  Feint actions refer to a set of deceptive actions, which enable players to
obtain temporal advantages from their opponents. Such actions are regarded as
widely-used tactic in most non-deterministic Two-player Games (e.g. boxing and
fencing). However, existing literature does not provide comprehensive and
concrete formalization on Feint actions, and their implications on Two-Player
Games. We argue that a full exploration on Feint actions is of great importance
towards more realistic Two-player Games. In this paper, we provide the first
comprehensive and concrete formalization of Feint actions. The key idea of our
work is to (1) allow automatic generation of Feint actions, via our proposed
Palindrome-directed Generation of Feint actions; and (2) provide concrete
principles to properly combine Feint and attack actions. Based on our
formalization of Feint actions, we also explore the implications on the game
strategy model, and provide optimizations to better incorporate Feint actions.
Our experimental results shows that accounting for Feint actions in
Non-Deterministic Games (1) brings overall benefits to the game design; and (2)
has great benefits on on either game animations or strategy designs, which also
introduces a great extent of randomness into randomness-demanded Game models.
