CORDIAL MINUET ENSEMBLE

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#226 Re: Main Forum » Spam » 2015-04-27 22:48:47

Okay, I also changed the registration question to be something that lazy humans won't be able to answer (these spammers aren't actually robots).

#227 Re: Main Forum » Spam » 2015-04-27 22:42:16

Wow, after removing over 3000 non-posting accounts (some never verified, so not showing up in the 1700 users stat), there are only 96 accounts remaining.

#228 Re: Main Forum » Spam » 2015-04-27 22:16:21

Oh, jeeze... this happened for TCD bigtime too.

These people are trying to increase the google pagerank of the sites that they link in their bios.

Looks like hundreds have been added.  Time for a DB query to clean them out.  Sorry to all the people who made accounts long ago but never posted....

#229 Re: Main Forum » Game Behavior: Clicking » 2015-04-27 18:57:00

Well, I also avoided putting 3d objects on the board (like beads or stones) because I'm afraid that would end up looking fake (the shadows and lighting have to be just right or it reads as fake).  The parchment is a real scan.  The ink lines and paint marks are real scans.  And I found a blending mode (multiplicative) that simulates dye on paper pretty closely to what it really looks like.  So this lets me put the ink marks on the paper and the watercolors over that in a way that is pretty much photo-real (but there's no lighting, shadows, or depth to worry about).

Also... the adding/removing of a 3D object on the paper would be weird.  Does it just flash into place?  Or slide in from the side?  Or drop down from the camera?  Is there perspective when this happens?

The paint is nice because multiplicative blending allows it to "stroke" in, which is pretty much how paint would be added in real life (albeit with an invisible brush...)

#230 Re: Main Forum » Game Behavior: Clicking » 2015-04-24 18:29:09

Well, the other constraint is that I don't want any non-permanent marks on the paper part of the display.

I don't like video game displays that look like fake wood or stone or parchment or watercolor but then behave digitally.  That's why I stuck with pixel art for so long (it looks and behaves consistently digital).

Here, I have a simulated real-world asset in the center that behaves totally consistently.  Ink is ink, and is permanent.  The whole thing fades out at the end of the round and a new one fades in, clear of ink.  But you never see the ink flash on and off, etc.  The board itself never reacts to mouse-overs, but all the clearly-digital stuff around the board does.

So, it seems like multiple click-to-place-guess markers around the edge would get confusing pretty quickly.  For consistency, they would have to be on the edges only.  Let's say you have two red squares clicked.  That would mean two red markers on the top edge, and two on the right side.  But the intersection points of those four markers is ambiguous:

 v v 
000000
000000 <
000000
000000 <
000000

Which means you'd have to use different shaped markers to convey which one pairs with which:

 + v 
000000
000000 <
000000
000000 +
000000

Seems pretty confusing.

Also, I sometimes wonder about what counts as "skill" in the game and what the game should just hand you.  The original motivation for the score graph was that "I don't want fast arithmetic to be the main skill in this game."  Many online poker rooms have a text display that tells you what your combined hand is (like, "Hey you have 10-high straight in case you didn't notice.")  But beyond that, they show you nothing, strategy-wise.  They don't compute pot-odds for you, etc.  There is third-party software that does this stuff, but the poker board is easy to enter quickly into third-party software (number-suit, number-suit, number-suit, etc.)

Here, the board is pretty much impossible to enter into third-party software.  Though maybe software could "discover" the board if you entered the top line and the diagonal or something.  I don't know.

I feel like this is something I should table for now.  The game will be a success or flop regardless of the presence of extra strategic tools like this.  If it's a big success, we'll have lots more input from lots of hardcore, serious players, and I'll have plenty of time to add stuff like this as-needed.  If it's a flop, I've already been working on it for more than a year, and it's a pretty simple game...

#231 Re: Main Forum » Sample Amulet » 2015-04-18 00:48:07

How many pennies went into making that?

Pennies in the US are no longer solid copper, because that much copper is worth more than a penny (inflation).  They are zinc with a copper jacket.

This was made from thick copper wire from the hardware store, which I gather is very pure (maybe 99.99%) copper.  It was $20 for 10 feet of it.  Each amulet is made from about 3 inches of it.



And there are only going to be 12? With 36, I thought I might be able to snag one. With 12... that's a lot of people to push out of my way.

Yeah, it's just a matter of balancing my time and not overdoing it.  There may be something like... 4+ hours of work in each one.  I'll make sure there's a long list of cash prizes each day, too.  So, the contest can go for 6 days, with the prizes getting better toward the very end, and cash prizes each day (one per customer) for people who don't win amulets but place well.


Hopefully you can get some nice photos of the finished amulets.

Yeah, this was just a quick scan.

I'm pretty good at taking nice photos of things, which I will do of all 12 for the final contest page.  That jewelery how-to is a great resource!

#232 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-18 00:38:29

Yeah, seems like this is easy enough to just have people "upgrade" from copper if they win gold later and their copper goes to the second-place person on that day, as needed.  I would just figure all of that out by hand when I'm shipping out the amulets.

Also, as far as dual accounts winning two, I guess there's no for-sure way around that, but I'll be in touch with each winner for shipping instructions, so that will make it less appetizing for people... lying directly to me via email, etc.

Jere, yeah, 36 is a lot.  I don't know if I'd have any skin left on my fingers after all that polishing.  Also, that number came from a time when I imagined them passing around and each held by one person, so there needed to be a lot of them.

#233 Main Forum » Sample Amulet » 2015-04-16 19:39:42

jasonrohrer
Replies: 7

Just cast this puppy from a wax model yesterday.  This is just a test so I could practice casting and polishing.  This is copper:

testAmulet.jpg

This image is to scale at 72 dpi.  It's roughly 1.25 inches in diameter. 

This scan doesn't capture what it looks like in your hand.  It shines like a brand new penny.

#234 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-16 19:36:30

Anyone with a negative score would just create a new account to get back to 0.  So, obviously, we can't let scores go negative.  We can still let people lose points after gaining them.  As long as they don't go below zero, they're never motivated to ditch their account.

Jere, you point out the difference between loss-win and win-loss if we floor the scores at 0.  However, there is no way around this, because someone who has loss-win should create a second account before playing the win, right?


I also worry about the "after day 1, I stand no chance" problem.  It seems like spacing the prizes out over many days could help with this.  It could be two per day.  I'm currently leaning toward 12 amulets (3, 4, 5 gold, silver, copper), so it could be six days, with the following pattern:

copper-silver
copper-silver
copper-silver
copper-gold
copper-gold
silver-gold

Or it could be 12 days, starting with copper and ending with gold.


But how do we deal with one person from winning more than one?  If you win a copper on day 1, are you blocked from winning gold on day 6?

#235 Re: Main Forum » The jarring feeling of leaving early » 2015-04-16 19:15:33

Well, leaving does require a round-trip to the server before the results are displayed to you... but I believe it shows you your buy-in instantly, and then fills in the resulting balance at the bottom depending on what happened during the game.  So, the jump to the screen is instant, but all the info isn't present at first.

#236 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-13 16:22:16

Yeah, we should probably discuss this point.  Getting negative on the leaderboard is pretty harsh.


The problem is, you have to have some way to discourage reckless play....

#237 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-12 18:44:28

Sorry for the delay... caught up in other stuff, like carving wax amulets...  smile

All prizes have been paid.

#238 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-09 20:33:05

There were a total of four cabal members this time.

Of course, I cannot say whether any of them won a prize or not.


It seemed to work better than the contest where it was just me, as there were 16 names on the leaderboard as opposed to only seven last time, with roughly the same number of people trying.  So, clearly more cabal games took place this time, which is good!


Yes, there is meaning to that amulet symbol... everyone sees the same symbol, so it doesn't have gameplay meaning.  Just thematic meaning.  It actually now has a double meaning.

#239 Main Forum » Fourth test contest with MONEY prizes » 2015-04-08 18:29:25

jasonrohrer
Replies: 31

This contest will run from 9am to Noon US PDT time (Los Angeles time) on Thursday, April 9, 2015.

Several cabal members have been chosen and contacted in secret.  They will play just like they normally do.  They are in the running for prizes in the contest too and can score points if they play games against other secret members of the cabal.

Players score 1 point for each net coin that they win in games against cabal members and lose 1 point for each net coin that they lose in games against cabal members.  Leaving a game with 103 coins means you won 3 net coins, while leaving with 95 coins means you lost 5 net coins.  Games played against non-cabal players have no effect on the contest.

At the end of the contest, the top three players will win prizes:

$100
$50
$25

The leaderboard for the contest will appear here:

http://cordialminuet.com/gameServer/ser … name=test2

After the contest ends, prizes will be paid as direct payments into the game balances of the winners.

In the case of a tie for a given place, the player with the oldest account wins the tie.


NOTE:  this contest is intentionally short.  It is not intended to be fair to people who work daytime jobs or live in other timezones.  It is simply meant to test the new code for bugs.

#240 Re: Main Forum » v22 released » 2015-04-08 16:01:02

Oh, man, that's really bad!

Thanks for telling me.

#241 Main Forum » v22 released » 2015-04-07 19:47:58

jasonrohrer
Replies: 3

A few fixes and improvements, plus contest improvements.  Change log here:

http://sourceforge.net/p/hcsoftware/Cor … ngeLog.txt

#242 Re: Main Forum » Third test contest with MONEY prizes » 2015-04-06 19:03:24

Prizes have been paid.  Than you all for playing and helping me test this!

#243 Re: Main Forum » v21 released » 2015-04-06 17:24:28

This could happen if the person who created that $6 game quit from the waiting screen.

It takes 2+ minutes for the next flush to find the stale game and delete it, and the active users count is based on activity within the last 2 minutes, so their game could still be live and waiting even though they quit and haven't sent a server request in 2 minutes.

#244 Re: Main Forum » I found THE solution to the collusion problem » 2015-04-05 01:21:26

Well, what you're talking about there is prop players.  Card rooms employ these, and it's something that I've thought about.

However, this game is exclusively heads up (poker term for 2-player only), so prop players don't make as much sense.  This game will ALWAYS have a "parity" problem, where there is generally at most one unmatched opponent at each stake level (the odd opponent).  A prop player could give that odd player a partner, but is also taking that odd player away from the next even player who joins (essentially passing the buck).

In 9-seat poker, a prop player sitting at an empty table can serve as an opponent for up to 8 other players, and then can drop out, leaving an empty seat for the 9th non-prop player.


When picking the amulet guardians, I'd be picking people who would likely be playing a lot anyway and would likely be candidates to win prizes themselves.  Which makes me think that they should probably NOT be compensated (it shouldn't be a chore). 

In fact, I don't know that I even have to tell them about it...  Well, that would probably encourage them to try to figure it out, maybe employing an alt account to help them figure it out.  And that might open the door to collusion.  So I think I would need to talk to them about it.  I do know three CM players here in town, for example.

Anyway, I wouldn't want it to be a "YOU MUST PLAY X GAMES A DAY" demand.  I'd just want them to play how they'd normally play.

#245 Re: Main Forum » I found THE solution to the collusion problem » 2015-04-04 20:00:12

Yeah, I said somewhere in this thread that there would be some bonuses for these people...

#247 Re: Main Forum » I found THE solution to the collusion problem » 2015-04-04 18:18:36

Jere, are you saying that I can't trust you not to collude?

#248 Re: Main Forum » I found THE solution to the collusion problem » 2015-04-04 17:29:48

Yeah, that leaderboard should be cached.  Ooops.

Agreed that there should be something special happen for you post-game to let you know.


One concern that I had is how FEW games I actually ended up playing.  I was pretty much playing or waiting for a game constantly, but in three hours, I only repeat-played a given person on two occasions.

This seems pretty frustrating for the players who are trying, especially if we have way more.  Seems like it creates a kind of "let down" cycle for most people.  "I was trying all day, but NEVER got into a game with Rohrer."  I may be wrong about this, but I think people could descend into hopelessness if it's just too rare.  It's like the vast majority of people don't even get a chance to participate in the contest.  We had about 12 people playing at the peak, and some of them never played me.  Imagine 100 people.  It just gets worse the larger the pool gets.  You may try for a few hours, but you won't try for 5 days straight if you never get a bite.


One idea is to "elect" amulet guardians from the current leaderboards.  I shot that idea down before because those people wouldn't be able to win an amulet themselves, but Caravan points out that the rule could just be that they can't win their own amulet (obviously).  These people could be trusted folks that I speak to directly to ensure that they won't collude with each other to give each other points.


The other idea is to elect people automatically throughout the contest without telling them, and keep mixing it up by changing people depending on who's active.

This is like a dozen random, unwilling me surrogates.  The number could be adjusted based on the player population.

Though this seems vulnerable to collusion again (pairs of accounts that fast-play each other are more likely to get elected because they're always online, and even if they don't know they're elected, they'd be scoring points by fast-playing each other).




Getting back to a fixed set of people, which fast-playing colluding partners have no effect on, it could just be a straight-up point leaderboard like it is now instead of specific amulets, so they're not even out of the running for any amulet (they're at a slight disadvantage because they can play one less person for points than non-guardians, but I'd give them each a bonus of some kind).

Obviously, the list of people could be secret, and the chosen would have no motivation to tell each other (giving each other an advantage).  Maybe I've already chosen them.  Maybe they were already operating in the most recent test contest....

#249 Re: Main Forum » v21 released » 2015-04-04 16:59:07

Why am I waiting when I'm the only one?  Yeah, I'll look at adding that.

#250 Re: Main Forum » Linux Issues » 2015-04-04 16:58:08

So few people use Linux, sadly, that this is the first I've heard of the problem!

Linux is my main daily work system, so it's important to me, but I've always felt like a source distribution with an automated build system was the best way for me to target Linux.  I recently started building binaries, but every extra binary target that I add involves quite a bit of overhead (booting into that system, building, uploading from there, etc.)  I already have 3 binary targets.  Maybe at some point, with enough clamor, I'll start doing it for 64-bit linux.

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