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Messages - Geronimoo

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1001
Puzzles and Challenges / Re: The fatal buy
« on: June 26, 2011, 04:10:15 pm »
At the beginning of the turn your entire deck was Salvager/Province. You accidentally bought... anything other than a Province!


(Yes, this is a joke, even though it's technically an answer to the puzzle ;))

Good find! But not a very realistic game state :)

1002
Puzzles and Challenges / Re: The fatal buy
« on: June 26, 2011, 09:44:47 am »
@def: Geronimoo's opponent only has Golds, Silvers, Estates and Coppers in his deck...

1003
Game Reports / Re: Trading Post/- or Vault/-
« on: June 26, 2011, 09:35:11 am »
Quote
I spent some time working the simulations to try to make a first turn TP bot that could beat the first turn Vault bot but was unsuccessful.  Best I could come up with was a 38%.
If you're using Geronimo's simulator I'm afraid it doesn't make the right decisions on the trading post and vault discards.
It's true my Simulator won't play TP perfectly, but it's close enough in most cases. And if you have a deck of only Vaults, money and green the Vault is always played correctly.

I was in fact able to create a Trading Post bot that beats the Vault bot in a Colony game if both have $5/$2 openings (TP/nothing 50% - Vault/nothing 47%). You can try these out yourselves:

Paste this in Player n°1 (use the VXML-button):
<player name="COL - TP/nothing">
   <buy name="Colony">
      <condition>
         <left type="countCardsInDeck" attribute="Platinum"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Province">
      <condition>
         <left type="countCardsInSupply" attribute="Colony"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Colony"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="5.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Colony"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Platinum"/>
   <buy name="Gold"/>
   <buy name="Trading_Post">
      <condition>
         <left type="countCardsInDeck" attribute="Trading_Post"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Vault"/>
   <buy name="Silver"/>
</player>


Paste this in player n°2 (again with the VXML-button):
<player name="COL - Vault/nothing">
   <buy name="Colony">
      <condition>
         <left type="countCardsInDeck" attribute="Platinum"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Province">
      <condition>
         <left type="countCardsInSupply" attribute="Colony"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Colony"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="5.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Colony"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Platinum"/>
   <buy name="Gold"/>
   <buy name="Vault"/>
   <buy name="Silver"/>
</player>


Remember to force a $5/$2 start for both players to get the same results! Since the Trading Post is not played perfectly we can assume TP/nothing beats Vault/nothing by a larger margin than the Simulations indicate.

1004
Puzzles and Challenges / Re: The fatal buy
« on: June 26, 2011, 07:54:15 am »
Little mistake: Geronimoo will be able to buy 4 Provinces in a row without perfect shuffle.

1005
Puzzles and Challenges / The fatal buy
« on: June 26, 2011, 06:40:50 am »
In a 2-player game Geronimoo has built a very strong deck and is now able to buy a Province every turn (100% certain he'll get 4 Provinces in a row, although it's very likely he'll get more consecutive Province buys). However, Geronimoo decides to improve his deck a little more before buying his first Province, but misclicks and buys the wrong card. This completely destroys his chance of buying a Province next turn despite perfect play and perfect shuffle luck.

At the time he buys the fatal card, his discard is empty. The fatal buy doesn't empty a third pile and isn't a Colony. Geronimoo's opponent is only buying Silvers, Golds and Provinces and there are still 8 Provinces left in the supply and plenty Golds and Silvers.

What was that fatal buy? And what was Geronimoo's strategy?

There are probably several solutions to this puzzle, but mine is actually likely to happen in a real game and doesn't involve Mint

1006
I was really glad to see the change (not too long ago) that started truncating the log in-game.

Though I'm really sad to see that I get 404s on all isotropic-hosted game logs now :( Nobody else has this problem, which makes no sense. 404 errors shouldn't be user-specific....

You are not alone.  I am getting this too now, except only at work.  I suspect a proxy issue or something.  The sad part is when it is a link from the current day, and I can't just pull it up on Councilroom.

I'm getting this as well at work. I did find a work-around:
add ".gz" to the game log's URL, now I get the compressed version which I'm able to open

1007
Simulation / Re: Dominion Simulator available for download!
« on: June 23, 2011, 07:58:31 am »
Thanks for the feedback, guys!

I added a "How it works" tab which should clear up a lot of the questions. Check it out: http://dominionsimulator.wordpress.com/how-it-works/

Most people here are wondering about the play rules and that's going to be a very very hard thing to implement properly. I see these possibilities to tackle this:

1)create a system similar to the buy rules to let people define the play rules for a card
I don't think so. Determining what cards to buy has proven to be easy using just a few paramaters, but determining the correct play for a card involves many many decisions that we humans make without thinking, but will need to be explained one by one to the simulator. Just think about a card like Forge when you played Tactician the turn before: you know have 2^9 ways to play Forge... :)
2)use some kind of AI-technique to determine the best way to play a card
I've written a Magic:the Gathering automated Sealed Deck builder that used Genetic Algorithm to find the best 23-card deck out of 90 cards and it worked great because defining the genes was easy, but my head explodes when I try to work it out for Dominion. We'll need a University Professor in AI to work this out... I also doubt my Simulator provides a good framework to set this up
3)use councilroom data to determine the best play by mimicking the play of level20+ players in similar situations
This seems even harder than 2)
4)let experienced players who know JAVA program extra play rules for the cards (at least level10s probably but I doubt we can be picky here?)
Although this will probably lead to thousands of lines of ugly code and more bugs it's the most feasible option to improve the simulator in the near future. This will of course require me to make the code available to the public which I'm still pondering about... What platform would you suggest if I decide to do that (I have no experience with open source)

Regarding the extra features suggested:
-Colony and PPR tick boxes (theory): these seem like a good idea (although I'm not sure how to implement PPR yet)
-"total number of cards in deck" buy rule feature (WanderingWinder): I'll add this in the next release, finally an easy request :)

1008
Dominion Articles / Re: Combo: Fortune Teller/Jester
« on: June 22, 2011, 05:33:53 pm »
Tesed Gernimoo's simulator with Golem/FT/Jester:

<player name="Golem/FT/Jester">
    [$PPR]
   <buy name="Gold"/>
   <buy name="Golem"/>

Thx for using my Simulator and posting a self built strategy! I would not omit any of the XML-code though. I know it's readable for computer nerds like me (and probably you :) ?), but most people will get lost and not try out your strategy because of it.

1009
Simulation / Re: Do it yourself!!!
« on: June 22, 2011, 12:23:53 pm »
Please be careful of drawing conclusions from simulations with cards like Minion, Apprentice, Haven... Basically any card requiring non-trivial decisions.
I programmed a set of play rules for each card but they don't cover every possible situation (far from it). As an example here are the simulator's play rules for Minion:

If I have more Minions in hand or playing it for +$2 enables me to buy a Minion or a Province, play it for $2. Otherwise play it for the attack.

This works fine for a small deck that contains only Minions and money, but if you buy it in another strategy it will not act like you want it to!

1010
Want to find out how fast your nifty Envoy/Village gets 4 Provinces and sick of trying out your strategy on solitaire isotropic?

Just simulate it!

More info can be found here:
http://dominionsimulator.wordpress.com/

This is very much a work in progress, so your input is greatly appreciated (both in finding bugs and suggesting features)

1011
Puzzles and Challenges / Going infinite
« on: June 22, 2011, 03:52:45 am »
Here's a simple puzzle:
Find a way to gain infinite points in a solitaire game. Use as few buys as possible. You get infinite turns to do it of course.

And a more difficult extension of this puzzle:
Find a way to gain infinite points in a 2-player game. Use as few buys as possible. You get infinite turns to do it. Your opponent will try to end the game (even if this means he loses!)

1012
Dominion General Discussion / Re: Best/Worst Openings discussion
« on: June 21, 2011, 10:38:55 am »
I am especially distrustful of big money simulations for heavy trashing type decks.  Heavy trashing -> small deck -> easy combos.

You're right of course. I added these openings to a simulator bot who's going for a Market/Peddler engine (with a few Worker's Villages and Smithies). This results in a reversal of win%:

Young Witch/Ambassador (40%) - Ambassador/Ambassador (58%)

The Witch player always ends up with decks bloated with Curses, Coppers and Estates.

1013
Dominion General Discussion / Re: Best/Worst Openings discussion
« on: June 21, 2011, 06:24:45 am »
I simulated this (players buy only treasure and green cards after the opening):

Young Witch/Ambassador (57%) - Ambassador/Ambassador (40%)


Compare it to this:

Sea Hag/Ambassador (35%) - Ambassador/Ambassador (62%)
 

1014
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 18, 2011, 10:15:01 am »
NV/Bridge (78%) - Two Saboteur (20%)
NV/Bridge (55%) - Two Swindlers and Caravans (42%)
NV/Bridge (43%) - Two Swindlers (55%) (Scout is in the Kingdom setup)

Saboteur is really really weak so they don't really stand a chance. Double Swindlers have the advantage when there's a garbage $4 card on the board, but not if the other $4s are useful cards like Caravan or Remodel

1015
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 10:01:05 am »
Buy rules are very simple:

Evaluate from top to bottom:

-Buy Bridge whenever you can
-Buy Silver (or even Copper) if total money in the deck drops below $5 (including bridges)
-Buy Native Village whenever you can

Play rules are also simple:
-Play Native Village for Storage as long as opponent doesn't have 24 VP more than you
-Play Bridge

1016
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 09:24:15 am »
I'm surprised it's so resilient to cursing. I'm sure that it's really really horrible against a good ambassador player though.
Could you mock it up against Chapel/money?

NV/Bridge (81%) - Chapel/Money (15%)
NV/Bridge (61%) - Two Ambassadors and money (35%)

I don't know what you mean by a good ambassador player, but Ambassador+money is a very fair strategy while the Bridge strategy feels like it's playing a completely different game...

What did you have in mind exactly for the Ambassador player???

1017
Dominion Articles / Re: Combo: Native Village & Bridge
« on: June 17, 2011, 08:46:04 am »
This strategy is even more powerful than WanderingWinder thinks!! I've been simulating it lately and here are some results:

NV/Bridge (73%) - Single Envoy (22%)
NV/Bridge (54%) - Two Mountebanks (44%)
NV/Bridge (65%) - Two Sea Hags (34%)
NV/Bridge (49%) - Vault/Grand Market (from Annotated Game #8) (47%)

A little surprisingly:
NV/Bridge (48%) - Three Militia (48%)

I get the best overall results if I let the NV/Bridge player go for his big turn when the other player has 4 or more Provinces in his pile (so 24 VP points difference). And this is just a simulation where the program often makes suboptimal decisions, so the combo is even more powerful when played by a good player.

1018
Dominion General Discussion / Re: First player advantage
« on: June 16, 2011, 03:49:42 am »
I found a neat and simple way to eliminate the first player advantage:

After deciding the player order, instead of everyone shuffling up their 7 Coppers and 3 Estates do this:

Player 1: normal starting deck
Player 2: puts one Estate in his discard pile, then shuffles deck and draws 5
Player 3: puts two Estates in his discard pile, then shuffles deck and draws 5
Player 4: puts three Estates in his discard pile, then shuffles deck (no need really :) ) and draws 5

This means player 2 can have a $4/$4 or $5/$3 opening, player 3 could start with $5/$4 and player 4 might get $5/$5. After the opening the game continues as normal.

Simulations have shown this will normalize the playing field for any 2-player game. 3 player games will also be balanced on most boards, but the 4-player game will sometimes not be normalized at all: imagine player 4 opening Mountebank/Mountebank while player one is stuck with Silver/Bishop...

If enough people are interested I could do an article on simulating different game variants that try to eliminate the first player advantage...

1019
Other Games / Re: What other games do you enjoy playing?
« on: June 15, 2011, 11:02:51 am »
Magic the Gathering
Agricola
Poker (HORSE, Omaha...)

1020
Puzzles and Challenges / Re: Potential Puzzle: Buying every card
« on: June 15, 2011, 08:50:36 am »
+1000 points in 10 turns and almost the entire board gone (some curses and coppers left). No perfect shuffle!

http://dominion.isotropic.org/gamelog/201106/15/game-20110615-054436-3324db68.html

Obviously not a solution to this puzzle, but this was fun ;D

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