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1
Mafia Game Threads / BM31: Random Word Mafia (Game Over)
« on: May 28, 2020, 02:54:34 am »
We have reached a new achievement in our forum mafia, an expansion on our previous games.  It will shine like ivory, even if that seems like a paradox.  You might want to pass on this new collection of rules, but we are in agreement that this heavy situation shall reign forever.

Welcome to BM31: Random Word Mafia!


Sign-ups:
1. Joseph2302
2. MiX
3. WestCoastDidds
4. mail-mi
5. Galzria
6. scolapasta
7. LaLight
8. Awaclus
9. Swowl
10. EFHW
11. chairs

My thoughts on this game:

The thought of claiming is like a pineapple with a hard shell but a soft fruit core. Like when you're building something out of stone, metal or wood

Basically I think the claim by randomly saying words idea i silly. Because people can just post rubbish like the above avll day and we will get nowhere
To be fair though, it would be pretty amusing if all posts in this game read like your example.

In this game, all posts will read like Joseph's post, and the small blurb at the top of this post.  The main gist of this game is that for every post, everybody has to include a randomly-designated word in their post.  Other than the specifics of this rule, the game will be run like a normal mafia game.  It is only labeled BM because of the crazy posting restriction, and all normal rules will be upheld.

The standard
rules of mafia apply, with the following clarifications:
  • Day deadlines are 7 days, Night deadlines are 48 hours.
  • If nobody has a majority of votes at deadline, a no lynch will occur.

Here is how the posting restriction will work:
  • Each player will be given random words in their QT, one hundred words at a time.  There will always be more than one hundred unused words.  (This means that at the start of the game, each player will receive two hundred words, and if they manage to use up one hundred, another hundred will be added.)
  • In each post a player makes, they must use the next word on their list somewhere in their post.
  • The word must be used in the context of the game.  It can be a stretch, such as Joseph's post above, but it must somehow be stretched into being relevant in some way.
  • The word must be used in its original form.  For example, if the word was "talk", "talking" would not count.
  • You can only use up one word at a time in each post.  You can use more words if you want to, of course, but you will then have to use it again later.
  • You must follow this rule in every thread related to this game except for your own personal QTs (and the speccy).  This includes things like the Mafia QT.
  • This rule must still be followed even if your post only contains a vote or a night action.
  • You may not share your future words in any way.  (This is to prevent town confirming each other by posting their word lists and then scum using up their words at night.)
  • In the event of a post that does not contain the required word, for the first two infractions, the player will be given a warning.  For the third infraction, the player will be modkilled.

Flavor will be based on random words.

2
Rules Questions / What is an "Action Supply Pile"?
« on: May 11, 2020, 02:35:24 pm »
I looked around for this and couldn't find anything, so sorry if it's been answered elsewhere.  Here's my question: what actually is an "Action Supply Pile"?  Is it a pile made up completely of actions, a pile that has any actions in it now, a pile that has an action on the top, a pile that had any actions in it at the start of the game, or something else?

3
Puzzles and Challenges / Best asymptotic point scoring per "action"
« on: April 24, 2020, 02:13:19 pm »
Maybe this is just linear in the end, but I was wondering: what is the best asymptotic point scoring per "things you do"?  By "things you do", I'm talking about things like playing a card, buying a card, etc.  If we need a hard list, for now let's go with
  • Cards played
  • Cards bought
  • Reactions used
as the things that count as things you do (I might add more things if people think of more).  So, what is the best asymptotic point scoring, as a function of the number of these "actions"?  Like I said before, I can only think of O(n) (I can think of something better that works temporarily, but they're not sustainable).  Another mode that might be more interesting if this turns out to be no good is to consider infinite piles.

4
Variants and Fan Cards / Return to VP for Curses
« on: March 22, 2020, 12:12:52 am »
I know the idea of a card straight-up giving you VP for curses is awful, but I've always liked the concept.  I was thinking recently, could it be salvaged by making it an action card?  An idea I had was

[Insert Name Here] - Action/Victory
+1 Card
+1 Action
+1 Buy
-----
Worth 1 VP per Curse you have.

This card won't use up space in your deck, and gives you the extra buys you might want to pick up curses.  It can still be useful in Kingdoms without any other source of +Buy.  Is there something stupid about this idea, and is it salvageable at all if it is stupid?

5
Feedback / Upvoting refreshes?
« on: December 08, 2018, 01:11:01 pm »
Did something change recently?  Whenever I upvote somebody, it refreshes the page to the post I upvoted.  It's not horribly broken or anything, just a little jarring that the page keeps shifting around.

6
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).

7
Mafia Game Threads / Legality of external tools?
« on: June 30, 2017, 12:58:45 pm »
I've been thinking about this recently.  Consider each of the following scenarios:

1. You write a script or something that compiles information from a mafia game (votes, wagons, reads, etc.)
2. You write a script or something that compiles data from multiple mafia games
3. You write a script or something that uses this data, compares it to the current game, and shows similarities and differences between current play and past play, etc.
4. You write this and it also tries to give you an educated guess as to who scum is
5. You give your program other ways to figure out the scum
6. Your program gets so good that it guesses scum right at least, say, 90% of the time

Also consider whether you are doing these things without telling anybody that you are doing so, or whether you declare that you are using these tools.

I feel like at some point this should be illegal, but I'm not quite sure where the cutoff point is.  I've seen people do the first things and I think it's perfectly legitimate, but I thought of how one would go about writing something like scenario 3 and started wondering about the legality of it.

8
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.

9
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.

10
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?

11
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?

12
Mafia Game Threads / BM22 - Random Mafia (Game Over)
« on: June 26, 2015, 07:58:02 pm »
Welcome to BM22 - Random Mafia!

This game will have at least 9 players, and will start when I feel like it.  When the game starts, I will go to the mafiascum wiki and go to random pages to get a role for each player.  That isn't so easy, see this post for how I'll select the roles.  Other than this, the game will be completely normal.

Rules are here.  Who care about changes?  This is BM!

This game will have 8 day deadlines and 48 hour night deadlines.

If a majority of votes hasn't been reached by deadline, a no lynch happens.

Player list:

1. Awaclus
2. 2.71828.....
3. Ghacob
4. Hydrad
5. mail-mi
6. scott_pilgrim
7. hockeysemlan
8. XerxesPraelor
9. faust
10. Witherweaver
11. silverspawn
12. MarioManiac4
13. chairs
14. gkrieg13
11. skip wooznum
16. ashersky

13
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.

14
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?

15
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.

16
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?

17
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
Action-Victory-Event
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.

18
Mafia Game Threads / Mafia Championship Season 2
« on: March 27, 2015, 04:28:57 pm »
For people who don't know what I'm talking about, see this post.  I think it's a good idea to participate.

I thought it would be best to do things officially, so I'll do this here.  Everyone who wants, please PM me any number of names of the people you think should participate.  Anybody who gets at least two nominations will be asked if they want to and are able to participate.  Then I'll make a poll of all eligible people, and whoever gets voted the most will be the person we send to the championship.

19
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.

http://sudgylacmoe.blogspot.com/

What do you guys think?

20
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?

21
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?

22
Mafia Game Threads / Should mafia quotes go in the out of context thread?
« on: February 19, 2015, 12:12:06 am »
That thread has gotten way too out of hand.  Please move the discussion here.

23
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?

24
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...

25
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?

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