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Messages - ben_king

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151
Variants and Fan Cards / Re: "Until your next turn" Attack-Duration
« on: April 30, 2015, 04:04:05 pm »
What if instead of discarding a card, he took his -1 card token each time he played an action?  That seems slightly less powerful.

152
Dominion: Adventures Previews / Re: Blurry gif on Dominion Welt
« on: April 01, 2015, 04:51:30 pm »
Zoom in! Enhance!



The middle card is clearly Gandalf cosplaying as Carmen Sandiego. Does German have a single word for that?

It looks like Wesley Crusher in a Starfleet uniform on the right.  What's the German word for "brat"?

153
Wow, this is really interesting.  I feel like I have no good sense for how often I'd want each of these.

Guide -- Obviously this is going to be good in a game with hand size reducers.  But how often will I want this without those attacks on the board?  It would definitely add reliability to an engine.  If I draw a dud hand, I can just skip over it to my stronger cards.  Will knowing that you have that ability change the way you build engines?

Duplicate -- Kind of like a Smugglers for yourself.  This one's a little trickier than Guide becuase it's not a cantrip, so if you want to do any cool tricks with gaining and playing during the same turn, you're not only going to have to play this early on your turn, you're also going to need to have enough +actions early on to use this and still have the rest of your engine fire.

Coin of the Realm -- This also adds engine reliability.  If I draw terminals together, I just call this back and can play both terminals.  In one sense it compares to Masterpiece since its on-play effect is only a Copper, but the bonus is what you care about.  In another, it's totally different than Masterpiece, since it doesn't spend most of its time siting around in your deck clogging it up.

Overall, reserves are a really cool idea.  I can't wait to use them.  I feel like they're going to change the way I think about Dominion.

154
I already like the magpie a lot. The art is very nice and it seems simple to play (no hard decisions to make once bought).
Its a bit comparable to vagrant, but much stronger, as you get another magpie, if you dont hit a treasure. In early game one of the seldom case you might want your card not to hit. The hitting chance is much higher in early game than with vagrant.
So it looks like a decent opener if you expect the game to last long, especially in slogs.
Magpie might also enable engines if there is no copper trashing available.

It looks like there's some synergy between Magpie and a Scrying Pool engine.  Either you draw a treasure into your hand, which helps your Scrying Pool hit more actions or you gain another cantrip, which doesn't really hurt.  Magpie might strengthen Scrying Pool when there's not strong trashing.

155
Rules Questions / Walled Village + Scheme
« on: March 24, 2015, 12:57:09 am »
Apologies if this has been asked before.  A search didn't reveal anything.

Suppose I play three actions during my turn, Scheme, Walled Village, and Smithy.  At the start of my clean-up phase I could presumably choose which of Scheme or Walled Village to resolve first.  If I choose Scheme first, I can put my Smithy on top of my deck.  Now when I resolve Walled Village, my Scheme is the only other action in play.  Am I allowed to put the Walled Village on my deck?  Or is it no longer the start of my clean-up phase?

156
Rules Questions / Re: Embargo tokens on an empty pile
« on: March 14, 2015, 01:48:31 am »
Are you sure you can't do it on Goko?  I'm pretty sure I embargoed an empty pile the other day.

157
Game Reports / Re: What is the fastest way to Kings Court?
« on: March 12, 2015, 01:54:59 pm »
Rats/Watchtower is a really strong opening, also in this kingdom.

On the second shuffle I'd want to get another rats, another watchtower and a worker's village.
After that trashing should go fast. Id you're lucky you can skip silver but getting it is not that much of a problem.
This opening does delay hitting $5 yourself a bit, but on the other hand - I'm not scared at all by the $5 cards with that deck.
Margrave even helps, Ghost ship doesn't hurt as long as you have a watchtower in hand.

Even if this delays KC by a turn or so (and I'm not even sure it does), the trimmed deck should be totally worth it.

Would you play Rats if you happened to draw it with no Watchtower?  (assuming you already have 2)

158
Game Reports / Re: What's the best strategy here? Rats + Death Cart?
« on: March 04, 2015, 12:29:09 pm »
Thanks for the help.  I'm not great at Dominion but I'm trying to get better, and this is really helpful!

159
Game Reports / What's the best strategy here? Rats + Death Cart?
« on: March 02, 2015, 03:15:32 pm »


Code: [Select]
Forager, Death Cart, Scout, Rats, Worker's Village, Counting House, Saboteur, Catacombs, Pillage, Hoard
I was playing this game in real life the other night.  It was a shelters and colonies game, and it looked to me like a Catacombs-BM board, but the trick would be trying to get to Platinum quickly.  I opened Forager+Rats, while my opponent opened Pillage-<nothing>.  My plan was to thin and use Death Cart to vault from Rats to Platinum.  Anyway, the Spoils from Pillage let my opponent get to Golds and Platinums much more quickly.

What do you guys think the winning strategy here is?  Does it involve Rats/Death Cart?  Or just Forager and Catacombs?  Something else?

160
Dominion General Discussion / Re: Dominion Data Mining: Card Rankings
« on: January 28, 2015, 03:42:09 pm »
Thanks for the great work!

I'm quite surprised that Rebuild was only gained in 74% of games.
Did you use all the game logs of the current top 100 players, or only those that were played by a player while they were in the top 100 (which would probably be much more work...)? And did you use a time cut-off (e.g. only games played in the last 12 months) or did you go back till the beginning of Goko?
Either could explain Rebuild's low gain rate (since it was massively underestimated when new), and the first possibility might also explain the high gain rate of the very worst cards.

Thanks.  The data set I used had all games of current top 100 players -- I don't think there's a way on gokosalvager to figure out what their rank was at the time the game was played.  And it goes as far back as the gokosalvager logs go.  I'm not sure if that's all the way back to the start of Goko or not (I would guess that it's not).

161
This still doesn't tell me what you did. Yes, I understand bootstrapping - statistics is my job - but I don't know, for instance, what .03 is the standard deviation of. So you took a bootstrap - of what? Games? Players? How big was the bootstrap? How big is the entire thing? You realize that these things aren't uncorrelated, right?

The reason I'm so curious is that 10 standard deviations means actually nothing. Seriously. You make the claim that it means these are really big effects you wouldn't see by random chance. The problem is, if you're implying there's a normal distribution, the chance of getting a result like you claim is so small, I can't get a computer to give me that calculation (at least, within a few minutes on my home machine; point is, it's REALLY small, small enough you need to use a non-standard data type). Even if it's a wacky distribution, Chebyshev's theorem tells us we shouldn't really be getting these kinds of results. So, if I were doing this calculation and getting this result, my natural assumption would be that I had done something wrong in my calculation.

I feel like I get more scrutiny here than with peer review.  The reason I post these is so that people can learn from them if they find them useful.  I have my own thesis I need to finish, so I don't have time to write another one about Dominion.

Normality is a reasonable assumption in the absence of evidence to the contrary, which is why I make that assumption.  I haven't had time yet to see if the distribution of correlation coefficients seems to fit that well.  Your post might be that evidence to the contrary.  The standard deviation of the coefficient averaged over all cards when I run 100 bootstraps on games is 0.01.  The range is 0.007 to 0.032.  I've also done a second experiment where I take each game and ignore which players buy which cards and instead assign these randomly.  This also produces a standard deviation on the correlation coefficient of ~0.01.  In 20+ runs times 206 cards per run, I was not able to get a chance correlation of greater than 0.04.

So it seems very unlikely to me that a card could achieve a correlation of +/- 0.100 simply by chance.

162
How do you come up with that?

I used bootstrap sampling.  http://en.wikipedia.org/wiki/Bootstrapping_(statistics)

The highest standard deviations are for Promo cards (which have the least data), so you should be slightly more wary of Promo cards in the original list, but even Prince only has a standard deviation of 0.03.

163
Game Reports / Re: Well...uh...dang.
« on: January 11, 2015, 12:19:03 am »
That's as may be, however I do notice that you've played a couple hundred rated games (over a third of your total) using Pirate Ship trap Kingdoms against humans, with about a 95% win ratio, and usually ending with your opponent having very few VP, suggesting they were successfully pinned.  While I'm sure your opponents gained a new appreciation of the power of Pirate Ship, I personally have never found pin traps to be particularly fun (from either side).  If you want to make this board a bit more sporting, I would suggest adding Secret Chamber, so that there is at least a chance of being able to escape the trap.

I think a really fun way out of the trap would be to add Masquerade.

164
I have a suggestion for another similar analysis.  (this one is definitely cool)

If only one player in a game buys a card, and the other player does not, what % of the time is the player who bought the card the one with a high skill rating? (You could weight it by the skill gap, but I don't think that would be that helpful)

Definitely.  That's one of the things I'm planning to do next with this data.

Can someone estimate the likelyhood of a card getting +/-0.100 correlation just by chance? Or do we need further assumptions? We have more than 200 cards and I'm wondering whether some outliers could be explained by this.

A correlation of +/- 0.100 would be about 10 standard deviations from the mean, so it's pretty safe to say that none of the results in the first post are due to chance.

I must've missed the previous thread... has someone put up that whole DB to be downloaded?  I have an experiment or two I'd like to try myself. 

It's actually quite easy to get this data.  The data is from gokosalvager.com.  All I did was download all the game logs for each of the top 100 players.

165
(does anyone know why people talk about explaining X% of the variance and not the deviation? why is [unit^2] more meaningful than [unit]?)

Probably the main reason that we talk about variance rather than deviation is that variance is always positive (since it's a squared value), whereas deviation can be positive or negative.  So you'd have to use the absolute value of the deviation, which gets messy mathematically.  There's also a nice linear relationship with sum of squared deviations that isn't there when you try to sum absolute deviations (but that's more on the technical side).

is it possible to represent these data as some kind of function like, difference in likelihood of purchase/number purchased as a functino of difference in rank?  These correlations seem hard to interpret.

To get such a function, I would need to run linear regression on this data and pull out those coefficients.  The correlation coefficient (what's presented in the first post) simply measures how close to linear the relationship between skill and gaining a certain card is.  It ignores the strength of that relationship.

166
So, the biggest thing to note here is that all of the numbers are tiny. You're not finding anything significant. Well, maybe statistically significant, but not practically so.

I'd argue that finding correlations this large is actually fairly substantial.  If we assume that how often you buy a card is independent of other cards (which is a fairly reasonable assumption as far as independence assumptions go, since in full random the chance of getting any two specific cards in a kingdom is ~0.002%), then the r^2 values range from 0.7% to 4%.  This means that statistically, I can explain 4% of the variation in skill among players simply by looking at how often the player buys Governor.  If you sum up the top 20 cards on the weighted list, that explains 29% of the variance in the skill.

That's huge.  This doesn't even include things like how cards are played once they're bought, when to start greening, etc.  So the fact that we can explain so much of the variance in skill simply by a how often a few cards are bought is a really big deal.

167
The main problem is that you are trying to estimate an association between two binary variables (high-ranked / low-ranked with buy/don't buy).
...

Thanks for the good thought Merudo.  Fortunately, I think the problem is not quite that dire.  Player skill is actually a continuous variable, which makes the correlation much more reliable.  That being said, the skill distribution in my dataset is biased by my collection method.  Just so that everyone is aware of what kind of biases might be playing into these results, I've attached a histogram of the skill levels represented.


168
Working off suggestions from the previous thread, I've taken the 90,000 game database of games by top-100 players and looked at how the player's skill (represented by their TrueSkill rating) correlates with what cards they gain.  Fortunately, top-100 players also play plenty of low-ranked players, so there are lots of examples of both low- and high-ranked players in the database.

The table below shows two different rankings.  Both measure the correlation coefficient between gaining a certain card and the skill of the player.  Positive numbers mean that the card tends to be bought more often by high-ranked players than low-ranked players.  Negative numbers mean that the card tends to be bought more often by low-ranked players.  The ranking on the left is an unweighted ranking, which means that the correlation is between skill and whether the card gets gained or not (gaining it multiple times doesn't make any difference.  The ranking on the right is a weighted ranking, which means that here the number of times the card is gained makes a difference.    So on the right side, you can say, for example, that good players seem to know to get lots of wharves, whereas bad players seem to overbuy some good cards like Tournament or Bishop.

Unweighted ranking_____________________Weighted ranking
RankCardCorrelationRankCardCorrelation
1Butcher0.1271Governor0.206
2JackOfAllTrades0.1062Wharf0.172
3Wishing Well0.1043JackOfAllTrades0.148
4Vineyard0.0874Hunting Party0.144
5Governor0.0855Wishing Well0.141
6Chancellor0.0816Vineyard0.138
7Duke0.0807Stonemason0.112
8Courtyard0.0778King's Court0.111
9Warehouse0.0719Apothecary0.111
10Masterpiece0.07010Butcher0.107
11Scavenger0.06511Duke0.106
12Fairgrounds0.06212Stables0.100
13Oracle0.05613Scrying Pool0.097
14Journeyman0.05614Horn of Plenty0.096
15Apothecary0.05515Fairgrounds0.095
16Masquerade0.05516Menagerie0.095
17Counterfeit0.05417Oracle0.094
18Duchess0.05118Watchtower0.093
19Stonemason0.05019Masquerade0.088
20Ambassador0.04120Warehouse0.087
......
187Moneylender-0.094187Spy-0.089
188Trade Route-0.096188Remodel-0.093
189Expand-0.096189Forge-0.096
190Treasure Map-0.099190Soothsayer-0.102
191Coppersmith-0.103191Tournament-0.102
192Marauder-0.106192Island-0.105
193Soothsayer-0.107193Expand-0.105
194Talisman-0.113194Baker-0.106
195Transmute-0.115195Feast-0.106
196Spy-0.118196Trade Route-0.107
197Golem-0.118197Transmute-0.109
198Feast-0.123198Tribute-0.114
199Mine-0.128199Bishop-0.119
200Alchemist-0.132200Treasure Map-0.127
201Tribute-0.155201Mine-0.130
202Bishop-0.158202Scout-0.145
203Scout-0.171203Marauder-0.146
204Taxman-0.177204Saboteur-0.168
205Saboteur-0.195205Taxman-0.172
206Pirate Ship-0.262206Pirate Ship-0.204

169
Dominion General Discussion / Re: Dominion Data Mining: Card Rankings
« on: January 08, 2015, 12:56:52 am »
Could you generate same statistic for people with different levels to see what weaker players over/underrate?

I actually have this data calculated and ready to report.  Would the mods prefer that I post it in this topic or create a new topic for it?

170
Variants and Fan Cards / Re: Sage for bad cards
« on: January 07, 2015, 12:30:34 am »
You discard all the revealed cards? If so, then this is really just doing blueblimp's venture thing. You should probably put the junk card in hand. Then there's some combos with Cellar or Crossroads or something.

Agreed.  If the junk card went in hand, this would be a good pickup in the early game as it would often draw a copper.

171
Dominion General Discussion / Re: Dominion Data Mining: Card Rankings
« on: January 05, 2015, 10:06:44 pm »
Quote from: liopoil
for games with 2 top 100 players, did you count both?

Yes, if there are two top-100 players, then each kingdom card is counted as being available once for each player.

Quote from: liopoil
How many different kingdom cards are bought on average? Looks like 5 or 6. Also looks like only about say 15% of boards are BM boards, given the frequency that cards that are always bad in BM are bought.

Not sure if this is exactly what you're asking, but 9.85 differently named cards (modulo me grouping the Ruins and Knights together) are gained per player per game.

Quote from: liopoil
Do you have any data about win rates with/without gaining specific cards? This would suggest which cards are under/over rated.

Maybe I'll do this next.  It should be pretty straightfoward.

Quote from: TheOthin
Is it possible to distinguish between Province and Colony games in the data?

Yeah, I can just look at whether Colony is in the supply.  What did you have in mind?

172
Dominion General Discussion / Re: Dominion Data Mining: Card Rankings
« on: January 05, 2015, 09:38:12 pm »
I wouldn't be surprised if Swindler alone accounts for as much as half of the Adventurer gains. Add Colony games, Fool's Gold, Horn of Plenty and Fairgrounds to your consideration, and Adventurer's popularity should be a bit less surprising.

Since you made me curious, here are the top 20 forced gains from Swindler.  Surprisingly this explains at most about 10% of games where a top 100 player gains Adventurer.

1Curse5357
2Estate3115
3Silver1992
4Duchy1584
5Gold1383
6Province849
7Copper763
8Swindler591
9Potion467
10Chancellor164
11Masterpiece148
12Loan134
13Doctor130
14Woodcutter118
15Lookout115
16Ruins103
17Develop101
18Platinum95
19King's Court94
20Mine93
...
31Adventurer67

173
Dominion General Discussion / Re: Dominion Data Mining: Card Rankings
« on: January 05, 2015, 05:05:46 pm »
Do you distinguish between voluntary gain and forced gain (i.e., Swindler)?  Doubt it'll have much impact but mostly just curious.  Throwing in the base cards (Copper, Curse, Estate, etc.) might be interesting too.

I don't currently have a way of differentiating those two simply from the information in the logs, especially because sometimes the forced gain is desired, a la Border Village or Catacombs.  But I expect that the effect is quite minor, especially since the majority of forced gains in attacks are with base cards.

174
Dominion General Discussion / Prizes
« on: January 05, 2015, 04:40:40 pm »
Prizes

RankCard+/- vs. Qvist% games gained# games gained# games available
1Followers043.1%33727825
2Trusty Steed043.1%33697825
3Princess030.7%24027825
4Bag of Gold018.9%14797825
5Diadem015.8%12407825

175
Dominion General Discussion / Potion cost cards
« on: January 05, 2015, 04:40:14 pm »
Potion cost cards

RankCard+/- vs. Qvist% games gained# games gained# games available
1Scrying Pool067.3%51427634
2University+464.9%49197574
3Familiar-160.0%45537592
4Alchemist052.9%39867534
5Vineyard-247.2%35787588
6Apothecary-147.1%35707575
7Golem040.4%30327503
8Possession037.8%28157452
9Philosopher's Stone012.1%9077518
10Transmute07.6%5847661

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