Classifying Games

notes
llm
Axes of game classification.
Author

Stephen J. Mildenhall

Published

2026-07-08

Modified

2026-07-08

A structural taxonomy of sporting contests

1. Basic unit of competition

Type Description Examples
Individual performance Each competitor produces a separate performance. Golf, archery, diving, weightlifting
Individual head-to-head Two individuals compete directly. Tennis singles, boxing, snooker, fencing
Team head-to-head Two teams compete directly. Football, basketball, rugby, cricket
Multiple simultaneous competitors Several competitors compete at the same time. Running, cycling, motor racing, swimming
Multiple sequential competitors Competitors perform separately, usually in a prescribed order. Ski jumping, gymnastics, darts qualifying
Relay Team members perform successive individual stages. Athletics relay, swimming relay
Free-for-all elimination Several competitors interact, with only one eventual winner. Some wrestling formats, battle-royale esports

2. Termination rule

2.1 Fixed-time contests

The contest ends when a predetermined amount of playing time expires. The higher score normally wins.

Structure Examples
Single continuous period Some endurance races
Two halves Association football, rugby
Three periods Ice hockey
Four quarters Basketball, American football
Fixed number of ends with timed play inside them Some curling formats
Fixed time plus additional or injury time Association football
Fixed time followed by overtime if tied Basketball, ice hockey

Basketball therefore ends after four regulation quarters, not after either side reaches a particular score.

2.2 Fixed-number-of-units contests

The contest ends after a prescribed number of holes, innings, ends, frames, rounds, legs, laps, attempts, or other units.

Unit Examples
Holes Golf
Innings Baseball; limited-overs cricket
Ends Curling, bowls
Rounds Boxing, combat sports
Laps Motor racing, track cycling
Attempts Long jump, shot put, weightlifting
Arrows or shots Archery, shooting
Frames Some snooker match formats
Boards or deals Duplicate bridge

2.3 First-to-target contests

The contest ends when a player or team first reaches a specified achievement.

Target Examples
Points Many squash and badminton games
Games A tennis set
Sets A tennis or volleyball match
Frames Many snooker matches
Legs or sets Darts
Goals Sudden-death overtime
Captures or objectives Some board games and esports

Darts is usually a nested first-to system: a player wins a leg by reducing a starting total exactly to zero, and wins the match by taking the required number of legs or sets.

2.4 Exhaustion contests

Play continues until no legal continuation remains, all resources are exhausted, or a terminal position occurs.

Terminal event Examples
Checkmate, resignation, or draw Chess
No legal move or no pieces Draughts variants
Deck or tiles exhausted Many card and tile games
Last player remaining Elimination games

2.5 Distance- or route-completion contests

The contest ends when competitors complete a prescribed course or distance.

Structure Examples
First across the finish line Running, swimming, rowing
Lowest elapsed time Time-trial cycling, rally stages, skiing
Fixed route with cumulative time Tour cycling, stage rallies
Last competitor remaining Elimination races

2.6 Achievement- or failure-triggered contests

The contest ends when a decisive event occurs.

Event Examples
Knockout or submission Boxing, mixed martial arts
Fall or pin Wrestling
Successful capture Some pursuit games
Failure after progressively harder tasks High jump, pole vault
Insurmountable mathematical lead Some match-play formats

2.7 Hybrid termination

Many sports combine several rules.

Sport Hybrid structure
Tennis First to points → games → sets → match
Cricket Innings may end through wickets, declarations, overs, time, or successful run chase
Baseball Fixed innings, extended until a winner emerges
Golf match play Scheduled holes, but the match ends early when the deficit exceeds the holes remaining
Boxing Fixed rounds unless ended early by knockout, stoppage, or disqualification
Snooker First to a prescribed number of frames; each frame ends when conceded or completed
Darts First to legs or sets; each leg ends upon an exact checkout

3. Scoring mechanism

Type Rule Examples
Accumulative high score Points are added; highest total wins. Basketball, football, rugby
Accumulative low score Quantities are added; lowest total wins. Stroke-play golf
Race ranking Earliest completion or shortest time wins. Athletics, swimming, skiing
Best performance Greatest distance, height, or weight wins. Long jump, high jump, weightlifting
Judged score Officials assess quality or execution. Diving, gymnastics, figure skating
Objective completion A terminal objective determines the winner. Chess, combat by knockout
Unit count Winner takes the most sets, frames, holes, ends, or rounds. Tennis, snooker, match-play golf
Differential score Margin over the opponent matters. Goal difference within a match or league
Points-for-place Finishing positions generate championship points. Formula One, cycling competitions
Combined score Several unlike performances are converted into points. Decathlon, modern pentathlon
Deduction score Competitors begin from a maximum or starting total and subtract. Darts, some judged sports
Territory or resource score Controlled space or captured resources determine the result. Go, some strategy games

4. Degree of opponent interaction

4.1 Independent or indirect competition

Competitors do not materially alter one another’s immediate performance environment. They compete against the same standard, course, clock, or measuring system.

Examples include:

  • weightlifting;
  • long jump;
  • diving;
  • individual time trials;
  • most stroke-play golf;
  • separate-lane swimming.

Psychological pressure and changing conditions may still create dependence, but opponents do not directly manipulate the competitor’s ball, body, or legal choices.

4.2 Shared-environment indirect competition

Competitors use the same environment and may affect its condition, but do not directly contest possession.

Examples include:

  • golf, where players share the course but play their own balls;
  • darts, where players use the same board sequentially;
  • ten-pin bowling;
  • alpine skiing on a course whose condition changes;
  • motor-racing qualifying conducted one car at a time.

4.3 Alternating direct interaction

Players act sequentially on a shared game state. Each move changes the position inherited by the opponent.

Examples include:

  • chess;
  • snooker;
  • pool;
  • curling;
  • bowls;
  • croquet;
  • many card games.

Snooker belongs here: the players alternate, play on the same table, and continually change the disposition of the balls. Their interaction is direct even though they do not act simultaneously.

4.4 Simultaneous non-contact opposition

Both sides act at the same time and directly frustrate one another, but are physically separated or contact is prohibited.

Examples include:

  • tennis;
  • badminton;
  • volleyball;
  • table tennis;
  • squash, although the court is shared;
  • many esports.

4.5 Simultaneous contact opposition

Opponents act simultaneously and bodily contact is integral or permitted.

Examples include:

  • rugby;
  • American football;
  • ice hockey;
  • boxing;
  • wrestling;
  • judo.

4.6 Simultaneous shared-course interference

Competitors follow broadly the same objective and may block, draft, overtake, or tactically impede one another.

Examples include:

  • distance running;
  • road cycling;
  • motor racing;
  • sailing;
  • speed skating.

5. Control of the playing object or state

Type Description Examples
Separate private objects Each competitor controls a separate object. Golf, darts, bowling
Alternating shared object Players take turns acting on the same object or state. Chess, snooker, curling
Exchanged object An object passes repeatedly between opponents. Tennis, volleyball, badminton
Contested possession Opponents struggle for control of one principal object. Football, basketball, hockey
Multiple contested objects Several relevant objects coexist. Billiards variants, some field games
No object Performance concerns movement or physical dominance. Running, swimming, wrestling
Vehicle-mediated The principal controlled object is a vehicle. Motor racing, sailing, cycling

6. Tactical family

The standard Teaching Games for Understanding classification recognises four major tactical families: target, net/wall, striking/fielding, and invasion games.

Family Central tactical problem Examples
Target Place an object accurately relative to a target or obstacles. Golf, darts, archery, bowls, curling
Net/wall Send an object so that the opponent cannot return it legally. Tennis, badminton, squash, volleyball
Striking/fielding Strike into space and score before the fielding side retrieves the object. Cricket, baseball, softball
Invasion or territory Enter or exploit opposing territory while defending one’s own. Football, basketball, rugby, hockey
Combat Overcome an opponent physically or technically. Boxing, fencing, wrestling, judo
Race Complete a route or distance faster than opponents. Running, swimming, cycling
Pursuit or tag Catch, evade, or eliminate an opponent. Tag, pursuit cycling
Stunt or trick Complete difficult movements or manoeuvres. Skateboarding, freestyle skiing
Rhythmic or aesthetic Produce a technically and aesthetically assessed sequence. Gymnastics, figure skating
Strength or distance Maximise a measurable physical output. Weightlifting, shot put, long jump
Route or expedition Navigate a route, often with environmental decisions. Orienteering, sailing, climbing events
Construction or positional Develop and exploit a shared abstract position. Chess, Go, many board games

The final eight categories extend beyond the traditional four-family scheme, which has been criticised for omitting many widely practised forms of sport.

7. Temporal organisation of play

Type Description Examples
Continuous Action proceeds with few formal interruptions. Football, distance running
Stop–start The clock or play repeatedly stops and restarts. American football, basketball
Alternating turns Only one side acts at a time. Darts, golf, snooker, chess
Alternating phases Teams alternate between distinct roles. Cricket, baseball
Rally based A sequence continues until an error or winning action. Tennis, badminton, volleyball
Attempt based Each competitor receives a fixed or conditional number of attempts. Long jump, diving, weightlifting
Simultaneous heat Competitors perform together in a discrete race. Swimming, sprinting
Asynchronous comparison Performances may occur at different times. Time trials, postal chess, some esports

8. Information structure

Type Description Examples
Perfect information The complete relevant state is observable. Chess, Go, snooker
Imperfect information Some relevant state is hidden. Poker, bridge
Uncertain physical state The state is visible, but execution and physical outcomes are uncertain. Golf, darts, football
Judged information Outcome depends partly on officials’ assessments. Diving, gymnastics, boxing decisions
Technologically measured Sensors or timing systems substantially determine outcomes. Athletics timing, goal-line technology

9. Source of uncertainty

Source Meaning Examples
Execution uncertainty Players cannot execute intended actions perfectly. Darts, golf, tennis
Strategic uncertainty Opponents’ choices are unknown. Football, chess, boxing
Chance mechanism Random devices form part of the rules. Backgammon, many card games
Environmental uncertainty Weather, surface, wind, or course conditions vary. Golf, sailing, skiing
Judging uncertainty Subjective assessment affects the result. Gymnastics, diving
Mechanical uncertainty Equipment behaviour matters. Motor racing, sailing
Mixed uncertainty Several sources operate together. Cricket, golf, motorsport

10. Spatial relationship between opponents

Type Examples
Separate lanes or areas Swimming lanes, track sprints, archery stations
Separated by a net Tennis, badminton, volleyball
Shared space without routine contact Squash, basketball under non-contact rules
Shared space with contact Rugby, boxing, ice hockey
Alternating use of the same surface Golf, darts, snooker, bowling
Parallel or replicated venues Gymnastics apparatus, weightlifting platforms
Extended natural environment Sailing, orienteering, road cycling

11. Symmetry of roles

Type Description Examples
Symmetric Both sides have essentially the same actions and objectives. Tennis, football, chess
Alternating asymmetric Teams alternate between unlike roles. Cricket, baseball
Permanently asymmetric Participants have distinct roles throughout. Hare-and-hounds games; some multiplayer games
Positionally specialised Overall objectives are shared, but roles differ strongly. Goalkeeper and outfield players in football
Handicap-adjusted Rules deliberately compensate for differing abilities. Golf handicaps, some sailing systems

12. Outcome structure

Type Possible outcomes Examples
Win–loss only A winner must be produced. Knockout tennis
Win–draw–loss Draws are permitted. League football, chess
Ordinal ranking All competitors are ranked. Races, golf tournaments
Cardinal performance Raw measurement is independently meaningful. Running time, jump distance
Qualification threshold Success means exceeding a standard. Athletics qualification
Elimination Competitors progressively leave the contest. Knockout tournaments
Accumulated championship Results over several events determine a champion. Formula One, league football
Multiple simultaneous awards Different classifications coexist. Cycling jerseys, motorsport classes

13. Compact identification chart

A contest can be identified by asking the following questions in order.

Question Main alternatives
1. Who competes? Individual, pair, team, or many competitors
2. Do opponents directly affect one another? Independent, sequentially interactive, or simultaneously interactive
3. Is there bodily contact? None, incidental, permitted, or essential
4. Is the principal object shared? Separate objects, alternating shared object, exchanged object, or contested possession
5. How does play proceed? Continuous, turn-based, rally-based, attempt-based, or alternating phases
6. What ends the contest? Time, fixed units, target achievement, route completion, elimination, terminal event, or hybrid
7. How is performance measured? High score, low score, time, distance, judged quality, captured units, or objective completion
8. What is the tactical family? Target, net/wall, striking/fielding, invasion, combat, race, aesthetic, strength, or positional
9. What information is available? Perfect, hidden, uncertain execution, or judged
10. What outcomes are permitted? Win/loss, draw, complete ranking, threshold, or championship points

14. Worked classifications

Sport Structural classification
Football Team; fixed time; continuous invasion game; simultaneous direct opposition; contested possession; limited contact; accumulative high score; draw possible
Basketball Team; fixed time divided into quarters; stop–start invasion game; simultaneous direct opposition; contested possession; accumulative high score; overtime resolves ties
Golf stroke play Individual; fixed holes; alternating shared environment but separate balls; target game; accumulative low score; ordinal tournament ranking
Golf match play Individual or team; fixed maximum holes; hole-by-hole unit scoring; may end early when one side is mathematically uncatchable
Darts Individual head-to-head; alternating turns; same board but no changed shared state; target game; exact reduction to zero; first to a specified number of legs or sets
Snooker Individual head-to-head; alternating turns; shared and persistently altered table state; target and positional game; points within frames; first to a specified number of frames
Tennis Individual or pairs; rally-based net game; simultaneous non-contact opposition; exchanged ball; nested first-to scoring through points, games, and sets
Cricket Team; alternating asymmetric roles; striking/fielding game; runs and wickets; innings terminate through several possible rules; match may be time- or over-limited
Boxing Individual head-to-head; simultaneous contact combat; fixed rounds with possible early termination; judged round scoring or knockout
100 m sprint Multiple simultaneous individuals; separate lanes; fixed distance; no direct interaction; lowest elapsed time wins
Formula One race Multiple simultaneous individuals and teams; fixed laps or regulated duration; shared course; direct tactical interference; ordinal finish converted into championship points
Diving Sequential individual performance; fixed attempts; judged aesthetic and technical score; no direct interaction
Chess Individual head-to-head; alternating turns; shared abstract state; perfect information; terminal objective or agreed draw; no fixed score accumulation