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Gamebooks and graph theory (2019)

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A game book is, contrary to the usual books, a book you don't read pages sequentially. These books are read interactively. You are offered a choice after a paragraph: go to the right turn to section 7, go to the left turn to 138. That's it. Depending on the series, you might have additional rules: fight, magic, psi power, etc.

An example of a graph

During the winter holidays, I thought a bit more about these books. They could be encoded as directed graph networks. Therefore I could probably apply a bunch of network algorithms to them to extract interesting information such as:

the shortest path to an instant death,

the path with the most fights,

etc.

I chose for my analysis the Lone Wolf series because, luckily for me, some people have put all the books in an electronic format and it's legal. It's a story about Lone Wolf (unexpected I know) the last of his kind, a caste of warrior monks.

NB: The Dawn of the Darklords was excluded from the analysis as it was not officially released as a gamebook. It was included in the Magnamund companion.

TL;DR

The Masters of Darkness has the most action packed with a possible solution path including 65 fights;

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