Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - DStu

Filter to certain boards:

Pages: [1] 2
1
Dominion Strategy Wiki Feedback / Go away, StuBot!
« on: May 18, 2015, 01:04:04 pm »
So we had a few occasions where the bot edited something that it shouldn't, mostly it was transforming
[[$Card]] to {{Card|Card}}.

I excluded some generic cases where this is not a good idea, like in <gallery> and in infoboxes, but I think it is a good idea to think about having something in the code that prevents the bot from editing something that it usually would.  Last time we had some [[Chancellor]] in the beginning of the article that wero didn't like to get transformed. Usually I track what the bot edits, and if it looks suspicious I look up the history to see if someone doesn't want the edit. But this doesn't really work well, because if someone will edit the same page somewhere else, the bot will revisit and this time the last edit does not say: "Go away!".

Anyway, there is an --exceptinside:regex option, which I already use a lot, which could be used by this.  I think we could use something like a <noBot> tag for this.  This would just be exceptinside:<noBot>[^<]*<\/noBot>. But new tags does not seem to be easily implemented if I understand the documentation correctly.  One could use comments to emulate tags, but that gets super ugly. Any other ideas?

2
Dominion Strategy Wiki Feedback / Time on the wiki wrong?
« on: April 03, 2015, 04:21:14 am »
Hi, can it be that the time on the wiki server is wrong? The bot says it fetched updates until 2015-01-23, but there are definitely some Adventures pages that it touched, this can't be that old...

3
Feedback / Where is my "unread posts" link gone?
« on: April 11, 2014, 08:56:54 am »
I first thought it was April fool's joke by theory to take it away, but that's been a while now.

I can browse to http://forum.dominionstrategy.com/index.php?action=unread , but I don't like that...

4
General Discussion / mysqlgame
« on: December 31, 2013, 12:35:14 pm »
have not yet started this, but this sounds like fun for some of us...

5
started transforming the sets to the Template:Kingdom. I have it completed on a file on my PC, but the wiki is a bit slow atm and doesn't accept my changes...

6
Goko Dominion Online / Zipped goko logs
« on: April 13, 2013, 07:49:13 am »
In case anybody else wants to have some logs of goko and don't want to download 800MB/day:

Edit: deleted because they are on dominionlogs.goko.com

7
Goko Dominion Online / Number of sets owned on goko
« on: April 12, 2013, 02:44:55 am »
As noted elsewher the fact that the username of the one who hosts the game is encoded in the logfilename on goko lets you estimate how many people own which sets. Just download all logs, see which cards are used by which hashes and map them to the sets.

Now the hard part of this is to get all the logs, but I think I've complained enough on this elsewhere.  I only scanned the logs from 4 days, one in February because I had the logs from this day already, and 3 days last week.  I won't scan more because downloading the logs takes hours; also my script is too slow which could probably be fixed by using perl or something instead of bash for scripting, but there is no point in working for this if it takes me ages to get the logs in the first place.  Also, the logs from before April are gone afaik.

Anyway, numbers of 4 days probably don't say much, but now that I have them I just share. First, number of users that are seen with a card of a certain set for the first time:
dateIntrigue1Intrigue2Seaside1Seaside2AlchemyProsperity1Prosperity2CornucopiaHinterlands1Hinterlands2DarkAges1DarkAges2DarkAges3
2013-02-053893543393854370376279268247280277273
2013-04-06839781745819445818800656645599652628603
2013-04-07992937905979600981957784778733770746740
2013-04-08114010751035113873911171120910910856898861864
2013-04-09118611201089119078511691171943937900941905902
2013-04-10121611461114121580511921195960959922963930928
2013-04-11123311661143123483312141212982973942981948943
2013-04-12125411761158125785212251227996985952999959960

Second, sum over the columns to get total number of users that are seen with a certain script up to the date.
dateIntrigue1Intrigue2Seaside1Seaside2AlchemyProsperity1Prosperity2CornucopiaHinterlands1Hinterlands2DarkAges1DarkAges2DarkAges3
2013-02-053893543393854370376279268247280277273
2013-04-06450427406434441448424377377352372351330
2013-04-07153156160160155163157128133134118118137
2013-04-08148138130159139136163126132123128115124
2013-04-0946455452465251332744434438
2013-04-1030262525202324172222222526
2013-04-1117202919282217221420181815
2013-04-1221101523191115141210181117

8
Goko Dominion Online / goko logs
« on: April 09, 2013, 11:29:11 am »
Does anybody has (more or less) completely downloaded the gamelogs from goko, at least the last month or so and want to forward them to me in zipped from?  I want to do some statistics, but it takes ages to scrape the unzipped logs from their server...

9
Goko Dominion Online / Format of the logfilename
« on: March 21, 2013, 06:00:57 pm »
So, obviously the filename of the log on goko is something like
Code: [Select]
log\.[0-9a-z]{24}\.[0-9]*\.txt
The [0-9a-z]{24} is non-unique, I was wondering what it means, and it is probably encodes the username (tested for 2 different numbers on a single day, so what can possibly go wrong?).  So if you are looking for your games, you probably only need to find out your hash (or whatever this is) and look for these games.
The [0-9]* is also not unique but doesn't have many dublicates, on 20130320 I have 47817 different numbers on 47859 games.

edit: The number is probably the timestamp, on 20130320 I have two games with 1363763058763 , both dated to 20-Mar-2013 07:04, and 1363763058 is 20-Mar-2013 07:04:18 unixtime (according to wolfram alpha), so that would mean they would finish the same millisecond. Which is not unlikely to have 40times/day with 50k games and birthday paradox.

Edit2: Assuming uniform distribution over the day of finishing of the games you would expect on average ~14 collisions for 50k games.  As uniform is clearly not realistic, and every other distribution should give a higher rate of collision, 40 collsions a day sounds fine.


10
Innovation Articles / Openings, or whatever
« on: March 21, 2013, 04:16:11 pm »
Haven't played this game yet, but:
http://boardgamegeek.com/thread/949913/influence-of-initial-meld-on-result-of-game

All the fame of telling this guy how to download the logs are belong to me

11
So while once I started making graphs for Goko, why stop there? So here's the number of games of innovation per day:

12
Goko Dominion Online / Number of logs on Goko
« on: March 19, 2013, 03:55:20 pm »
I'm was curious, so I scripted a bit, here is a (probably updating) graph

Update 2014-01-07 Still work in progress, but the graph is getting to messy for me, so here's a monthly average


(full messy old graph is still updated and avaiable at https://dl.dropbox.com/u/23087358/Dominion/goko.png)

13
Dominion General Discussion / Ending Conditions
« on: March 05, 2013, 04:52:34 am »
So there was a thread over at BGG discussing likelihood of ending conditions.  There is some 2year old data of dougz on this, but as it is two years old I was wondering on if something has changed.  I thought I could also share this here, in case anyone is interested.

Quoting myself:"
[...]I checked yesterdays logs (which have about half the sample-size of the data of one month 2 years ago that dougz used) and redid this.

I focused on 2player games, as there are only 790 multiplayer games anyway, and the 1700 1playergames will probably not say much about real games.

Anyway, in the case someone is interested, without nice pie-charts:
Province game: (13224 games)
Code: [Select]
Province: 9058 68,5% 79,6%
3pile: 2323 17,6% 20,4%
resign: 1843 13,9% ---

Colony game: (3042 games)
Code: [Select]
Colony: 1457 47,9% 57,7%
Province: 349 11,5% 13,8%
3pile: 718 23,6% 28,4%
resign: 518 17,0% ---
"

14
Council Room Feedback / Issue: Error annotating game...
« on: January 21, 2013, 11:26:26 am »
http://councilroom.com/game?game_id=game-20101213-073854-7512735b.html.gz
Code: [Select]
Error annotating game, tell rrenaud@gmail.com!
Exception:'int' object is not callable
  File "/srv/councilroom/councilroom_prod/frontend.py", line 447, in GET
    return annotate_game.annotate_game(contents, game_id, debug)
  File "/srv/councilroom/councilroom_prod/annotate_game.py", line 56, in annotate_game
    encoded = game_state.encode_game_state()
  File "/srv/councilroom/councilroom_prod/game.py", line 516, in encode_game_state
    'money': self.cur_turn.money() if self.cur_turn else 0,
see also:
http://www.councilroom.com/game?game_id=game-20130116-131102-eb78b4a2.html
http://www.councilroom.com/game?game_id=game-20130116-125302-7aea4700.html

or about any other gamelog I tried.  But I'm not the only one experiencing this, or?

Edit: After this error message, I get the full log, sometimes without the css...

15
Dominion Strategy Wiki Feedback / C&P from the wiki and the Card-Template
« on: November 19, 2012, 10:55:12 am »
I c&p from the wiki in this topic.
Quote from: firefox
If you use IronworksIronworks.jpg from Intrigue to try and gain a card but reveal TraderTrader.jpg to gain a SilverSilver.jpg instead, the Ironworks does not give you any bonus(es) for the card you didn't actually gain.

Quote from: chrome
If you use Ironworks from Intrigue to try and gain a card but reveal Trader to gain a Silver instead, the Ironworks does not give you any bonus(es) for the card you didn't actually gain.
So in ff, {{Card|$card}} gets replaced by $card$card.jpg.  Don't know if something can be done against this.

Edit: Short examination in Firebug shows that it also copies the alt-tag:
Quote from: html
<span>
<img width="200" height="320" src="/images/thumb/5/5d/Silver.jpg/200px-Silver.jpg" alt="Silver.jpg">
</span>
change the alt, it also changes the c&p.  But to fix this would requiere alt="", which is not really good style, especially for robots.

16
Dominion Strategy Wiki Feedback / The Bot
« on: November 11, 2012, 05:11:50 am »
Think it is a good idea to summarize the tasks the bot does regularly (where regularly means at some random times when my PC is up). Complain here if it does something stupid, because my assumptions where to optimistic, or request/discuss global replacements.

Fetch every* page that was modified since last run, and:
  • Standardize the apostrophes in Worker's Village, Phil'ers Stone, K'sC and F'sG.  Especially because I don't want to fetch 3 different possibilities in other replacements.
  • Standardize the {{Card|}} {Coin|}} and {{Cost|}} template to first letter capitelized. Also mainly to make work for other scripts easier.
  • Try to get every mention of $ and P that seems to mean Coin and Potion transformed into their templates
  • transform template {{Coin|}}->{{Cost|}}
  • transform internal links of cards [[$Card]] into {{Card|$Card}} template
  • Standardize lists to have a space after the '*'s.  Also mainly as revenge because it once broke a script. Now also supports headlines.

* Main namespace, no redirects, and nothing that was changed by a bot.


Code is on github

17
Dominion Strategy Wiki Feedback / There's a $ left
« on: November 09, 2012, 01:58:30 pm »
So on my eternal quest to remove all '$'s from the wiki, I encountered some problems:
a)
Code: [Select]
[[List of Cards by Qvist Rankings#cards | best $2-cost card]]
Can't use Templates in internal links.
b) Said List of Cards have templates in headlines, but the Content-box does not like that.

a) is also a bit of a problem for the bot that wants to remove every $. I could just exclude Chapel, but that will probably get more pages which link to the list.  I could extend the regexs to check if there currently are open [[s, but they already are ugly enough and I would be happy if someone had some other solutions. And also, I would really like to have the {{Cost}}Template in the linktext.

Edit: -exceptinside:XYZ helps...

18
Dominion Strategy Wiki Feedback / ATOM Feed Recent Changes.
« on: November 08, 2012, 01:22:44 pm »
Can one easily configure the time that the ATOM Feed on Recent Changes goes back in time?
At the moment, it only seems to show the present day.

I'm trying to use the ATOM to restrict the pages on which the standard maintenance bots run. Don't know if it's necessary, but always downloading the whole wiki seems a bit too greedy. Works quite well, but as it is now, I would miss all changes between the last run of the bot and midnight (EST or whatever timezone the wiki has). Anyway, if that would go back one week or 3 days or so, this would be a bit more stable.

Edit: Never mind, can do this with the url.
Edit2: Or maybe not? Thought that worked, now it doesn't anymore?
Edit3: OK, found out how I get the info by the API.

19
Dominion Strategy Wiki Feedback / Card Template
« on: November 06, 2012, 04:55:07 am »
I'm replacing all most of the [[$Card]] links by {{Card|$Card}}. Some are missing (saw a "Knight" that is not captured, everything that is not in the Navbox is not captured as that's where I got my data from. Some King's Courts are not captured as they where written "King`s Court" or so.
But don't have more time now...

edit: Also everything like "[Duchies|Duchy]" is not captured.
edit2: Also, links like [Gold]s no don't include the 's' anymore, but that probably has to go in the template...

edit3: If you find something missing, please add to the list:
  • Shelters
  • Prizes
  • Ruins
  • 'Ruins' itself might be 'corrected' but shouldn't
  • Knights
  • 'Knights' itself might be 'corrected' but shouldn't
  • there are some "copper"s with small 's' in "terminal copper". Think that should stay like that,  but links don't work there

Other things:
  • [$card]$text needs work at template I think
  • [$card|$text] also needs work at the template
  • correct King's Court and other '-variants
  • 'Knights' also is wrong in the Navbox-template, it tries to preview, but there is no picture.
  • "Cost = x" in the Cardbox -> {{coin|x}}

20
Mini-Set Design Contest / Simulation?
« on: July 20, 2012, 11:53:28 am »
Hi everyone.

So is there interest in having a implementation of the winners for a simulator, for testing purposes? What has won so far does not seem so difficult that I could not do it for dominiate. Just have to think how I get this stuff hosted so that one can excess it from the net, but that's something I would think about if someone says yes.  Maybe rspeer can even pull them in the real dominiate...

21
Dominion Isotropic / Bug: No Cellar in the supply
« on: April 30, 2012, 04:28:23 am »
I'm quite sure I bought 9 of these

http://dominion.isotropic.org/gamelog/201204/29/game-20120429-062458-8617c1bd.html

Code: [Select]
Cellars, King's Courts, Governors, and Curses are all gone.

cards in supply: Black Market, Colony, Coppersmith, Festival, Governor, Hoard, King's Court, Mountebank, Pawn, Platinum, Potion, Vineyard, and Workshop

22
Council Room Feedback / No love for Cellar?
« on: April 30, 2012, 04:15:43 am »
On the game search page http://councilroom.com/search_result?p1_name=DStu (fourth from above today)

10 Governors, 10 King's Courts, 5 Colonies, 3 Mountebanks, 3 Pawns, 2 Black Markets, 1 Hoard, 0 Coppersmiths, 0 Festivals, 0 Platinums, 0 Potions, 0 Vineyards, 0 Workshops

for this game

http://councilroom.com/game?game_id=game-20120429-062458-8617c1bd.html

10 Cellars gone, why aren't they in the headline? In other games below they are. Has this something to do with the 4 empty piles?

Edit: No, it seems to have to do something with Cellar not being in the supply.
Edit2: Iso log . Don't blame it on rrenaud... Move to isotropic discussion?

http://forum.dominionstrategy.com/index.php?topic=2406.new#new

Edit3: But I think I deserve a "Banker" for this game.
Code: [Select]
DStu plays a Bank.
... which is worth +$16.

23
Simulation / Develop @ Geronimoo's sim
« on: April 16, 2012, 11:00:14 am »
Why isn't it gaining Silver?

Code: [Select]
<player name="Develop wtf?"
 author="DStu"
 description="No description available">
 <type name="Bot"/>
 <type name="Province"/>
 <type name="UserCreated"/>
 <type name="TwoPlayer"/>
   <buy name="Province"/>
   <buy name="Bank">
      <condition>
         <left type="isActionPhase"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Wharf"/>
   <buy name="Develop">
      <condition>
         <left type="countCardsInDeck" attribute="Develop"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Silver"/>
   <buy name="Cellar">
      <condition>
         <left type="countCardsInDeck" attribute="Cellar"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
</player>

Code: [Select]
*** Develop wtf?(Plr 2)'s turn 5 ***
   Develop wtf?(Plr 2)'s cards in Hand: [Copper, Copper, Develop, Silver, Estate]
   Develop wtf?(Plr 2) resolves duration effect from Wharf
   Develop wtf?(Plr 2) gets +1 buys
   Develop wtf?(Plr 2) draws 2 cards
   Develop wtf?(Plr 2)'s cards in Hand: [Copper, Copper, Develop, Silver, Estate, Copper, Estate]
   Develop wtf?(Plr 2) plays Develop
   ... Develop wtf?(Plr 2) trashes a Estate
   ... Develop wtf?(Plr 2) puts Masquerade on top of the deck    <<<<<<<<<<<<<<<<<<<
   Develop wtf?(Plr 2) plays 3 Coppers
   Develop wtf?(Plr 2) plays 1 Silver
   Develop wtf?(Plr 2) has $5 to spend and 2 buys
   Develop wtf?(Plr 2) buys a Wharf
   Develop wtf?(Plr 2) buys NOTHING!
   Develop wtf?(Plr 2) draws 5 cards
   Develop wtf?(Plr 2)'s cards in Hand: [Masquerade, Cellar, Copper, Estate, Copper]

24
Simulation / IGG again
« on: April 10, 2012, 03:47:51 pm »
I kind of think we have discussed this before, but I can't find it:

So on the IGG-article on the blog there was something about Dominiate which led me play with the heuristics when to gain Coppers with IGG. Dominate said "never" which is clearly wrong. I thought it is "common knowledge" that in a IGG-rush, you gain a Copper if it helps you buy something "better". This would be this bot
Code: [Select]
{
  name: 'IGG'
  author: 'DStu'
  requires: ["Ill-Gotten Gains"]
  gainPriority: (state, my) -> [
    "Ill-Gotten Gains"
    "Province"
    "Duchy"
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Silver"
  ]
 
  gainCopperPriority: (state, my) ->
    if my.ai.coinGainMargin(state) <= my.countInHand("Ill-Gotten Gains")
      [yes]
    else
      [no]

 #Performance
  actionPriority: (state, my) -> []
}
Now I compared with "always gain Copper", and this seems to beat the one above, as well as win more heavily against BM-Smithy
Code: [Select]
{
  name: 'IGG'
  author: 'DStu'
  requires: ["Ill-Gotten Gains"]
  gainPriority: (state, my) -> [
    "Ill-Gotten Gains"
    "Province"
    "Duchy"
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Silver"
  ]
 
  gainCopperPriority: (state, my) -> [yes]
 #Performance
  actionPriority: (state, my) -> []
}

Anyone any ideas?

25
Game Reports / Nearly-comeback of the day
« on: February 29, 2012, 02:41:10 pm »
So I played this game today:
http://dominion.isotropic.org/gamelog/201202/29/game-20120229-101532-f1f16fd7.html
Apprentice, Cartographer, Coppersmith, Farmland, Grand Market, Minion, Peddler, Potion, Scrying Pool, Trader, and Tunnel

mcmc starting Minion let me take the Tunnel, and try to find the engine in this set.  The early Tunnel is probably a mistake because the Minions usually get played for $ at the beginning anyway.  But which way to go otherwise? You want lots of Gold asap, because the GM is the only +buy, and you want +buy both for the Pool and Peddlers.  So starting Potion probably is also not the right move?

But I think the game demonstrates nicely how important alternative victory points are for building engines. I give away 7 Provinces, and there are "just" Tunnel and Farmlands on the board as additional VPs, so nothing that can score really large like Fairgrounds. The start was probably not optimal, nevertheless I only lose by 1 points, or come 1 turn 2 late for 2 times, because I could have won if turn 20 or turn 23 would have happend one turn earlier. Or if I would have found additional $3 somewhere...

Any thoughts?

Pages: [1] 2

Page created in 0.062 seconds with 16 queries.