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Dominion Articles / Re: Taking risks & driving the P2 seat
« on: May 29, 2012, 11:21:08 am »QuoteTo clarify "line" because it might be confusing in that usage: a Line is the path/build/game of a single player.Thanks for the explanation of line. That was not at ALL in my mind when I read your paragraph, any of the several times I read it. Now it makes much more sense.
Polarized results really should make some sense by now given all the context and examples provided.
On the polarized thing... well, maybe you think it should be clear by now, but it's obvious you thought that before (well, either that or you just wanted to say something cryptic and confusing, but I don't peg you for the kind of person to do that). I'm TELLING you it's not clear to me, so please, explain it.
Edited to fix a quote blocking issue.
I'm not a master of the English language but I think what he means with "polarized results" is results that lean themselves to the extreme ends of the spectrum (or poles). For example a card that will produce polarized results is Treasure Map because you'll either get crushed (negative extreme) because you don't manage to get your 2 Treasure Maps together. Or you'll get a comfortable lead if you manage to play both your maps on turn 5 (positive extreme).
On the other hand Silver would be an example of not producing polarized results. I mean with silver you get what you payed for after all.
Yes. You can also call it 'heavy tails' or 'non linear behavior'. BM is -by essence- as close to a linear strategy as you can get in dominion. Of course, the inherent structure of the green cards add some non-linearity even to BM (hitting 8 is twice as good as hitting 7), but overall, you just try to ramp up your average moneyness, knowing that the law of large numbers will reward you in the long term for it.
Maybe the best way to visualize it is the vp/turn graph. Do not forget this is a random graph (what you see in simulators is its 'average').
Engines (especially heavy trashing ones or golden decks) tend to have a very narrow number of possibilities for that graph: there is basically the average one, and a little bit of wiggle room (sometimes a lot more towards the end when you start playing risky again).
Big money has a broader range of possible 'greening' paths, but they are very well behaved around the mean indicated by the simulator. Basically, add the standard deviation around each point and you have a perfect picture of the thing.
Then there are one-turn explosions, TM, or other 'risky' or 'messy' strategies (these terms are not necessarily synonymous). Maybe the most counter-intuitive example is alchemist. It gives the false impression of an engine, when really, it often has a much higher chance than other engines of fizzling, leading to a much more 'polarized' greening curve: basically, there is usually around 80% of the weight at the 'typical' shape and 20% around the much lower 'fizzle' shape. It therefore has a lot of downside, while the upside is very limited (so you trade off your upside for a more stable outcome in most cases) Of course, you can try to ramp it up to 90, 99% or whatever, but that often costs time. Hence playing alchemist loops is often a risk (at least, when you are tight with turns). Treasure map is the opposite: it has a lot of upside, but ends up often in the 'down' scenario.
This makes me wonder if the simulator could draw all possible paths. Hopefully all the superposing ones would give a visualization of the probability mass of a possible outcome. Or maybe it'll just look like a mess xD.
PS: before someone tells me that engines fizzle too: yes but once an alchemist loop is broken, there is a lot of auto-correlation, and it fizzles for longer.