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Messages - DStu

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2401
I'm not sure what you'd do if you were building a +cards/+actions engine involving treasure maps, I've never tried this myself. Is this even a good idea?
I have not really done it, but I think there are situations where you might want to do it. Say you have a reliable Card/Action-engine and managed to trash most of your money, so that say there is ~$6 left in your deck (e.g. by Fishing Villages). You have +Buy. To get it completely extreme say you have a Talisman. As you reliably draw your whole deck, TM is a perfectly secure and fast way to get your deck over $16, so that you can now double-province each turn. Just spend $4 for 2 TM, draw them next turn with your engine (hopefully you don't need it completly), draw the 4 gold the same turn and start buying 2 provinces.
Even without Talisman that might be a good idea to spend your first $8 on 2 TM, so that you can buy 2 provinces starting from the next turn. Spending you can't get 4 Gold cheaper than for $8 (Bridge, ok ... ) and with TM you don't really need to care much about buying much money when you construct your engine.

2402
I'm not the expert in Treasure Maps, but I would guess there a two cases:

a) You're up to some Village-Smithy-type draw engine: In this case you hopefully can play your TM while you can still redraw some cards, so the question is not really relevant. Hopefully you can or have played some card with +buy. Otherwise it depends, but more money is probably not helpfull, you now have $12 in Gold, so the chance is high that you can reach $16 which would be Double-Province. If you really have trashed everything else and and don't have any cards that gives money, buy a fifth gold and afterwards something that pushes you above the 16. Building up to more is often not nescessary. So either you need more Enginecards, than buy them, otherwhise a Province might be something you want to take, depends on when you reshuffle and how many are left.
But probably as I said it's optimal if you can still in this turn get some of the gold, or all if you have played some +Buy.
In Colony, I'm not sure I want TreasureMaps.

b) If you're more up to some BigMoney strategy, than I would take the Province. You have 4 Gold, that should be enough.

2403
Feedback / Re: Should dominionstrategy.com be linked on wikipedia?
« on: June 28, 2011, 09:26:02 am »
Browsing through the history of the article
http://en.wikipedia.org/w/index.php?title=Dominion_%28card_game%29&action=historysubmit&diff=410216569&oldid=410216494

there seems to be a bot that reversed the first link to dominionstrategy (possibly because of the .wordpress. that was in the domain). So probably it is also a good idea to win a discussion on the discussion page, don't know if it's realistic to get an admin convinced that the link should point to here, but it might be worth a try.

Quote
I edited our link in and left the other one there. Why can't both links be given?
Let's see if the other guy is thinking the same way. Especially as his link is second...

2404
http://boardgamegeek.com/thread/506758/dominion-pc-game/page/3

In Feb.2011, some Donald X. wrote:
Quote
Quote
Tamdrik wrote:
Since this thread appears to still be going, may I revisit the topic of when the officially-sanctioned electronic version of Dominion is planned for release?
Until recently, nothing at all happened on this project, for reasons I am not privy to. I would like to know but do not. As far as I knew things were happening. And obv. I would have liked a program to come out oh a couple years ago.

I do know that now things are actually happening (and, not with any people previously involved, if anyone was). I don't know if they will unravel or continue in the expected timely manner. My best guess it that if you asked me in two weeks I would say probably it will come out in September 2011. I didn't just say "if you asked me in two weeks" for nothing, obv. the more time passes the more confident I will be.

Furthermore my best guess would be that at that time, it would support multiple uh devices, and would have at least the base set and Intrigue but not everything that's published. I don't know how long the rest of the expansions will take but how hard are they really. But you know if you have the main set and Intrigue, why wait on putting it out. My best guess is that it will also have an AI, although why you would use that other than to replace a resigning player I couldn't tell you.

I don't have any more information or any more guesses.

2405
@Reyk: http://de.wikipedia.org/wiki/Lame_Duck

I think you are right in your interpretation, so it seems like isotropic is still active but as far as I know there is (the idea of) a commercial Dominion computer game (don't know how far this project has come), and at least it is reasonable to assume that RGG (or especially their contractor that develops the computer game) might be not as happy with the isotropic server as they are know, as it would directly conflict with their game.

2406
Feedback / Re: Should dominionstrategy.com be linked on wikipedia?
« on: June 28, 2011, 03:35:41 am »
Do you think you get a unbiased answer here?


Anyway, what do you want us to do? Start an edit-war?

2407
Puzzles and Challenges / Re: The fatal buy
« on: June 27, 2011, 02:41:11 am »
I think it could still work if Geronimoo only has five Ventures, and buys a Contraband instead of a Gold.

Yeah, but he is able to buy the Province before, so he has $8 somehow in his deck. So with perfect shuffle luck, the Contraband might be in his hand in which case he doesn't need to play it and get's the Province by 5xVenture+Gold

2408
Simulation / Re: Dominion Simulator available for download!
« on: June 25, 2011, 05:08:59 am »
Don't know, but I can tell you how it works under Linux. As there is a UNIX under the Mac/OS, it should work also.

1) Check if you have Java (open terminal, type: java and see if it knows the command), if not get Java from somewhere, http://www.java.com/de/download/ would be an idea. Install it. (Don't know how this works on a Mac)
2) Download the Simulator
3) Open terminal and move into the directory where the Simulator was downloaded to
4) type: java -jar DominionSimulator.jar

2409
Simulation / Re: Dominion Simulator available for download!
« on: June 23, 2011, 08:36:10 am »
Quote
I don't think so. Determining what cards to buy has proven to be easy using just a few paramaters, but determining the correct play for a card involves many many decisions that we humans make without thinking, but will need to be explained one by one to the simulator. Just think about a card like Forge when you played Tactician the turn before: you know have 2^9 ways to play Forge... :)

I don't think it's easy, but it is not as difficult as you outline here. You "just" have to programm the system such that the user can specify the rules (for each card), you don't have to find these rules. And then the rules don't have to be perfect, Forge is kind of the worst case szenario. But also there some top-down rules like in the buys would improve the play of this cards a lot, even if it wouldn't be perfect.

Edit: just read how it handles Workshop etc., this seems very clever and will probably fit most situations. When knowing how it works, you probably can even play with the Buyrules to get good play for Ironworks (haven't figured it out yet).
Other question: Multiple buys is probably also difficult? I guess the easies solution here is to allow a condition on the number of available buys, so that one can test it and have say in a Smithy + Native Village setting

if (#Buys>1) && (other conditions)
Smithy > Gold (so that one would by Smithy+NV instead of Gold in this case)

I think just including this option will do it, than the user can do the rest and think about how he wants to split the money under which conditions...

Edit2: Oh, or you can just do it by CountInPlay(Bridge)>0 or whatever card gives you +Buys.

2410
Dominion Articles / Re: Combo: Fortune Teller/Jester
« on: June 22, 2011, 12:57:14 pm »
Tesed Gernimoo's simulator with Golem/FT/Jester:

<player name="Golem/FT/Jester">
    [$PPR]
   <buy name="Gold"/>
   <buy name="Golem"/>
   <buy name="Jester">
      <condition>
         <left type="countCardsInDeck" attribute="Jester"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Fortune_Teller">
      <condition>
         <left type="countCardsInDeck" attribute="Fortune_Teller"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Potion">
      <condition>
         <left type="countCardsInDeck" attribute="Potion"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
      <condition>
         <left type="getTotalMoney"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="9.0"/>
      </condition>
   </buy>
   <buy name="Silver"/>
</player>


against _Single Jester is more or less tied: ~49 : 47.5

PS: [$PPR] is the Victorycard-stuff, just copy&paste from some other strategy.
PS2: Golem>Gold is slightly better: 52:45

2411
Simulation / Re: Do it yourself!!!
« on: June 22, 2011, 11:11:00 am »
Yepp, most of the time you don't need them. But I would guess for
Remodel, Upgrade, Workshop, Ironworks etc

so everywhere where you gain some cards it would be nice to specify which you want to gain under which conditions. Or am I missing something and this is possible. I also don't really see what you mean by the "PlayStrategy Options". So clearly I'm missing something..


2412
Simulation / Re: Do it yourself!!!
« on: June 22, 2011, 10:43:58 am »
Very nice.

Of course it would be nice if you could (at least for some cards) specify "play rules" like you specify "buy rules", but I'm afraid this would more or less double the work for programming...

2413
Rules Questions / Re: Contraband+Tournament Prizes
« on: June 22, 2011, 08:53:30 am »
I wonder if there are Godelian consequences of this.  Such as, "I name the card Blankety-Blah, which we have decided is a Treasure worth $6 that you gain if and only if you ever name this card due to a Contraband."

At first glance I don't see this "problems", as you can only name a card and not define what it does. So you must have defined this card before, and than you basically have a house-rule for an additional card "Blankety-Blah" and of course for "Contraband".

But interesting question...
Edit: Thought a bit more about it. Still no. Because: If you assume that there is any card out there that you can bring into "existence" by naming it or interacting with contraband, you assume that there are more cards out there than the ones officially designed. If this is the case, there is no reason why you don't can't assume any card you like to exists, including the "Card of extremly overpowered counterexample" which says "You win! - If you think of this card, it will appear in your hand."
So basically - to exclude this counterexamples - you have to restrict yourself to cards that already exists, and so you also can't generate a "Blankety-Blah" with a Contraband. Because then you also would be able to generate any other card by any other non-restricted action. Like thinking.

2414
Game Reports / Re: Game Altering Hands
« on: June 22, 2011, 05:11:39 am »
@randal:
Do I see it right that you would have won if you bought a curse the last turn?

2415
Rules Questions / Re: Contraband+Tournament Prizes
« on: June 22, 2011, 05:09:42 am »
I would guess it's not unnecessary in the sense that the rules allow them to be named, so isotropic takes care that you can name them. But I don't see any reason why you should name them.

2416
Puzzles and Challenges / Re: Going infinite
« on: June 22, 2011, 05:04:08 am »
Quote
I bet you can set it up in 9 turns

Even without him buying Masquerades there are Estates, so we need 8 turns.

2417
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 22, 2011, 02:11:34 am »
2xKC + Goons + Masquerade is an indefinite pin, and eventually it trashes every single card in your opponent's deck.

But it's not an infinite pin "despite having 5 or more cards in his deck".

Quote
If someone could help me create a better puzzle with just one solution, it would be much appreciated.
I wouldn't care too much about multiple solutions. There often is an alternative way to get them solved. When you look at the 2 puzzles on the blog, they both had multiple solutions, but that was also kind of fun, because after you solved them, you still could think about the other solution.

2418
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 21, 2011, 01:26:07 pm »
Guess you are missing Watchtower to trash the Silvers . And an Island would be nice to get rid of the trasher. Or an opponents Bishop.

2419
Puzzles and Challenges / Re: Reduce Opponents to 0-card Hands
« on: June 21, 2011, 01:10:39 pm »
Cutpurse does not really work (unless the opponent's deck only consists if coppers ), as this will only discard the Coppers and you would redraw other cards for the next turn. Bureaucrat however, will put the victory cards on the discard, so that he will redraw them the next turn

2420
Dominion Articles / Re: Combo: Fortune Teller/Jester
« on: June 21, 2011, 12:12:28 pm »
Ideal would be a Golem I guess?

2421
Dominion General Discussion / Re: Game Selection
« on: June 21, 2011, 11:10:32 am »
and even if you decline one game in a hundred because you don't like that set, you're simply not playing random games

It's random, it's just another distribution ;P

2422
Dominion General Discussion / Re: Game Selection
« on: June 21, 2011, 10:25:52 am »
We definitely should discuss this Point-Counter-thing more deeply...

2423
I think the 35% fail rate for t3/4 (before s2) is the more important number.  I you don't buy your familiar until t5, it'll sit out shuffle 2, and won't come back until s3, typically t7 or later.  That's a BIG set-back.

The thing is that in the 16.6% where the Potion misses the shuffle, every other card you bought instead also would miss the shuffle. So it basically does not help to not buy the Potion in this cases (except for the cases that in turn 5 you don't get $3P which nobody has calculated yet). So of course you it's bad for you that this happens, but another decision in turn 1/2 will not improve this. In the other 18%, another decision will help. How much, of course depends on your choices for $4.

2424
Rules Questions / Re: Who goes first?
« on: June 17, 2011, 10:33:50 am »
I automatch against any reg. But I generally only accept challenges from 25+. Of course, I'm not 40+, though I was a couple of days last week. The only way I do anything to "game" the system at all really though is to almost always make sure I "win-quit".
I actually haven't looked at the math that close - is there a way to see what % you need to score to maintain a certain level difference? Obviously +/-0 is 50%, but is +1 like 51%, 60%, 90%, where? and +2, +3, so on. Is this out there somewhere?

Well, it's not just about how many games you win, it's who you beat. Just like in chess or other games with a global ranking system.
This is exactly what I was asking about. And I meant to say level difference in the mean, not the levels as posted on the leaderboard. But you did what I was looking for anyway, but these numbers don't make sense with each other quite - easiest way to see that is by looking at difference ranges 13-16, but if you just look at the differences between consecutive numbers, you get a sequence that doesn't make a lot of sense:
1-0      4.2
2-1      3.4
3-2      2.4
4-3      3.5
5-4      5.1
6-5      2.9
7-6      4.0
8-7      3.2
9-8      3.5
10-9     0.4
11-10   5.1   
12-11   3.1   
13-12   3.1   
14-13   3.7   
15-14   -0.3   
16-15   1.3   
17-16   1.4ish   


Don't know what exactly you mean that doesn't make sense, but if is the oszilating and even negative values in the table, I think that's mostly noise. You don't have so many games in the ~15-Differences, and often the has not "converged" in the sense that either the skill of the player really changes, or trueskill has not adjusted the skill yet correctly. So if a new player 25+-23 (Level 2) plays against and old player 9+-7 (Level 2), that seems like a fair game in the Lobby, but it that's as well a 16 diff as if a 51+-7 (Level 44) plays against a 35+-7 (Level 28). While in the second example the prob. is quite high that the "Skill-difference" is really ~15, in the firstone it might be significantly higher or lower. Don't know which one is more likely or which games happen more often on isotropic.

The Trueskill system is not designed to give you a "win probability" given the "mean", but to give you the win probability given "mean" AND "variance". As we integrate out the variance here the noise can be expected to be much higher, and bias can be introduced by effects like new players entering with 25,25 in the system espescially in the combination with the mechanism by which players choose against whome they play (which will mostly be influenced by the level, not by mean and variance directly). So if you look at the table and fit a line, I think you can say that with each additional difference in the level, your winchance de/increases by 3-4%, at least until somewhere in the 10-15th.

PS@offtopic: Thanks theory, reloading does help.

edit:
Quote
What did you do here?  The player variance matters a lot in terms of pushing probabilities toward 50% regardless of mean difference.  I don't see how you can reasonably ignore variance and still get output from trueskill.
I think if the database is high enough, the variance should just integrate out and you get the avarage win probability given the difference of the mean (integrated over the "variance distribution of isotropic"). That is some kind of output, question is how much this matters for one individual player.
I think you are right, the more interesting table would 3/4-dimensional and show win-probability given (mean difference, variance pl1, variance pl2). Or for the beginning just restrict to variance of both player ~$(typical value for $type player on isotropic).

2425
Based on http://dominionstrategy.com/2011/03/09/basic-opening-probabilities/, if you substitute Potion for Chapel, the odds should be about 1.8+0.3+15.9+16.6 = 34.6% that you don't draw $3P on Turn 3 or Turn 4 if you opened Potion/Silver.

That sounds quite high, but I think you should substract the 16.6% where the Potion is in turn 5. While this is certainly as bad for you as any other reason why you can't buy the Familiar, when comparing with different openings you should consider that every card you buy instead of the Potion also will be in turn 5, so another opening does not help you in this 16.6%. So we have 18% where the Potion is really wasted in the sense that an other card for $4 would be more helpful.

PS: Is it just me or does anyone else has problems with the editor in this forum? I don't have any linebreaks at the right margin of the editing field, so the line continues to the right where I can't see what I write

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