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--- Auto-Generated Description --- This diagram represents a strategic interaction system modeled on the mechanics of a combat game, specifically designed to simulate the dynamics of in-game combat decisions and their outcomes. It intricately mirrors the Rock-Paper-Scissors logic found in fighting games, where various moves counteract each other in a closed loop system. For instance, "Attacks beat Grabs which beat Blocks which beat Attacks," creating a cyclical advantage system. Additionally, it extends complexity into ranged combat scenarios with "Projectiles beat Teleports which beat Projectile Parries, which in turn beat Projectiles," introducing another layer of tactical depth. Players make decisions from a set of moves (Attack, Grab, Block for close combat; Projectile, Teleport, Projectile Parry for ranged combat), which are processed through a series of Gates and Pools to determine the outcome based on the game's rules encapsulated within the diagram. This outcome calculation leverages automatic Gate activations and Resource connections transferring symbolic 'move' resources between Pools under predetermined conditions highlighting the interactions between moves. The diagram's design also simulates players' decisions over sequential rounds, illustrating how strategies evolve over the course of a match, and employs a Register to compute and manifest the result of these interactions, ultimately aiming to declare a winner based on the moves’ effectiveness against each other according to the game's internal logic and the specific scenarios modeled in this system.