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Topics - Chris

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1
Rules Questions / Champion questions
« on: April 28, 2016, 10:52:24 pm »
A couple edge case questions:

ThroneRoom + Champion - does this cause +2 Actions for each action? This would cause Diadem to be worth more.

BonFire + Champion - do the effects of +1 Action and blocking actions continue if Champion was trashed?

2
Rules Questions / Trading Post and Market Square
« on: March 30, 2016, 01:52:34 am »
Trading Post says to trash 2 cards.
Say my hand is Trading Post, Market Square, Copper and I play Trading Post.

Do I trash the cards sequentially and resolve on trash effects for the 1st before resolving the second?

This would allow me to trash the Copper, discard a MarketSquare and gain a Gold and not loose the MarketSquare. At that point I assume Trading Post has lost track of Market Square and you do not gain a Silver.

Or, is trashing both cards uninterruptable and the Market Square is trashed before it can be revealed?

3
Simulation / More DominionSim
« on: January 24, 2016, 01:17:18 pm »
Nearly all cards are implemented now, including DarkAges, Guilds and Adventures with events and tokens. Still missing are things on discard (like Page, Tunnel) and cards that change types (Band of Misfits and Inheritance) and Prince.

Still debating how to edit brains. The code is nice, but lots of work to implement and isn't totally scaling ( "PlaceMinusTwoCoinsCostToken Baker;" is a bit awkward).

Gain Knights; doesn't work yet.

Give it a shot:

https://github.com/ChrisDS1/DominionSim/releases





4
Rules Questions / Resolving order of duration effects with Throne Room
« on: April 15, 2015, 02:03:54 am »
Say I play this as actions:  Village, Throne Room -> Merchant Ship, Storyteller

In this case, I must resolve the Merchant Ship being played twice before I can consume the coins using Storyteller.

Now, say I play this turn:  Village, Throne Room -> Merchant Ship, Prince -> Storyteller

On the next turn, I get to choose if I resolve Merchant Ship or Storyteller first. However, can I choose to resolve a single Merchant Ship effect, then Storyteller, then the second Merchant Ship effect?

Worded differently: does TR force duration effects to be played together like it does when they are played as actions?

5
Simulation / DominionSim - Now with Intrigue
« on: March 30, 2015, 12:30:25 am »
All righty, finally got Masquerade implemented and now all Intrigue cards are baked into DominionSim! Bridge is probably my new favorite card for exploring what's possible in a single turn. Thanks for all the feedback so far. Please continue to post suggestions and issues here or on GitHub. More tools, improvements and Seaside coming soon! Stay tuned.

Additionally:
- Added DrawPile and AllOpponentsCards as a location that works in all functions. Thanks for the feedback!
- Added some more built in brains ported from Geronimoo's simulator.
- Better cancelling during analysis or playing a complex turn.
- Performance improvements on Cellar, ThroneRoom and SecretChamber.

Get it here: https://github.com/ChrisDS1/DominionSim/releases

Masquerade in a big game:


Solve which choices to make in cards like Pawn, Minion, Steward and Mining Village:


Nobles, GreatHall, Harem, Upgrade, Bridge:




6
Simulation / Introducing DominionSim
« on: March 10, 2015, 03:17:31 am »
Hello!

My future wife and I are huge Dominion fans. We’ve played several games a day over the last few years, and only recently decided to take a break.  :) During that time, I’ve learned I’m a better engineer than Dominioner and devised a secret scheme to program my way out of losing more often than not. I was quickly discovered and that began a journey of building a program that could take any situation or any set of cards and produce an optimal outcome. “Should only take a couple days”.

That was quite a while ago, but today I feel it’s in a state that it needs feedback from someone who isn’t in my head.

DominionSim is a WPF app with a C++ core. It’s built to be multi-threaded and with a UI that’s easy to describe game situations. It will run best on a high end, multi-core PC.

Internally, each turn has its action possibilities enumerated and by cloning the game, the action can be played and new possibilities can be enumerated. It doesn’t cheat by knowing the cards of the opponent or what exactly it will draw. But it does track cards it’s played and can reasonably guess what draw will come next to decide on what to play.

How is it different from Geronimoo’s simulator? There is no hard coded action or trash priority list. There are some hard coded responses to cards (like trashing opponents cards with Thief), but most situations are dealt by enumerating possibilities and choosing the one which gives the best result according to the player’s code.

My goal with DominionSim is to explore interaction of cards which will generate human usable results. It's not there yet, but the essence is coming along.

So what stuff can it do?
-   Solve a turn for likely best play.
-   Analyze a game outcome from beginning, or any point in between
-   Analyze a turn for possible outcomes
-   Flexible language for coding priority gain, trash and play action lists with code complete.
-   Everything is customizable. Change any pile content to anything. No limits on player count, starting cards, cards on the board, etc.
-   Live output. Quickly iterate on games and use links to jump between states and tools.
-   Undo, redo, save and restore all state or individual brains using XML.
-   (FUTURE) Generate a new strategy that beats existing ones using genetic algorithms
-   (FUTURE) Provide great turn prediction for what to do next (without actually playing the turn)
-   (FUTURE) Flexible graphing

Stuff in progress:
-   Only the first set of cards at this moment.
-   Some cards generate large number of choices (Cellar) and can hang the game in extreme situations.
-   Borrowed some strategies from Geronimoo’s simulator to seed the brains, but long way off from a robust set.
-   It’s not done, this is beta, find the bugs.

Issues can be posted here or on git hub. Here's where to get it:
https://github.com/ChrisDS1/DominionSim/releases

Thanks to anyone who gives it a try and gives feedback! This has been fun to build and I hope can be more than a science experiment that I've filled my free time with. Thanks to Geronimoo’s simulator for the inspiration to make this one.

Analyzing game outcomes:


Flexible language with code complete. Priority list can value Play-ing a card or Trash-ing a card over Gain-ing one.


Play Witch to win the game instead of gaining Province:


Analyze turns to find possible outcomes from drawing:


Find great results from complicated hands. Here it finds a way to play cards to get enough actions, then generate Silvers with Woodcutter, then draw them with Witch.

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