游戏王残局简化版

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Check-in [dbe7af9925]

Overview
Comment:0.0.1743
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: dbe7af99255452965468faf2c6d873df23691399204790650f58bbd88878844e
User & Date: 顽雨沉风 on 2023-07-16 02:48:16
Other Links: manifest | tags
Context
2023-07-16
03:24
0.0.1744 check-in: 55f0b1c639 user: 顽雨沉风 tags: trunk
02:48
0.0.1743 check-in: dbe7af9925 user: 顽雨沉风 tags: trunk
02:46
0.0.1742 check-in: a70abca59e user: 顽雨沉风 tags: trunk
Changes

Deleted single_doc/二解.html version [b7ef41bf26].

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<h1 class="title">二解</h1>
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<p>「二解」指超越了原残局作者设定血量的解局方法。</p>
<p>一般情况下,残局设定血量就是目前最优解的解局血量。</p>
<p>如果出现了二解,就表明残局设定血量<b>需要更改</b>了。</p>
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Deleted single_doc/二解.md version [e5f185fdec].

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% 二解

「二解」指超越了原残局作者设定血量的解局方法。

一般情况下,残局设定血量就是目前最优解的解局血量。

如果出现了二解,就表明残局设定血量<b>需要更改</b>了。

Deleted single_doc/关于残局难度.html version [d9228ec6b8].

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<h1 class="title">关于残局难度</h1>
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<p>主动找适合<b>自己水平</b>的残局即可。</p>
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Deleted single_doc/关于残局难度.md version [344c013013].

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% 关于残局难度

主动找适合<b>自己水平</b>的残局即可。

Deleted single_doc/关于规则参数.html version [1817eda005].

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<!DOCTYPE html>
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</head>
<body>
<header id="title-block-header">
<h1 class="title">关于规则参数</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#前言" id="toc-前言"><span class="toc-section-number">1</span> 前言</a></li>
<li><a href="#section" id="toc-section"><span class="toc-section-number">2</span> 「3」</a></li>
<li><a href="#section-1" id="toc-section-1"><span class="toc-section-number">3</span> 「4」</a></li>
<li><a href="#section-2" id="toc-section-2"><span class="toc-section-number">4</span> 「5」</a></li>
<li><a href="#结语" id="toc-结语"><span class="toc-section-number">5</span> 结语</a></li>
</ul>
</nav>
<h1 data-number="1" id="前言"><span class="header-section-number">1</span> 前言</h1>
<p>常用的规则参数有三个:「3」「4」「5」。</p>
<h1 data-number="2" id="section"><span class="header-section-number">2</span> 「3」</h1>
<p>「3」指大师 3。</p>
<h1 data-number="3" id="section-1"><span class="header-section-number">3</span> 「4」</h1>
<p>「4」指新大师,从这一规则开始引入连接怪兽。</p>
<p>若残局中有卡涉及到连接怪兽,则最低的规则参数将为「4」。</p>
<p>在新大师中,额外卡组的怪兽,只能在连接怪兽的箭头指向处或者额外怪兽区出场。</p>
<p>新大师是 3 个规则中约束最为严格的规则,对玩家的操作要求最高。</p>
<p>有部分残局会特意将规则设定为新大师,以求在不增加卡数的前提下提高难度。</p>
<h1 data-number="4" id="section-2"><span class="header-section-number">4</span> 「5」</h1>
<p>「5」指大师 2020,相比于新大师,大师 2020
既引入了连接怪兽,又废除了新大师对额外怪兽的限制。</p>
<p>值得注意的是,只有从额外卡组出场的怪兽才能进到额外怪兽区。</p>
<p>大师 2020 全面兼容大师 3,但并不一定要用大师 2020 代替大师 3。</p>
<p>部分大师 3 残局需要利用大师 3 的优质灵摆位或者 5
个格子的挤格子战术,不适合适用大师 2020,所以它们应停留在大师 3
规则。</p>
<h1 data-number="5" id="结语"><span class="header-section-number">5</span> 结语</h1>
<p>在残局设计中,应根据不同残局的特点选择不同的规则参数,不需要非得追求最新的规则参数。</p>
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% 关于规则参数

# 前言

常用的规则参数有三个:「3」「4」「5」。

# 「3」

「3」指大师 3。

# 「4」

「4」指新大师,从这一规则开始引入连接怪兽。

若残局中有卡涉及到连接怪兽,则最低的规则参数将为「4」。

在新大师中,额外卡组的怪兽,只能在连接怪兽的箭头指向处或者额外怪兽区出场。

新大师是 3 个规则中约束最为严格的规则,对玩家的操作要求最高。

有部分残局会特意将规则设定为新大师,以求在不增加卡数的前提下提高难度。

# 「5」

「5」指大师 2020,相比于新大师,大师 2020 既引入了连接怪兽,又废除了新大师对额外怪兽的限制。

值得注意的是,只有从额外卡组出场的怪兽才能进到额外怪兽区。

大师 2020 全面兼容大师 3,但并不一定要用大师 2020 代替大师 3。

部分大师 3 残局需要利用大师 3 的优质灵摆位或者 5 个格子的挤格子战术,不适合适用大师 2020,所以它们应停留在大师 3 规则。

# 结语

在残局设计中,应根据不同残局的特点选择不同的规则参数,不需要非得追求最新的规则参数。

Deleted single_doc/残局与实战.html version [c298a9486d].

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</head>
<body>
<header id="title-block-header">
<h1 class="title">残局与实战</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#前言" id="toc-前言"><span class="toc-section-number">1</span> 前言</a></li>
<li><a href="#残局优势" id="toc-残局优势"><span class="toc-section-number">2</span> 残局优势</a></li>
</ul>
</nav>
<h1 data-number="1" id="前言"><span class="header-section-number">1</span> 前言</h1>
<p>普通残局与实战不同。</p>
<p>练习残局,则残局方面的技术会提升;</p>
<p><b>练习实战</b>,则实战方面的技术会提升。</p>
<h1 data-number="2" id="残局优势"><span class="header-section-number">2</span> 残局优势</h1>
<ol type="1">
<li>残局<b>必有解</b></li>
<li>残局已知双方所有卡</li>
<li>残局可反复进入同一场面</li>
</ol>
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Deleted single_doc/残局与实战.md version [d9504953ab].

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% 残局与实战

# 前言

普通残局与实战不同。

练习残局,则残局方面的技术会提升;

<b>练习实战</b>,则实战方面的技术会提升。

# 残局优势

1. 残局<b>必有解</b>
1. 残局已知双方所有卡
1. 残局可反复进入同一场面


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<!DOCTYPE html>
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<h1 class="title">残局对手</h1>
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<p>残局对手一般分为三种层次:</p>
<ol type="1">
<li>卡少。</li>
<li>卡多但<b>呆呆挨打</b>。</li>
<li>卡多且有互动。</li>
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% 残局对手

残局对手一般分为三种层次:

1. 卡少。
1. 卡多但<b>呆呆挨打</b>。
1. 卡多且有互动。

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<header id="title-block-header">
<h1 class="title">残局简化</h1>
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<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#卡数" id="toc-卡数"><span class="toc-section-number">1</span> 卡数</a></li>
<li><a href="#残局简化对象" id="toc-残局简化对象"><span class="toc-section-number">2</span> 残局简化对象</a>
<ul>
<li><a href="#干扰卡" id="toc-干扰卡"><span class="toc-section-number">2.1</span> 干扰卡</a></li>
<li><a href="#冗余卡" id="toc-冗余卡"><span class="toc-section-number">2.2</span> 冗余卡</a></li>
</ul></li>
<li><a href="#以下内容不够重要可以忽略" id="toc-以下内容不够重要可以忽略"><span class="toc-section-number">3</span> ☞
以下内容不够重要,可以忽略</a></li>
<li><a href="#残局简化方法" id="toc-残局简化方法"><span class="toc-section-number">4</span> 残局简化方法</a>
<ul>
<li><a href="#占位简化法" id="toc-占位简化法"><span class="toc-section-number">4.1</span> 占位简化法</a></li>
</ul></li>
<li><a href="#规则参数" id="toc-规则参数"><span class="toc-section-number">5</span> 规则参数</a>
<ul>
<li><a href="#section" id="toc-section"><span class="toc-section-number">5.1</span> 「3」</a></li>
<li><a href="#section-1" id="toc-section-1"><span class="toc-section-number">5.2</span> 「4」</a></li>
<li><a href="#section-2" id="toc-section-2"><span class="toc-section-number">5.3</span> 「5」</a></li>
<li><a href="#建议" id="toc-建议"><span class="toc-section-number">5.4</span> 建议</a></li>
</ul></li>
<li><a href="#残局与实战" id="toc-残局与实战"><span class="toc-section-number">6</span> 残局与实战</a>
<ul>
<li><a href="#前言" id="toc-前言"><span class="toc-section-number">6.1</span> 前言</a></li>
<li><a href="#建议-1" id="toc-建议-1"><span class="toc-section-number">6.2</span> 建议</a></li>
</ul></li>
<li><a href="#残局难度" id="toc-残局难度"><span class="toc-section-number">7</span> 残局难度</a></li>
<li><a href="#残局对手" id="toc-残局对手"><span class="toc-section-number">8</span> 残局对手</a></li>
<li><a href="#二解" id="toc-二解"><span class="toc-section-number">9</span> 二解</a></li>
</ul>
</nav>
<h1 data-number="1" id="卡数"><span class="header-section-number">1</span> 卡数</h1>
<p>在残局中,仅统计<b>有效果卡</b>的数量。</p>
<p>这是因为读有效果的卡不仅比读没效果的卡要困难,而且还会带来更大的思维负担。</p>
<p>一般来说,认知资源和思维负载之间成反比关系:当认知资源增加时,思维负载就减少,而当认知资源减少时,思维负载就增加。</p>
<p>但这是因为较少的认知资源已经包含了思维推理所需的必要条件,而在此之上增加的认知资源提供了更多的思维推理所需要的中间步骤。</p>
<p>在残局里,所有卡的效果加起来,其中已经包含了解局所需要的必要效果,但是那部分多出来的效果则并不能提供解局所需的中间步骤。</p>
<p>因此,在残局里,思维负担与效果数量成正比,即效果数量越多,思维负担越重;效果数量越少,思维负担越轻(这里尚未考虑到效果的质量等其他属性)。</p>
<h1 data-number="2" id="残局简化对象"><span class="header-section-number">2</span> 残局简化对象</h1>
<h2 data-number="2.1" id="干扰卡"><span class="header-section-number">2.1</span> 干扰卡</h2>
<p>干扰卡,可以划分为三类:</p>
<ol type="1">
<li>不参与解局过程</li>
<li>参与解局过程但是其效果没有得到发挥</li>
<li>参与解局过程且效果得到发挥但是被替换成<b>无效果卡</b>后仍然参与解局过程</li>
</ol>
<h2 data-number="2.2" id="冗余卡"><span class="header-section-number">2.2</span> 冗余卡</h2>
<p>参与解局过程并且效果得到发挥,但被删掉后,残局必要流程<b>不变</b>。</p>
<h1 data-number="3" id="以下内容不够重要可以忽略"><span class="header-section-number">3</span> ☞ 以下内容不够重要,可以忽略</h1>
<h1 data-number="4" id="残局简化方法"><span class="header-section-number">4</span> 残局简化方法</h1>
<h2 data-number="4.1" id="占位简化法"><span class="header-section-number">4.1</span> 占位简化法</h2>
<p>把有效果的卡替换成<b>无效果</b>的卡。</p>
<h1 data-number="5" id="规则参数"><span class="header-section-number">5</span> 规则参数</h1>
<h2 data-number="5.1" id="section"><span class="header-section-number">5.1</span> 「3」</h2>
<p>「3」指<b>大师 3</b>。</p>
<h2 data-number="5.2" id="section-1"><span class="header-section-number">5.2</span> 「4」</h2>
<p>「4」指新大师,从这一规则开始引入连接怪兽。</p>
<p>若残局中有卡可能涉及到连接怪兽,则最低的规则参数将为「4」。</p>
<p>新大师是 3
个规则中<b>约束最为严格</b>的规则,对玩家的操作要求最高。</p>
<h2 data-number="5.3" id="section-2"><span class="header-section-number">5.3</span> 「5」</h2>
<p>「5」指大师 2020。</p>
<p>相比于新大师,大师 2020 废除了新大师对额外怪兽的<b>过度限制</b>。</p>
<h2 data-number="5.4" id="建议"><span class="header-section-number">5.4</span> 建议</h2>
<p>在残局设计中,应根据不同残局的特点选择不同的规则参数,不需要<b>非得追求</b>最新的规则参数。</p>
<h1 data-number="6" id="残局与实战"><span class="header-section-number">6</span> 残局与实战</h1>
<h2 data-number="6.1" id="前言"><span class="header-section-number">6.1</span> 前言</h2>
<p>普通残局与实战不同。</p>
<p>练习残局,则残局方面的技术会提升;</p>
<p><b>练习实战</b>,则实战方面的技术会提升。</p>
<h2 data-number="6.2" id="建议-1"><span class="header-section-number">6.2</span> 建议</h2>
<p>不把残局与实战场面<b>过度挂钩</b>。</p>
<h1 data-number="7" id="残局难度"><span class="header-section-number">7</span> 残局难度</h1>
<p>可简;</p>
<p><b>可难</b>。</p>
<h1 data-number="8" id="残局对手"><span class="header-section-number">8</span> 残局对手</h1>
<p>残局对手一般分为三种层次:</p>
<ol type="1">
<li>卡少。</li>
<li>卡多但<b>呆呆挨打</b>。</li>
<li>卡多且有互动。</li>
</ol>
<h1 data-number="9" id="二解"><span class="header-section-number">9</span> 二解</h1>
<p>「二解」指超越了原残局作者设定血量的解局方法。</p>
<p>一般情况下,残局设定血量就是目前最优解的解局血量。</p>
<p>如果出现了二解,就表明残局设定血量<b>需要更改</b>了。</p>
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<header id="title-block-header">
<h1 class="title">残局简化方法</h1>
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<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#卡数" id="toc-卡数"><span class="toc-section-number">1</span> 卡数</a></li>
<li><a href="#残局简化方法" id="toc-残局简化方法"><span class="toc-section-number">2</span> 残局简化方法</a>
<ul>
<li><a href="#干扰卡" id="toc-干扰卡"><span class="toc-section-number">2.1</span> 干扰卡</a></li>
<li><a href="#冗余卡" id="toc-冗余卡"><span class="toc-section-number">2.2</span> 冗余卡</a></li>
</ul></li>
<li><a href="#占位简化法" id="toc-占位简化法"><span class="toc-section-number">3</span> 占位简化法</a></li>
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<h1 data-number="1" id="卡数"><span class="header-section-number">1</span> 卡数</h1>
<p>在残局中,仅统计<b>有效果卡</b>的数量。</p>
<p>这是因为读有效果的卡不仅比读没效果的卡要困难,而且还会带来更大的思维负担。</p>
<p>一般来说,认知资源和思维负载之间成反比关系:当认知资源增加时,思维负载就减少,而当认知资源减少时,思维负载就增加。</p>
<p>但这是因为较少的认知资源已经包含了思维推理所需的必要条件,而在此之上增加的认知资源提供了更多的思维推理所需要的中间步骤。</p>
<p>在残局里,所有卡的效果加起来,其中已经包含了解局所需要的必要效果,但是那部分多出来的效果则并不能提供解局所需的中间步骤。</p>
<p>因此,在残局里,思维负担与效果数量成正比,即效果数量越多,思维负担越重;效果数量越少,思维负担越轻(这里尚未考虑到效果的质量等其他属性)。</p>
<p>把残局流程中的有效果卡替换成无效果卡,可以显著减少残局中的效果数量,减轻思维负担。</p>
<h1 data-number="2" id="残局简化方法"><span class="header-section-number">2</span> 残局简化方法</h1>
<h2 data-number="2.1" id="干扰卡"><span class="header-section-number">2.1</span> 干扰卡</h2>
<p>干扰卡,可以划分为三类:</p>
<ol type="1">
<li>不参与解局过程</li>
<li>参与解局过程但是其效果没有得到发挥</li>
<li>参与解局过程且效果得到发挥但是被替换成<b>无效果卡</b>后仍然参与解局过程</li>
</ol>
<h2 data-number="2.2" id="冗余卡"><span class="header-section-number">2.2</span> 冗余卡</h2>
<p>参与解局过程并且效果得到发挥,但被删掉后,残局必要流程<b>不变</b>。</p>
<h1 data-number="3" id="占位简化法"><span class="header-section-number">3</span> 占位简化法</h1>
<p>把有效果的卡替换成<b>无效果</b>的卡。</p>
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% 残局简化方法

# 卡数

在残局中,仅统计<b>有效果卡</b>的数量。

这是因为读有效果的卡不仅比读没效果的卡要困难,而且还会带来更大的思维负担。

一般来说,认知资源和思维负载之间成反比关系:当认知资源增加时,思维负载就减少,而当认知资源减少时,思维负载就增加。

但这是因为较少的认知资源已经包含了思维推理所需的必要条件,而在此之上增加的认知资源提供了更多的思维推理所需要的中间步骤。

在残局里,所有卡的效果加起来,其中已经包含了解局所需要的必要效果,但是那部分多出来的效果则并不能提供解局所需的中间步骤。

因此,在残局里,思维负担与效果数量成正比,即效果数量越多,思维负担越重;效果数量越少,思维负担越轻(这里尚未考虑到效果的质量等其他属性)。

把残局流程中的有效果卡替换成无效果卡,可以显著减少残局中的效果数量,减轻思维负担。

# 残局简化方法

## 干扰卡

干扰卡,可以划分为三类:

1. 不参与解局过程
1. 参与解局过程但是其效果没有得到发挥
1. 参与解局过程且效果得到发挥但是被替换成<b>无效果卡</b>后仍然参与解局过程

## 冗余卡

参与解局过程并且效果得到发挥,但被删掉后,残局必要流程<b>不变</b>。


# 占位简化法

把有效果的卡替换成<b>无效果</b>的卡。