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Messages - dedicateddan

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1
General Discussion / Re: Brag Board
« on: April 13, 2018, 05:21:59 pm »

2
Dominion Videos and Streams / Re: Dan Brooks Dominion
« on: March 28, 2018, 06:07:01 pm »
World Cup Tiebreaker

3
Dominion General Discussion / Re: Ambassador and When to Buy Curses
« on: March 21, 2018, 12:14:20 am »
Ambassador presents the threat of giving out ten curses. If my opponent falls behind or greens to early, buying a curse is an effective way to punish the stumble.

In close games, buying a curse is usually hurts you more than your opponent.

It's one of those things where the threat of incoming curses makes you play differently. And if your deck is strong enough, your opponent won't buy a curse. So even though the curse isn't bought most games, the threat of a curse being bought changes the dynamics of the game.

4
Dominion General Discussion / Re: Extending the game
« on: March 14, 2018, 06:35:03 pm »
Try adding Possession to the kingdom!

5
Dominion Videos and Streams / Re: Dan Brooks Dominion
« on: March 13, 2018, 06:56:09 pm »
World cup finals vs RTT

6
Finals are all tied up!
Dan Brooks 4 - 2 RTT

7
Dominion FAQ / Re: Viewing as a spectator on online client
« on: March 13, 2018, 11:52:13 am »
1. Friend player
2. Join game

It sounds like you’ve got the hang of it, but sometimes players are hanging out in the game lobby.

8
Dan Brooks 3-3 Saaket

9
Dominion Articles / Re: What's stopping AI from mastering Dominion?
« on: March 02, 2018, 03:18:55 pm »
Dominion is a hard game. In the original AlphaGo paper, games are described by two parameters: the number of decisions, d, and the typical number of legal moves, d. For chess, d~80 and b~35, whereas for dominion, d~200 and b~10.

The decisions in dominion games are also quite different. In chess, each move is played on the same board, whereas in dominion, deciding which action to play is much different from deciding which card to buy or which card to trash. The difficulty of the problem is further increased by the presence of randomness and hidden information.

Fortunately, the state space can quickly be made tractable with a few simplifying assumptions. Instead of enumerating all possible states of a deck, the mean-field approximation can be used to describe the average card in a deck. For example, the starting deck produces an average of 0.7 coins/card and 3.5 coins/turn. With this model a payload function consisting of coins, buys, attacks, gains, attacks, cards trashed, and VP gained can be maximized, which allows for an analytical solution for most decisions.

Of course, some decisions are hard. These questions are best approached through the lens of machine learning. Difficult single decisions, such as how to use a remodel, can be approached with Monte Carlo Tree Search (MCTS). Each possible option is enumerated, play continues, and the choice that led to the best outcome, on average, is selected. Parameters in the global model, such as the payload function, can be optimized through a series of bot tournaments on a particular board.

The greatest advantage that AI has in dominion is its speed of play. Being able to play multiple games a second means that an AI can check for patterns and interactions far faster than a human can. With sufficient computational power, "perfect" dominion play is possible, although in practice finite resources are always available. The trick then is to determine which simplifying assumptions can be made to construct a bot that plays "very good" dominion.

10
Puzzles and Challenges / Re: It's Me, Puzzles and Challenges
« on: March 01, 2018, 12:17:31 pm »
The new meta-puzzle is finding the puzzles. :)

11
Dominion Videos and Streams / Re: Dan Brooks Dominion
« on: February 28, 2018, 02:19:35 pm »
Part 1 of the semifinal match vs. Saaket

12
Game Reports / Re: Shortest games around
« on: February 28, 2018, 02:19:06 pm »
Turn 6 win from the World Cup semifinals:

13
Dominion Articles / Another Puzzle
« on: February 25, 2018, 05:04:18 pm »
Here's another puzzle:
Win a solo game on turn 8 on the board shown below.

How to load the game (1-player):
1. New table
2. Set min and max players to 1
3. Create table
4. Advanced options->load game 12023791, decision 0
5. Play game



It's possible to peek at the solution I found by loading at the last decision point.

Enjoy!

14
Beating Lord Rattington 1,000 times unlocks the perfect shuffle luck achievement.  ;)

15
Dominion Articles / Re: Tempo Challenge (Puzzle/article hybrid)
« on: February 23, 2018, 10:28:15 am »
Super hard mode: Open Counting House

For the normal modes, I like opening Chapel/Village into Masq. Chapel/Poacher, Masq/Masq, and Masq/Poacher are also playable.

The turn counter can be deceptive, particularly for different random seeds. With perfect shuffle luck, a megaturn is theoretically possible on turn 8, with turn 10-11 being more realistic. The average time to Province-out in my test games was between 12 and 13 turns. Imperfect shuffle luck adds a few turns to the average case, as one might expect.

For this type of challenge, it's really helpful to have a standardized random seed so that results can be compared with consistent shuffle luck.

16
Dominion General Discussion / Re: Homage to the Best Card
« on: February 16, 2018, 02:28:08 pm »
Winning with style > winning

Of course, it would be the right move if, even after trashing the Provience(s), you still have more than 50% of the possible available VP.

At the point where you have already achieved victory, nothing is "wrong" or "right" from a strategic perspective...short of throwing the game.

After the win, the rest is meaningless fluff.


18
Help! / Re: Posting losses in an attempt to get better.
« on: February 10, 2018, 08:19:02 am »
Lost Arts + Gear is really, really good.

It’s going to build up much faster than golem, maybe by 3-4 turns.

19
Dominion Articles / Re: The Worst Card in Dominion #1
« on: February 09, 2018, 12:07:47 am »

20
Dominion General Discussion / Re: help! i'm horrible at lurker
« on: February 01, 2018, 10:13:51 pm »
Without a combo, Lurker is a fine-but-middling card that acts like half of a super workshop. In engine decks, you usually want to trash first, then add Lurkers as payload.
Do you still approach it like this if your opponent opens with lurker? I mean, even if they just start with one then they can trash stuff worry free and easily pick it up later.  I'm not disagreeing, just sincerely asking.  When my opponent gets a lurker, I always pick at least one up to keep them honest, but I'm not sure if this is the right play.

It’s usually worth contesting Lurker to deny your opponent the chance of “saving” powerful actions in the trash. Depending on the board, this could mean getting 1, 2 or more Lurkers - or just threatening to gain one mid-turn.

21
Dominion Videos and Streams / Re: Dan Brooks Dominion
« on: February 01, 2018, 01:07:08 am »
I'm back!

First round of the 2018 World Cup:

22
Dominion General Discussion / Re: help! i'm horrible at lurker
« on: January 31, 2018, 11:06:54 pm »
Well, Lurker does two things. 

The first (and more important) is gaining action cards from the trash. Two of them is like a super-workshop that can gain good actions like King's Court and Grand Market. 

The second is trashing cards from supply. This gives Lurker decks a lot of pressure on the piles and leads to shorter games that involve dancing around lowered piles. 

Trashing cards from supply also leads to combos with cards with on-trash abilities like Fortress, Catacombs, Hunting Grounds, and Cultist. These combos are quite powerful and generally worth prioritizing early on.

Without a combo, Lurker is a fine-but-middling card that acts like half of a super workshop. In engine decks, you usually want to trash first, then add Lurkers as payload. Somewhere around the mid-game, you'll have to make a judgement call on whether the game is likely to be determined by piles or total VP. If it's piles, add additional Lurkers. If it's VP, stay at just a few Lurkers and build a deck that has enough money to buy VP.

A lot of it depends on the board, but a lot of playing Lurker well comes down to paying a lot of attention to the threat of three piling endings.

23
Tunnel vs. Warrior

Gaining a Gold from Tunnel prevents it from being trashed to Warrior's attack due to the lose track rule.

24
Dominion Articles / Re: Overdrawing
« on: January 02, 2018, 05:04:46 am »
 “Fraction of deck drawn” is greatly correlated with buildup speed. Overdraw with midturn gaining gets that number greater than 1, which is awesome. Having less dud turns is a nice bonus too.

25
But you never buy Tournament/Province that early, because it's not a very good play.

I would encourage all of my tournament opponents to follow this advice :)

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