Yomi Layer 3: Knowing the Mind of the Opponent

"Yomi" is a Japanese word meaning "knowing the mind of the opponent." It comes from the lingo surrounding Virtua Fighter, perhaps the most complex video game ever made. If you can condition your enemy to act in a certain way, you can then use his own instincts against him (like in Judo). Paramount in the design of competitive games is the guarantee to the player that if he knows what his enemy will do, there is some way to counter it.

What happens, though, when your enemy knows that you know what he will do? He needs a way to counter you. He's said to be on another level than you, or another "yomi layer." You knew what he would do (yomi), but he knew that you knew (yomi layer 2). What happens when you know that he knows that you know what he will do (yomi layer 3)? You'll need a way to counter his counter. And what happens when he knows that you know....

Sound like a joke that could never happen in real gameplay of an actual game? Surprise: it's quite common in strategy games. The reason has to do with conditioning the opponent and the inequality of risk/reward in these guessing games (see my article on Rock, Paper, and Scissors in Strategy Games).

Before we get into how ordinary human minds can become entangled in complicated guessing games, let's look at what needs to be there to create these guessing games at all. The designer's tendency might be to create moves and counters. Then create counters to counters, then counters to counters to counters, then counters to those, and so on. Actually, a game need only support counters up to Yomi Layer 3, since Yomi Layer 4 can loop around back to Yomi Layer 0.

Let's say I have a move (we'll call it "m") that's really, really good. I want to do it all the time. (Here's where the inequality of risk/reward comes in. If all my moves are equally good, this whole thing falls apart.) The "level 0" case here is discovering how good that move is and doing it all the time. Then, you will catch on and know that I'm likely to do that move a lot (yomi layer 1), so you'll need a counter move (we'll call it "c1"). You've stopped me from doing m. You've shut me down. I need a way to stop you from doing c1. I need a counter to your counter, or "c2."

Now you don't know what to expect from me anymore. I might do m, or I might do c2. Interestingly, I probably want to do m, but I just do c2 to scare you into not doing c1 anymore. Then I can sneak in more m.

You don't have adequate choices yet. I can alternate between m and c2, but all you have is c1. You need a counter to c2, which we'll call c3. Now we each have two moves.

Me: m, c2 You: c1, c3.

Now I need a counter to c3. The tendency might be to create a c4 move, but it's not necessary. The move m can serve as my c4. Basically, if you expect me to do my counter to your counter (rather than my original good move m), then I don't need a counter that; I can just do go ahead and do the original move...if the game is designed that way. Basically, supporting moves up Yomi Layer 3 is the minimum set of counters needed have a complete set of options, assuming Yomi Layer 4 wraps around back to Layer 0.

This is surely sounding much more confusing than it is, so let's look at an actual example from Virtua Fighter 3 (which will almost certainly confuse you even more).

Example of Yomi Layer 3 from Virtua Fighter 3 Let's say Akira knocks down Pai. As Pai gets up, she can either do a rising attack (these attacks have the absolute highest priority in the game) or she can do nothing. A high rising attack will stop any attack that Akira does as she gets up, but if Akira expects this, he can block and retaliate with a guaranteed throw. Pai does the rising kick and Akira predicts this and blocks. Now the guessing game begins.

Akira would like to do his most damaging throw (that's his m), and be done with it. Even though the throw is guaranteed here, all throws can be escaped for zero damage if the defender expects the throw and enters the throw reverse command. The throw is guaranteed to "start" but Pai might reverse it. In fact, Pai is well aware that a throw is guaranteed here (it's common knowledge), and it's only obvious that Akria will do his most damaging throw. After all, this situation has happened a hundred times before against a hundred Akiras and they all do the same thing. It's really conditioning, not strategy, that tells Pai she needs to do a throw escape here (that's her c1). In fact, it will become her natural, unthinking reaction after a while.

Akira is tired of having his throw escaped again and again. He decides to be tricky by doing one of his very slow, powerful moves such as a double palm, a reverse body check, a two fisted strike, or a shoulder ram (we'll just lump all those into c2). Why does a big, slow move work in this situation? First of all, if Pai does her throw escape and there is no throw to escape, the escape becomes a throw attempt. If her opponent is out of range or otherwise unthrowable for some reason, her throw attempt becomes a throw whiff. She grabs the air and is vulnerable for a moment. One important rule in VF is that you cannot throw an opponent during the startup phase or the hitting phase of a move. So if Akira does a big, powerful move, he is totally unthrowable until after the hitting phase of the move is over and he enters recovery (retracting his arm or leg).

Back to our story. Akira is tired of getting his throw escaped all day, so he does standard counter to any throw: a big, powerful move. This c2 move does a decent amount of damage, by the way. The next time this whole situation arises, Pai doesn't know what to do. Her instincts tell her to reverse the throw, but if she does, she is vulverable to Akira's slow, powerful move. Rather than go for the standard reverse, Pai does her c3 move: she simply blocks. By blocking, she'll take no damage from the Akira's powerful move, and depending on exactly which move it was, she'll probably be able to retaliate.

So what does Akira do if he expects this? In fact, he needs no c4 move since his original throw (m) is the natural counter to a blocking opponent. A throw is a special kind of move that grabs an enemy and does damage regardless of whether they are blocking. It's specifically designed to be used against an opponent in block who is afraid of an attack.

In summary,

Akira has: throw; powerful, slow move Pai has: throw escape; block.

As I tried to show, it's actually pretty reasonable to expect players to be thinking on Yomi Layer 3, 4 or even higher. It's because conditioning makes doing the throw escape (c2) an unthinking, natural reaction. But against a clever opponent, you'll have to think twice about doing a standard throw escape, or blocking. The Akira player will do the occasional powerful, slow move just to put his enemy off balance and abandon his instinct to escape the throw. Then Akira can go back to his original goal: land the throw.

Another very interesting property is "beginner's luck." Notice that a beginner Akira in this situation will go for the throw, since that works on other beginners who haven't learned to throw escape. The beginner Akira will never land the throw on an intermediate player, though, since the intermediate player knows to always throw escape. But strangely, the beginner will sometimes land the throw on the expert, since the expert is aware of the whole guessing game and might block rather than throw escape. Of course, the expert will soon learn that beginner is, in fact, a beginner and then he'll be able to yomi almost every move.

Just as a final note on Virtua Fighter to further demonstrate the complexity of its guessing games, I actually greatly simplified the example above. I left out, for example, that Akira has another c2 move besides a slow, powerful move. He can also do what's called a "kick-guard cancel" or "kg." This means he can press kick, which will make him unthrowable until his kick reaches recovery phase. If Pai tries to throw, she'll whiff. But then Akira can cancel the kick before it even gets to the hitting phase. Now he's free to act and take advantage of Pai's whiffed throw vulnerability. Now, Akira has a guaranteed throw, putting him back in the exact same situation he began in. The catch is that if Akira does kg-cancel and then goes for the throw he originally wanted to do, Pai will probably not have time to react with a throw escape. It's just too fast. She'd have to be on the next yomi layer. She'd have to expect Akira to throw, enter a throw escape, see the kg-cancel, then immediately enter her next guess (probably an attack or throw escape). Any hesitation and she'd be thrown.

Crazy huh?

The point I'm making here is that despite Virtua Fighter's absurd complexity, players really are able to think on the levels I'm hinting at. Playing such a game and successfully landing a move because you knew he knew you knew he would do a particular move is the greatest feeling in the world. So design counters and counters-to-counters, and so on, but know that making Yomi Layer 4 the same as Layer 0 allows you to only design counters up to Yomi Layer 3. It's nerdy, but true.

17 Responses to “Yomi Layer 3: Knowing the Mind of the Opponent”

  1. WorldIV » Card Game Redux Says:

    […] This leaves the psychological contest as a potential saving grace. The psychological contest is a game of reasoning your opponent’s strategy and of detecting subtle tells. Such contests are best played when there is a game theory that can be applied to determining your opponents approach. Sirlin.net has a great article on psychological competition. […]

  2. Lifeform26 Says:

    When things like that happen in a game it’s excellant. The longer you play against the same person the higher the Yomi layer. The Tekken series and Soul Blade are my fave beat-em-ups for this, trying not to laugh as you both counter one anothers counter is the hard bit.

  3. Lazreal Says:

    i yomi up to 10lvs sometimes
    then i sometimes just get confusled from all the brain math

    but thatnx for sharing this knowledge of YOMI
    now i know what to call what my brain is doing, gotta love those japanese

    Bukkake Tsunami Untamed Yomi

  4. Tai Says:

    well done on articulating what I’ve thought long on and learned through street fighter 3: thirdstrike.

  5. Jeremy Says:

    You are really really smart.

  6. Ramsen Says:

    This is my favorite article.

    Thats all I wanted to say :o

  7. michael Says:

    this is incredible. i’m in awe at how well you articulate the nuances of gaming. i wish i knew people personally who were as interested in this sort of thing as you are. reading your stuff has transformed even a simple round of smash brothers for me. your description of an expert getting caught by a beginner… brilliant. it’s like he’s playing too hard for the beginner, expecting the beginner to play at a higher level… well yeah, you wrote it.

  8. Corruptissima Says:

    It was a really good Sirlin. I’ve thought a little about this before your article and I initially got puzzled on how a competitive gamer should play his cards to win against a beginner to win, and the part about the beginner and expert really changed how I will play against beginners (unless I’m going easy).
    Yay, I’ll be wtfpwnzorzing bubs in no time. ^^

  9. Corruptissima Says:

    lol, no edit button, you’ll have to live with that crappy post :S

  10. LV- Says:

    Do people really have to read this to understand these things? I’ve figured out almost everything said in these articles just by myself. Well, I’ve never put it into words on this scale but the basic principles are the same. It’s just fun to read these to find out that someone else has thought of the same things I have :D

  11. ThorGoLucky Says:

    Fascinating, well-written article. Thanks.

  12. Esom Says:

    Really? This is your article? Here, let me be a guest contributer:

    OKIZEME! It’s a Japanese word. That makes it credible.

    Okizeme, or “oki” is mixing up your opponent when he is at a disadvantage or grounded.

    Want 300 words of filler? Too bad…

    END OF FU**ING ARTICLE.

  13. Claytus Says:

    Actually, okizeme is specifically attacking an opponent as they get up from the ground. It has nothing to do with disadvantage or mixups.

    (And btw, here’s a lesson you could take to heart: Knowing the name of something is not the same as knowing something.)

  14. Tathar Says:

    This is a very useful read for anyone in the Kongai beta. Too bad it doesn’t help in cases like where you’re down to Ashi up against Amaya.

    Protip: Damijin’s always on yomi layer 0.

  15. Moran Says:

    This article has really helped change the way I do things in fighting games, heck, competitive games in general. It really has improved my game in Soul Calibur II.

    Keep up the good work, it’s really inspirational. Thanks!

  16. Game Design the Wrong Way » Balance is not Equality Says:

    […] Sirlin - Yomi […]

  17. General Video Game Strategy, Part4 : Psychology » The Omnivangelist Says:

    […] When considering psychology in versus games, keep in mind that all strong competitive games (meaning worthy of play at a high level) are games of imperfect information. Even if the game allows each player to know everything about their opponent’s state in the game, what is always unknown is intention. You can get good at predictions, but you never truly know the intentions of your opponent. In my definition of game psychology, this is what you must always seek to control. The ideal state to achieve is one where your opponent always has “bad” information, and you, because of the information you fed to the opponent, always have “good” information. You lead me to believe that you’re going to zig instead of zag, and because you know I have bought into that information, you know that I’m going to react to the zig. This allows you to respond to the reaction you forced me into with the maximal response to my response. The japanese have a term that describes this responding-to-the-response –Yomi. Dave Sirlin speaks on this with great clarity and insight. […]

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