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General Discussion / A problem similar to alttp randomizer using graphs
« on: October 15, 2017, 04:42:31 pm »
So, I was thinking about how a randomizer for another game could be possible, and I ran into problems, so I'm going to try to see if anybody here can help figure it out.  I'll go back a bit though to explain the problem.

So, alttp randomizer is a game where someone took alttp and shuffled all of the items around, while making all items still accessible.  The problem is to design an algorithm that can give all possible configurations that allow all items to still be accessible.  To think of this in more precise terms, I decided to think of the problem with a graph.  You have a graph where each vertex (item locations in alttp) holds an object (an item in alttp).  A vertex requires some other objects to have been reached before reaching that vertex.  The problem then becomes finding an algorithm that could, hopefully without any bias, construct any graph such that all vertices are reachable.

The solution in this case is pretty simple.  Split the objects into "progression objects", which are the objects that unlock more vertices, and "nonprogression objects", which are the objects that do not unlock more vertices.  Then the algorithm just picks a progression object that will unlock at least one vertex, and places it into an available vertex.  This process is repeated until all vertices are reachable.  All other objects are then placed randomly.

Alright, so far so good.  This works for alttp, and I suspect the actual algorithm is similar to this one.  However, the game I was thinking of has something that alttp doesn't: temporary no returns.  There are some points in the game where you cannot return to earlier areas without acquiring another object first.  In the graph, this would mean that there are some objects that have to be accessible through every possible path up to a certain vertex.

To show why this breaks the earlier solution, let there be a vertex a that requires either object A or object B, and once this vertex is reached, object C must be acquired before going back (assume C is after a in every case).  Using our algorithm, we could put object A in some accessible vertex, and could then travel to vertex a.  Now, since A was required to get to a, we can put object C in a vertex that requires object A as well.  However, if we later put object B in at the beginning as well, we could get to vertex a without ever getting object A and we would then be stuck not being able to get object C.  Well, what about always putting object C in an always accessible vertex from vertex a?  This is also a problem, because the vertex object B is in could require object A or object C, and then it would never be possible to get stuck having object C require object A.  The algorithm needs to somehow be able to account for both of these problems.

I've thought of a couple solutions that use some bias, which I would rather not have, but came up to a bigger problem: one of these no returns is only active when you have another object.  So, if you have that object, you can't leave until you get another object, but you could also never be able to get the first object when you go there and then the algorithm needs to let you leave the place.

Anyway, I know there has to be some solution to this problem because there is a horrible algorithm that does solve it (try random configurations until one works, making sure you never repeat a configuration).

Puzzles and Challenges / Empty the supply with worst shuffle luck
« on: February 24, 2016, 12:10:26 am »
An idea from the Lucky Chancellor and friends thread: Empty the supply with the worst possible shuffle luck (basically, you can do it every game) as fast as you can.  Any specifics are up to you.

General Discussion / A Programming Challenge (with some physics)
« on: January 05, 2016, 02:08:21 am »
I came across this problem when programming, and it's a lot harder than I thought it would be.

So, here's the problem:

Think of a quantized three-dimensional grid, some spaces have nothing in them, while some have obstacles.  Sometimes, a projectile can be thrown that follows the equations of kinematics, with gravity pulling it down in one direction.  The path that the projectile follows is continuous (well, as precise as the computer can be, anyway).  However, if the closest quantized spot to the projectile's (continuous) position at any point is an obstacle, the projectile must stop moving (imagine the projectile as just moving between quantized spots, whichever one is closest to the continuous position).

I hope I worded that well enough.  I'm still implementing my solution, but I was wondering if anybody else wanted to give it a shot.  I'll probably post my solution when I finish it.

Game Reports / Always go for the Engine
« on: November 28, 2015, 01:52:00 am »
(All of the kingdom viewers I was looking at required a game log, could someone link me with one that doesn't need one (and has Adventures)?)

Kingdom: Prince, Rogue, Soothsayer, Treasury, Ill-Gotten Gains, Horn of Plenty, Cutpurse, Forager, Gear, Duchess, Ferry, Expedition, Shelters

I was playing a(n) irl game with this kingdom with my brother-in-law today and thought it was worth sharing.  When I first saw it, I saw some pretty good simple strategies (Gear-BM, IGG Rush, and maybe some others).  I also some some engine potential, with Forager, Horn of Plenty, and Prince, but the problem is that the draw is weak (Gear), and the best +Actions was Necropolis.  I thought the engine wouldn't cut it, but I realized that maybe Prince could help.  But, Prince is pretty slow, and might not work...  I could also use Soothsayer and Cutpurse to try to slow my opponent down, maybe get some Expeditions along the way to help out with draw, and...oh, I could put my -$2 on Prince.

I went for the engine in the end.  My brother-in-law went for a BM-ish strategy, getting some Rogues, Treasuries (which his -$2 token was on), a couple other actions, and money.  I opened Forager/Cutpurse, getting Soothsayer and Ferry my next shuffle, and getting some Gears and Princes.  I keep on building with help from my Forager's +Buy and HoP.  By the end, I had Princed two Gears (Princing durations ftw!) and my Necropolis.  After my opponent has gotten three provinces, I get my megaturn (draw from just my princes, a single extra gear, an expedition, and a single treasury I had gotten for another unique) and get five provinces and four duchies.

Would you go for the same thing on this board?  I'm sure some engine is the best here, as I'm not the best player and still pulled it off, but what would go good with it?

I wanted to put more in the title, but it didn't fit :-\

Anyway, I'm making a game that will have an infinite overworld (think of minecraft's infinity).  I want a given world to be reproducible, but the problem is that it will only generate the world in chunks.  How could you make the randomness reproducible given a single seed but everything could be done out of order?

Variants and Fan Cards / Better the more of it you trash
« on: June 13, 2015, 09:23:53 pm »
I just thought of this idea from the random cards thread:

You may trash this.  [Some bonus] per <this card> in the trash.

This could work pretty interestingly.  Do you trash more of them to make it even better?  But your opponent could just buy a couple after you've powered them up.

It kind of reminds me of Forager, but a bit different.

Variants and Fan Cards / Reverse-Storyteller?
« on: June 10, 2015, 11:44:12 pm »
This is just a random thought I had.  How would the effect of "Topdeck any number of cards.  + per Card topdecked." be?

Rules Questions / A bajillion Possessions
« on: May 20, 2015, 11:32:39 pm »
So, if you play a Possession and on that turn you play another Possession, you take the extra turn they control then they take their normal turn, according to the wiki.  What if you played two Possessions, then on their first Possession turn you played a Possession?  I would think they would do their their second turn then you would do your extra turn, but I may be wrong.

Puzzles and Challenges / Empty the Supply in 1 turn
« on: April 02, 2015, 06:32:01 pm »
I know I just made another one of these, I don't care.

I'm not quite sure how many open kingdom card slots there are in emptying the supply, but if there are a couple open slots you could easily do it now by giving PBigNumber cards with Messenger then the next players buying Lost Cities to make PBigNumber draw cards (maybe with some noble brigands to make him discard his crap first), and boom, PBigNumber empties the supply.  What's the smallest number of players that you are able to do this with?

Puzzles and Challenges / Empty the full supply
« on: March 30, 2015, 08:51:22 pm »
Based on this:

I think there's definitely a hard limit at 1 turn, unless DXV previews a new card...

Celestial Chameleon
Cost $7
When you buy this, gain every other card in the supply. Gain 10 points for each card you gain.
Setup: When playing with Celestial Chameleon, add every Kingdom card to the Supply. Then watch as he still empties them all.

Empty the supply with all kingdom cards in the game (let's not include Adventures cards until all cards are known) as fast as possible in a solitaire game.  Colonies and Platinums are here.  Black Market is here but there are no cards in the BM deck.

As a bonus, if possible, empty all non-supply piles as well.

General Discussion / So, I started making logic puzzles...
« on: March 22, 2015, 11:04:17 pm »
AdamH, you giving the link to that one logic puzzle blog got me addicted.

What do you guys think?

Dominion Strategy Wiki Feedback / How to make citations?
« on: March 08, 2015, 01:19:24 am »
I was going to put this ruling on the wiki because I've been thinking of it a bunch recently, but I don't know how to do citations.  Could somebody help?

General Discussion / Computer's readability wiped
« on: February 22, 2015, 11:14:11 pm »
A while ago a windows update made my computer's default font look absolutely horrendous.  I googled it and people said a system restore would fix it.  It did.  Yay!  But then, windows updated the computer again, and the font went back to bad...  Do any of you know what to do?

Feedback / Stars?
« on: December 27, 2014, 01:11:22 am »
What are those stars on someone's profile?  How did I get five of them?

Feedback / Quote Linking?
« on: November 19, 2014, 11:18:57 pm »
Is there any way to make a quote link to anywhere you want instead of the original quote?  What about somewhere else on the forum?  Is that possible?

I want to know, for, uh, reasons...

Rules Questions / Bunch of Duration Questions
« on: November 12, 2014, 04:03:08 pm »
(you can tell what expansion I'm working on in my program)

Alright, so whether a Duration stays out is always confusing.  Here are all of my questions (I think I have the answers but I'm just making sure):

1. All Durations other than Haven, Tactician, and Outpost under any circumstances stay out, right?
2. For all of those Durations, Throne Room always stays with them, right?
3. If you play Haven with no cards in hand or deck/discard, you don't put a card on the Haven, it get's discarded like normal, right?
4. If you play Throne Room with Haven with one card left in your hand/deck/discard and are only able to put one card on the Haven, the Haven stays out but the Throne Room doesn't, right?
5. If you play Throne Room on Tactician, the Tactician stays out but the Throne Room doesn't, right?
6. Same thing with Outpost?

Rules Questions / Embargo + On Buy
« on: November 10, 2014, 06:18:36 pm »
When buying an Embargoed card with an on-buy effect, do you choose which happens first of the gaining a Curse, and the on buy effect?  I would think so, even though it most of the time doesn't matter.

Feedback / Respect Activation?
« on: July 27, 2014, 11:39:11 pm »
I have a feeling this is impossible, but is there a way to maybe make upvotes still work in specific threads (maybe the mod of the thread can say) in board that they don't work in?  They could default to off, and if the thread creator wants, can say to have them.  I'm mainly thinking of the jokey threads that are in those boards (some of the ridiculous forum games, Let's take things completely out of context, etc.).

This is just a random idea I was thinking about, that I wanted to put up for discussion.  Consider the following variants:

Modified Thief $4 Action - Attack
Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they may trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.

Modified Pirate Ship $4 Action - Attack
Choose one: Each other player reveals the top 2 cards of his deck, may trash a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +$1 per Coin token you’ve taken with Pirate Ships this game.

How much better would it make them?

Goko Dominion Online / Weird Experience
« on: June 20, 2014, 06:42:17 pm »
So, I start playing with someone.  I'm thinking of my strategy (I'm P1), and after a bit he says "?" I started explaining I was planning my strategy, then he suddenly resigned, it said "Your opponent is having connection trouble", then he said "good for you."  It made me go ?...

General Discussion / Random Stuff [Serious] [Jokes]
« on: June 14, 2014, 10:57:06 pm »
If you want to post a joke in the Serious Random Stuff thread, post them here to keep the other thread "Serious".

Game Reports / Crazy game
« on: May 08, 2014, 07:36:06 pm »

Code: [Select]
Vineyard, Haven, Squire, Stonemason, Rats, Council Room, Count, Harvest, Goons, Forge
Just seeing the board, it's obvious that this is a Vineyard board.  Stonemason, Rats, you can easily trash Squires for Goons, etc.  The game three piled pretty quickly (although I don't know why my opponent did it), and I already had a nine point vineyard (I didn't get any more because of how fast the game ended) by that point.

Goko Dominion Online / Point Counter Poll
« on: April 11, 2014, 02:34:16 pm »
I know there's another thread about this, but this thread is for the poll.  Please do not debate the point counter in this thread.

Game Reports / Many lessons
« on: March 29, 2014, 05:55:44 pm »
I couldn't grab the log, and drunkensailor isn't either, so I hope I'll be able to get it at some point.

I'll try to recall the kingdom:

Poor House, Hermit, Sage, Trade Route, Pirate Ship, Wandering Minstrel, (something), Counterfeit, Embassy, (something)

I decided to try a Wandering Minstrel/Embassy engine (I've never tried an engine with Embassy before) with Hermit and Trade Route for trashing, Trade Route for +Buy, and getting Sages with my Hermits.  He went for BM + Embassy + Counterfeit.

I was building up, while he was getting his money quickly.  I realized I needed to do something about him, so I bought... a Pirate Ship.  He realized my plan and started greening right away and got five Provinces (I thought of trying to get Provinces also but only got one).

Following my philosophy of never resigning, I kept going, and built my engine up to the point where I was playing four PSs a turn.  I trashed almost all of his treasure and he got stuck.  I built up a bit more, and using my +$13 PSs, started getting Duchies.  He tried to do some things, like buy a Poor House, trying to get more treasure, but it wasn't working.  He started buying Estates.  I got seven Duchies, then the last two Provinces.  I won by three points.

The lessons that can be learned from this game:

1. Go for the engine.
2. Pirate Ship has its uses (mainly when the other player goes for money and you went for the engine).
3. Don't give up.

Goko Dominion Online / No logs?
« on: March 29, 2014, 05:26:13 pm »
I can't grab a game's log anymore...

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