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battlefields

Either the wording's wrong, or a major mistake has been made in this article. That's because battlefields, in real life, are ordered. Thus, while (1;2;3) ties with (1;1;4), (3;2;1) wins against (1;1;4). Dex Stewart (talk) 22:53, 9 January 2008 (UTC)[reply]

Yes, battlefields are ordered, but that doesn't preclude constraints (such as: battlefield 'A' can not be allocated fewer resources than battlefield 'B', etc.). JocK (talk) 18:01, 10 January 2008 (UTC)[reply]
Well, then there are more than three choices for playing with 6 soldiers and 3 battlefields, are there not? The article states there are only three. Dex Stewart (talk) 16:53, 18 January 2008 (UTC)[reply]
Perhaps this is not stated clear enough in the article? Labelling the battlefields A, B and C, and denoting the number of soldiers allocated to battlefield x by N(x), then under the constraints Sum N(x) = 6, each N(x) > 0, and N(A) ≥ N(B) ≥ N(C) only three allocations are allowed:
(N(A), N(B), N(C)) = (2, 2, 2), (3, 2, 1) and (4, 1, 1). JocK (talk) 10:30, 19 January 2008 (UTC)[reply]

domination

This looks exactly like the computer game style 'domination' in first person shooters (where each team attempts to capture and hold as many control points as possible and the team that throws more people at a control point generally claims it). The difference is that in a computer game you can reallocate team members to control points on the fly. Has there been research in these 'dynamic' strategies? This could be useful knowledge to avoid 'best strategies' that may result to robotic gameplay and therefore a worse game. —Preceding unsigned comment added by 81.243.191.85 (talk) 21:54, 22 November 2009 (UTC)[reply]