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Author Topic: Announcing Dominion Set Generator  (Read 95189 times)

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Donald X.

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Re: Announcing Dominion Set Generator
« Reply #75 on: January 09, 2013, 03:06:31 am »
0

What I would call a "fun" set is a set that is in the A or B categories.
This suggests a direct approach. Pick 10 cards at random. Count how many strategies you see. If too low, try again with a new 10. You have certain broad strategies that you identify, and then card-specific ones where certain things are needed to make them plausible enough. This is the method-of-producing-option-rich-sets that minimizes the bias towards specific cards (though it doesn't get rid of it).
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Donald X.

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Re: Announcing Dominion Set Generator
« Reply #76 on: January 09, 2013, 03:12:05 am »
+1

It's possible that I might be wrong about that assumption (what casual players like).  Another thing that I am trying to get Goko to do is to have a way to get user feedback on kingdoms.  A simple way to start would be, after a game, let the player give a simple "thumbs up / thumbs down" on whether they liked the kingdom they just played.  I'd then adjust the generator to compensate.
If people are rating sets, then you could use those lists directly. Have all games provide the ranking option. If the players both thumbs up a set (or at least two do if it's multiplayer), store the list. Once you have enough, add a mode that's "play a set two people liked." It just picks a double-thumb'd up set and that's that. These too are ranked. After enough data piles up on those, have a mode that's "play a set that a bunch of people liked."
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Davio

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Re: Announcing Dominion Set Generator
« Reply #77 on: January 09, 2013, 04:41:05 am »
0

I know some people might disagree with me here, but I do think people should choose what sets get chosen for the randomizer. As it is, someone can buy Prosperity and have just Prosperity and base come up. In real life, many people only play with two sets at a time. So, I think that the option for full random or choosing which expansions should exist.

Absolutely.  It's why the expansion sets are at the top of my list in my ugly-looking HTML interface.  Almost certainly it's going to be the most requested feature in any set generator Goko uses.  The tricky bit with anything that has to face a casual player, though, is to not overwhelm them with options they don't understand yet.
Well, you could just make a collapsible section with a button "Advanced Options" or something.
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onigame

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Re: Announcing Dominion Set Generator
« Reply #78 on: January 09, 2013, 12:53:16 pm »
+1

What I would call a "fun" set is a set that is in the A or B categories.
This suggests a direct approach. Pick 10 cards at random. Count how many strategies you see. If too low, try again with a new 10. You have certain broad strategies that you identify, and then card-specific ones where certain things are needed to make them plausible enough. This is the method-of-producing-option-rich-sets that minimizes the bias towards specific cards (though it doesn't get rid of it).

This direct approach was my first approach.  I eventually abandoned it because (1) I couldn't be confident that I was comprehensively identifying all the broad strategies; (2) The generation would tend to choke for partial data -- say the user wanted to play with five specific cards, and the generator would take a long time to find five cards to add that satisfied its conditions; (3) There wasn't a great way to "reverse the polarity" and bias away from those decks.

I think it works well if you're trying to find a few good kingdoms that you're willing to play over-and-over again, but not so hot for a more general-purpose random filler.
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LastFootnote

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Re: Announcing Dominion Set Generator
« Reply #79 on: January 11, 2013, 06:17:50 pm »
+3

Well, a "new randomizer" has apparently been implemented on Goko. Apparently it's used for all non-Pro games, if I understand correctly. So, Wei-Hwa, I'm writing to try to summarize my feelings. As you suggested, I'm doing it here rather than on my bug report in Goko's GetSatisfaction.

I feel like, if you'd created this randomizer for your own use and put it on your website, or if you'd gotten them to implement it in a special, separate mode in Goko, or if it was just a non-default option for casual (or even pro) games on Goko, I might be helping and supporting you in this endeavor. Maybe not. But in theory it sounds nice to create a randomizer that magically only makes 'fun' sets, and I respect your chutzpah.

Now that it's been implemented on Goko as the only way to randomize non-Pro games, I'm livid. I'm just so, so angry. I just don't see why you've wrenched away the status quo in order to put in place your new, still highly experimental algorithm. Yeah, I could play only Pro-rated games, but a lot of times I just want a lower-stress experience or I want to include certain cards to practice with them. That's another effect of this change: randomly-generated casual games no longer 'match-up' with pro games. Practicing in casual games will no longer actually prepare me for what I may encounter in pro games (non-fun sets).

I could use a randomizer external to Goko and then painstakingly enter the cards into a new set each game, but that's just not a hoop I'm willing to jump through.

Why did you feel you had to do this? Why couldn't you at least wait until they were willing to make it a choice, rather than the only option? Why are your opinions so much more important than mine?

I guess it would be hyperbole to say that I feel betrayed or duped. I feel a little like the rug was pulled out from under me. I paid for the service, with the assumption that I knew more or less what I was getting and that functionality wouldn't be taken away. I feel…unhappy. A lot of my desire to play on Goko has just sort of leaked away. They've already got my money, so no skin off their teeth, I guess…

 :'(

P.S. Good luck with your randomizer.
« Last Edit: January 11, 2013, 06:19:38 pm by LastFootnote »
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Beyond Awesome

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Re: Announcing Dominion Set Generator
« Reply #80 on: January 11, 2013, 06:28:17 pm »
0

The randomizer is already up? I thought it was supposed to let you choose from sets and whatnot. Maybe your right though. I clicked through the randomizer 10 times (not enough for a true sample size), but each time there was a village.
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WanderingWinder

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Re: Announcing Dominion Set Generator
« Reply #81 on: January 11, 2013, 06:30:59 pm »
+2

Well, a "new randomizer" has apparently been implemented on Goko. Apparently it's used for all non-Pro games, if I understand correctly. So, Wei-Hwa, I'm writing to try to summarize my feelings. As you suggested, I'm doing it here rather than on my bug report in Goko's GetSatisfaction.

I feel like, if you'd created this randomizer for your own use and put it on your website, or if you'd gotten them to implement it in a special, separate mode in Goko, or if it was just a non-default option for casual (or even pro) games on Goko, I might be helping and supporting you in this endeavor. Maybe not. But in theory it sounds nice to create a randomizer that magically only makes 'fun' sets, and I respect your chutzpah.

Now that it's been implemented on Goko as the only way to randomize non-Pro games, I'm livid. I'm just so, so angry. I just don't see why you've wrenched away the status quo in order to put in place your new, still highly experimental algorithm. Yeah, I could play only Pro-rated games, but a lot of times I just want a lower-stress experience or I want to include certain cards to practice with them. That's another effect of this change: randomly-generated casual games no longer 'match-up' with pro games. Practicing in casual games will no longer actually prepare me for what I may encounter in pro games (non-fun sets).

I could use a randomizer external to Goko and then painstakingly enter the cards into a new set each game, but that's just not a hoop I'm willing to jump through.

Why did you feel you had to do this? Why couldn't you at least wait until they were willing to make it a choice, rather than the only option? Why are your opinions so much more important than mine?

I guess it would be hyperbole to say that I feel betrayed or duped. I feel a little like the rug was pulled out from under me. I paid for the service, with the assumption that I knew more or less what I was getting and that functionality wouldn't be taken away. I feel…unhappy. A lot of my desire to play on Goko has just sort of leaked away. They've already got my money, so no skin off their teeth, I guess…

 :'(

P.S. Good luck with your randomizer.
I don't think blaming the implementation of this on Goko on Wei-Hwa is fair. I mean, I assume he permitted them to use it, but it's not like he is the one who forced it to happen or made the final decision.

LastFootnote

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Re: Announcing Dominion Set Generator
« Reply #82 on: January 11, 2013, 07:19:20 pm »
0

I don't think blaming the implementation of this on Goko on Wei-Hwa is fair. I mean, I assume he permitted them to use it, but it's not like he is the one who forced it to happen or made the final decision.

Forgive me, but I'm struggling to come up with a scenario where he's not mostly to blame.
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WanderingWinder

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Re: Announcing Dominion Set Generator
« Reply #83 on: January 11, 2013, 07:33:43 pm »
+3

I don't think blaming the implementation of this on Goko on Wei-Hwa is fair. I mean, I assume he permitted them to use it, but it's not like he is the one who forced it to happen or made the final decision.

Forgive me, but I'm struggling to come up with a scenario where he's not mostly to blame.
Wei-Hwa wants to come up with a way to make kingdoms he thinks are fun. He designs this tool. He thinks, 'hey, maybe other people like this too, I should at least give them the chance to use it, because I think it's neat'. He tells other people (including this board) about it.
Goko thinks 'Hey there's this really cool tool that we think makes awesome kingdoms. Let's make this the default and incidentally give nobody the option to play pure random on casual. People like having FUN right?'
Goko asks Wei-Hwa 'Hey, can we use your set generator on our site?'
Wei-Hwa says yes.
Goko implements.

I'm really struggling to place blame on Wei-Hwa in this scenario, which is sorta my null assumption of what happened.

 I wouldn't at all be surprised that he pushed for this to be used on their site, but even so, I would still be very surprised, given his statements, if he pushed to make full random not be an option.

ftl

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Re: Announcing Dominion Set Generator
« Reply #84 on: January 11, 2013, 07:35:59 pm »
+3


Having said all that, I do believe that my current implementation of the Set Generator weights engine games too high and I am trying to find ways to lower it.  There are many fun sets that don't have an engine and I don't think my generator is finding them frequently enough.

It seems like your generator is fundamentally always going to be engine-biased. You say on the page that the aim is to have
Quote
- sets that have bits of everything

and those are fundamentally engine sets. If you have a village, card draw, an attack, +buy, trashing, alt-vp in the set - you know, a little bit of everything - that'll be an engine set unless all the components suck.
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LastFootnote

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Re: Announcing Dominion Set Generator
« Reply #85 on: January 11, 2013, 11:12:37 pm »
+2

I don't think blaming the implementation of this on Goko on Wei-Hwa is fair. I mean, I assume he permitted them to use it, but it's not like he is the one who forced it to happen or made the final decision.

Forgive me, but I'm struggling to come up with a scenario where he's not mostly to blame.
Wei-Hwa wants to come up with a way to make kingdoms he thinks are fun. He designs this tool. He thinks, 'hey, maybe other people like this too, I should at least give them the chance to use it, because I think it's neat'. He tells other people (including this board) about it.
Goko thinks 'Hey there's this really cool tool that we think makes awesome kingdoms. Let's make this the default and incidentally give nobody the option to play pure random on casual. People like having FUN right?'
Goko asks Wei-Hwa 'Hey, can we use your set generator on our site?'
Wei-Hwa says yes.
Goko implements.

I'm really struggling to place blame on Wei-Hwa in this scenario, which is sorta my null assumption of what happened.

 I wouldn't at all be surprised that he pushed for this to be used on their site, but even so, I would still be very surprised, given his statements, if he pushed to make full random not be an option.

I don't think he pushed for full random not to be an option either. I just don't think he pushed very hard to make sure it was.

Here are some assumptions I'm making. If any are false, I'd very much appreciate being corrected.

• Wei-Hwa has a close relationship with Goko. If this weren't the case, we'd have seen the conversation that led to this implementation take place. It would have been a thread in the "Ideas Under Consideration" area of Goko's GetSatisfaction or something.
• He approached Goko about implementing his algorithm, not the other way around.
• He didn't tell Goko that some people had concerns about his algorithm.
• He didn't say, "You may use this algorithm, but make sure it's only an option, not mandatory."
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Toskk

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Re: Announcing Dominion Set Generator
« Reply #86 on: January 12, 2013, 12:22:32 am »
0

Goko definitely implemented something.. although I would agree with a few others here that the algorithm is significantly over-prioritizing certain cards. Using only Base, Intrigue, half of Seaside, and Governor, I got 6 games in a row today with Governor, Laboratory, Throne Room, Mine, Workshop, and Duke. They all had either Village or Fishing Village, as well. :(
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LastFootnote

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Re: Announcing Dominion Set Generator
« Reply #87 on: January 12, 2013, 12:27:25 am »
+7

I'm currently generating sets at dominionsetgenerator and tallying up how often each card comes up. After 1000 runs on the default settings with only the base set selected, here's how often each card came up, along with the percentage compared to full random (50% means the card only appears half as often as it would in full random).

Card Name
#Occurrences
Proportion
Festival
954
238.50%
Market
943
235.75%
Laboratory
921
230.25%
Mine
799
199.75%
Village
730
182.50%
Remodel
693
173.25%
Moneylender
626
156.50%
Spy
601
150.25%
Feast
345
86.25%
Workshop
305
76.25%
Woodcutter
294
73.50%
Gardens
281
70.25%
Chapel
276
69.00%
Cellar
256
64.00%
Council Room
256
64.00%
Witch
229
57.25%
Thief
223
55.75%
Bureaucrat
218
54.50%
Library
197
49.25%
Throne Room
192
48.00%
Militia
181
45.25%
Adventurer
159
39.75%
Moat
137
34.25%
Smithy
137
34.25%
Chancellor
47
11.75%

Here's Intrigue:

Card Name
#Occurrences
Proportion
Harem
966
241.50%
Duke
963
240.75%
Mining Village
916
229.00%
Great Hall
906
226.50%
Conspirator
852
213.00%
Upgrade
724
181.00%
Trading Post
616
154.00%
Bridge
484
121.00%
Tribute
473
118.25%
Wishing Well
378
94.50%
Baron
376
94.00%
Shanty Town
366
91.50%
Scout
362
90.50%
Ironworks
201
50.25%
Pawn
195
48.75%
Torturer
190
47.50%
Nobles
149
37.25%
Saboteur
147
36.75%
Masquerade
145
36.25%
Steward
144
36.00%
Swindler
108
27.00%
Minion
99
24.75%
Secret Chamber
87
21.75%
Courtyard
84
21.00%
Coppersmith
69
17.25%

And Seaside:

Card Name
#Occurrences
Proportion
Merchant Ship
918
238.68%
Bazaar
834
216.84%
Treasury
770
200.20%
Explorer
556
144.56%
Native Village
555
144.30%
Haven
547
142.22%
Caravan
494
128.44%
Wharf
481
125.06%
Fishing Village
430
111.80%
Lighthouse
410
106.60%
Salvager
382
99.32%
Pearl Diver
380
98.80%
Ghost Ship
375
97.50%
Ambassador
356
92.56%
Island
337
87.62%
Outpost
330
85.80%
Embargo
300
78.00%
Sea Hag
299
77.74%
Treasure Map
279
72.54%
Smugglers
172
44.72%
Warehouse
165
42.90%
Cutpurse
155
40.30%
Pirate Ship
146
37.96%
Tactician
139
36.14%
Lookout
133
34.58%
Navigator
57
14.82%
« Last Edit: January 12, 2013, 12:48:12 am by LastFootnote »
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LastFootnote

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Re: Announcing Dominion Set Generator
« Reply #88 on: January 12, 2013, 12:44:44 am »
+6

Prosperity:

Card Name
#Occurrences
Proportion
Grand Market
930
232.50%
Peddler
869
217.25%
Worker's Village
833
208.25%
Trade Route
766
191.50%
Forge
619
154.75%
Expand
567
141.75%
City
558
139.50%
Rabble
539
134.75%
Vault
432
108.00%
Bishop
426
106.50%
Watchtower
411
102.75%
Talisman
352
88.00%
Mountebank
313
78.25%
Royal Seal
287
71.75%
Quarry
278
69.50%
Monument
273
68.25%
Hoard
272
68.00%
Goons
249
62.25%
Contraband
222
55.50%
Bank
179
44.75%
Venture
170
42.50%
Mint
155
38.75%
Loan
141
35.25%
Counting House
86
21.50%
King's Court
73
18.25%

Hinterlands:

Card Name
#Occurrences
Proportion
Border Village
718
186.68%
Highway
704
183.04%
Cache
695
180.70%
Farmland
657
170.82%
Crossroads
645
167.70%
Nomad Camp
555
144.30%
Silk Road
543
141.18%
Ill-Gotten Gains
532
138.32%
Spice Merchant
498
129.48%
Stables
470
122.20%
Mandarin
464
120.64%
Cartographer
425
110.50%
Margrave
398
103.48%
Scheme
362
94.12%
Jack of all Trades
306
79.56%
Haggler
249
64.74%
Duchess
233
60.58%
Oasis
232
60.32%
Trader
215
55.90%
Tunnel
214
55.64%
Noble Brigand
189
49.14%
Oracle
176
45.76%
Fool's Gold
176
45.76%
Inn
139
36.14%
Develop
124
32.24%
Embassy
81
21.06%

Dark Ages:

Card Name
#Occurrences
Proportion
Bandit Camp
999
349.65%
Forager
908
317.80%
Beggar
901
315.35%
Vagrant
835
292.25%
Marauder
663
232.05%
Altar
477
166.95%
Armory
418
146.30%
Junk Dealer
413
144.55%
Count
359
125.65%
Mystic
304
106.40%
Counterfeit
292
102.20%
Market Square
263
92.05%
Catacombs
257
89.95%
Urchin
228
79.80%
Band of Misfits
192
67.20%
Fortress
184
64.40%
Hunting Grounds
175
61.25%
Rats
166
58.10%
Pillage
163
57.05%
Sage
162
56.70%
Cultist
159
55.65%
Death Cart
156
54.60%
Graverobber
151
52.85%
Ironmonger
143
50.05%
Knights
142
49.70%
Rebuild
136
47.60%
Hermit
134
46.90%
Feodum
110
38.50%
Wandering Minstrel
89
31.15%
Storeroom
86
30.10%
Squire
77
26.95%
Procession
72
25.20%
Rogue
72
25.20%
Scavenger
66
23.10%
Poor House
48
16.80%

Apparently, you essentially cannot have a fun Dark Ages-only set without Bandit Camp.
« Last Edit: January 12, 2013, 12:58:21 am by LastFootnote »
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Beyond Awesome

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Re: Announcing Dominion Set Generator
« Reply #89 on: January 12, 2013, 12:57:24 am »
0

There does seem to be some bias going on there. That's for sure. lol at KC.
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Donald X.

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Re: Announcing Dominion Set Generator
« Reply #90 on: January 12, 2013, 04:03:32 am »
+8

I'm currently generating sets at dominionsetgenerator and tallying up how often each card comes up. After 1000 runs on the default settings with only the base set selected, here's how often each card came up, along with the percentage compared to full random (50% means the card only appears half as often as it would in full random).
Thanks for the data, it's interesting. I should say up front that I will tell Goko I think pure random is a mandatory option.

The biases you have charted are due to the algorithm weighting cards for filling particular roles. Chancellor fills no roles and so is low. Festival fills multiple roles - +2 Actions, +1 Buy, costs $5 - and so is high.

I think overall the difference between high and low is too extreme. If I were actually picking how to bias sets on a per-card basis, I could see wanting to see Chancellor less often than average (since I'd just replace it if I had the chance), and Festival more often than average (due to the roles it fills). The actual amounts are extreme though, and not all of the winners/losers are hits/duds. Spy for example is at 150% and yet is another card I'd replace, since it bogs down games without adding much; Squire meanwhile is a very flexible compelling card that only rates 27%. Some of the cards seem like they have to be mistakes, I mean really, how does Squire do so poorly via this algorithm? Is it because every game already has Bandit Camp? Most attacks are below average, and yet I have attacks in the game on purpose.

Anyway it doesn't seem ready for prime time, but regardless, for sure people should be able to play random too.
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Donald X.

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Re: Announcing Dominion Set Generator
« Reply #91 on: January 12, 2013, 10:13:07 am »
+6

Update: Ted says they will go back to random in a day or two, and hold off on onigame's thing until they can have a full interface for it (understanding that random needs to still be supported).
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serakfalcon

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Re: Announcing Dominion Set Generator
« Reply #92 on: January 12, 2013, 10:20:36 am »
0

Yeah, poor Squire! I love squire, it is such a good card! Also KC, I don't see why its rated so bad either.
An easy way to deal with the generation vs. rating problem is simple:
Include the generation method used as information somewhere in the game, so people can read that before they join. It ideally shouldn't show exact cards, but rather how you generated the set. If you have it as a side button that expands or something, people can read that and decide for themselves if they want to join or not. After they join, they will be hit by the resign penalty if they don't like it.
If you don't make it obtrusive, novice players will ignore it (or be unaware that it exists), and skilled players can use it to get an idea if they want to play or not (letting them know beforehand what the biases are, so they can decide for themselves if they want to risk it or not). That's a more organic way, since, if you agree to play with certain preconditions, its your own fault if you lose. If you don't know enough about the game to care about the preconditions, it won't matter anyways. Everyone wins!
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onigame

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Re: Announcing Dominion Set Generator
« Reply #93 on: January 12, 2013, 01:42:54 pm »
0

I'm currently generating sets at dominionsetgenerator and tallying up how often each card comes up. After 1000 runs on the default settings with only the base set selected, here's how often each card came up, along with the percentage compared to full random (50% means the card only appears half as often as it would in full random).

I want to say, thanks a lot for doing this!  It saves me a lot of the work of doing it myself.
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onigame

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Re: Announcing Dominion Set Generator
« Reply #94 on: January 12, 2013, 02:07:21 pm »
+1

• Wei-Hwa has a close relationship with Goko. If this weren't the case, we'd have seen the conversation that led to this implementation take place. It would have been a thread in the "Ideas Under Consideration" area of Goko's GetSatisfaction or something.

Confirmed.  I've been using my spare time in the last two months to go to their offices and work on things.  I spend about 2/3rds of my time there answering questions on rules interactions and creating test cases.  I'm not getting paid for any of the work, except for the fact that I own a stake in the company.

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• He approached Goko about implementing his algorithm, not the other way around.

Confirmed, if you replace the word "implementing" with "integrating".  I've had this idea for months (if you dig around in the old Goko feedback site you can find the original post by me that was the genesis of the idea).  The implementation of the algorithm is all mine.  The source is readable for anyone who knows how Javascript works and is copyright by me and not Goko.  I provided the code and an API to Goko.  If you dig around Goko's visible client-side code you can see that my code is just loaded on the side (presumably invoked by something in theirs).

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• He didn't tell Goko that some people had concerns about his algorithm.
• He didn't say, "You may use this algorithm, but make sure it's only an option, not mandatory."

This is a bit of a mix.  There were definitely people at Goko who liked it and wanted to put it in.  I said something to the effect of "Don't put it in everywhere, the people on the Professional Leaderboard will revolt."  I was asked, "What if we put it for casual play but not on the Professional Leaderboard then?"  I responded that that could probably work.

They put it on a test server and gave me a link to test it.  But (and this is the part I'm definitely not happy about) it went live on the main site before I got around to testing it.

Generally there's a pretty aggressive attitude towards implementing and pushing out new features there, which is not what I'm comfortable with in regards to game design.

The ironic thing is that I originally went to try to get more work on Race for the Galaxy done but it seems like all my time there is spent on Dominion now.  Sigh.
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onigame

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Re: Announcing Dominion Set Generator
« Reply #95 on: January 12, 2013, 02:12:30 pm »
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Yeah, poor Squire! I love squire, it is such a good card! Also KC, I don't see why its rated so bad either.

This is definitely a big surprise to me too, especially Squire.  Right now I suspect I probably just didn't type in the right flags for Squire.
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timchen

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Re: Announcing Dominion Set Generator
« Reply #96 on: January 12, 2013, 02:44:33 pm »
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Seems to me either the algorithm has some systematic error, or it thinks "fun" very differently to what I think.

Some highlight examples (just from the same set to be comparable):

Smithy is 1/5 as fun as Moneylender and less than half as fun as Wood Cutter. Throne Room is not much better.
Treasure Map is doubly as fun as Tactician.
Courtyard is 1/10 as fun as Harem. So is Minion (Probably fit thematically but... I don't think Duke should be almost as fun then.)
Border Village is the most interesting card among Hinterlands.

Ok, I understand that the algorithm is not ranking how fun each card is, but instead looking at their functionality on the board. But this method seems really biased upon those card who can fit multiple roles while those card may actually not be that interesting.

One improvement might be to normalize one card's appearing probability as a specific role by how many roles it can be? This way the board can still be interesting by having the needed roles, without overemphasizing those cards.
« Last Edit: January 12, 2013, 02:46:05 pm by timchen »
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onigame

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Re: Announcing Dominion Set Generator
« Reply #97 on: January 12, 2013, 02:52:02 pm »
+5

Now that it's been implemented on Goko as the only way to randomize non-Pro games, I'm livid. I'm just so, so angry. I just don't see why you've wrenched away the status quo in order to put in place your new, still highly experimental algorithm. Yeah, I could play only Pro-rated games, but a lot of times I just want a lower-stress experience or I want to include certain cards to practice with them. That's another effect of this change: randomly-generated casual games no longer 'match-up' with pro games. Practicing in casual games will no longer actually prepare me for what I may encounter in pro games (non-fun sets).

I'm very sorry that I did things that led to cause you emotional stress, and I'd like to try to make things better.

I really do apologize for this and I am willing to take some responsibility for allowing this to occur.  I'm sorry.  The scenario of wanting to play with the "Pro" generator as practice without it actually affecting your "Pro rating" is important, and it wasn't a use case that had occurred to me (or had ever been pointed out to me) in the short amount of time before it went live.  I honestly thought that the change would have just been on the beta site (you know, where tests are supposed to happen) for a while before it went to the live site.

I've been working furiously on a design revamp for game selection that would allow complete freedom in choice of randomizing options and been just typing and writing and putting off all my non-Dominion-related work for the last week.  I just posted a summary last night on the getsatisfaction forum in a new thread.  I know that saying that I've been working hard doesn't absolve me of the responsibility of making you feel bad.  So, again, I'm sorry.

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Why are your opinions so much more important than mine?

I guess it would be hyperbole to say that I feel betrayed or duped. I feel a little like the rug was pulled out from under me. I paid for the service, with the assumption that I knew more or less what I was getting and that functionality wouldn't be taken away. I feel…unhappy. A lot of my desire to play on Goko has just sort of leaked away. They've already got my money, so no skin off their teeth, I guess…

I feel I have to address this even though you may not enjoy the answer.  My opinions are "more important" than yours because Goko has a lot more of my money than they have of yours (as far as I can tell; I don't actually know for sure that you also aren't one of the investors).  I invested in the company rather early, when it was more hope than actual implementation, and a lot of the work I'm putting in is motivated by making that investment be profitable.  I know that the company can't succeed without having customer loyalty, but also that it can't succeed without a wider, casual, audience.

We all have invisible biases towards our own experiences.  I enjoyed isotropic when it first came out, but soon got tired of it, because I felt I was just playing too many games where the kingdom was a one-strategy kingdom and that to do well I had to invest a lot of time to sense and execute tiny improvements in strategy and that having a good time seemed to be more about winning games rather than actually having fun with different game mechanics (which is the whole reason I enjoy playing Dominion).  I don't feel that a completely faithful clone of isotropic would ever be monetarily successful.

It's very hard treading the line between getting new users and satisfying old users.  In this case a confluence of events, some of which I was responsible for, tipped the ship too far in one direction.  I'm doing my best to course-correct.

It's never been about getting *my* code into Goko.  It's been about doing what I feel is important to make a niche game appeal to a wider audience.  I realize that it's not very honorable to come out and say "You accuse me of vanity, but the only sin I'm actually committing is greed," but I hope at least you understand.

To put some stuff in perspective -- the integration and push all happened in the space of a week.  It's actually not hard to roll that aspect back, and I'm in full support of doing this.  Again, I'm sorry.
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onigame

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Re: Announcing Dominion Set Generator
« Reply #98 on: January 12, 2013, 03:13:30 pm »
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Seems to me either the algorithm has some systematic error, or it thinks "fun" very differently to what I think.

I am leaning more towards the "systematic error" side of things.  Addressing your specific examples:

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Smithy is 1/5 as fun as Moneylender and less than half as fun as Wood Cutter. Throne Room is not much better.

Smithy: I noticed last week that my weighting on "Carddrawers" (which Smithy gets a high score in) was not high enough -- the intent is that the generator (on default settings) favors Carddrawers until there's about +6 Cards total or so, then discourages them.  The problem is that the discouraging factor is too large.  I made a change yesterday afternoon to try to correct this.  I don't know if LastFootnote's stats were before or after this change.  I agree, Smithy needs to be better.

Throne Room: Gets a boost from a "Brancher" attribute (if you combine it with a +1 Action you get a splitter) but a threshhold-based penalty from a "Variance" attribute (if you draw it without any Actions it's useless).  I think right now the "Variance" penalty threshhold is too low, and that's almost certainly because of my own personal biases -- I really hate it when I draw a TR with no actions, and so I almost never buy them.  I will raise that threshhold to compensate.

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Treasure Map is doubly as fun as Tactician.

Tactician was showing up waaay too much in early versions of the generator (almost every Seaside game).  I eventually realized that it was because it drew cards, gave you +Buys, and gave you an extra action -- so it does everything, why would you ever not want it in the game?  But the +Buys is kinda only half of the time since it's often more like you're pushing your Buy to the next turn.  Anyway I changed some of the Tactician attributes and I probably nerfed it too much.

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Courtyard is 1/10 as fun as Harem. So is Minion (Probably fit thematically but... I don't think Duke should be almost as fun then.)

Courtyard is getting hit by the Carddrawer bug I mentioned above.  Minion I dunno, I'll look into that.  Harem and Duke got a bonus because Donald made a strong argument that including Victory cards in the set changes the focus of the game significantly and makes things more interesting.   While I don't doubt that for Gardens, I'm not so sure Harem has that property.

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Border Village is the most interesting card among Hinterlands.

Huh, I actually don't see a problem with that (although the magnitude of the favoritism may be a bit high, I admit).  Sorry, we might just disagree on this statement.  :)
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dondon151

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Re: Announcing Dominion Set Generator
« Reply #99 on: January 12, 2013, 03:48:50 pm »
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I don't actually think that biases on any cards need to be strong in order to influence the creation of "interesting" kingdoms. You can probably get away with very slight biases such that dud cards (like Chancellor) appear just a little less often than normal and good cards (like BV) appear just a little more often than normal, and you'll find a middle ground that most people can probably agree on. I think that most Dominion sets are fairly interesting anyway, even the boring ones, because sometimes even little decisions matter, and it's those decisions that tend to draw out the difference between a L30 and a L40 player.
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