• Log in
Eric Flood: The Physics of Candyland
Candyland is something of an enigma to me, a lurking frustration for many months now, a game that is simply confounding in nature. I do not refer to the question of why parents continue to relentlessly torture their children with such a device, as that is easily answered. (They do not know any better, much as the teacher yelling at her Linux-using disciples does not know of the world outside the Windows.)
No, here I refer to something much more puzzling, something that didn’t occur to me until I needed a frame of reference for the reviews that I write over at BoardGameGeek. Over time, I have attempted to come to a more precise definition of what I like and do not like about the games I am reviewing. One aspect of games I tend to dislike heavily is randomness because it almost always feels like laziness in place of a more precise solution to a mechanical problem. Some games are notable exceptions to this statement as they provide impressive instances of how to mitigate such luck, but that is not the point here. I decided to utilize a randomness scale from 1-5 stars in each review, and this scale would estimate how much random luck a game featured, a measure that would be reduced relative to how much the randomness is confined to the game opening or otherwise mitigated.
This decision led me to another thought: What are the extrema here? What is the maximum amount of luck possible in a game? The answer turned directly to Candyland. What is the minimum amount of luck possible in a game? That is, can a game be entirely predetermined so that a player cannot even use a random method to make a decision? Can a game be as constrictive as a labyrinth, in other words?
The astute reader will see where this is headed. Candyland is an entirely predetermined game from the onset. Assuming no extra shuffles are necessary, perhaps by using three decks in the initial shuffle, once you pull that first card there is nothing you can do to change things. Your fate is sealed – you just don’t know where it will lead. This set-up differs from a game in which one rolls dice or shuffles cards several times during play, effects which subject players to completely random effects as the game progresses.
So now we see the confusion: How can the most random game possible also be the least random game possible?
A potential answer, perhaps, lies in quantum mechanics, specifically in the infamous Schroedinger’s cat analogy. For the uninitiated, here is the analogy: A cat exists with a cyanide capsule inside a sealed box. Every second the cat remains in there, there is a certain probability (p) the capsule will open, killing the cat instantly. When you open the box, will you find a dead cat or an alive cat? Was the cat dead or alive before you opened the box? The obvious answer upon opening the box is that there is a certain probability (P) that the cat has died in the given time, and a certain probability (1 – P) that the cat is still alive. Once you open the safe, you know for certain one way or another, an action called “collapsing the wavefunction” (for reasons I won’t get into here).
The interesting part comes from the state of the cat before opening the box. While no observers are around, the cat is said to be both dead and alive at the same time. This is, of course, a silly result, and it is often refuted with an easy claim that the quantum universe does not apply to a macroscopic one. (Half of all quantum effects cancel out once you are dealing with just two particles; a single mole is composed of 10^23 atoms, hence the cat is never both dead and alive.) But at the quantum level, this sort of thing does happen, this situation does exist.
The question here: Can we consider a theoretical random color spectrum with a given probability of turning up each turn as not macroscopic in nature and therefore applicable to quantum effects? Or is each card a macroscopic entity, with the information imprinted upon it being dependent upon the card itself, thereby leading to a nullification of any and all quantum effects? Is any possible quantum effect here largely canceled due to the number of cards necessary to play a complete game?
Again, Candyland is something of an enigma to me.
Want to get something off your chest? Want to tell the world what you think? Boardgame News welcomes your article submissions at contributions@boardgamenews.com
Comments:
You must register with BGN in order to comment. Registration is free, but if you appreciate the news, previews, reviews and other material posted on Boardgame News, please consider becoming a member to keep the info flowing to your screen!|
Well, (in my first post to BGN) I wanted to point out that it is (probably not well-) known that Candyland is very nearly a Markov chain (and it would be if the deck is shuffled after every turn).
I rarely recommend Wikipedia to anyone (the compendium of knowledge, some of which is occasionally true). I only ever do so for a brief overview for any topic and the (usually more important) external links an article has.
I think in this case, regardless of quantum interactions, Candyland isn’t a very interesting game to play, and that’s a reason why it’s only played by the very young (or the very drunk). I *would* agree that good parents will find something else to teach their children to play. Posted by Russell Martin on Feb 23, 2009 at 11:01 AM | #
|
|
After playing Advanced Pirate Candyland (Cartagena), I just can’t see myself making it through a game of “regular” Candyland without instituting some heavy-handed new house rules. My one significant memory of Candyland as a child is that it made me hungry to play and that it was the easiest game to cheat one (not that I recall doing it often, but you could stack the deck with those jump-ahead cards without too much work...) Posted by Matt J. Carlson on Feb 23, 2009 at 11:26 AM | #
|
|
I’m actually considering something here that is less of a Markov chain than Candyland played normally, due to the lack of shuffling, since the card-counting aspect is more applicable here. If there were an infinite number of decks shuffled together at the onset, I suppose it would resolve into a Markov chain. Posted by Eric Flood on Feb 23, 2009 at 12:43 PM | #
|
|
I’m not sure I see the problem here. Any game of pure luck (like Candyland, or, say, LCR) has a predetermined winner if you know all the random events ahead of time. For LCR, a non-player (or a computer) could roll the die a jillion times and create a deck of cards showing all the results in order. Something like this is often done for Settlers in tournaments. So there’s no real paradox, just a little confusion over the multiple meanings of the word “random”. I’m relatively certain there’s no need to turn to quantum mechanics! And Eric, please don’t tell me you believe that there’s a difference in the player experience if the Candyland cards are in a deck or if they’re all tossed into a bag and chosen randomly! I’m assuming you don’t believe in THAT bit of superstition! Posted by Larry Levy on Feb 23, 2009 at 01:41 PM | #
|
|
The question here is whether the result is randomized due to the shuffling alone, and thereafter predetermined, or whether each individual card flip is a completely random event. This does create a difference between a deck-stack (wherein one can take their entire game into their hand at the beginning and know how many turns it will take to cross the finish line) and a bag-draw (which is equivalent to a die-roll). Posted by Eric Flood on Feb 23, 2009 at 02:11 PM | #
|
|
I’m also pretty sure there is a distinct difference between a potential probabilistic result and one whose results are already known. Posted by Eric Flood on Feb 23, 2009 at 02:13 PM | #
|
|
Sure, if you choose to stack the deck before beginning play, then a deck of cards is different from drawing cards from a bag. But if you’re playing by the rules and randomly shuffling the cards at the start, the two are completely equivalent as far as the players are concerned. And as far as creating the dice rolls ahead of time, that’s why I specified they be done by a non-player or computer. The players won’t know what the rolls will be, just like they don’t know what the next Candyland card will be. Posted by Larry Levy on Feb 23, 2009 at 03:08 PM | #
|
|
There are no player choices in Candyland. That makes it a deterministic operation and not a game. Note that this definition puts some other “games” into the “not a game” category: Snakes and Ladders and LCR would be the first two that come to mind. But note that not all “Roll and Move” games are deterministic: Parcheesi involves player choice over which of the player’s pieces to move the amount shown on the dice. This decision becomes more complex with more pieces, like Backgammon. Even if you had only two pieces in Candyland and choose which of the two to use the color card to move, Candyland would then involve at least some player decision and would then become a game. Keep adding more pieces and more decisions and you get “That’s Life” http://bgg.cc/boardgame/17240 , which people actually enjoy playing. Posted by Stanley Bourgeois on Feb 23, 2009 at 04:47 PM | #
|
|
I’m amazed by the accusation that only bad parents play Candyland with their kids. Do you really not get the point behind Candyland? It’s not about strategy. It’s about learning colors… learning to take turns… learning to follow a path… learning the difference between one and two… learning how to follow a sequence of actions. I tried playing Agricola with my two year old, but that didn’t go so well… so Candyland it is. And for those that insist that “good parent don’t play Candyland with their kids” it would be nice to hear your alternatives. Posted by Alan Reeve on Feb 23, 2009 at 05:19 PM | #
|
|
I think that discussions of the probabilities underlying Candyland, and the consequence of incorporating different methods of randomization is an interesting discussion. It is, sadly, the one conversation regarding Candyland to which I can contribute least, but gain from most. That said, I find myself in agreement with Alan Reeve with regard to how “good” Candyland is as a toy/game. As he writes, it is about learning certain concepts and norms. In this regard Candyland is a perfect tool. Candyland also has the benefit of teaching players how to be good losers by separating losing at a particular game from any potential “flaw” within the loser. If you lose at Chess, it is likely because you are an “inferior” player. If you lose at Candyland, it is because of chance. In fact, you were destined to lose, but didn’t know it. This can be a wonderfully useful tool. Do you want to play hour and hours of Candyland once you learn the norms and concepts? The likely answer is no. But will learning those norms help you play later games? Likely. Will playing Candyland engender a life long love of game play? It did for me. Posted by ChristianJohnson on Feb 23, 2009 at 06:00 PM | #
|
|
Alan, my son is now only seven weeks old, so I’ll have get back to you in a few years. In general, many titles in the HABA line seem like nice alternatives to Candyland as they require the players to make choices, while also teaching counting, colors, turn-taking, and so forth. I’m looking forward to seeing which ones make the cut in a few years, although I know that Trotofants is already in the win column for sheer goofiness. Eric Posted by W. Eric Martin on Feb 24, 2009 at 01:35 AM | #
|
|
I’ll come to the defense of Candyland, too. Kids can’t easily learn how to play a game with choices until they’ve got the very basics of how a game works. Candyland lets them focus on the whole taking turns and winning/losing things with little distraction. A month of two of Candyland (until they get bored) is a perfect introduction to board games, in my experience. Posted by Matthew Frederick on Feb 24, 2009 at 02:18 AM | #
|
|
God does not play Candyland with the universe. Posted by Jonathan Degann on Feb 24, 2009 at 09:37 PM | #
|
Next entry: Board 2 Pieces February 24, 2009
Previous entry: Matt Thrower: The Kindness Of Strangers






