Open Setup Certification Group

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Post Post #200 (ISO) » Fri Mar 13, 2009 7:43 am

Post by Xylthixlm »

Based on the data so far I say go with 4:8 instead of 3:9. If there's a streak of scum wins we can revisit that decision.
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Post Post #201 (ISO) » Fri Mar 13, 2009 8:24 am

Post by shaft.ed »

As far as number of trials to determine significance. I think we need to run a power analysisfor that, if you want to get technical.

It should be noted I'm a neurobiologist that works in qualitative data, so stats ae the bane of my existance, and I haven't had a real math class since high school.
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Post Post #202 (ISO) » Fri Mar 13, 2009 3:51 pm

Post by Lord Gurgi »

I think a good idea might be to run these setups that we want run a lot more during marathon days. A rough gauge of balance at best, it might help us make a decision.
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Post Post #203 (ISO) » Fri Mar 13, 2009 4:23 pm

Post by Ether »

I think we should spend our Marathon Weekend playing elitist exclusive vengefuls instead of doing work.
Gurgi can mod.
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Post Post #204 (ISO) » Fri Mar 13, 2009 4:38 pm

Post by Ether »

On a serious note, I'll try to run at least one flagged setup, but I'd rather mess around with Chosen while it's still popular. (Lord Mith, I'd be curious to see what you were getting at in 141 about abnormal but open setups.) If I play, just keep in mind that any games in which I am scum should not be counted for balance purposes.

Actually...maybe we could hold some kind of pseudomarathon day of our own that keeps a more structured queue and only runs experimental open setups? We get a more concentrated audience, and if it's a speed day that otherwise wouldn't have occurred, everyone's happy.
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Post Post #205 (ISO) » Fri Mar 13, 2009 4:39 pm

Post by ortolan »

I would partake

I liek 2 think about problims

on from what Empking said; Carbon is unbalanced

and please certify my
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setup, it's quite delightful (I will even run it next marathon weekend if proof is needed). See here: http://www.mafiascum.net/forum/viewtopi ... 65#1532265
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529

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Post Post #206 (ISO) » Fri Mar 13, 2009 4:58 pm

Post by Xylthixlm »

We'll get to new setups eventually. Right now we have enough to do :).
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Post Post #207 (ISO) » Sat Mar 14, 2009 7:16 am

Post by shaft.ed »

Ether wrote:Standard nightless games found by searching for "Nightless" in Little Italy and New York:
  • Open 6 (4:8; town win)
    Open 19 (4:8; town win)
    Open 79 (4:7; I think this was the game Farside was talking about; town win)
So I'm really not getting the need to further handicap the scum.

EDIT: Open 79 was 4:7, not 4:8.
Ether if you read through those game one had scum lynched on day 2, one had scum lynched on day 1, and one even had scum lynched back to back on days 1 & 2.

This really points to very poor performance by the scum in these games. They aren't blending in well and they are throwing their weight around. Hell in a 4:7 game they only need two townies to wagon with them on Day 1 and they still wound up getting one of their own lynched.
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Post Post #208 (ISO) » Sun Mar 15, 2009 2:12 am

Post by ortolan »

Can I just ask for my own interest- is there some way in Excel/other programs to calculate likely win probabilities for various setups extremely easily?
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Post Post #209 (ISO) » Sun Mar 15, 2009 2:13 am

Post by ortolan »

I mean, assuming random lynching/night-killing etc.
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Post Post #210 (ISO) » Mon Mar 16, 2009 7:24 am

Post by shaft.ed »

So at this rate we might finish before a solar apocolypse.

I propose we nominate an Open Game Steering Committee in order to move the Open Game Certification Group in the right direction.


On a more serious note. I don't think we need to dwell on vanilla Nightless this long. Our sample size is obviously small, and I believe it to be rather craptastic as far as representation of a normal distribution. However, the game is clearly not broken, and we are not setting these rules in stone for all eternity. Can we please agree on a set of vanilla nightless games and move on to set ups that might actually involve breaking strategies. If the ratios that get run are clearly not fun they can be altered at any time.

@ortolan, not that I know of.
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Post Post #211 (ISO) » Mon Mar 16, 2009 7:28 am

Post by Xylthixlm »

Fine. We approve vanilla nightless with the following scum ratios:

6-8 players: 2 scum (2:4 to 2:6)
9-11 players: 3 scum (3:6 to 3:8)
12-16 players: 4 scum (4:8 to 4:12)

If there are no objections, let's move on to more interesting stuff.
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Post Post #212 (ISO) » Mon Mar 16, 2009 7:29 am

Post by Lord Gurgi »

mith wrote:6-8 players: 2 scum (2:4 to 2:6)
9-12 players: 3 scum (3:6 to 3:9)
13-16 players: 4 scum (4:9 to 4:12)
Fine? Fine.

Let's get to actually doing what we're supposed to.
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Post Post #213 (ISO) » Mon Mar 16, 2009 7:33 am

Post by Lord Gurgi »

Xylthixlm wrote:
Bird C9 (27, 98, 117)
(flagged by Xyl)

Trendy and Subversive C9 (90, 91, 94)
(flagged by Xyl)

Basic Twelve Player (3, 9, 54)
(flagged by Lord Gurgi)

Masons and Monks (12, 23, 56)
(flagged by Adel)

Strawberry (17, 46, 62)
(flagged by Adel)

Polygamist (76, 83, 88)
(flagged by Adel)

The New C9 (50, 60, 81, 104)
(flagged by Adel)

Nightless Vanilla (6, 19, 41, 79)
(flagged by Xyl)
Where shall we start?
(11:26:07 PM) thesheamuffin: I'm counting gurgi because I would probably make out with him if I were drunk enough
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Post Post #214 (ISO) » Mon Mar 16, 2009 7:45 am

Post by shaft.ed »

mith wrote:6-8 players: 2 scum (2:4 to 2:6)
9-12 players: 3 scum (3:6 to 3:9 and 4:8)
13-16 players: 4 scum (4:9 to 4:12 and 5:11)
I added two extra ratios.
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Post Post #215 (ISO) » Mon Mar 16, 2009 7:47 am

Post by shaft.ed »

Lord Gurgi wrote:
Xylthixlm wrote:
Bird C9 (27, 98, 117)
(flagged by Xyl)

Trendy and Subversive C9 (90, 91, 94)
(flagged by Xyl)

Basic Twelve Player (3, 9, 54)
(flagged by Lord Gurgi)

Masons and Monks (12, 23, 56)
(flagged by Adel)

Strawberry (17, 46, 62)
(flagged by Adel)

Polygamist (76, 83, 88)
(flagged by Adel)

The New C9 (50, 60, 81, 104)
(flagged by Adel)

Nightless Vanilla (6, 19, 41, 79)
(flagged by Xyl)
Where shall we start?
Polygamist should behave similarly to Lovers no?

Masons and Monks is a 2 v 2 v 8 I ask that we lump these games together for a separate discussion because I think they all need to have crosskill issues resolved.
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Post Post #216 (ISO) » Mon Mar 16, 2009 7:57 am

Post by Xylthixlm »

shaft.ed wrote:
mith wrote:6-8 players: 2 scum (2:4 to 2:6)
9-12 players: 3 scum (3:6 to 3:9 and 4:8)
13-16 players: 4 scum (4:9 to 4:12 and 5:11)
I added two extra ratios.
You broke the formatting. You're actually suggesting this:

6-8 players: 2 scum (2:4 to 2:6)
9-11 players: 3 scum (3:6 to 3:8)
12 players: 3 or 4 scum (3:9 or 4:8)
13-15 players: 4 scum (4:9 to 4:11)
16 players: 4 or 5 scum (4:12 or 5:11)

I'd really like to nail down those "or"s.
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Post Post #217 (ISO) » Mon Mar 16, 2009 8:00 am

Post by Lord Gurgi »

Can we stop messing with it?
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Post Post #218 (ISO) » Mon Mar 16, 2009 8:20 am

Post by Ether »

I still think those lower ratios are ridiculous and shouldn't go through, but if I'm outvoted, whatever.

What do you mean by "resolved," Shafted? Block the first crosskill on each group, or give the last survivor of a scumgroup nightkill immunity? I think multiballs will always be swingy. I feel kind of out of my depth here; I'd be curious to see some simulations (noting how frequent crosskills and prisoners' dilemmas are).

Speaking of prisoner's dilemmas, is there any way to resolve symmetrical ones without a heavy chance of a town win that didn't involve the town failing to catch scum up to that point?
As I move my vote
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It fills my head up and gets louder and
LOUDER
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Post Post #219 (ISO) » Mon Mar 16, 2009 8:33 am

Post by Xylthixlm »

Ether wrote:Speaking of prisoner's dilemmas, is there any way to resolve symmetrical ones without a heavy chance of a town win that didn't involve the town failing to catch scum up to that point?
Shootout Rule:
If night starts with three players alive, all of whom are on different teams, a gun battle breaks out which kills everyone (including the poor innocent townie who gets caught in the crossfire). The game is a draw.
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Post Post #220 (ISO) » Mon Mar 16, 2009 8:34 am

Post by shaft.ed »

Ether wrote:What do you mean by "resolved," Shafted? Block the first crosskill on each group, or give the last survivor of a scumgroup nightkill immunity? I think multiballs will always be swingy. I feel kind of out of my depth here; I'd be curious to see some simulations (noting how frequent crosskills and prisoners' dilemmas are).
Yeah 2 v 2 v 8 is always swingy, but by resolved I just mean discussed. I don't think the town can win such set ups without at least one crosskill, but more than one and it becomes a somewhat easy win for town. I haven't modeled out how frequently to expect them without any sort of night immunity. But I was hoping to discuss if there were certain simple tweaks that could be made to hit a "preferred" number of crosskills per game.

So basic questions are:
How many crosskills should one expect with no NK immunity of any sort?
What are the EV's given each number of crosskills?
Is there a way to shift the expected number of crosskills to the most balanced EV without totally convoluting the set ups?
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Post Post #221 (ISO) » Mon Mar 16, 2009 8:58 am

Post by Ether »

This is why I dislike completely symmetrical scumgroups. ¬_¬

[mrow][col]Phase[col]New Deaths[col]Ratio (Mafia:Wolves:Town) [col]Day 1[col]Lynch mafia[col]1:2:8 [col]Night 1[col]Townkills[col]1:2:6 [col]Day 2[col]Lynch werewolf[col]1:1:6 [col]Night 2[col]Townkills[col]1:1:4 [col]Day 3[col]Lynch last mafia[col]0:1:4 [col]Night 3[col]Townkill[col]0:1:3 [col]Day 4[col]Lynch last werewolf[col]0:0:3


So it's
possible
for town to win 2:2:8 (daystart) with no crosskills, but the above assumes an almost perfect town--the only thing it did wrong up there was alternate. One mislynch while both scumgroups are still alive causes them to lose majority. Town can spare a mislynch it completely eliminates one source of kills early instead of alternating, or a scumgroup crosskills/fails a crosskill but doesn't get a kill at all that night as a result.

EVs are probably a more accurate reflection of balance in games with more scumgroups.
Ether wrote:Block the first crosskill on each group,
Actually, this could solve at least some prisoner's dilemma situations.
As I move my vote
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It fills my head up and gets louder and
LOUDER
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Post Post #222 (ISO) » Mon Mar 16, 2009 9:08 am

Post by Lord Gurgi »

Somehow I think 2v2v9 is better.
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Post Post #223 (ISO) » Mon Mar 16, 2009 9:13 am

Post by shaft.ed »

Lord Gurgi wrote:Somehow I think 2v2v9 is better.
That's so simple it just might work.
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Post Post #224 (ISO) » Mon Mar 16, 2009 9:16 am

Post by Lord Gurgi »

shaft.ed wrote:
Lord Gurgi wrote:Somehow I think 2v2v9 is better.
That's so simple it just might work.
:)
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