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Author Topic: Simulation Challange #6+-2 - The Jack and Yaron's claims  (Read 12514 times)

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DStu

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Simulation Challange #6+-2 - The Jack and Yaron's claims
« on: December 06, 2011, 12:14:26 pm »
0

So in the comments on the blogpost on JoaT, Yaron posted the cards that synergize with it, or at least what CR think what synergizes, and asked some questions. So I started with the Lookout.
The best I could get is:
Code: [Select]
{
  name: 'Jack-Lookout'
  author: 'DStu'
  requires: ["Jack of All Trades", "Lookout"]
  gainPriority: (state, my) -> [
    "Province" if my.getTotalMoney() > 15
    "Duchy" if state.gainsToEndGame() <= 5
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Jack of All Trades" if my.countInDeck("Jack of All Trades") < 1
    "Lookout" if my.countInDeck("Lookout") < 1
    "Silver"
  ]
  actionPriority: (state, my) -> [
    "Lookout" if my.countInDeck("Copper") > 3
    "Jack of All Trades"
    ]
   
  trashPriority: (state, my) -> [
    "Lookout" if my.countInDeck("Copper") <= 3
    "Estate" if state.gainsToEndGame() > 2
    "Copper"
  ]
}
which loses slightly 48/52@1000 games against DoubleJack. Swapping Coppers and Estates in the trashPriority gives 42/48. So I think the answer is no to trash Coppers over Estates, but maybe also no to take Lookout at all.

a) Can you improve this?
b) What about the other cards mentioned?
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DG

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #1 on: December 06, 2011, 01:44:06 pm »
0

Jack+scheme is good because you use the scheme on the jack to acclerate early then switch the scheme to another handy action such as a festival, governor, or market in the endgame.
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DStu

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #2 on: December 06, 2011, 02:26:29 pm »
0

Scheme is not yet implemented, so no sim for it.

Oasis:
Code: [Select]
{
  name: 'Jack-Oasis'
  author: 'DStu'
  requires: ["Jack of All Trades", "Oasis"]
  gainPriority: (state, my) -> [
    "Province" if my.getTotalMoney() > 15
    "Duchy" if state.gainsToEndGame() <= 5
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Jack of All Trades" if my.countInDeck("Jack of All Trades") < 2
    "Oasis"
    "Silver"
  ]
  actionPriority: (state, my) -> [
    "Oasis"
    "Jack of All Trades"
    ]
   
  trashPriority: (state, my) -> [
    "Estate" if state.gainsToEndGame() > 2
  ]
 
  discardPriority: (state, my) -> [
    "Province"
    "Duchy"
    "Estate" if state.gainsToEndGame() <= 2 or my.countInHand("Jack of All Trades") == 0
    "Copper"   
  ]
}
47/53 @ 2000 games.
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DStu

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #3 on: December 06, 2011, 02:45:38 pm »
0

Lighthouse seems to be 50/50 wrt DoubleJack
Code: [Select]
{
  name: 'Jack-Lighthouse'
  author: 'DStu'
  requires: ["Jack of All Trades", "Lighthouse"]
  gainPriority: (state, my) -> [
    "Province" if my.getTotalMoney() > 15
    "Duchy" if state.gainsToEndGame() <= 5
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Jack of All Trades" if my.countInDeck("Jack of All Trades") < 2
    "Silver" if my.countInDeck("Silver") == 0
    "Lighthouse"
    "Silver"
  ]
  actionPriority: (state, my) -> [
    "Lighthouse"
    "Jack of All Trades"
    ]
   
  trashPriority: (state, my) -> [
    "Estate" if state.gainsToEndGame() > 2
  ]
}
50/50 @ 3000 games.  Not taking the LH in the first shuffle seems to bit a bit better, but perhaps that's not enough simulations to say that.
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Geronimoo

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #4 on: December 06, 2011, 03:53:10 pm »
0

+Lighthouse beats doubleJack 48-44 (10,000 simulations in 10 seconds  ;) ) Starting Silver is a lot better, then move to Lighthouses
Code: [Select]
<player name="Jack of all Trades + Lighthouse" author="Geronimoo" description="Jack combines the effects of Workshop, Spy, Library and Trade Route in a tuned down version.XXXXIt's very powerful for money-based strategies! ">
 <type name="SingleCard"/>
 <type name="UserCreated"/>
 <type name="BigMoney"/>
 <type name="Province"/>
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="Competitive"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Jack_of_all_Trades">
      <condition>
         <left type="countCardsInDeck" attribute="Jack_of_all_Trades"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Silver">
      <condition>
         <left type="countCardsInDeck" attribute="Silver"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Lighthouse"/>
</player>

+ Fishing Village beats doubleJack 65-28 (start with FV of course)
Code: [Select]
<player name="Jack of all Trades + Fishing Village" author="Geronimoo" description="Jack combines the effects of Workshop, Spy, Library and Trade Route in a tuned down version.XXXXIt's very powerful for money-based strategies! ">
 <type name="SingleCard"/>
 <type name="UserCreated"/>
 <type name="BigMoney"/>
 <type name="Province"/>
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="Competitive"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Jack_of_all_Trades">
      <condition>
         <left type="countCardsInDeck" attribute="Jack_of_all_Trades"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Fishing_Village"/>
</player>

+ Menagerie: this is a fluke. An early Menagerie is pretty much always terrible and certainly here.

+ Shanty Town: I can't get this to beat doubleJack

+Loan/+Lookout: both cards are terrible openers in any big money game and here as well (38-60 something for both)

+Masquerade: surprisingly 1 Masquerade + 1 Jack beat doubleJack 50-43, BUT Masquerade on its own is better still

+Chapel: I can't get it to beat doubleJack (max is 40-56), but I guess if you're building an engine, the Jack is better than Silver to build your economy while not having to spend buys.

+Oasis: this beats doubleJack 51-42
Code: [Select]
<player name="Jack of all Trades + Oasis" author="Geronimoo" description="Jack combines the effects of Workshop, Spy, Library and Trade Route in a tuned down version.XXXXIt's very powerful for money-based strategies! ">
 <type name="SingleCard"/>
 <type name="UserCreated"/>
 <type name="BigMoney"/>
 <type name="Province"/>
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="Competitive"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Jack_of_all_Trades">
      <condition>
         <left type="countCardsInDeck" attribute="Jack_of_all_Trades"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Oasis"/>
</player>

+Scheme: beats double Jack 53-40, which makes sense because Scheme gives you 2 Jacks in consecutive turns while avoiding the terminal clash (you only want 1 Scheme and 1 Jack here)
Code: [Select]
<player name="Jack of all Trades + Scheme" author="Geronimoo" description="Jack combines the effects of Workshop, Spy, Library and Trade Route in a tuned down version.XXXXIt's very powerful for money-based strategies! ">
 <type name="UserCreated"/>
 <type name="SingleCard"/>
 <type name="BigMoney"/>
 <type name="Bot"/>
 <type name="Province"/>
 <type name="Competitive"/>
 <type name="TwoPlayer"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Jack_of_all_Trades">
      <condition>
         <left type="countCardsInDeck" attribute="Jack_of_all_Trades"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="1.0"/>
      </condition>
   </buy>
   <buy name="Scheme">
      <condition>
         <left type="countCardsInDeck" attribute="Scheme"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Silver"/>
</player>

So in conclusion, Fishing Village is the clear winner, then Scheme, then Oasis, then Lighthouse. All the other openings are suspect if you're going for big money.
« Last Edit: December 06, 2011, 03:58:57 pm by Geronimoo »
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DStu

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #5 on: December 06, 2011, 04:03:19 pm »
0

I can imagine that most of the difference (for example at Oasis) comes from the not yet implemented don't kill yourself rule at Dominiate. I suspect that by Duchydancing and prolonging the game, Oasis will get advantage...
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rspeer

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #6 on: December 06, 2011, 06:20:43 pm »
0

I also suspect that Geronimoo's play rules for Jack are better than mine.
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HiveMindEmulator

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #7 on: December 06, 2011, 11:28:09 pm »
0

+ Shanty Town: I can't get this to beat doubleJack
Like lookout and loan, it won't beat doubleJack in big money. But it could be better if you transition into something else.
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HiveMindEmulator

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #8 on: December 06, 2011, 11:37:45 pm »
0

Not saying this is optimal (I'm sure it's not), but it opens jack/shanty and beats doubleJack without doing anything crazy:

Code: [Select]
<player name="Jack/shanty" author="HiveMindEmulator" description="">
 <type name="Province"/>
 <type name="UserCreated"/>
 <type name="Bot"/>
 <type name="TwoPlayer"/>
 <type name="Competitive"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="4.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="6.0"/>
      </condition>
   </buy>
   <buy name="Market"/>
   <buy name="Jack_of_all_Trades">
      <condition>
         <left type="countCardsInDeck" attribute="Jack_of_all_Trades"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="1.0"/>
      </condition>
   </buy>
   <buy name="Shanty_Town">
      <condition>
         <left type="countCardsInDeck" attribute="Shanty_Town"/>
         <operator type="smallerThan" />
         <right type="countCardTypeInDeck" attribute="Treasure"/>
         <extra_operation type="divideBy" attribute="14.0" />
      </condition>
   </buy>
   <buy name="Silver"/>
</player>

EDIT: Actually this is a pretty bad example. Jack+market with no shanty beats this...
« Last Edit: December 07, 2011, 02:20:21 pm by HiveMindEmulator »
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biopower

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #9 on: December 06, 2011, 11:42:54 pm »
0

Although you can't open with it, what about Spice Merchant/Jack? Jack covers for the weakness of Spice Merchant (doesn't give you money) while Spice Merchant covers for Jack (trashes Copper). I'm not sure whether it's better to open Spice Merchant or Jack, but I've gotten around 12-14 turns for 4 Provinces by opening Jack/Silver then buying a Merchant and another Jack before the second shuffle.
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HiveMindEmulator

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #10 on: December 07, 2011, 02:17:32 pm »
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Although you can't open with it, what about Spice Merchant/Jack? Jack covers for the weakness of Spice Merchant (doesn't give you money) while Spice Merchant covers for Jack (trashes Copper). I'm not sure whether it's better to open Spice Merchant or Jack, but I've gotten around 12-14 turns for 4 Provinces by opening Jack/Silver then buying a Merchant and another Jack before the second shuffle.

I think the discussion about Yaron's post deals with openings, not $4-$5 cards, but this is also a good point. I think there are plenty of cards that work ok with Jack, and that the front-page article is wrong about this point. It is not like Envoy where adding basically anything hurts you. Jack doesn't draw that many cards, so the probability of dead-drawing a card is much lower. As a result, I think there is a long list of cards that you can add to a "jack" deck. The main thing you can't do is transition into some sort of multi-card thin-deck engine, since jack increases deck size. But adding other good cards is nice.

Regarding spice merchant specifically, I think you also need to add in some other stuff. As with loan, you are just mixing in pure copper trashing (and a potential +buy), which is probably not worth the investment for big money. But if you transition into something like venture, for example, then that copper trashing becomes pretty good.
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DG

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #11 on: December 07, 2011, 02:39:54 pm »
0

Quote
Although you can't open with it, what about Spice Merchant/Jack? Jack covers for the weakness of Spice Merchant (doesn't give you money) while Spice Merchant covers for Jack (trashes Copper)
I'm afraid not. Unless you need a small deck, the simulator usually says that time lost buying the spice merchant is not worth the benefit of trashing copper.
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Geronimoo

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #12 on: December 07, 2011, 05:17:14 pm »
+1

Spice Merchant/Jack actually beats doubleJack 48-44! But you need to buy Jacky first, than Spicy, otherwise it loses badly. Oh, and you only need 1 Jack (similar to the Scheme):

Code: [Select]
<player name="Jack + Spice Merchant" author="Geronimoo" description="Jack combines the effects of Workshop, Spy, Library and Trade Route in a tuned down version.XXXXIt's very powerful for money-based strategies! ">
 <type name="Province"/>
 <type name="BigMoney"/>
 <type name="UserCreated"/>
 <type name="TwoPlayer"/>
 <type name="SingleCard"/>
 <type name="Bot"/>
 <type name="Competitive"/>
   <buy name="Province"/>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="5.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Jack_of_all_Trades">
      <condition>
         <left type="countCardsInDeck" attribute="Jack_of_all_Trades"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="1.0"/>
      </condition>
   </buy>
   <buy name="Spice_Merchant">
      <condition>
         <left type="countCardsInDeck" attribute="Spice_Merchant"/>
         <operator type="equalTo" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Silver"/>
</player>
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HiveMindEmulator

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #13 on: December 07, 2011, 05:23:37 pm »
0

^Interesting! I guess while copper-trashing copper (loan) isn't good enough to be worth it, copper-trashing cantrip (in the sense that it leaves you with a 5-card hand still) is good enough. (That and/or the +buy comes in just enough to squeeze in an extra estate...)
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Geronimoo

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #14 on: December 07, 2011, 05:49:25 pm »
0

^Interesting! I guess while copper-trashing copper (loan) isn't good enough to be worth it, copper-trashing cantrip (in the sense that it leaves you with a 5-card hand still) is good enough. (That and/or the +buy comes in just enough to squeeze in an extra estate...)
Actually the simulator never plays the +buy option so the strategy is even better than it suggests.
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Axxle

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #15 on: December 07, 2011, 07:16:59 pm »
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+Chapel: I can't get it to beat doubleJack (max is 40-56), but I guess if you're building an engine, the Jack is better than Silver to build your economy while not having to spend buys.
I'm guessing in order to get this to work the play rules for JoaT will need to trash the Chapel at some point.
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We might be from all over the world, but "we all talk this one language  : +1 card + 1 action +1 buy , gain , discard, trash... " - RTT

jimjam

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #16 on: December 08, 2011, 05:01:54 am »
0

How about Cellar or Warehouse?
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Geronimoo

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #17 on: December 08, 2011, 06:00:22 am »
0

+Warehouse is 57-38 against doubleJack (Cellar's play priority is set too low apparently, so I need to fix that first)
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DG

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #18 on: December 08, 2011, 08:45:07 am »
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Quote
(Cellar's play priority is set too low apparently, so I need to fix that first)
Better make sure it doesn't throw away all the good cards as well!
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mnavratil

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #19 on: December 16, 2011, 12:08:47 pm »
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Which cards to add to a Double-jack game to try to edge out a mid-to-end game adavantage is also an interesting question.
Festival seems obvious here and buying them with $5 definately beats a straight double-jack. Minion for the $2 option even seems like it would be better. Spice merchant was actually a bit surprising to me as well.

As a side note: how realistic is using jack to transition to an engine? I never seem to get this to work in a draw engine, probably because my timing is off for it. Or are you using other stong trashers and jack to bootstrap the economy (like with the chapel case)?
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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #20 on: December 16, 2011, 12:44:37 pm »
0

Which cards to add to a Double-jack game to try to edge out a mid-to-end game adavantage is also an interesting question.
Festival seems obvious here and buying them with $5 definately beats a straight double-jack. Minion for the $2 option even seems like it would be better. Spice merchant was actually a bit surprising to me as well.

As a side note: how realistic is using jack to transition to an engine? I never seem to get this to work in a draw engine, probably because my timing is off for it. Or are you using other stong trashers and jack to bootstrap the economy (like with the chapel case)?
It works pretty well in engines, I find, but you need time for an engine to get set up. And doubleJack doesn't usually give that to you. Unless colonies are out.

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #21 on: January 25, 2012, 11:28:43 am »
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Single Jack/Bishop with a buy rule for Bishop to only buy it if we're already sick of Silver and trash the Jack if we're greening:
Code: [Select]
# Buys Jack/Bishop and otherwise plays a version of Big Money.
#
# This has no Colony rules, because it would be a terrible strategy in
# Colony games.
{
  name: 'JackBishop'
  author: 'rspeer'
  requires: ["Jack of All Trades", "Bishop"]
  gainPriority: (state, my) -> [
    "Province" if my.getTotalMoney() > 15
    "Duchy" if state.gainsToEndGame() <= 5
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Jack of All Trades" if my.countInDeck("Jack of All Trades") < 1
    "Bishop" if my.countInDeck("Bishop") < 1 and my.countInDeck("Silver") > 6
    "Silver"
  ]
 
  bishopTrashPriority: (state, my) -> [
    "Gold" if this.goingGreen(state) > 0 and state.current.getAvailableMoney() > 7
    "Silver" if this.goingGreen(state) > 0 and state.current.getAvailableMoney() > 7
    "Jack of All Trades" if this.goingGreen(state) > 0
    "Bishop" if this.goingGreen(state) > 0
    "Duchy" if this.goingGreen(state) < 3
  ]
}


This is even money with DoubleJack, but can possibly be tweaked for better results.
To be honest, it doesn't buy Bishop all that often due to the high restriction and when it does, it plays it maybe just one time if that.

This made me look at a very good bot to combat DoubleJack:
Code: [Select]
# Buys one Jack of All Trades and otherwise plays a version of Big Money.
#
# This has no Colony rules, because it would be a terrible strategy in
# Colony games.
{
  name: 'SingleJack'
  author: 'rspeer'
  requires: ["Jack of All Trades"]
  gainPriority: (state, my) -> [
    "Province" if my.getTotalMoney() > 15
    "Duchy" if state.gainsToEndGame() <= 5
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Jack of All Trades" if my.countInDeck("Jack of All Trades") < 1
    "Silver"
  ]
 
}

That's right, it's SingleJack and it's even money with DoubleJack (even slightly better in my sim run of ~5000 games, but the margin is within 1%).
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ecq

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #22 on: January 25, 2012, 01:29:35 pm »
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Scheme is not yet implemented, so no sim for it.

Scheme is implemented now, but the website hasn't been updated to include it.  I've run Scheme/Jack locally, though.  Scheme/Jack beats the default Double-Jack 57%/42%:

Code: [Select]
# Buys Jacks/Scheme and otherwise plays a version of Big Money.
#
# This has no Colony rules, because it would be a terrible strategy in
# Colony games.
{
  name: 'SchemeJack'
  requires: ["Jack of All Trades", "Scheme"]
  gainPriority: (state, my) -> [
    "Province" if my.getTotalMoney() > 15
    "Duchy" if state.gainsToEndGame() <= 5
    "Estate" if state.gainsToEndGame() <= 2
    "Gold"
    "Jack of All Trades" if my.countInDeck("Jack of All Trades") < 1
    "Scheme" if my.countInDeck("Scheme") < 1
    "Silver"
  ],
  schemePriority: (state, my) -> ["Jack of All Trades", "Scheme"]
}

Note the schemePriority method.  Without it, the code will keep returning Scheme to the deck (and lose).

Interestingly (maybe obviously), you have to open Scheme/Jack, not Scheme/Silver, or you negate any benefit.  It wins over double-Jack because it gives the possibility of playing Jack twice before the second shuffle and it makes it impossible for Jack to miss the second shuffle.  On the charts, it has distinctly more money and fewer VP on turn 5.
« Last Edit: January 25, 2012, 01:37:02 pm by ecq »
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Asklepios

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Re: Simulation Challange #6+-2 - The Jack and Yaron's claims
« Reply #23 on: February 15, 2012, 03:51:06 am »
0

So what was the verdict on Cellar? And what's the right way to use it? I'm thinking Cellar everything except gold if a jack isn't in hand, as playing those jacks often is key.

Also, was it better to go 1 warehouse + 2 jacks, or 1 warehouse + 1 jack?
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