Sirlin created a good article on RPS, which explain how it is applicable to fighters. The one thing that stood out the most, was the section on unequal payoffs in RPS. It states:
His article shows that RPS using an unequal payoff system works well within a fighter and is not shallow as some players believe it to be. However, what is written is one of several subsets within the main RPS system, and is not the focal point of the games that he mentioned(VF, Doa). When using unequal payoffs;
Now consider the same game of RPS with unequal (but clearly defined) payoffs. If you win with rock, you win $10. If you win with scissors, you win $3. If you win with paper, you win $1. Which move do you play? You clearly want to play rock, since it has the highest payoff. I know you want to play rock. You know I know you know, and so on. Playing rock is such an obvious thing to do, you must realize I'll counter it ever time. But I can't counter it (with paper) EVERY time, since then you could play scissors at will for a free $3. In fact, playing scissors is pretty darn sneaky. It counters paper--the weakest move. Why would you expect me to do the weakest move? Are you expecting me to play paper just to counter your powerful rock? Why wouldn't I just play rock myself and risk the tie? You're expecting me to be sneaky by playing paper, and you're being doubly sneaky by countering with scissors. What you don't realize is that I was triply sneaky and I played the original obvious move of rock to beat you.
That may have all sounded like double-talk, but it's Yomi Layer 3 in action. And it had quite a curious property: playing rock was both the naive, obvious choice AND the triply sneaky choice.
His article shows that RPS using an unequal payoff system works well within a fighter and is not shallow as some players believe it to be. However, what is written is one of several subsets within the main RPS system, and is not the focal point of the games that he mentioned(VF, Doa). When using unequal payoffs;
- Throws=10(Throws beat: Holds, Block, and Neutral opponents).
- Blows=3.(Blows beat: Throws and Neutral opponents).
- Holds=1(Holds beat: Blows)