Advanced RPS Strategies
Written by Arbiter, Zone Captain-World RPS Society Media Brigade
Why Study RPS?
Why should I study RPS? What will RPS do for me? As with any sport,
the answer to these questions is "That depends on what you
put into it."
RPS is gaming at its most basic, its most fundamental. Take anything
away, and it ceases to be a game at all. Every other game, at
some level, contains RPS. Like chess or fencing, the rules are
simple, but the game itself is as complex as the mind of your
opponent.
Playing RPS probably won't make you rich and famous. Chances are
good you won't win an Olympic gold medal. And it's not likely
to improve your physique, maximize your sex appeal, jump-start
your career or expand your memory. Many players have found, however,
that studying RPS gives them a greater understanding of how gaming
relates to human behavior. In that sense, RPS can help you find
success in other areas, but only if you have the determination
to work hard and think hard - not just in RPS, but in every area
of your life.
Studying Your Opponent
Because RPS is a game of wits, it's crucial to know your opponent.
Does he have noticeable tells? What strategy has she used in the
past? Does he throw Rock when he's angry? Can I make her lose
her concentration?
Historically, RPS championships have only admitted players who
have won in lesser competitions in order to ensure that every
player has data for other competitors to study. The current trends
toward open-format competition will give new players an advantage
in high-level competitions and possibly break some long-standing
RPS "dynasties."
The Role of a Trainer
Some players choose to retain the services of a personal trainer.
Experienced and talented trainers can be invaluable in building
an RPS career, but beware of charlatans. There are many "trainers"
available for hire who have never been either a competitor or
referee and have no qualifications to speak of. Before you sign
a contract, find out who you're dealing with.
Equal but Not Equal
On the surface, RPS appears to be a game of chance. After all,
according to the rules, each throw is equal, right? Each defeats
one other throw and loses to one other throw.
Perhaps to a computer the throws actually are equal. To the human
mind, that is seldom the case. Whether because of associations
with the symbols or the hand positions that represent them, players
perceive the three throws to have distinct characteristics. These
vary from player to player, but generally fall into some common
patterns.
The Character of Rock
Rock, represented by a closed fist, is commonly perceived as the
most aggressive throw. It taps into memories of fist fights, tall
and unmoving mountains, rugged boulders and the stone ax of the
caveman. Without realizing it, most players think of Rock as a
weapon and will fall back on it for protection when other strategies
appear to be failing.
The Character of Scissors
Scissors are a tool. As children, we use them to cut construction
paper for craft projects. As adults, we may cut cloth for clothing
or use scissors to open plastic packaging. Scissors are associated
with industry, craft work, making things. There is still a certain
amount of aggression associated with scissors; they are, after
all, sharp and dangerous implements. Scissors, however, represent
aggression that is controlled, contained, re-channeled into something
constructive. In RPS, scissors are often perceived as a clever
or crafty throw, a well-planned outflanking maneuver. As such,
players are more likely to use scissors when they are confident
or winning.
The Character of Paper
Paper is often considered the most subtle throw. There is nothing
aggressive about the limp documents that move through our desks
and offices. Even the gesture used to represent paper is peaceful
- an open palm like that used in a salute or handshake. Historically,
an open palm has been a sign of friendship and peace because an
open hand cannot hold a weapon. Some players, who unconsciously
perceive Paper as weak or a sign of surrender, will shy away from
using it entirely or drop it from their game when they are falling
behind. On the other hand, Paper also connects with a player's
perceptions about writing. There is a quiet power in the printed
word. It has the ability to lay off thousands of employees, declare
war against nations, spread scandal or confess love. Paper, in
short, has power over masses. The fate of the entire world is
determined by print. As such, some players perceive Paper as a
subtle attack, the victory of modern culture over barbarism. Such
players may use Paper to assert their superiority and dignity.
More than Meets the Eye
The basic skills of RPS need no discussion. Most children can
be taught to form the three throws with their hands and with a
little practice can follow the prime and reveal their chosen throw
at the appropriate time.
An advanced RPS player can do more than that. He can use his hands
to confuse or deceive an opponent. She can make her opponent believe
she is going to throw Rock when she is actually going to throw
scissors.
Cloaking
"Cloaking" is the term used for delaying the unveiling
of the throw. Put a little more simply, "Cloaking" is
waiting until the last possible second to throw Paper or Scissors.
Some players will watch your hands for an indication of which
throw you are about to use. By not moving your fingers until the
last moment, you can fool such a player into thinking you are
throwing Rock. Since a hand-watcher will respond to a well-executed
cloak with paper, cloaking Scissors is generally more useful than
cloaking Paper.
Shadowing
Another step beyond cloaking, "shadowing" is pretending
to throw one thing, but changing to another at the last possible
moment. This is much more difficult and requires great care in
execution. Ultimately, it is up to the judges or referee to decide
when that last possible moment arrives and if your hand is on
the wrong throw or between throws they are not very forgiving.
There are two primary ways in which you can use shadowing. The
first is to merely twitch your fingers during the prime. A hand-watching
opponent may believe this to foreshadow a throw of scissors or
paper, depending on which fingers you wiggle. A more advanced
method of shadowing is to change the position of your hand three
or four times during the last prime. This has the potential to
confuse or distract any opponent and will likely befuddle a hand-watcher
completely.
Smoothing Tells
"Tells" are visible behaviors through which a player
may unconsciously reveal a throw to an opponent. Everyone has
them to some degree - they've been the poker player's friend and
enemy for centuries. They are the reason that hand-watchers watch
hands, but tells aren't always in the hands. The face and lips
are common places to find tells. Records from a tournament in
1923 mention a player who wiggled his toes before throwing Rock.
Tells are one reason why players study one another. Serious RPS
players will spend time hunting for their own tells (a trainer
helps here) and learning to suppress them. This can be an on-going
project, because suppressing one tell can sometimes create another.
Broadcasting False Tells
Of course, if you can suppress tells, you can also create them.
This requires intense coordination and concentration, not to mention
planning. In order to make advantageous use of a false tell, you
must display the tell long enough for an opponent to notice its
significance, then break the pattern at a crucial moment to score
a win. Timing is everything. It won't help you to lose several
points because of a false tell only to gain one when you break
it.
Once the prime has started, you have to make a choice. Will it
be Rock, Paper, or Scissors? This is the most discussed and debated
aspect of RPS, and the foundation of your strategy. How do you
decide?
Chaos Play
Proponents of the "Chaos School" of RPS try to select
a throw randomly. An opponent cannot know what you do not know
yourself. In theory, the only way to defeat a random throw is
with another random throw - and then only thirty-three percent
of the time. Critics of this strategy insist that there is no
such thing as a random throw. Human beings will always use some
impulse or inclination to choose a throw, and will therefore settle
into unconscious but nonetheless predicable patterns. The Chaos
School has been dwindling in recent years as tournament statistics
show the greater effectiveness of other strategies.
Gambit Play
The use of Gambits in competitive RPS has been one of the greatest
and most enduring breakthroughs in RPS strategy. A "Gambit"
is a series of three throws used with strategic intent. "Strategic
intent" in this case, means that the three throws are selected
beforehand as part of a planned sequence. Selecting throws in
advance helps prevent unconscious patterns from forming and can
sometimes reduce tells. Choosing throws in groups of three will
prevent you from switching to a purely reactive game while leaving
you numerous decision-points to keep the strategy adaptable.
The "Great Eight" Gambits
The mathematically inclined will quickly realize that there are
only twenty-seven possible Gambits. All of them have been used
and documented in tournament play. Each has several names from
a variety of localities. There is no such thing as a "new"
Gambit.
The "Great Eight" Gambits are the eight most widely
used. There is nothing about these eight that make them superior
to any other Gambits, although as a group they can be very effective.
Several high-level players built careers on just these eight Gambits.
They are, sorted alphabetically by their most common names:
Avalanche (RRR)
Bureaucrat (PPP)
Crescendo (PSR)
Dénouement (RSP)
Fistful o' Dollars (RPP)
Paper Dolls (PSS)
Scissor Sandwich (PSP)
Toolbox (SSS)
Beyond Gambits
The strongest criticism of Gambit play is that players still have
tendencies to develop patterns. Rather than throwing Rock when
angry, a Gambit player may throw Avalanche, resulting in three
lost points rather than just one. The true genius of Gambit play,
however, is that Gambits can be used as building blocks of larger
strategies.
Chain Gambits
"Chain Gambits" are one way of expanding Gambit strategies.
A Chain Gambit is a series of five throws, or two Gambits joined
by a common throw. For instance, "PSPSS" is a Chain
Gambit built from Scissor Sandwich and Paper Dolls. By shifting
one Gambit by one throw, a Chain Gambit can prevent your opponent
from obtaining multiple successive victories even if she predicts
which Gambit you're using next.
Combination Moves
Gambits and Chain Gambits can also be combined to form longer,
complex Combination Moves. By planning your strategy in blocks
of six or more throws, you can nearly eliminate reactive tendencies.
The downside of Combination Moves is that they can tax the memory.
Few things are as disconcerting as forgetting your strategy half
way through it.
Exclusion Strategies
"Exclusive Strategies" have been getting a lot of attention
lately. An Exclusive player will at least severely limit, if not
neglect altogether, the use of one of the three throws. Hence,
a "Rock Exclusive" player only throws Paper and Scissors.
On the surface, such a strategy seems to give an opponent a serious
advantage. By neglecting Rock, a player is vulnerable to Scissors.
Many opponents, however, will focus their entire strategy on predicting
when the missing throw will appear - even if it never appears
at all! A few players have experimented with "Double-Exclusive
Strategies," using only one throw for a whole game, but the
statistics gathered so far do not indicate this is as effective
as Single-Exclusion.
"Mystical" Schools
Finally, it bears mentioning that there are also "Mystical
Schools" of RPS. These instruct students to select their
throw based on some inner force, higher power, or telepathic premonition.
Such approaches vary so widely among themselves and results are
so mixed (or mixed-up!) that there is no point in trying to catalogue
or categorize them. Nevertheless, the well-trained RPS player
will be aware that these schools exist and know their basic tenets.
Getting in Your Opponent's Head
"Meta-strategies" go beyond selecting your throw. In
fact, in many cases, their purpose is to let you select your opponent's
throw! Meta-strategies are as numerous as shells on the beach,
but they are all based on one of two principles.
The first is: "If you can make your opponent believe what
you want him to, you can make him behave how you want him to."
This is usually accomplished through pre-game conversation or
in-game banter. No one ever said RPS was played in silence!
Getting Under Your Opponent's Skin
The second principle of meta-strategies is: "If you can make
your opponent react to you, you can play the game for her."
Many players will slip into reflexive habits and strategies when
angry, frustrated, afraid, or confused. If you can get your opponent
into that condition, you have the control of the match.
Classic Meta-Strategies
If your opponent figures out what you're up to, meta-strategies
can backfire horribly. Worse than if you'd never used them, they
can leave you confused and give your opponent control of the match.
A good trainer can help you create and hone new meta-strategies
as well as show you when to use them and when to leave well enough
alone.
Here are a few well-documented meta-strategies to use as examples
or as a starting point for building your own:
Old Hat
This is one of the oldest and most well-known meta-strategies
of all time. Its effectiveness is minimized by the fact that nearly
every player nowadays will recognize the "Ol' 'Old Hat'"
but as it is the foundation of many more developed meta-strategies,
this guide would be incomplete without it.
The purpose of the "Old Hat" strategy is to demoralize
an opponent into feeling inferior or intimidated. Common "Old
Hat" banter includes:
"I knew that would be your next move."
"Rock? Hmmm. . . . Frankly I am surprised that Paper obviously
didn't occur to you."
"This time, actually think before you throw."
"I don't suggest using the Avalanche gambit on me; I did
invent it, after all."
If you can successfully anger, frustrate or make your opponent
feel inferior, you may be able to drive him into a reactive game
and take control of the match.
Crystal Ball
One of the more clever meta-strategies, "Crystal Ball"
is a ploy to confuse an opponent and derail what might be an otherwise
effective strategy. Like "Old Hat," this is a simple
and time-tested strategy that is more effective as a foundation
on which to build than used in its virgin form.
To employ "Crystal Ball," tell your opponent what she
is going to throw:
"You're going to bring Scissors again, aren't you?"
If your opponent is unfamiliar with this ploy, you can now be
certain she will not throw Scissors. That makes Paper a safe throw.
Rusty
"Rusty" is a dubious meta-strategy at best. A player
using this technique will claim to be "out of practice"
and predict his own defeat. This may put an opponent off her guard
or instill a false sense of confidence, but this rarely has a
significant effect on a match. Still, some players swear by it
and continue to include it in their repertoire.
Probing Your Opponent
When you face your opponent, know what kind of match you're playing.
Is it a lightning round (one throw), best-of-three, long-form
game? In short matches, your best bet is to pick a good strategy
or gambit and stick to it. In longer matches, you have the opportunity
to "probe" your opponent.
Many players will develop and practice several distinct strategies.
Often, after the first five or six throws, you can identify which
strategy he is using. That helps you determine which of your strategies
will be most helpful.
Consequently, many players develop a few opening sequences, from
three throws to ten, that are independent of their larger strategies.
The only purpose of these openings is to get a sense of how an
opponent is going to play the match.
The Backup Plan
Okay, so it's not working. She's got your strategy licked and
you're dropping farther and farther behind. Don't panic! You've
got a backup plan, right?
When you're down, the thing to avoid is slipping into reflexive
or reactive patterns. You'll become predictable, your opponent
will take control of the match, and you will lose your chance
to recover the win.
A better approach is to develop and practice several independent
strategies. Some techniques will work wonders against one opponent
and fail miserably against the next.
It's not always easy to know when to switch tactics. Even if you
lose three or four throws in a row, your opponent may still be
in the dark about what you're doing. With experience and practice,
though, you'll learn to tell if your opponent has you figured
out.
Keeping it Varied
Finally, never stop working on your strategy! Your opponents are
studying you as carefully as you're watching them. Any strategy,
no matter how complicated, can be unraveled if you repeat it often
enough. Change. Adapt. Replace old tactics with new approaches.
Keep your game fresh, and you'll keep your opponents guessing!
Arbiter is the Zone Captain of the Media Brigade in the World
RPS Society. He is a Founding Bullboarder, frequent speaker at
RPS symposiums, recognized expert on RPS strategy, and recieved
his acceptance into the World RPS Society Ambassador Program in
2003.
Copyright World RPS Society 2002