Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: ben_king on January 05, 2015, 04:35:56 pm

Title: Dominion Data Mining: Card Rankings
Post by: ben_king on January 05, 2015, 04:35:56 pm
Everybody loves the card rankings that Qvist puts out, but I've always secretly wondered how these lists compare to the way the top players really play the cards.

So I've collected over 90,000 game logs of the top 100 Dominion players on the Isotrophish rankings (2-player, pro rating, no bots) and analyzed them to determine how the best players in the world approach the cards.  Obviously there are a lot of differing opinions on the best way to determine which of two cards is better.  The method I've chosen is to measure the percentage of kingdoms containing card X where the top-100 player gains card X.  If card X really is one of the best cards, then it should be bought on almost every kingdom where it is available.  The nice thing about measuring cards this way is that it puts cards like Cultist (where you usually want as many as possible) and Chapel (where you usually only want one) on equal footing.

The list below orders the cards by how often they are gained.  In the next couple posts, I'm planning on splitting these by cost and comparing them to Qvist's card lists.

RankCard% games gained# games gained# games available
1Tournament95.4%74677825
2Governor93.0%24172598
3Border Village89.3%67087512
4Fishing Village89.2%70067854
5Wharf89.0%70927965
6Forager88.7%70947999
7Goons88.4%70537979
8Masquerade87.7%70318015
9Chapel87.6%84089596
10Ironmonger87.2%69477970
11Mountebank86.9%67577779
12Ambassador83.6%67578078
13Squire83.4%64527732
14Hamlet83.2%65647892
15Plaza82.7%59537196
16Warehouse82.6%66748084
17Hunting Party81.1%62467705
18Candlestick Maker80.9%58597242
19King's Court80.8%62767769
20Black Market80.6%27293386
21Minion80.1%62527807
22Wandering Minstrel79.4%62157828
23Crossroads79.2%61127713
24Swindler79.1%64478147
25Cultist79.0%61037730
26Market Square78.9%61627813
27Nobles78.8%62847978
28Caravan78.3%60297698
29Hermit78.3%62327964
30Counterfeit78.2%61077805
31Worker's Village77.8%60557778
32Steward77.7%62828083
33Menagerie77.7%61007854
34Urchin77.1%61267947
35City77.0%61467985
36Butcher76.5%53176954
37Witch76.4%71239323
38Grand Market75.8%61798156
39Scheme75.6%60167954
40Remake75.2%56897566
41JackOfAllTrades74.9%59297911
42Upgrade74.9%60058013
43Lighthouse74.4%58777898
44Rebuild74.4%58007800
45Herald74.3%53157153
46Shanty Town73.9%59968118
47Peddler72.8%56497755
48Junk Dealer72.5%57927984
49Spice Merchant72.1%55497692
50Knights71.8%55307698
51Stables71.8%56687896
52Courtyard71.7%57418005
53Tunnel71.3%56407913
54Island70.9%55947891
55Festival70.7%65349245
56Throne Room70.5%65179241
57Margrave70.4%54857793
58Highway70.0%54517791
59Haggler69.5%53827744
60Laboratory69.1%62349018
61Great Hall69.1%58048397
62Conspirator69.0%54387880
63Fool's Gold68.2%54157936
64Fortress68.1%53167807
65Oasis68.0%53057798
66Salvager68.0%53577880
67Baker67.5%48247150
68Scrying Pool67.4%51427634
69Cellar67.3%64189533
70Bazaar67.2%53267930
71Village67.1%63549464
72Apprentice66.8%51057643
73Mining Village66.2%52647952
74Tactician66.2%52147879
75Stonemason66.2%48837381
76Haven65.8%51527830
77Farming Village65.8%51037760
78Marauder65.7%50867739
79Vagrant65.5%53508164
80Bridge65.5%52037946
81Bandit Camp65.2%52798096
82Soothsayer65.0%46177100
83University64.9%49197574
84Sea Hag64.7%50687829
85Pawn63.7%49757807
86Militia62.8%57509161
87Horse Traders62.7%49727933
88Monument62.2%50018044
89Inn61.7%48167810
90Watchtower61.5%49167990
91Market61.3%57209327
92Native Village61.2%47817814
93Gardens60.6%56209271
94Walled Village60.6%7971315
95Familiar60.0%45537592
96Torturer59.9%46637782
97Ill-Gotten Gains59.9%45917664
98Ironworks59.9%48328073
99Count59.8%46077700
100Altar59.7%47267916
101Ghost Ship58.6%45507760
102Hoard58.2%47658182
103Bishop57.9%45987935
104Quarry56.8%44707876
105Sage56.6%45177987
106Lookout56.0%44207888
107Merchant Guild55.5%38696972
108Wishing Well55.4%45048126
109Farmland54.6%42637812
110Doctor54.6%38877124
111Remodel54.2%50889394
112Trade Route54.1%43668070
113Alchemist52.9%39867534
114Silk Road52.7%40947772
115Young Witch52.6%40297666
116Jester52.5%40237658
117Moneylender51.9%49179466
118Smugglers51.0%40667965
119Advisor50.7%36097115
120Pearl Diver50.2%40218014
121Embassy48.7%37347669
122Embargo48.4%39028059
123Expand48.4%38487957
124Smithy48.1%44919341
125Cartographer47.9%36237556
126Storeroom47.8%38067958
127Duke47.7%37317823
128Council Room47.7%44449326
129Fairgrounds47.5%37497892
130Rabble47.3%37017832
131Vineyard47.2%35787588
132Apothecary47.1%35707575
133Harem46.7%36877902
134Vault46.6%36777888
135Catacombs46.4%35687685
136Mint46.1%36557936
137Trading Post45.3%35857907
138Band of Misfits45.2%34577646
139Hunting Grounds45.0%35157805
140Scavenger44.9%35707958
141Oracle44.9%35217849
142Treasury44.2%34247743
143Horn of Plenty44.0%34097750
144Forge43.9%34967970
145Moat43.7%41609516
146Trader43.7%33527676
147Prince43.4%289666
148Envoy43.1%7951843
149Journeyman42.2%30057129
150Baron41.7%33307984
151Nomad Camp41.2%31657686
152Loan41.0%33338127
153Golem40.4%30327503
154Feodum40.4%31027687
155Duchess40.1%31177773
156Possession37.8%28157452
157Procession37.7%29077714
158Mystic37.5%29267806
159Bank36.9%30118149
160Develop36.4%29007965
161Workshop35.3%32869319
162Cutpurse34.9%27197791
163Library34.6%32429358
164Armory34.6%27427935
165Rats34.4%26967843
166Rogue33.2%25207588
167Venture33.2%26578002
168Poor House32.0%25217871
169Pillage30.7%24027815
170Graverobber30.7%23817752
171Fortune Teller29.7%23547919
172Outpost29.6%23447906
173Beggar29.4%23067840
174Feast29.3%26839159
175Death Cart29.2%22877828
176Talisman28.8%22927959
177Merchant Ship28.7%22787931
178Spy28.4%26219243
179Woodcutter27.6%26229506
180Herbalist26.2%20617877
181Secret Chamber25.6%21058235
182Taxman25.4%18087114
183Noble Brigand24.9%19397784
184Masterpiece24.6%17977309
185Tribute23.5%18157739
186Saboteur20.7%16057772
187Navigator19.3%14847692
188Explorer18.7%14897943
189Royal Seal18.7%14917994
190Stash16.9%3061811
191Mine16.7%15729431
192Treasure Map16.2%12947972
193Mandarin16.0%12777998
194Chancellor13.7%13059512
195Bureaucrat13.3%12519395
196Pirate Ship12.9%9957705
197Philosopher's Stone12.1%9077518
198Scout11.2%8687739
199Cache11.2%8547627
200Contraband10.9%8657960
201Coppersmith10.2%7867734
202Harvest9.7%7597859
203Thief8.5%7779188
204Counting House8.3%6607916
205Transmute7.6%5847661
206Adventurer7.4%6849278
Title: $1 and $2 cost cards
Post by: ben_king on January 05, 2015, 04:37:05 pm
$1 and $2 cost cards

RankCard+/- vs. Qvist% games gained# games gained# games available
1Chapel087.6%84089596
2Squire+383.4%64527732
3Hamlet+183.2%65647892
4Candlestick Maker+380.9%58597242
5Crossroads+479.2%61127713
6Lighthouse074.4%58777898
7Courtyard-471.7%57418005
8Fool's Gold-668.2%54157936
9Cellar+467.3%64189533
10Stonemason-266.2%48837381
11Haven+165.8%51527830
12Vagrant+465.5%53508164
13Pawn-563.7%49757807
14Native Village-461.2%47817814
15Pearl Diver+550.2%40218014
16Embargo-248.4%39028059
17Moat043.7%41609516
18Duchess+340.1%31177773
19Poor House-432.0%25217871
20Beggar-229.4%23067840
21Herbalist-226.2%20617877
22Secret Chamber025.6%21058235
Title: $3 cost cards
Post by: ben_king on January 05, 2015, 04:37:35 pm
$3 cost cards

RankCard+/- vs. Qvist% games gained# games gained# games available
1Fishing Village+289.2%70067854
2Forager+588.7%70947999
3Masquerade-287.7%70318015
4Ambassador-283.6%67578078
5Warehouse+582.6%66748084
6Black Market+1280.6%27293386
7Swindler-279.1%64478147
8Market Square+578.9%61627813
9Hermit078.3%62327964
10Steward-677.7%62828083
11Menagerie-577.7%61007854
12Urchin-177.1%61267947
13Scheme-175.6%60167954
14Shanty Town+973.9%59968118
15Tunnel+271.3%56407913
16Great Hall+1669.2%58048397
17Oasis+268.0%53057798
18Village-467.1%63549464
19Watchtower-1161.5%49167990
20Sage+556.6%45177987
21Lookout056.0%44207888
22Wishing Well+255.4%45048126
23Doctor-754.6%38877124
24Trade Route+354.1%43668070
25Smugglers+151.0%40667965
26Storeroom-647.8%38067958
27Oracle-1244.9%35217849
28Loan041.0%33338127
29Develop+236.4%29007965
30Workshop035.3%32869319
31Fortune Teller-229.7%23547919
32Woodcutter+127.6%26229506
33Masterpiece-1124.6%17977309
34Chancellor013.7%13059512
Title: $4 cost cards
Post by: ben_king on January 05, 2015, 04:38:07 pm
$4 cost cards

RankCard+/- vs. Qvist% games gained# games gained# games available
1Tournament+195.4%74677825
2Ironmonger+387.2%69477970
3Plaza+1382.7%59537196
4Wandering Minstrel+379.4%62157828
5Caravan+778.3%60297698
6Worker's Village+877.8%60557778
7Remake-475.2%56897566
8JackOfAllTrades-474.9%59297911
9Herald+974.3%53157153
10Spice Merchant+572.1%55497692
11Island+2670.9%55947891
12Throne Room+570.5%65179241
13Conspirator+769.0%54387880
14Fortress+1668.1%53167807
15Salvager+668.0%53577880
16Mining Village+1766.2%52647952
17Farming Village+1165.8%51037760
18Marauder-565.7%50867739
19Bridge-965.5%52037946
20Sea Hag-1964.7%50687829
21Militia-1162.8%57509161
22Horse Traders+262.7%49727933
23Monument-1562.2%50018044
24Gardens+560.6%56209271
25Walled Village+1860.6%7971315
26Ironworks-459.9%48328073
27Bishop-1657.9%45987935
28Quarry-556.8%44707876
29Remodel+554.2%50889394
30Silk Road+152.7%40947772
31Young Witch-3052.6%40297666
32Moneylender-651.9%49179466
33Advisor+650.7%36097115
34Smithy-1548.1%44919341
35Scavenger-1044.9%35707958
36Trader+243.7%33527676
37Envoy-1043.1%7951843
38Baron-241.7%33307984
39Nomad Camp+741.2%31657686
40Feodum+240.3%31027687
41Procession-637.7%29077714
42Cutpurse-1034.9%27197791
43Armory-234.6%27427935
44Rats+334.4%26967843
45Feast+1029.3%26839159
46Death Cart-629.2%22877828
47Talisman+128.8%22927959
48Spy+328.4%26219243
49Taxman-425.4%18087114
50Noble Brigand-624.9%19397784
51Navigator+119.3%14847692
52Treasure Map+116.2%12947972
53Bureaucrat-313.3%12519395
54Pirate Ship-512.9%9957705
55Scout+211.2%8687739
56Coppersmith-210.2%7867734
57Thief-18.5%7779188
Title: $5 cost cards
Post by: ben_king on January 05, 2015, 04:38:54 pm
$5 cost cards

RankCard+/- vs. Qvist% games gained# games gained# games available
1Governor+793.0%24172598
2Wharf+189.0%70927965
3Mountebank-286.9%67577779
4Hunting Party+281.1%62467705
5Minion+480.1%62527807
6Cultist-279.0%61037730
7Counterfeit+578.2%61077805
8City+2977.0%61467985
9Butcher+1276.4%53176954
10Witch-576.4%71239323
11Upgrade+474.9%60058013
12Rebuild-1074.4%58007800
13Junk Dealer-272.5%57927984
14Knights+1371.8%55307698
15Stables+771.8%56687896
16Festival+2270.7%65349245
17Margrave-370.4%54857793
18Highway+770.0%54517791
19Haggler1969.5%53827744
20Laboratory069.1%62349018
21Baker+267.5%48247150
22Bazaar+667.2%53267930
23Apprentice-666.8%51057643
24Tactician-866.2%52147879
25Bandit Camp+565.2%52798096
26Soothsayer-865.0%46177100
27Inn+1661.7%48167810
28Market+1261.3%57209327
29Torturer-2159.9%46637782
30Ill-Gotten Gains-2059.9%45917664
31Count+159.8%46077700
32Ghost Ship-2058.6%45507760
33Merchant Guild+855.5%38696972
34Jester052.5%40237658
35Embassy-1148.7%37347669
36Cartographer+347.9%36237556
37Duke-1147.7%37317823
38Council Room+447.7%44449326
39Rabble-647.3%37017832
40Vault-1146.6%36777888
41Catacombs-546.4%35687685
42Mint+1146.1%36557936
43Trading Post+645.3%35857907
44Band of Misfits045.2%34577646
45Treasury+344.2%34247743
46Horn of Plenty-1544.0%34097750
47Journeyman-1242.2%30057129
48Mystic-237.5%29267806
49Library-434.6%32429358
50Rogue+433.2%25207588
51Venture-133.2%26578002
52Pillage-130.7%24027815
53Graverobber-130.7%23817752
54Outpost+229.6%23447906
55Merchant Ship-828.7%22787931
56Tribute-123.5%18157739
57Saboteur+420.7%16057772
58Explorer018.7%14897943
59Royal Seal+118.7%14917994
60Stash+216.9%3061811
61Mine-216.7%15729431
62Mandarin-516.0%12777998
63Cache+111.2%8547627
64Contraband-110.9%8657960
65Harvest09.7%7597859
66Counting House08.3%6607916
Title: $6+ cost cards
Post by: ben_king on January 05, 2015, 04:39:42 pm
$6+ cost cards

RankCard+/- vs. Qvist% games gained# games gained# games available
1Border Village+389.3%67087512
2Goons088.4%70537979
3King's Court-280.8%62767769
4Nobles+278.8%62847978
5Grand Market-275.8%61798156
6Peddler+172.8%56497755
7Altar-259.7%47267916
8Hoard+158.2%47658182
9Farmland+654.6%42637812
10Expand+448.4%38487957
11Fairgrounds-347.5%37497892
12Harem+146.7%36877902
13Hunting Grounds-345.0%35157805
14Forge-243.9%34967970
15Princen/a43.4%289666
16Bank-536.9%30118149
17Adventurer-17.3%6849278
Title: Potion cost cards
Post by: ben_king 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
Title: Prizes
Post by: ben_king 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
Title: Re: Dominion Data Mining: Card Rankings
Post by: theory on January 05, 2015, 04:50:30 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.
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 05, 2015, 04:52:38 pm
Thanks for doing this! It's always fun to see this kind of stuff!

One issue with this particular analysis at least in terms of comparing it to Qvist's lists is that how often you gain a cards is not the same as how good you think it is. For example, cards you buy in the late game, like VP cards you may buy in a lot of games, but for not much impact, since you never actually draw the card.

The couple obvious major trends I see are:
1. Villages are much higher than ranked. I think this is because people don't think of the villages as being that important. There are so many villages and they are all about the same. But really, they are really important most of the time they show up.
2. Some attacks are much lower than ranked. The attacks feel super important because they affect the way you approach the game, but a lot of the time, you don't actually need to buy the attack. It's role was really just to discourage certain strategies (in particular strategies that don't build enough before greening to withstand the potential attack).
Title: Re: Dominion Data Mining: Card Rankings
Post by: Mic Qsenoch on January 05, 2015, 04:55:31 pm
It's worth keeping in mind that Qvist's lists include a lot of rankings from players not in the top 100. He puts some weight based on player rank but I don't know what the formula is.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Jack Rudd on January 05, 2015, 05:02:19 pm
There are also some cards that are very board-sensitive. Torturer is a good example; it's really good when there are Villages and nothing special when there aren't, so it's bought only some of the time. But when it's good, it's really good, and the Qvist rankings are basing its place on that.
Title: Re: Dominion Data Mining: Card Rankings
Post by: ben_king 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.
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 05, 2015, 05:21:35 pm
All the copper cards are underrated, apothecary and cache the most criminally. Cache is below scout and apothecary is below 131 other cards... copper is an excellent card, people!

Edit: for games with 2 top 100 players, did you count both?
Title: Re: Dominion Data Mining: Card Rankings
Post by: Tables on January 05, 2015, 05:22:22 pm
One big effect you have to bear in mind is that some cards are ones you can easily add in to a deck, or which can feature in lots of different strategies in small ways - for example, most cantrips. Others, such as many terminals, tend to be bought because they're more important and significant.

Have a look at which cards have gained and which have lost places. There's exceptions, obviously, but mostly non-terminals (and especially cantrips) have gained places, while terminals have lost them.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Awaclus on January 05, 2015, 05:26:36 pm
I don't know what the formula is.

Let's ask AI!
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 05, 2015, 05:31:25 pm
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.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Jack Rudd on January 05, 2015, 05:37:28 pm
Have a look at which cards have gained and which have lost places. There's exceptions, obviously, but mostly non-terminals (and especially cantrips) have gained places, while terminals have lost them.
Biggest gains:

$1/2 Pearl Diver +5
$3 Great Hall +16
$4 Island +26
$5 City +29
$6+ Farmland +6
$P University +4

Everything in that list is either a non-terminal or a victory card, and Great Hall is both.

Biggest losses:

$2 Fool's Gold -6
$3 Oracle -12
$4 Young Witch -30
$5 Torturer -21
$6+ Bank -5
$P Vineyard -2

Three terminal Attacks, two kingdom treasures and Vineyard.
 
Title: Re: Dominion Data Mining: Card Rankings
Post by: Tables on January 05, 2015, 05:37:54 pm
Just doing some quick and dirty analysis, I worked out the average number of ranks gained by being (non) terminal with this method, and got the following numbers:

Non terminals gained ~4.3 ranks
Terminals lost ~2.8 ranks

So that one simple fact accounts for quite a bit. Like I said, this analysis was very quick and I make a lot of simplifications (I ignored all victory and treasure cards, as well as some, uh, variably terminal cards like Throne Room or Tribute, without removing the ranks they affected, and I'm using all the cards (except potion costs) when there's different numbers of cards of each cost, which messes things around) - but I think the point it makes is clear. Or perhaps it isn't. You could argue that people, on the whole, undervalue non-terminals... but I'd say it's just that non-terminals are easier to fit into more decks, and can be bought in larger quantities more easily.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Jack Rudd on January 05, 2015, 05:43:48 pm
Non terminals gained ~4.3 ranks
Terminals lost ~2.8 ranks
Villages probably gained even more than the ~4.3 they get for being non-terminal; there are only two that lost (Native Village and Village).
Title: Re: Dominion Data Mining: Card Rankings
Post by: Mic Qsenoch on January 05, 2015, 05:45:33 pm
I don't know what the formula is.

Let's ask AI!

He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 05, 2015, 05:57:43 pm
I don't know what the formula is.

Let's ask AI!

He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
Yes. AI is well known for having reverse-engineered the goko rating system which supposedly "can't be put into a formula". Awaclus is referencing that, saying that AI could reverse-engineer the formula Qvist uses to create his ranking lists. This is funny because one would not normally ask AI about Qvist's list; you would just ask Qvist. Now you can surely better appreciate Awaclus' joke because I have explained it to you.
Title: Re: Dominion Data Mining: Card Rankings
Post by: werothegreat on January 05, 2015, 06:01:00 pm
I'm rather surprised that Plaza is the most bought Guilds card.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Mic Qsenoch on January 05, 2015, 06:01:23 pm
I don't know what the formula is.

Let's ask AI!

He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
Yes. AI is well known for having reverse-engineered the goko rating system which supposedly "can't be put into a formula". Awaclus is referencing that, saying that AI could reverse-engineer the formula Qvist uses to create his ranking lists. This is funny because one would not normally ask AI about Qvist's list; you would just ask Qvist. Now you can surely better appreciate Awaclus' joke because I have explained it to you.
These explanation "jokes" are worse than spam. But I do like Awaclus' post now that I get it.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Titandrake on January 05, 2015, 06:07:35 pm
I'm surprised Adventurer/Transmute even made 7%. Like, really? I suppose ~1 out of 14 games is still pretty rare.

Apothecary also feels too low, although I love that card. Cache feels correct, note that it's really hard to justify outside of slogs.

Border Village > Goons is also really surprising to me. Both cards are really nice and likely to get picked up, but I find it hard to believe Goons is more skippable than BV. My guess is that when greening late game, people do BV -> gain Duchy on $6 and that skews it just enough to edge out Goons.
Title: Re: Dominion Data Mining: Card Rankings
Post by: SCSN on January 05, 2015, 06:28:51 pm
I'm surprised Adventurer/Transmute even made 7%. Like, really? I suppose ~1 out of 14 games is still pretty rare.

That's why the claim that involuntary gaining is negligible is nonsense (it's like saying that jackpot winners have a negligible share in the total lottery pay-outs because there are so few of them), at least when we're considering cards like this and not the usual powerhouses. If the hosting player has all the cards, ~4.4% of games containing Adventurer also contain Swindler, which makes for a surprisingly popular combo. You can also deduce from the sample sizes that a significant portion of the games are played with less than all the sets, and that Intrigue is the most popular one other than base, so that the Swindler/Adventurer combo will feature disproportionally often.

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.

I'd say Transmute gets bought mainly when you go for other Potion cards but miss and figure it's better than nothing.
Title: Re: Dominion Data Mining: Card Rankings
Post by: jsh357 on January 05, 2015, 06:29:16 pm
I'm rather surprised that Plaza is the most bought Guilds card.

Well, it's a village.  Fishing Village is bought more than Ambassador too!
Title: Re: Dominion Data Mining: Card Rankings
Post by: silvern on January 05, 2015, 06:32:06 pm
So, does ordering a list based strictly on how often each card is gained really provide the most accurate definition of "best cards"? My thought is that some very high ranked cards on this list (a.k.a forager) are not actually that powerful, it's just that they almost never hurt (especially when they are often simply competing with silver).
EDIT: not that this list claimed to be the definitive best cards, but it provides some interesting context when comparing w/ the Qvist list.
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 05, 2015, 06:34:07 pm
Border Village > Goons is also really surprising to me. Both cards are really nice and likely to get picked up, but I find it hard to believe Goons is more skippable than BV. My guess is that when greening late game, people do BV -> gain Duchy on $6 and that skews it just enough to edge out Goons.

There are games in which you want BV but not Goons, but not vice versa.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Jack Rudd on January 05, 2015, 06:50:35 pm
I note with some amusement that the card whose gain rate is closest to 50% is Pearl Diver. A wonderfully average score for a wonderfully average cantrip.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Beyond Awesome on January 05, 2015, 06:58:52 pm
Thanks for doing this! It's always fun to see this kind of stuff!

One issue with this particular analysis at least in terms of comparing it to Qvist's lists is that how often you gain a cards is not the same as how good you think it is. For example, cards you buy in the late game, like VP cards you may buy in a lot of games, but for not much impact, since you never actually draw the card.

The couple obvious major trends I see are:
1. Villages are much higher than ranked. I think this is because people don't think of the villages as being that important. There are so many villages and they are all about the same. But really, they are really important most of the time they show up.
2. Some attacks are much lower than ranked. The attacks feel super important because they affect the way you approach the game, but a lot of the time, you don't actually need to buy the attack. It's role was really just to discourage certain strategies (in particular strategies that don't build enough before greening to withstand the potential attack).

I disagree with what you say on villages. The thing is that we have lots and lots of villages to choose from. Thus, when accounting supply and demand there is more than enough supply of villages to meet demand. Now, if villages were less common then yes, the villages should be ranked higher on Qvists list, but we have enough villages to choose from that the importance of any single village is negligible. With that said, a few villages are power players like Fishing Village, Plaza and Minstrel.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Awaclus on January 05, 2015, 07:09:25 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.

And Procession.
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 05, 2015, 07:17:12 pm
Thanks for doing this! It's always fun to see this kind of stuff!

One issue with this particular analysis at least in terms of comparing it to Qvist's lists is that how often you gain a cards is not the same as how good you think it is. For example, cards you buy in the late game, like VP cards you may buy in a lot of games, but for not much impact, since you never actually draw the card.

The couple obvious major trends I see are:
1. Villages are much higher than ranked. I think this is because people don't think of the villages as being that important. There are so many villages and they are all about the same. But really, they are really important most of the time they show up.
2. Some attacks are much lower than ranked. The attacks feel super important because they affect the way you approach the game, but a lot of the time, you don't actually need to buy the attack. It's role was really just to discourage certain strategies (in particular strategies that don't build enough before greening to withstand the potential attack).

I disagree with what you say on villages. The thing is that we have lots and lots of villages to choose from. Thus, when accounting supply and demand there is more than enough supply of villages to meet demand. Now, if villages were less common then yes, the villages should be ranked higher on Qvists list, but we have enough villages to choose from that the importance of any single village is negligible. With that said, a few villages are power players like Fishing Village, Plaza and Minstrel.

That's the thing. If there were 30 kingdom cards, then sure we'd have a ton of villages. But there's only 10. A typical board won't have multiple villages, so whichever one shows up is really important.
Title: Re: Dominion Data Mining: Card Rankings
Post by: WanderingWinder on January 05, 2015, 07:27:48 pm
So, does ordering a list based strictly on how often each card is gained really provide the most accurate definition of "best cards"?

No, but I don't think Forager is a good example of that. You're looking for some "doesn't hurt" cantrip, a la Great Hall or Pearl Diver.
Title: Re: Dominion Data Mining: Card Rankings
Post by: silvern on January 05, 2015, 07:38:57 pm
So, does ordering a list based strictly on how often each card is gained really provide the most accurate definition of "best cards"?

No, but I don't think Forager is a good example of that. You're looking for some "doesn't hurt" cantrip, a la Great Hall or Pearl Diver.
Agreed, it just jumped out to me as a prime, abnormally high example--certainly I don't think it's better than Goons or Masquerade.
Title: Re: Dominion Data Mining: Card Rankings
Post by: blueblimp on January 05, 2015, 08:48:14 pm
You could argue that people, on the whole, undervalue non-terminals... but I'd say it's just that non-terminals are easier to fit into more decks, and can be bought in larger quantities more easily.
Another way of putting this is that terminals in the same kingdom have to compete for the limited capacity of most decks for terminals (even in engine decks where you're less concerned about terminal collision), while non-terminals, especially those that draw, don't really compete with each other because if there are two that are both good, you can just buy a few of both.

This means a good terminal can be crowded out by an even stronger terminal, but that crowding effect is smaller for non-terminals.
Title: Re: Dominion Data Mining: Card Rankings
Post by: TheOthin on January 05, 2015, 08:54:28 pm
Certainly, when terminals can end up undesirable for that reason while non-terminals are still plenty viable to add to a deck, that's a big point for non-terminals that may not have been given enough credit on the rankings.

One other thing that catches my attention is Sea Hag. It's not the biggest point change, but that kind of fall from first place is very striking.
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 05, 2015, 08:57:02 pm
Do you have any data about win rates with/without gaining specific cards? This would suggest which cards are under/over rated.
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 05, 2015, 09:03:22 pm
I don't know what the formula is.

Let's ask AI!

He wouldn't know! Because I'm talking about the formula Qvist uses to create his ranking list, he weights votes based on iso level.
Yes. AI is well known for having reverse-engineered the goko rating system which supposedly "can't be put into a formula". Awaclus is referencing that, saying that AI could reverse-engineer the formula Qvist uses to create his ranking lists. This is funny because one would not normally ask AI about Qvist's list; you would just ask Qvist. Now you can surely better appreciate Awaclus' joke because I have explained it to you.
These explanation "jokes" are worse than spam. But I do like Awaclus' post now that I get it.
Worse than spam when they helped you understand what Awaclus meant? When there isn't anyone who didn't get the joke of course they're silly, but when someone misses it they're at least helpful. I'd ask you if I need to explain why my post was funny, but I don't think my post was particularly funny.
Title: Re: Dominion Data Mining: Card Rankings
Post by: AdamH on January 05, 2015, 09:27:00 pm
I just want to say that these numbers are super interesting. I'm glad you took the time to put this together.

There's probably a lot we can discover about biases we have when playing the game vs. biases we have when ranking the cards from this (terminal vs. non-terminal).

It makes me happy that Sea Hag took such a hit. I think it's very educational which cards have taken the biggest hits and which have gained the most. We should take into account terminal vs. non-terminal and other biases we find, of course, but the big outliers can probably tell us something about how we view these cards.

If I get a chance I'll take a look at these numbers and see if I can draw any relevant conclusions, but no promises on that; I may not come up with anything useful to say.
Title: Re: Dominion Data Mining: Card Rankings
Post by: ben_king 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
Title: Re: Dominion Data Mining: Card Rankings
Post by: TheOthin on January 05, 2015, 09:45:40 pm
Is it possible to distinguish between Province and Colony games in the data?
Title: Re: Dominion Data Mining: Card Rankings
Post by: SCSN on January 05, 2015, 09:54:21 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.

Damn you! Sorry fellow conspirators, I did what I could to prevent the public from finding out that Adventurer is the key to the top 100 :(
Title: Re: Dominion Data Mining: Card Rankings
Post by: ben_king 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?
Title: Re: Dominion Data Mining: Card Rankings
Post by: Gherald on January 05, 2015, 10:38:06 pm
For the Colony question, I'd imagine breaking those out into a separate set of data and looking at how all your tables vary compared to the Colony-less games
Title: Re: Dominion Data Mining: Card Rankings
Post by: AJD on January 05, 2015, 11:38:29 pm
I'm surprised Adventurer/Transmute even made 7%. Like, really? I suppose ~1 out of 14 games is still pretty rare.

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.

Also sometimes you just need to buy a card, and Adventurer's the one that's there. I played a game a couple days ago in which I bought an Adventurer because I wanted something I could draw with Scrying Pool and then trash with Bishop.
Title: Re: Dominion Data Mining: Card Rankings
Post by: JacquesTheBard on January 06, 2015, 02:04:30 am
Grsbmd, thank you for compiling this data. Something I don't think we've commented on yet is the most surprising thing of all to me: comparison of different cards with similar functions. For example, Walled Village greatly exceeds Procession on the $4 list, Shanty Town (my least favorite card) ranks above Village, and the $6 list puts Farmland above Fairgrounds. I understand a village rising in the rankings compared to a terminal, but for one village to excel against a better village is baffling. Certainly Walled Village has reliability over Procession, but Village also has reliability over Shanty Town. I can sort of understand Farmland's rise due to the use it has in the endgame (although that makes Stonemason's lower rank pretty unusual) but Fairgrounds is one of the most respected alt-VP cards on the forum. These are just the major examples to me, but does anyone else see reversal of ranks between cards with similar effects?

The $3 trashers look like another area for this.
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 06, 2015, 02:35:00 am
^
Procession is really situational, and not really a village, so it doesn't really compare to real villages.

Regarding Village vs Shanty Town: Imagine a board in which you go for Village. Now suppose Shanty Town is there instead. Most of the time, you go for the same strategy, but with Shanty Town instead. However, there are boards in which Shanty Town is useful and Village is not.
Title: Re: Dominion Data Mining: Card Rankings
Post by: c4master on January 06, 2015, 06:48:14 am
^
Procession is really situational, and not really a village, so it doesn't really compare to real villages.

Regarding Village vs Shanty Town: Imagine a board in which you go for Village. Now suppose Shanty Town is there instead. Most of the time, you go for the same strategy, but with Shanty Town instead. However, there are boards in which Shanty Town is useful and Village is not.

And Shanty Town is a better opener than Village. So if both are available, you might still get both, even though later on Village becomes stronger.
Title: Re: Dominion Data Mining: Card Rankings
Post by: TheOthin on January 06, 2015, 07:15:15 am
I wonder what would be the odds of Village having at least as many different boards where it's worthwhile, yet Shanty Town getting picked up more often because of its boards randomly showing up more often.

Shanty Town may also just be more distinctive. It seems like either one is probably going to get bought if it's the only cheap village, so when won't they be bought? For Village, other villages can often take on its same purpose but better. For Shanty Town, on the other hand, its potential handsize increase is not shared with the other villages, so it can stay prominent. The effect seems worse than a reliable +1 Card, but not if you have an excess of Actions, either through other villages or just the board being filled with non-terminals. And those are precisely the situations where Shanty Town's village status would be least likely to guarantee it a spot in your deck. With that in mind, it really does make sense that it's a card you'd want to pick up a solid majority of the time it's available, doesn't it?
Title: Re: Dominion Data Mining: Card Rankings
Post by: Beyond Awesome on January 06, 2015, 08:25:49 am
Personally, I prefer Shanty Town over Village most of the time, and I open with it a lot of times. It is so good when you open with it because the majority of time its a la for $3 and then if you play it and get actions afterwards, it also acts as a village. Shanty Town took me a while to figure out, but the key is simply to not get too many of them (usually). Village offers no benefit except adding +Action. Usually, other villages will be on the board.

As far as Walled Village over Procession. There are a lot of games, I don't need it. Sometimes, keeping the actions is more important than throning them and maybe getting something that costs $1 more. There are situations where Procession is really good. But, you are more likely to have a use for Walled Village over Procession. However, I would put Walled Villages useful pretty much on the same level as vanilla village.  Also, not many people own Walled Village. It is the least owned promo among players. The sample size is very small for that card. I know some games, people might buy it because they never played with it before.

Also, Governor is towards the top, but if you see the sample size, it is more limited due to being harder to get as a promo that you can't pay cash for.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Moneymodel on January 06, 2015, 12:29:10 pm
Damn you! Sorry fellow conspirators, I did what I could to prevent the public from finding out that Adventurer is the key to the top 100 :(

(http://i.imgur.com/7fISaXB.jpg)
Title: Re: Dominion Data Mining: Card Rankings
Post by: JacquesTheBard on January 06, 2015, 02:39:43 pm
Most of the comments on Shanty Town seem to boil down to "Shanty Town > Village." I don't buy it: there is no board with both in which I would touch Shanty Town with a 10 foot pole. Doesn't it not draw more often than it does draw? It's easily the best village if your cards line up exactly right, but given how reliability mattered so much with the relative ranking of the other cards, like Procession, this list becomes even more confusing.

Sorry to seem so bitter about this, but if I'm just straight up wrong about Shanty Town being bad, it's a bit of a blow to my Dominion ego. If Shanty Town is a good card and I still hate it as much as I do, doesn't that make me a stupid and incompetent player?
Title: Re: Dominion Data Mining: Card Rankings
Post by: LastFootnote on January 06, 2015, 02:45:59 pm
Most of the comments on Shanty Town seem to boil down to "Shanty Town > Village." I don't buy it: there is no board with both in which I would touch Shanty Town with a 10 foot pole. Doesn't it not draw more often than it does draw? It's easily the best village if your cards line up exactly right, but given how reliability mattered so much with the relative ranking of the other cards, like Procession, this list becomes even more confusing.

Sorry to seem so bitter about this, but if I'm just straight up wrong about Shanty Town being bad, it's a bit of a blow to my Dominion ego. If Shanty Town is a good card and I still hate it as much as I do, doesn't that make me a stupid and incompetent player?

Shanty Town is great if you're really lucky!

But more seriously, I prefer Shanty Town to Village when there is little to no trashing. In those cases Shanty Town fires more often than not. There are also some rare cases where an early glut of Actions makes Shanty Town reliable. Like, play a Crossroads early and then play all your terminals in your hand and play the Shanty Town last. Draw more cards and repeat. I had that work for me recently, but maybe I just got lucky.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Beyond Awesome on January 06, 2015, 03:24:34 pm
Shanty Town is a very good card to open with.
Title: Re: Dominion Data Mining: Card Rankings
Post by: JacquesTheBard on January 06, 2015, 04:07:28 pm
Okay, those are pretty good arguments. I'll be more open-minded to using the card in the future, I suppose.

On a subjective level, though, I still enjoy playing with a typical +1 Card village on most boards. Weird question: is it "wrong" for me to prefer using a card that the forum considers bad? If I naively opened Scout on a 4/3, is that something to be ashamed of? Am I reading too much into this?

I would still rather see Procession on the board than Walled Village. I would rather see a Village than a Shanty Town, or a Fairgrounds than a Farmland. That better Dominion players than I seem to feel the opposite makes me feel embarrassed and stupid, like I'm doing a disservice to the game and its strategy by preferring the wrong cards. Does anyone else ever experience this?
Title: Re: Dominion Data Mining: Card Rankings
Post by: TheOthin on January 06, 2015, 04:13:50 pm
The thing to keep in mind that this "would rather see on the board" is very different from "would be most likely to buy when it shows up". Shanty Town is a great example of this, actually. If you're trying to build an engine with a bunch of terminals and there's only one village, your engine would be much better if that village was Village rather than Shanty Town. But that difference probably won't stop you from buying Shanty Town, so it's basically irrelevant to this data.

This raises a big question, when comparing to the rankings, of whether this is a bug or a feature.
Title: Re: Dominion Data Mining: Card Rankings
Post by: markusin on January 06, 2015, 04:15:28 pm
You know, in the presence of other villages, Shanty Town acts as a Lab a lot more reliably. Basically you can pick up both Villages and Shanty Towns, expecially if one runs out. Shanty town has the advantage of being more useful when action density is low. I think you'd rather have +1 card Villages for Smithy-Village type engines, but there are plenty of other kinds of engines that can use Shanty Town to good effect. Even with an abundance of +actions though, you want to minimize Shanty Town collisions with itself, so be sure to limit how many of them you get.
Title: Re: Dominion Data Mining: Card Rankings
Post by: TheOthin on January 06, 2015, 04:22:14 pm
Funny thing about the Shanty Town collisions. Shanty Town does block other Shanty Towns from working, but if two collide and one gets blocked by the other but the second one activates, you get +2 Cards for two Shanty Towns, much like if they were both Villages. There are other problems like having to get other Actions out of your hand (which the extra Shanty Town helps mitigate) and of course you're averaging fewer than one card per Shanty Town if you collide more than two together. But it does reduce the concern.
Title: Re: Dominion Data Mining: Card Rankings
Post by: markusin on January 06, 2015, 04:29:05 pm
Funny thing about the Shanty Town collisions. Shanty Town does block other Shanty Towns from working, but if two collide and one gets blocked by the other but the second one activates, you get +2 Cards for two Shanty Towns, much like if they were both Villages. There are other problems like having to get other Actions out of your hand (which the extra Shanty Town helps mitigate) and of course you're averaging fewer than one card per Shanty Town if you collide more than two together. But it does reduce the concern.
That's right. The issue is you'd need to rely on this kind of collision for it to be better than Necropolis if Shanty Town was your only village and you want to play multiple terminals every turn. Also a hand of 2 terminals and 2 Shanty Towns is awful.
Title: Re: Dominion Data Mining: Card Rankings
Post by: TheOthin on January 06, 2015, 07:57:47 pm
Hmm. So we've noticed how non-terminals and especially villages are bought much more often than the rankings suggest, but there's another trend that stands out and seems linked: terminal draw takes a lot of hits, especially Torturer. A lot of Attacks fell relative to the rankings, especially junkers, and Torturer in particular really requires support to get multiple plays. But simpler terminal draw like Smithy and Watchtower also fell a lot. Terminal draw is especially dependent on villages, and I'm thinking they may have been overrated due to taking village support for granted, the same reasoning that may have lead to underrating villages themselves.
Title: Re: Dominion Data Mining: Card Rankings
Post by: eHalcyon on January 06, 2015, 09:52:53 pm
Also, not many people own Walled Village. It is the least owned promo among players. The sample size is very small for that card. I know some games, people might buy it because they never played with it before.

Since the data is from top 100 players, I doubt people are buying them for the sake of novelty.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Awaclus on January 06, 2015, 10:07:44 pm
Also, not many people own Walled Village. It is the least owned promo among players. The sample size is very small for that card. I know some games, people might buy it because they never played with it before.

Since the data is from top 100 players, I doubt people are buying them for the sake of novelty.

Well, there probably is a decent number of people there who never played on Iso. I think it's unlikely that the effect is big enough to make a significant difference, but some people are probably buying it more when it's in the game because they rarely play with it.
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 06, 2015, 10:42:50 pm
Prince is definitely inflated by the novelty factor. Top 100 or not, I'm making the cool new card work.
Title: Re: Dominion Data Mining: Card Rankings
Post by: eHalcyon on January 06, 2015, 10:50:22 pm
Prince, sure.  But Walled Village is neither new nor particularly interesting, so I wouldn't expect novelty to push it much.  Prince is both the newest card and also crazy enough to want to try, even if it's no good on that board.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Titandrake on January 06, 2015, 11:33:41 pm
As a top 100 player, I buy cards for novelty a lot more than I should. Give me a plausible argument for buying Bureaucrat or Taxman and I'll go for it and lose...
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 06, 2015, 11:51:44 pm
As a top 100 player, I buy cards for novelty a lot more than I should. Give me a plausible argument for buying Bureaucrat or Taxman and I'll go for it and lose...

This. Top 100 doesn't mean you're trying to do the best thing all the time.
Title: Re: Dominion Data Mining: Card Rankings
Post by: eHalcyon on January 07, 2015, 12:51:05 am
OK, but I'm still not buying it for Walled Village.  :P
Title: Re: Dominion Data Mining: Card Rankings
Post by: Titandrake on January 07, 2015, 02:07:41 am
OK, but I'm still not buying it for Walled Village.  :P

Alright, that's fair. Walled Village is still the lowest +2 Actions card, only Tribute is lower and that's conditional, and that makes sense to me. However, it's still good enough to be worth picking up if there aren't other villages, which is why it's so high up.

Procession is so low because it's just not quite there on enough boards. I also think it's still not very well understood, it's difficult to decide if a Procession deck is good enough unless it's very blatant, and riskier cards will be bought less often.
Title: Re: Dominion Data Mining: Card Rankings
Post by: BraveBear on January 07, 2015, 09:09:04 am
I'm surprised there are almost 900 kingdoms out there that someone thought it was okay not to buy wharf.....
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 07, 2015, 01:42:53 pm
Procession is so low because it's just not quite there on enough boards. I also think it's still not very well understood, it's difficult to decide if a Procession deck is good enough unless it's very blatant, and riskier cards will be bought less often.

I would think that the effect of avoiding cards that are not well understood and wanted to try to make them work might somewhat cancel each other out.

Title: Re: Dominion Data Mining: Card Rankings
Post by: luser on January 07, 2015, 04:13:37 pm
Could you generate same statistic for people with different levels to see what weaker players over/underrate?

As for ranking problem is that it measures how often is card addition to deck rather than how good it is.

So you need to take results with grain of salt. Inspired by village/shanty town discussion I could also prove.

That probably best card is silver as its bought in almost all games.
Without considering involuntary gain ruins would be one of best cards.
That duchess is better than merchant ship.
That moat is better than journeyman.
That hamlet is second best village.

It reminds me councilroom statistics that could be used for similar conclusions. For example best buy was curse as everybody who bought curse won.
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 08, 2015, 12:11:18 am
That hamlet is second best village.
Hamlet is the 4th ranked village on the list, and it's better than all the ones below it. Cheapness is a very valuable asset for villages.
Title: Re: Dominion Data Mining: Card Rankings
Post by: ben_king 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?
Title: Re: Dominion Data Mining: Card Rankings
Post by: Donald X. on January 08, 2015, 01:40:11 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?
This place is not so heavily moderated for this to be an issue. Look in your heart.
Title: Re: Dominion Data Mining: Card Rankings
Post by: jsh357 on January 08, 2015, 07:38:02 am
That hamlet is second best village.
Hamlet is the 4th ranked village on the list, and it's better than all the ones below it. Cheapness is a very valuable asset for villages.

I disagree.  Having to discard cards is a pretty big disadvantage a lot of the time, especially if your engine relies on cards that draw 2 cards.  Hamlet is a killer card for disappearing hand engines, and it of course comes through in a pinch, but generally I'd prefer a $4 reliable village in most decks.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Awaclus on January 08, 2015, 07:53:56 am
especially if your engine relies on cards that draw 2 cards.

It probably shouldn't.
Title: Re: Dominion Data Mining: Card Rankings
Post by: jsh357 on January 08, 2015, 08:02:19 am
especially if your engine relies on cards that draw 2 cards.

It probably shouldn't.

No, but plenty of times it does.  With trashing, 2 card draw is acceptable.

However, even with better draw options, discarding from Hamlet can hurt, even if it's just a Copper. 
Title: Re: Dominion Data Mining: Card Rankings
Post by: Beyond Awesome on January 08, 2015, 08:23:22 am
That hamlet is second best village.
Hamlet is the 4th ranked village on the list, and it's better than all the ones below it. Cheapness is a very valuable asset for villages.

I disagree.  Having to discard cards is a pretty big disadvantage a lot of the time, especially if your engine relies on cards that draw 2 cards.  Hamlet is a killer card for disappearing hand engines, and it of course comes through in a pinch, but generally I'd prefer a $4 reliable village in most decks.

This is so true.
Title: Re: Dominion Data Mining: Card Rankings
Post by: HiveMindEmulator on January 08, 2015, 10:35:47 am
I disagree.  Having to discard cards is a pretty big disadvantage a lot of the time, especially if your engine relies on cards that draw 2 cards.  Hamlet is a killer card for disappearing hand engines, and it of course comes through in a pinch, but generally I'd prefer a $4 reliable village in most decks.

Of course you'd rather *have* a $4 village. That's why they cost $4 instead of $2.  I'd also rather *have* Farming/Mining Village than Village, but Village is still better. The ease with which you can *get* Hamlets (especially since they give +buy) is a big part of what makes them good. Add that to the situations in which the discarding is a benefit, and you have an overall stronger card. That's why it's higher on the list. It did not gain 16 percentage points over vanilla Village just because of random $2 hands in non-engines.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Holger on January 28, 2015, 10:51:34 am
Everybody loves the card rankings that Qvist puts out, but I've always secretly wondered how these lists compare to the way the top players really play the cards.

So I've collected over 90,000 game logs of the top 100 Dominion players on the Isotrophish rankings (2-player, pro rating, no bots) and analyzed them to determine how the best players in the world approach the cards. 

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.
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 28, 2015, 03:25:58 pm
74% feels right. 26% of boards have a good engine, that's all.
Title: Re: Dominion Data Mining: Card Rankings
Post by: ben_king 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).
Title: Re: Dominion Data Mining: Card Rankings
Post by: Holger on January 29, 2015, 05:32:08 am
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).

I think Goko's first months were not covered, the logs start around May, 2013. Since the strength of Rebuild (and to a lesser degree, other DA cards) only became "common knowledge" in late 2013, it would be interesting to only look at logs from 2014 onwards. Yes, accurately accounting for the top 100's rating changes is probably impossible, but you might want to discard e.g. the older half of the games each top 100 player played, to make it likely they were similarly strong when they played the games as they are now. But I don't know how much work that would be...
Title: Re: Dominion Data Mining: Card Rankings
Post by: SCSN on January 29, 2015, 07:50:55 am
Since the strength of Rebuild (and to a lesser degree, other DA cards) only became "common knowledge" in late 2013

I don't think that's very relevant. The thing about good players (who should be overrepresented in the top 100) is that they realise that whatever manages to pass for "common knowledge" always lies somewhere between a disfigured caricature of the truth and misleading nonsense, so they just opt to use their own brain instead.

It took me personally about one game to figure out that Rebuild was powerful, and I left iso as a level 33, which is fairly mediocre. These are my Rebuild gainrates over different periods (I started out on Goko with Base+DA only, and gradually added the other expansions during the next two months):

03/15/2013 - 06/30/2013: 67 out of 76 pro games, or 88.2% of the time.
07/01/2013 - 12/31/2013: 108 out of 129 pro games, or 83.7% of the time.
01/01/2014 - 01/29/2015: 42 out of 57 pro games, or 73.3% of the time.

Before looking at my own data I thought that 74.4% was too low as well, but my own play convinces me enough to not have a strong opinion on the matter, and if a Dominion Oracle emerged who could resolve such issues and someone offered me to place a lot of money on "80% is closer to correct than 75%", I would politely decline.

The larger point, though, is that ~75% is still an insane amount for what is basically a single card strategy, to the point that there's little qualitative difference between "this card makes other cards irrelevant on 85% of boards" vs. "it does so only on 75% of them". If you look at the top 10 of this list--all cards gained more frequently than Rebuild--you'll see that none of these dictate a particular strategy on their own, not even Governor. In fact, many of them open up strategic possibilities, they are expansive rather than constrictive; whereas in the vast majority of Rebuild games the path is paved and your sole job consists in not diverting too much from the racing line.
Title: Re: Dominion Data Mining: Card Rankings
Post by: c4master on January 29, 2015, 09:36:10 am
I still think that 75% is a lot and maybe even too much. On games with Shelters, Rebuild is still a strategy, but not as good as usual. Thus, most of these board could offer other strategies. Then, there are knights who like to eat up Rebuilds and Duchies. Next on the list of cards disabling Rebuild could be strong junking attacks like Mountebank or Cultist.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Mic Qsenoch on January 29, 2015, 10:52:49 am
On games with Shelters, Rebuild is still a strategy, but not as good as usual.

SCSN! They keep saying it, they just won't stop saying it!

Junkers don't really disable Rebuild, though I guess Cultist specifically might hurt it enough and be able to get Provinces fast enough to beat it. I would guess in most Cursing games you just want Rebuild after you get your junker.
Title: Re: Dominion Data Mining: Card Rankings
Post by: SCSN on January 29, 2015, 12:06:32 pm
On games with Shelters, Rebuild is still a strategy, but not as good as usual.

SCSN! They keep saying it, they just won't stop saying it!

"common knowledge" always lies somewhere between a disfigured caricature of the truth and misleading nonsense

Well, that took exactly one post for someone to chime in and illustrate the point!

Junkers don't really disable Rebuild, though I guess Cultist specifically might hurt it enough and be able to get Provinces fast enough to beat it. I would guess in most Cursing games you just want Rebuild after you get your junker.

Pure Rebuild (only buys Rebuilds, Yellows and Greens) beats Cultist-BM by something retardedly small like 51.5-48.5 over 200k games. Add any kind of non-trivial support (a powerhouse like Chancellor would certainly do) and it stops being close.
Title: Re: Dominion Data Mining: Card Rankings
Post by: AdamH on January 29, 2015, 12:48:14 pm
Pure Rebuild (only buys Rebuilds, Yellows and Greens) beats Cultist-BM by something small like 51.5-48.5 over 200k games. Add any kind of non-trivial support (a powerhouse like Chancellor would certainly do) and it stops being close.

What about adding Cultist itself? I feel like the relevant number here is how much Rebuild+Cultist beats Cultist-only and Rebuild-only by, and then how do you prioritize your buys?

I remember a lot of this discussion about Jack: "Jack is OP it beats Mountebank+BM!" but Jack+Mountebank is better and that's something you would actually play if this statistic is relevant. I keep holding out hope that Rebuild is much more interactive than we give it credit for (like Jack turned out to be), but if Rebuild-only beats Rebuild+Cultist (or it beats Rebuild+X for 100+ kingdom cards) then that's a dim hope.

And I feel like that's not a discussion that's ever been had. Everybody whines about how un-interactive Rebuild is but these numbers haven't been shown, and until they are I'm not convinced. I will hold on to this hope until it's properly dead and mutilated.
Title: Re: Dominion Data Mining: Card Rankings
Post by: SCSN on January 29, 2015, 06:32:34 pm
What about adding Cultist itself? I feel like the relevant number here is how much Rebuild+Cultist beats Cultist-only and Rebuild-only by, and then how do you prioritize your buys?

Rebuild+Cultist loses to both.

Quote
or it beats Rebuild+X for 100+ kingdom cards

Almost every kingdom contains an X for which Rebuild+X beats pure Rebuild (all terminal silvers except possibly Fortune Teller, for one; things like Scheme and Warehouse; Horse Traders, Jack, Baron), but the same holds for Big Money, and as with Big Money, you're still only playing a slightly stronger variant of essentially the same strategy. The only cards that bring some sort of qualitative change to a Rebuild strategy are Rogue, Graverobber, Duke, Tunnel and to some extend Feodum, and even these play pretty straightforward once you've figured them out.

Quote
And I feel like that's not a discussion that's ever been had. Everybody whines about how un-interactive Rebuild is but these numbers haven't been shown, and until they are I'm not convinced. I will hold on to this hope until it's properly dead and mutilated.

I've had these discussions in the early days, mostly with AI in private during playtesting for our article, then more (some in public I think) during the early Dominiate simulations and then even more within myself while testing variously competing things in the amazingly performing Dominulator.

The mirror article has been published and was later updated (as recently as 4.5 months ago) to include some qualitative guidelines based on the simulations. I've referenced other important results in various posts from mid-late 2013. Crude scripts for a bunch of Rebuild+X strategies are available in Dominiate (linked on gokosalvager.com), some more polished ones are included in Dominulator (available on GitHub).

For some reason almost no one seemed to care for the fine details, and various brands of fashionable nonsense--often asserted with proud conviction--continued to prosper. To my personal lamentation (and Mic's laughter) all my attempts to counter this have been an utter failure. I can certainly appreciate the funny side of it, but not without simultaneously experiencing this sense of bitterness that has replaced some of my former enthusiasm.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Titandrake on January 29, 2015, 06:45:34 pm
Maybe back when Iso was up, I would have been interested in the simulations for Rebuild + X. When I had access to all the cards, I played a lot of solo games to mess with card combinations, and the simulator was a nice shortcut for that. However, I've now realized that I prefer playing and learning Dominion in a very loose way. Try dumb strategies, find out which ones are less dumb. And most importantly do this against somebody else so that I get properly punished for doing something especially dumb.
Title: Re: Dominion Data Mining: Card Rankings
Post by: TheExpressicist on January 29, 2015, 06:46:44 pm
I'm not quite picking up on the context of this; would you mind clarifying, SCSN? What is it that you have been saying, and what is the fashionable nonsense?
Title: Re: Dominion Data Mining: Card Rankings
Post by: GeoLib on January 29, 2015, 07:35:07 pm
I'm not quite picking up on the context of this; would you mind clarifying, SCSN? What is it that you have been saying, and what is the fashionable nonsense?

SCSN has done a lot of simulation to figure out how rebuild works with various modifications and people keep saying things like "rebuild is bad with shelters" despite the fact that he demonstrated that this was not true.
Title: Re: Dominion Data Mining: Card Rankings
Post by: liopoil on January 29, 2015, 08:02:12 pm
Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?
Title: Re: Dominion Data Mining: Card Rankings
Post by: eHalcyon on January 29, 2015, 08:26:19 pm
Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?

SCSN's simulations showed that there was pretty much no difference.

Here's the article (http://forum.dominionstrategy.com/index.php?topic=8398.0).  Shelters is just a small note at the end though.
Title: Re: Dominion Data Mining: Card Rankings
Post by: AdamH on January 30, 2015, 12:20:13 am
What about adding Cultist itself? I feel like the relevant number here is how much Rebuild+Cultist beats Cultist-only and Rebuild-only by, and then how do you prioritize your buys?

Rebuild+Cultist loses to both.

Well that's just sad. Judging from the amount of simulation work it appears you've done I think I believe that you programmed a competent Rebuild+Cultist bot, which means Rebuild just isn't a good card. It's so rare to see it really interact with other cards in interesting ways  :(

I don't remember hearing anything about your simulation results or anything like that. Re-reading the article on mirrors it seems that some stuff was edited in. I was under the impression that Rebuild mirrors were pretty well studied and uncontested Rebuild was a little bit lacking, but maybe that's not the case anymore. I'd certainly like to know what's out there.
Title: Re: Dominion Data Mining: Card Rankings
Post by: c4master on January 30, 2015, 02:01:30 am
Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?

SCSN's simulations showed that there was pretty much no difference.

Here's the article (http://forum.dominionstrategy.com/index.php?topic=8398.0).  Shelters is just a small note at the end though.

Ok, thx. I didn'tre-read this article for quite some time.

I still wonder how shelters don't affect Rebuild. Or more likely: How they don't support other strategies as well. Rebuild then needs 2-3 extra buys which makes up for at least 2 extra turns, that's what I thought. Actually, trashing the green shelter will give you +1 Card maybe enabling a Duchy. And buying a Duchy enables trashing your hovel, so maybe that's why Rebuild is just as fast as usual. Still, I wonder how other strategies are not supported better than Rebuild.

I'd also like to know how effective trashing attacks (Swindler, Knights, Saboteur etc.) can be against Rebuild.
Title: Re: Dominion Data Mining: Card Rankings
Post by: Holger on January 30, 2015, 06:27:43 am
Okay, so, question: Rebuild is still slightly worse with shelters than without shelters, right?

SCSN's simulations showed that there was pretty much no difference.

Here's the article (http://forum.dominionstrategy.com/index.php?topic=8398.0).  Shelters is just a small note at the end though.

Ok, thx. I didn'tre-read this article for quite some time.

I still wonder how shelters don't affect Rebuild. Or more likely: How they don't support other strategies as well. Rebuild then needs 2-3 extra buys which makes up for at least 2 extra turns, that's what I thought. Actually, trashing the green shelter will give you +1 Card maybe enabling a Duchy. And buying a Duchy enables trashing your hovel, so maybe that's why Rebuild is just as fast as usual. Still, I wonder how other strategies are not supported better than Rebuild.

Buying a single early Estate (or Duchy) is enough in shelter games, you can rebuild OE twice before it becomes a Duchy. If you should hit $2 during your first 4-5 turns, you don't have to waste a single good buy. The main disadvantage is having 1 (initially 2) useless dead cards, but that's not so bad.
Title: Re: Dominion Data Mining: Card Rankings
Post by: WanderingWinder on January 30, 2015, 07:22:25 am
The thing is that engines vs Rebuild still isn't terribly explored. They don't tend to simulate well, and they often need several different kingdom cards to reach full potential, so it's hard to necessarily translate from one board to the next. Make no mistake, it takes a fairly potent engine to overcome the VP-destruction powers of Rebuild, but it can happen.

Of note, the strongest things which help an engine vs Rebuild are probably Colony and Vineyard. Neither of them help other money strategies, though.