞
chart, X is a discrete variable, occupying integer values from 2 to 12, with varying
probabilities.
Knowledge from the resource-value analysis earlier provides key insight into
strategic choices of initial piece placement. The game begins when each player has
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placed two settlements, and two roads, in the following order: player A, B, C, D,
D, C, B, A, in order to balance the quality of the resources one achieves. But
several things must be taken into account when placing settlements: the resources
around the settlements and the probabilities on those settlements. As a result, the
initial value of a hex is determined by the following equation, where R is the is the
value of the resource found in the resource-value analysis, h is the number of hexes
which a single settlement touches, and P is the probability of the die landing on
that resource (ie P (6 total on die) = 0.14 ):
h
V single = ∑ R nP n
1
Note the R(Desert) = 0.
It is worth noting, however, that the total value of a players set-up can be
determined by a similar equation, where H a s opposed to h, represents the total
hexes a player’s settlements touch after set-up is complete:
H
V total = ∑ R nP n
1
Thus, it is always favorable to emerge from the set-up process with V total > 0,
which implies that the player’s set up would typically generate the resources
necessary for VP production, and that expanding on a player’s set-up can only
increase a player’s capacity for production.
Below are six randomly generated scenarios, which illustrate the value of
randomly placed settlements using a simulation. The surrounding hexes are
denoted with their resource variable, and the corresponding numbers on those
hexes are in the right column, the probabilities below. The bottom boxed value is
the V single for each of the scenarios. Simulation 1
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Brick and lumber are the same resource, given that there are no items which
require only brick or only lumber.
A Chi-Square test illustrates that the value of a player’s initial set up and the
outcome of the player's game are not independent. As such, the value of a player’s
initial set up is correlated with the probability of that player winning.
H
χ 2 Test for independence between V total = ∑ R n P n and the number of times
1
that player wins and loses:
Conditions:
1. Random: The player was randomly selected among all players at the
Catan World Championships (CWC), and the games analyzed were randomly
selected among the games that player played at the CWC.
2. Large Counts: While none of the expected values exceed five, they are
all relatively close, so, while there are some trepidations, it is still relatively
safe to carry on the Chi-Square test for independence. (see values below)
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3. Independent: The games analyzed were less than 10% of the games
played by this player at the CWC.
Data
V ≤ − 10 − 10 ≤ V V ≤ 10 Total
# of 1 3 7 11
Wins
# of 8 4 1 13
Losses
Total 9 7 8 24
Expected Values
V ≤ − 10 − 10 ≤ V ≤ 10 V ≤ 10
χ 2 = 9.99; p = 0.0068
Long-Run Strategy
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The following equation models a player’s total VP at any given point in the
game:
VP = S + 2C + 2LA + 2LR + I V P
VP = S + 2C + 2LA + 2LR + I V P
* Values have been multiplied by 100 for simplicity of analysis to avoid decimals and arithmetic errors.
VP = S + 2C + 2LA + 2LR + I V P
VP = S + 2C + 2LR
VP = 25l + 25b + 6w + 3s + 6r
As such, a Type I player must compliment the Longest Road card with cities
and settlements.
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As can be seen, the Type I player values lumber and brick far more than other
types of players, since they are essential to the player’s strategy.
This strategy places greater emphasis on the construction of cities, which are
2 VPs. Because a city requires C = 2w + 3r it can be inferred that wheat and ore
are the most essential resources for this strategy. Since, as established by the
Chi-Square Test earlier, there is a correlation between the starting value of a
player’s set-up and the number of wins and losses. Below is a 2 sample z test
which illustrates the difference between the proportion of all available cities built
by all players and the proportion of all available cities built by players employing
the City Building Strategy.
Mean: μ p︿ −p︿ = 0
c n
p = 0.0594
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Conclusion: Since our p-value is less than the alpha level, we have
convincing evidence that there is a difference in the true proportion of
available cities built by players using the City Building Strategy, and players
not using the city building strategy. The City Building Strategy typically
leads to approximately 0.25 more cities built.
This is significant because when rounded to the nearest whole city, the
average number of cities built by City Building Strategy Players typically leads to
approximately one more city than non-City Building Strategy Players. This is
highly advantageous because the difference of one city is equal to a difference of 2
VPs over the course of an entire game, which can be a significant margin when the
game comes to a finish, as an experienced player would know.
As a result, this Type II strategy is best for players who aspire to have a high
initial value set-up and are comfortable consolidating their resource production to
focus on wheat and ore. It is statistically advantageous because, as demonstrated in
the Chi-Square Test, high value initial set ups typically are associated with a
greater number of wins. Because the Type II strategy requires players to set-up
around wheat, which is the highest value resource, they will have a greater chance
of winning.
*Although this binomial distribution does not account for the replacement of cards, it will be useful for later
analyzing the value of strategies which place greater or lesser emphasis on the purchasing of Development Cards,
and consequently varying emphasis on the Largest Army card, the Longest Road card, and Immediate Victory Point
cards.
The observed pattern, however, is even more significant because the probability of
drawing an immediate victory point also increases. Suppose three knights have
been drawn already, with replacement. The probability of drawing an IVP also
increases.
This is significant because it changes the expected value of any one development
card, and increases the expected value as more cards are drawn, regardless of
whether the cards drawn are knights or Immediate Victory Points.
VPs than expected. Thus, this Type III strategy is best for players willing to take a
chance and hedge their victory on a bit of luck.
Overall Conclusion:
The value of wheat cannot be ignored, and because the Type II City
Building Strategy makes the most use of wheat, this is the dominant strategy
among the three strategies layed out in this paper. It is worth noting, that while I
have taken into account a great deal of variables and thought through numerous
situations of combinations and permutations of actions, there is still much more
that can lead a player to victory, and more strategies to be explored.
But the concrete conclusions that cannot be ignored are the values of the
resources. It clearly places the Wheat, Sheep, and Ore combination among the
most valuable because this combination produces the greatest set-up value which
can actually be built. Likewise, the conclusions with respect to the Immediate
Victory Point Cards illustrate the gamble development cards pose, and how a
conservative player uses development cards to produce the large army card, while
a more liberal player uses the development cards for immediate victory points,
despite the greater amount of risk.
Perhaps, you have learned a thing or two about the game of Catan, as it is
my hope that through mathematical analysis, we can uncover non-trivial truths
about the things we take for granted.
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Appendix
1: Value Matrices
2: Variable values
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( 4 con’t)