"Hard games give humans a chance to beat machines."If no efficient algorithm exists to determine who wins a game, then a program cannot always efficiently choose the best move to make. Hardness results are evidence that this is the case (although we still don't know that no efficient algorithm can solve NP-hard or PSPACE-hard problems). These games give us some sense of safety that the computer doesn't already have the game won.
This also applies to the concept of experts and novices. It's not too hard to become an expert in an easy game like Nim. Learn the evaluation trick (computable in polynomial time) and you're good to go. At this point, if you play against someone who doesn't know that simple trick, you can beat them every time (unless they are very lucky). In a game such as Go, much more practice is required to become an expert. There is no quick evaluation algorithm to learn. However, since the strategies are not as clear cut, there is a bigger chance that the novice will be able to beat the expert.
When first designing Atropos, our goal was not just to find a 2-player game, but to find a (PSPACE) hard game. We changed the rules until we could get a proof of the hardness working. At that point we were quite satisfied! Some other games I've defined seem less impressive without a similar result. Learning that games are provably hard usually makes me want to play them more!
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