CORDIAL MINUET ENSEMBLE

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#1 Re: Main Forum » One last idea for fixing Cordial Minuet... » 2015-09-11 17:41:56

Not at all, I tried to address this in my last post, but I think the reason we had so much trouble attracting and keeping new players is that way to much emphasis was placed on using this game to make money, rather than the game itself. I think re-framing the way the game is presented to be something more like "pay to play" is the best way to get new players interested. But I do wonder if the game, in and of itself, is compelling enough to support this kind of model. It would be nice if it had more to offer players who don't win than just a loss.

#2 Re: Main Forum » One last idea for fixing Cordial Minuet... » 2015-09-11 01:49:08

And I completely understand this concern. I think gambling in general is a tool used to manipulate people into parting with their hard earned money. But playing Cordial Minuet is not gambling per say. There are some similarities, but in the end Cordial Minuet is a fair game of skill. Cordial Minuet is not the first attempt to create a fair game of skill that you play for money, and it is not the first to fail either. Every attempt at making this kind of thing work that I have ever seen has failed. And the problem is always the same. When it becomes clear to someone that they are losing money, they go back to playing other things. There is no possibility of miraculous reversal of fortune, and the longer you play, the more you lose. Why would anyone play a game like that? Well, the only answer I can think of, is that they would if they were paying to play the game itself, and not for the sake of making money. The game has to stand on it's own merits as something people are willing to pay to participate in. The lure of profitability can be part of the equation, but it really has to be emphasized that the majority of people who play will not make money, or else people will feel cheated. I think that's what happened during the launch tournament to an extent. People were lured in with the promise of making money playing a game online, only to be given the bait and switch when they realized they were being taken by the skilled players from the beta who had much more time to build experience with the game than they did. Honestly, if I had started playing during the launch period, I probably would have been intimidated by the level of play and quit too. So I really believe that what this amounts to is a basic marketing problem. Unless you can sell Cordial Minuet as a game that is worth spending money to keep playing, the game, by definition, cannot be successful, because it is the type of game where the majority of players will lose money. If you don't sell the game that way, you are being fundamentally dishonest.

#3 Re: Main Forum » One last idea for fixing Cordial Minuet... » 2015-09-10 16:17:17

I would actually consider doing a browser based version of Cordial Minuet. I had suggested it as an idea very early on, even to the point where I questioned why it wasn't done that way in the first place. I had also suggested using Bitcoins instead of credit cards to fund accounts, because it gets around the fees and some of the legal issues involved with credit cards. I might actually consider working on something like this seriously, but it would be a pretty big project to do by myself, and I am busy with a lot of other things right now. If anyone thinks they could port the interface of the Cordial Minuet client to JavaScript, let me know, because that is really where I lack experience. I could do the back-end stuff without too much difficulty if I had someone to help with the client.

#4 Re: Main Forum » One last idea for fixing Cordial Minuet... » 2015-09-09 20:03:42

Actually, I don't think the problem is that people don't want to spend money at all. The problem is, people don't want to keep spending money. The game is structured so that once you put your money in, there is nothing that encourages you to ever buy in again. You have to think about this from a psychological perspective, and think about what motivates people to spend money. The way casinos do it is to make money seem worthless. That tiny bit of change in your pocket seems insignificant compared to the ridiculous sums of money you might gain by gambling, so why wouldn't you want to gamble down to your last penny? But that doesn't work in Cordial Minuet, because ironically, Cordial Minuet is a fair game, and a fair game with fair prizes isn't nearly as compelling as an unfair game with ludicrous prizes. With casino style gambling, you can think to yourself, it doesn't really matter how much I lose, because I'll just make it back when I hit it big. In reality that almost never happens, but that is the mentality casinos use to keep the money flowing. But in Cordial Minuet, when you lose, all you can think is, crap, how much work am I going to have to do to make my money back?

Cordial Minuet essentially created a virtual tug of war for a fixed sum of money. Players who bought in and lost never had any motivation to buy back in again, because they believed they would never make back their money. What the fixed buy-in system does, is to change the mentality of how people play. Instead of thinking of things like, I am only going to buy in once and I will work my way up from the bottom, a player should be thinking that they will spend $5 to be able to play for a month, and any money they make is a bonus. It's a subtle difference, but it's an important one, and a necessary one to maintain any real money game. You need to keep money flowing into the system by reinforcing the idea that your buy-in is the cost of playing, not a precious cash reserve that you must never allow to become empty. You buy in every month at a loss, and you try you best to get ahead, but you can still have fun if you don't, and it only cost $5. That is the way people need to think for this to work. Otherwise, they will just lose money, lose interest, and stop playing.

jere wrote:

TBH, if the problem is people don't want to spend money at all, I don't see how the solution is to get them to spend money repeatedly.

They will spend the money because they have to spend it to play. You can't have a real money game that no one is willing to actually spend money to play. If Cordial Minuet isn't compelling enough to get people to keep spending to keep playing, it had no chance in the first place. But the nice thing about the fixed buy-in system is that you already know you are buying in a loss, so you have to play in order to justify the cost of the buy-in. There no point in buying in if you don't play, so you know that the people who buy in during any given period will usually be active players. Look at it this way, if Jason could convince even two people to buy in and play during the first month the system was in place, he'd already be making more than he did in the previous month.

#5 Main Forum » One last idea for fixing Cordial Minuet... » 2015-09-09 15:29:48

AnoHito
Replies: 11

This is probably too little too late, but I really always thought this was a great game in principal. I had some issues with the moral aspects of it, but as it turns out rational self-interest not only kept anyone from losing that much money playing this game (with maybe an exception or two wink), but it also kept most people from playing the game in the first place. I talked a little before about how Cordial Minuet seemed to have a sort of reverse casino effect, artificially inflating the value of money in the game to the point where people were scared to play for amounts they would spend without a thought in other situations. The even bigger problem though, was that no one wanted to put new money into the system. That was a kind of game breaking problem that made the whole thing really not work. If everyone wants to buy in for $10 and walk away a millionaire, chances are you are going to disappoint a lot of people.

So I was thinking that in order to solve this issue, you would really have to change how Cordial Minuet works. But I think it could be done. My idea is that instead of a model where you buy in once, what if you were forced to buy in multiple times? You could make it so that that Cordial Minuet would have a fixed buy-in of say $5-10. You would then be able to play as much as you wanted with that buy in for a fixed period, say a month or so, and then whatever amount you have at the end of the month is automatically put in a prize pool for you, minus a fixed percent tribute/subscription fee. You can withdraw the prize any time you wish, or use it to buy back in. But of course, if your balance is less that the current buy-in, you will have to pay more money to get back in the game. One of the great things about this system, is that you can't ever just sit on money. If you buy in, you have to play to break even, because the tribute is subtracted from your buy-in even if you don't play. So anyone else you see playing is in the same situation as you. They have to win to not lose. There is no breaking even, and there is no getting out once you buy in. You can still play for small amounts, but that means you are essentially paying a small subscription fee to keep playing the game, which I think is fair.

You could allow a person to buy back in if they deplete their money, but they can only do this if they completely run out, and the amount they buy back in for must be the fixed buy-in price. This effectively limits the amount an unskilled player can lose in one game, which I think is a very good idea in terms of keeping the game from becoming a tool for the exploitation of gambling addicts. I also think it would be a good idea to limit the number of buy-ins per month to something sane that keeps obsessive gamblers in check. If these checks were in place, I would feel a lot better about playing this game seriously again.

Another interesting aspect to this idea, is that instead of having a player keep the same alias for the entire time they play, you could assign a new random alias at every buy-in. I don't know about everyone else, but I didn't like the idea of being stuck with the same alias forever, and the way aliases were used to track players during the launch tournament was sketchy at best. I think players who were successful in cherry picking opponents were a big part of the reason so few amulets went to players who weren't already established. Switching aliases at buy-in time would make it much harder to keep tabs on players and avoid those you didn't want to play (or entrap those you did). It's not a perfect solution, but I think it's a good thing to do in any case.

So what does everyone think? I would personally be willing to start playing again if this model (or something similar) was implemented, because even if there weren't that many other players playing, I would at least know there was some real motivation to move money around. Even if this game never appeals to a large audience, at least this way you could keep the players that actually do want to play active and engaged.

#6 Re: Main Forum » Live Streaming on Sunday » 2015-08-05 22:46:22

I still think that the lack of a community aspect is why Cordial Minuet is struggling so much right now. Without being able to interact with the person you are playing with, the game is nothing but staring at numbers and calculating things in your head. It gets really tedious if you do that too much. If Cordial Minuet had a chat feature built into the client, I might not have given it up.

Either way, I think your video was really cool and I would like to see more of these! I still enjoy Cordial Minuet as a game, even if I've decided I don't want to play it, and I tend to watch "let's play" videos more than I actually play games anyway. Maybe Cordial Minuet might find new life by becoming a spectator "sport". It worked for poker.

#7 Re: Main Forum » The Mystery of the Amulets » 2015-07-05 06:28:28

The more of the code I see, the more confused I get. It doesn't seem to match up with anything I have seen before... There is one thing that has been bothering me a little though. The way things are set up, there are 25 letters in the code, meaning that the final amulet should have only only the letter "Z". For the final amulet, it seems anticlimactic to only give the code for one letter that is barely even used in the English language, and nothing else. Hmm...

#8 Re: Main Forum » The Mystery of the Amulets » 2015-06-15 21:57:06

A simple substitution cypher isn't very hard to break... In cases with a sufficiently long message, you usually don't even need a hint to break it. I wonder if there isn't more to this then meets the eye. In the first place, we don't really have a message to decode yet, do we?

#9 Re: Main Forum » Fundamental issues that limit critical mass » 2015-05-13 22:41:53

jasonrohrer wrote:

The people who are good at this game can't tell me what they're doing to be so good.  They can try, but they can't really explain it.

I think I can explain it for the most part. I usually start by playing a strategy that exploits column variance in order to create the highest probability that I will have a higher number than the other player. I also take into account how my picks will affect the future board layout, in order to determine how good/bad the number I was given really was. Beyond that, I have a simple betting strategy that involves doubling up when I determine my chances of winning are significantly higher than the other player's, and occasionally bluffing in situations where I determine the probability the other player has a good number is low. Beyond that, I look for bias in the other player's picking and betting strategy, and try to exploit it as much as possible.

So I can more or less sum up my entire strategy in one paragraph, but as they say, the devil is in the details. wink I could probably go into a lot of depth to describe all the various things I take into account when playing. Maybe even write a book about it or something. But I think I could explain pretty much everything I do if I needed to do so. And actually, when you compare the strategy of Cordial Minuet to more complex strategy games like chess or go, it's really not that deep. One of the reasons I think I play Cordial Minuet a lot less now that when I first started playing, is that once you understand the finer details of the game's strategy, it's really more about following a process than anything else. Originally, I didn't think it would be possible to write a successful bot for this game, but now I actually think it might be possible. The hardest part would be getting it to recognize and exploit bias, but I think it's doable.

#10 Re: Main Forum » Fundamental issues that limit critical mass » 2015-05-13 05:34:28

If nothing else, it might help the game to gain more exposure. Players could learn the game and practice in Steam, and move on to the full version when they are ready. It worked for online poker.

I have to say though, the thoughts you expressed in this thread mirror what I have been thinking for a while now. I actually have had some discussions in the chat, where I explained why I thought this game would have difficulty ever building up a large player base. And from what I've seen so far, things are not looking good. The player count has already dropped significantly from what it was during the peak of the launch, and I have serious doubts it will ever recover. The way I put it in the chat, was that the game just doesn't offer anything for casual players. If you are not making money, it's not fun, and you will probably quit before you lose very much. No one wants to deposit much either, because there seems to be no correlation between how much you deposit and how much you can make. In fact, it's the players who have deposited the most who have lost the most. I'm not really sure if there is any way to fix these issues.

#11 Re: Main Forum » THE AMULETS HAVE A SECRET POWER » 2015-05-06 02:46:21

I have no idea what is going on in this thread, but whatever it is, I approve. wink

#12 Re: Main Forum » Feedback on final AMULET CONTEST PAGE » 2015-05-04 17:40:03

So the contest is starting this Wednesday, correct? I was wondering if there was any sort of plan in place to help publicize the game before the contest starts. If you search for Cordial Minuet in Google right now, most of the top results were things published last year. I'm just worried that the contest will start before word has enough time to spread that the game is officially launching.

#13 Re: Main Forum » Cordial Minuet Twitter bot » 2015-04-12 02:15:50

Sorry for the late reply. I've been pretty busy with other things lately...

If you want to get older profit changes, you can do http://minuet.isans.net/json/profit?start=100. http://minuet.isans.net/json/profit?use … o&start=10 is also possible, or even http://minuet.isans.net/json/profit?use … 0&length=1 to just get a single profit change. Queries are limited to 10,000 results though, and due to the way I wrote the system, values of "start" greater than 9999 will give no results. I didn't intend for the API to be used as a complete archive of historical profit data, just something to get recent profit changes.

And no, it wasn't deliberate, just a Freudian slip I guess. wink

Edit: I think I found the reason for the duplicate entries. It was an issue with floating point precision, where I was comparing a value that had been rounded to one that hadn't. It should be fixed now, so no more duplicate entries will be added, but the old ones will still be there unless I decide to write a script to manually remove them or something.

#14 Re: Main Forum » Cheated out of victory? » 2015-03-28 03:56:18

jere wrote:

What you could also do is make the drop really count: you drop it and you can't get it again for 2 hours. Really, the legitimate use of dropping (outside of a strategy) is because you have to leave the game.

I actually suggested this is the last tournament thread... It completely fixes the collusion issue with dropping amulets, and still allows you to not lose points if you get the amulet during a downtime.

CaravanDisturber wrote:

I like this. I think you can't pick it up for 2 hours. But maybe you should be able to win it from someone during that time?

That would still allow for collusion though, although it would be limited to the total number of accounts you have access to. Dropping amulets is really only something that should be done when you are ready to stop playing, or you can't find matches to the point where the cost/reward of keeping the amulet is not in your favor. If this is not true, you shouldn't have any incentive to drop it. I really think that if you want to drop an amulet, you should not be able to pick up any amulet or participate in amulet matches for a certain period of time.

Actually though, I am also okay with just removing the drop amulet button. It seems like the most simple/obvious solution, and as long as there aren't too many really bad downtimes during the launch period, the problem of being stuck with an amulet and not being able to find any games shouldn't be too bad. It also incentives people who win amulets when lots of other people are playing, which is probably a good thing.

#15 Re: Main Forum » Cheated out of victory? » 2015-03-27 07:56:12

Looking at the change log, it doesn't look like a fix for the amulet dropping exploit was actually put in the latest version. I'm not sure, was this an oversight? It does look like Caravan Distributor used the amulet dropping exploit to win this contest, and there might have even been collusion involved. I decided to sit this one out, but I'm still disappointed to hear this is how things ended up...

#16 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-24 03:09:28

Except the non-amulet holder wouldn't even know if they were playing an amulet game, so it probably wouldn't be much of a deterrent. For the non-amulet holder, even if they don't win as many points to start with, getting the amulet in the first place is the most important thing.

#17 Re: Main Forum » Cordial Minuet Twitter bot » 2015-03-24 01:40:57

jere wrote:

Ano, there's nothing wrong with mine other than the fact that my silly hosting company doesn't allow crons to run more than every 5 minutes. Maybe I'll find a workaround. Two questions on your feed though. What's it showing exactly (obviously it's not one 5 minute batch)? And how often does it poll?

It shows the last 100 profit changes for all users, formatted into a JSON array. You can also do http://minuet.isans.net/json/profit?use … %20tobacco to get the last 100 profit changes for a user. It is set to update a few seconds after the official profit page updates itself, which is once every five minuets. It's synced using the timer on the official profit page.

#18 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-24 00:08:51

The biggest problem with penny games, is that it puts an uneven amount of pressure on the amulet holder. The amulet holder is under a lot of pressure to play conservatively and not lose, and putting against someone who doesn't think they have anything significant at stake makes for a very unbalanced game. You could just tell the other player they were in an amulet match, but this could create other problems, such as the other player stalling for time to spite the amulet holder when they were losing (or even in cases where they weren't, just to be a troll). I think that if you want to play for an amulet, you need to be willing to risk an amount you actually care about losing. It doesn't have to be $1.00, even $0.10 would be better than nothing. But if a player doesn't have an amount they care about at stake, it may encourage them to try to exploit the contest even if profiting from doing so is unlikely (because why not if the contest only lasts a short time and they have no other chance of winning). You need to have some sort of deterrent against that, or players attempting to exploit the contest structure may end up taking over the game and ruining it for people trying to play seriously. That is definitely not what you want the first impression of your game to be.

I have some other reservations about how the tournament went as well. While I think most of them did stem from the fact that there were just not enough players for the contest structure to really work the way it was supposed to, I still think it's possible they could present themselves in the real launch tournament. Keep in mind, if there is any downtime, and I mean any at all, where the player count drops below the total number of amulets times two, collusion and other strategies designed to exploit the system become viable. There are two changes that I think you should consider making to prevent this. One is to ensure that amulets are only dropped in proportion to the number of non-amulet games currently being played. So if all games are currently amulet games, or there are no other games being played, no amulets may be dropped. The higher the number of non-amulet games that are required, the more protection it will provide against collusion, but I'm not sure what the best amount would be. The other is to ensure that amulets are dropped randomly, and not in order of value. Dropping the amulets in order of value means that it is possible to quickly play a game, drop an amulet to bypass the amulet game system, and quickly win it back before anyone else gets a chance to pick it up. Random amulet drops would help to prevent this.

Edit: Or maybe there should just be an invisible timer put in place after you drop an amulet, that doesn't allow you to pick up another amulet for a period of time? That might be a more elegant solution. I think the key is just to make sure people don't exploit the ability to drop amulets...

#19 Re: Main Forum » Cordial Minuet Twitter bot » 2015-03-23 04:11:29

By the way, did you ever look at using my JSON feed as a back-end to replace your current profit scraper? It's set up to update in sync with the profit page, so you could tweet the profit data as soon as it becomes available.

#20 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-22 02:48:46

One small bug I noticed is that right after you get an amulet and click okay on the "you received an amulet" screen, and then click on the deposit button, when you exit the deposit screen it will display the "you received an amulet" screen again. Probably not a big deal or anything, but I thought you might want to know about it.

#21 Re: Main Forum » Amulets are awesome and awful..... » 2015-03-21 02:25:17

I'm still for fixed stake amulet games, but if the stakes are going to be random, I think there at least needs to be a lower limit. Maybe even as high as $1.00. All things being equal, people who are trying to gain points on amulets are going to play at the lowest stakes possible that allow them to do so.

#22 Re: Main Forum » Working Rules for Launch Contest » 2015-03-13 04:12:50

I think Jason is right that it's really time to move on and just go with a plan. I know everyone here has their own ideas about what will create the best possible tournament, but at a certain point you just have to say it's good enough and move on. For what it's worth, I think the current plan isn't perfect, and I am concerned incentivising higher stakes play so soon could decimate the new player base. But then again, it's completely true that if this game can't attract new players willing to lose significant amount of money in exchange for the opportunity to win even larger amounts, the game is doomed in the long term either way. Maybe increasing the stakes during the tournament is just what it takes to break the mentality I was talking about that has artificially inflated the value on money in this game. At any rate, I am really excited about the official launch and all the new opportunities that will bring, and I wouldn't want to see it delayed any longer for the sake of a debate that really has no definite right answer.

#23 Re: Main Forum » Working Rules for Launch Contest » 2015-03-10 04:23:18

jasonrohrer wrote:

What if it was just "a random stake of $5 or less." and you had to have at least $5 in your balance to play an amulet game?  Maybe $5 is too high in this case.  Then you'd have NO control over your stakes, there'd still be a whole range of low-stakes games on offer.  Maybe it could be a random stake of $2 or less.

I would think even less than $1.00 would be better... Keep in mind most newer players don't play for much above $0.10. I actually think there is a sort of weird psychology going on with that. Normally, if you were to lose $0.10, you wouldn't think twice about it. It's such a small amount, it normally doesn't seem worth worrying about. But in Cordial Minuet, whenever you play a game, in the back of your mind you are always thinking how much trouble you went through to win that $0.10 in the first place, or how much work it would be to get it back if you lost it. It artificially inflates the value of the money in your mind well above what it is actually worth. It is almost the reverse of how a casino would try to frame their psychology. Most casinos are very good at getting you to think of your own money as practically worthless, and to throw it away without a second thought.

Anyway, if you really think the stakes need to be random, I think you should be careful about how the joining mechanics will actually work. When you create an amulet game, are you creating a game that other people will see, or are you setting the client up to look for a random game within a certain range? The problem with creating a game, is that if the stakes really are random, it would be fairly easy to spot an amulet game in the game list. For example, if you saw a game list that said "$0.01, $0.02, $0.10, $0.15, $0.73", you could probably take an educated guess about which one was the amulet game. But if you set it up so that the client would have to join an existing game to play an amulet game, it would be much less obvious.

#24 Re: Main Forum » Slow play or slow server? » 2015-03-09 23:31:53

Personally, I've found that the existing time limits are right about where they should be. Sometimes I run short of time and have to make a hasty decision without completely thinking things through, and sometimes the correct choice is so obvious it only takes me the amount of time I need to move the selectors. But I think the average amount of time I use for picking is around 50% of the time limit, which is pretty much ideal. For betting I usually use a lot less than the available time, although there are times (such as deciding whether to call an all in raise) where I really need the full time to make a good decision. So overall, I think the limits are right about where they should be. If they were decreased, I know I would have some serious problem fully analyzing a lot of board layouts in time, and that would increase the incentive to use automated tools to help me make decisions.

#25 Re: Main Forum » Working Rules for Launch Contest » 2015-03-09 23:12:17

I think maybe the solution here is to simplify things as much as possible. Let's say you were to make it so all amulet games had to be played for $0.25. I think $0.25 is a good amount, because it is an amount that won't be too scary for new players, but still creates enough pressure that they will take matches seriously. If you create a special amulet tournament at the $0.25 level, players will always know if they are playing for the correct amount to trigger an amulet game, so there will be no weird ambiguity about what amount you need to play for. And if the amount is fixed, it makes collusion the most difficult because you need to attempt to collude against what is sure to be a large amount of people all playing for the same amount. It doesn't completely prevent collusion, but it reduces the chances of collusion to the minimum. If you combined that with some sort of rule that said you could only play an amulet game against the same person for the same amulet once (or at least some reasonable finite limit), collusion would become more or less impractical.

While this may annoy some people who want to use the tournament to try and drive the stakes up, if your goal is to build the player base, then trying to keep people from playing for high stakes early on is a very good idea. Otherwise a lot of players will end up with profit charts that look like this: http://humbit.com/cmbot/index.php?alias=context+fabric . In fact, I think that for the sake of the game's long term growth, limiting someone's maximum stakes to a fixed percent of their bankroll would be a very good idea. While ideally you would like people to make good decisions about the stakes they play for on their own, experience has shown up that most players will not do this unless they don't have a choice.

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