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#326 Re: Main Forum » Feedback on amulet contest » 2015-03-19 15:56:46

Well, at peak yesterday, we had 19 active players.  I think we'll have way more than that during the launch contest.  The Castle Doctrine launch contest peaked above 1000 active players.  I'm not expecting 1000, but at least 100 should be do-able.  There's not a good way to deal with the "other side of the world" issue.... recruit more people from your side of the world!

Currently, your score can't go below 0.  There are no negative scores.

I agree that it's weird for people who pick up a dropped amulet to start with 0.  Because for them, the experience of winning a game and getting an amulet as a result is identical in either case (the case of a dropped amulet or the case of taking an amulet from someone).  So, I think both cases should get +200.  I'll change that on the server.

As far as amulet-holders playing each other, I don't think that will be needed with a larger player population.  I don't want the amulet-holders to hog each other.

Currently, it is quite slow because you're not just waiting for an opponent, but actually waiting for TWO opponents to join each other (so that one can be pulled away for you).  So in a situation where only one person does not have an amulet, the whole thing stalls.

#327 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-19 02:17:42

Fixed the description to make it clear that AMULET GAME is only available to those holding the amulet.

Dot-Dot:

That is really strange.  It sounds like the web request for the TGA failed the first time through, but came through okay the second time.  No idea why...

Can you email me the recorded game file for the session when it failed, and also for the session where it succeeded?  jasonrohrer@fastmail.fm

Yes, if you pick up a free amulet (one that is floating, waiting to be picked up), you start with 0 points.  If you win it from an amulet-holder, you get 200 points to start with.

#328 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-19 01:51:07

Well... the flush happens at 2-minute intervals, so they likely held it for 2 hours + 2 minutes until the next flush caught them.

But for some reason, the amulets aren't getting picked back up after being dropped like this... hmm...

No, actually, that part actually does seem to be working.  It looks like there simply aren't enough non-amulet players around to pick them up (everyone keeps getting pulled into amulet games, making them ineligible to pick up one of the free-floating amulets).

#329 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-18 21:02:25

Fabric, I think that was when the amulets were first being handed out.  Yes, the money stakes still count!

There was a lot of back-and-forth ironing out how the contest would work.  See the Working Rules post for the latest.

#330 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-18 21:00:22

You should only see that button if you're currently holding the amulet.

Otherwise, you just play any game for stakes of $3 or under, and you may randomly get pulled to challenge one of the amulet-holders.

#331 Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-18 18:36:16

jasonrohrer
Replies: 49

The amulet code is in place for the launch contest, but it needs to be tested.

I've created 6 test amulets.  There is no physical prize for these, just a cash prize that will be deposited into your account.

The full rules are below, but to summarize:  Each amulet is held by one player at a time.  Amulets pass from player to player throughout the contest.  Amulets are invisible unless you're holding one.  Take an amulet from another player by being the last one standing in a game against them.  Rack up points on the amulet while holding it by being the last one standing in as many games as possible.  Pass the amulet to someone else when they are the last player standing in a game against you.  Whoever has the most points on an amulet by the end wins that amulet's prize money.

Here are the amulets:


alef.png
Prize:  $100
http://cordialminuet.com/gameServer/ser … mulet_id=1



bet.png
Prize:  $75
http://cordialminuet.com/gameServer/ser … mulet_id=2



dalet.png
Prize:  $50
http://cordialminuet.com/gameServer/ser … mulet_id=3



gimel.png
Prize:  $30
http://cordialminuet.com/gameServer/ser … mulet_id=4



he.png
Prize:  $20
http://cordialminuet.com/gameServer/ser … mulet_id=5



vav.png
Prize:  $10
http://cordialminuet.com/gameServer/ser … mulet_id=6




Intial Amulet Distribution

Amulets are dropped into the player pool at the start to players that are the last one standing in their game (last in the game who still has coins---if you leave while your opponent still has coins, your opponent will be the last player standing).


Amulet Game Rules

When you hold an amulet, you can start an amulet game by pressing AMULET GAME on the NEW GAME screen.  You must have at least $3 in your account to start an amulet game.  You will be paired up with a random opponent at stakes of $3 or less.  You don't know the stakes until the end.  Your opponent does not know you have the amulet unless they win it from you.  If you don't currently hold an amulet, playing normal games with stakes at or below $3 will give you a chance of getting pulled into an amulet game against an amulet holder.

If you are the last player standing, you get 200 points on that amulet.  If your opponent is the last player standing, they take the amulet from you, and they get 200 points on that amulet.

As an amulet holder, you can only win points on an amulet or risk losing it in AMULET GAMES.  You can freely play non-amulet games without affecting the amulet that you are holding.

HOWEVER, you lose one point every minute that you hold the amulet.

After two hours of no amulet game activity, you drop the amulet back into the player pool.


Final Winners

Whoever has the most points on an amulet at the end of the contest wins the money associated with that amulet.  Prizes are assigned starting with the most valuable amulet first, and each player can win at most one prize.

#332 Main Forum » v16 Released » 2015-03-18 18:17:01

jasonrohrer
Replies: 0

The biggest change in this version is support for AMULETS that will be used in the launch contest.

Redundant BET 0 steps after players are all-in have been eliminated (though the reveal step is still present).

Full change log here:

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

#333 Re: Main Forum » Working Rules for Launch Contest » 2015-03-17 14:31:10

I've got this mostly working.  When two non-amulet players are about to join, and enough time has passed since the the amulet-holder asked for a game, one of the players is pulled away, and the other is left waiting for another opponent.

I don't have the "show the stakes to the amulet holder" part working yet.  I'm not sure that I should... but maybe...

#334 Re: Main Forum » Working Rules for Launch Contest » 2015-03-16 14:59:13

Josh, yeah, I think it could work to pull a player away from a game that's about to begin.  A random delay would be needed before picking a such a game to pull players away from, of course.

You're right that if the amulet holder is shown the stakes at the start, higher stakes will have a greater chance of scaring them into leaving the game and dropping the amulet.  But won't higher stakes also be less likely to find a joiner, so be less likely to end up in an amulet game?  I.e., it wouldn't be a viable strategy to propose high stakes ($3!!!) in hopes of scaring the amulet holder, because the game would sit there, unjoined, and thereby be ineligible to be pulled into an amulet game (according to your suggestion).

#335 Re: Main Forum » Sound suggestion » 2015-03-16 14:46:04

I really wanted it to make sound only when necessary.  It's a "wake up" sound, mostly.  But I'll think about this.

#336 Re: Main Forum » Eliminating all random elements » 2015-03-12 18:11:10

Well, it sorta seems like any game where you can reliably force a draw is inherently broken for the purpose of this discussion.  So, let's use Hex as the example here.

If you are playing the optimal strategy as player 1, you can do no better than to play that strategy.  There's nothing about a weak opponent that is worth exploiting.  A win is a win.

I agree that non-binary win states are part of the picture here.

But with the tribute, two Nash Eq CM players will both lose money.  The only way to win money is to draw your opponent out into sub-optimal play through sub-optimal play.

Well, I guess it's the same as Checkers, then, were the opt-vs-opt states is a draw, and the only way to win is to play sub-optimally and draw your opponent out into sub-optimal play.  In Checkers, you'd be hoping that they would be trying to exploit you for better than a draw, and thus play sub-optimally, and thereby open themselves up to exploitation.

#337 Re: Main Forum » Working Rules for Launch Contest » 2015-03-12 18:01:29

I think I'm going to push ahead with the $3-or-under randomly-chosen opponent plan.  It's simple, it allows vibrant non-amulet play at all stakes under that level, it prevents collusion, and yeah, it may scare new players a bit, but it also sets the tone that you should be playing SOME bigger money games now and again.  You just got the amulet by winning.  Okay, you need $3 but don't have it... you could try winning some lower-stake, non-amulet games to get it (hurry up!) or you could deposit more.  If this is your one chance at the amulet, $3 is a cup of coffee, right?

The truth is that, in the long run, players who put in only $2 and never put in more aren't an important part of the economy of the game.  If everyone did that, the game would flop financially.  $2 is practice money.  I've never put less than $30 into an online poker room as an initial deposit, and that's for playing what they call "micro" stakes.

So, I don't want to pander to the $2 crowd too much.  It's funny to talk about $3-capped games and refer to them as "high rollers".  In poker, a $5 buy-in is the smallest available stake.



After three weeks, it's really time to move on and get this contest implemented.  We'll still need to run a test contest for a few days with "practice" amulets (worth $20 each or something) floating around to check for bugs.

So, discussion here should really close unless someone discovers an exploit that we haven't covered yet.  Also, small tweaks to the rules (like the stake cap, the number of points won, the number of points lost per minute, etc.) are welcome.  All these things can be tweaked as server settings as we go along.

#338 Re: Main Forum » Working Rules for Launch Contest » 2015-03-11 18:41:26

Took a long walk and thought about this.

As Josh has pointed out, amulet players will WANT to play as low stakes as they can to find the weakest opponents.  And also, if a win is a win, why risk more money than necessary?  So, that's another strike against tiered stakes that the amulet-holder can pick from.  They'd mostly pick from the lowest tier, looking for the weakest opponents. This would push non-amulet holders toward the lowest tier as well. 

I hear the suggestion about different tiers for different amulets, but that puts gold amulets more out of reach.

Rising stakes, based on how much you've won while holding the amulet so far, is really good... It would have to be a random, unknown stake within that range to avoid collusion.  You're about to play a random-stake game where the stake is less than $1.24, the total you've won while holding it so far.

The longer you win with it, the riskier it becomes to keep playing with it.  But you're only risking what you've won on it so far.

Oh, crap, this would make the amulet games slowly rise in stakes, system-wide, over time.  The following numbers ignore the tribute for simplicity.  If you play a 62-cent game (half of your $1.24 max) and lose, then your opponent has now WON 62-cents on that amulet.  Which means their limit will START at 62-cents and go up from there.  Say they win three games, averaging stakes of 31, 46, and 70 (because the stake cap rises after each win).  Their stake cap is now $2.09, and their next game will have average stakes of $1.04.  If their opponent wins, they will START with a stake cap of $1.04.


Deliberations on this topic are now approaching the three week mark.

I think that a fixed stake cap for a random match-up for the amulet holder, known to all, and the same for all, is the cleanest solution.  Maybe $5 is to high.  How about $3?  Remember, you can gain the amulet at lower stakes, but to keep playing with it, you must have at least $3 in your account.  You've got the football.  Time to money-up and run with it.

We could also TELL the amulet-holder what the stakes are once the game starts.  So they have the opportunity to leave and drop the amulet if the stakes are too high.  They could also leave half-way through the game if they feel like they've lost too much.  A game of chicken.



DAMN YOU, COLLUSION!  Imagine the design freedoms that would be possible if collusion wasn't a factor!

Three weeks of my life have been sacrificed upon your altar, cruel collusion.

#339 Re: Main Forum » Working Rules for Launch Contest » 2015-03-11 16:43:13

Josh, what is your suggestion?

That we pull either a game creator or a joiner out of a game that's about to start, and match it with an amulet-holder who is waiting.  But have some limit on it, like $5 max?

So the amulet-holder still needs to have at least $5 in their account to play an amulet game, but they will never create a game themselves at random stakes (with expected value of $2.50, which is high).  Instead, their fate will be decided by the current stake-climate in the game in the sub-$5 range.

They still have a chance of risking up to $5 in each amulet game, though.  Psychologically, I don't think this changes things too much.  I mean, if you do the math, then yeah.  But our emotional assessments of risk don't take math into account.


I agree that I don't want this to favor high rollers.

This thread is meant to discuss the above rules as they develop.  I keep changing the rules in the original post to reflect the discussion in this thread.  The other thread was where we were coming up with the amulet idea in the first place.

Man, this is SO hard to get right....

#340 Re: Main Forum » Working Rules for Launch Contest » 2015-03-10 21:00:37

Yeah, it was out because it would motivate players to alter their balances in order to control their amulet game stakes.  You know, most amulet holders would want to rack wins on penny games (to find easy opponents).  So they'd dump their balance down really low to ensure that 5% of their balance was a penny.  That would also help them collude, perhaps, because the games they were joining would no longer be random.

And dumping your balance is pretty easy.  You don't need to pay a $3 check fee.  Just dump the money by throwing a game to an alt account.

With a fixed range for ALL players, no player has any control over their amulet stakes.

The rising stake thing is a cool idea, but the whole point of this discussion is to let amulets pass around without collusion being used to rack up amulet points.

#341 Re: Main Forum » Proxy support » 2015-03-10 18:27:10

Well, there's no installer... but yeah, the DMG does tell you to drag it into Applications...  I usually put it somewhere else.

#342 Re: Main Forum » Documentation of CM's code » 2015-03-10 18:26:08

From the server source:

$cm_accountHmacVersion = "13";

That number only changes when protocol changes completely break the old version.  It turns out that v13 clients can still connect to the v15 server without breaking.

Once I add the amulet stuff, both version numbers will go up to 16, because older clients won't be able to connect.

Yes, the server SUGGESTS that you upgrade to v15, but a modified client could ignore that, or an already-connected client that's still connected during the upgrade process.  When the hash changes, old client messages will start becoming DENIED.


But you're correct that it's ascii for those numbers, and your SSL pipe above should be correct if you put the 13 in there.

#343 Re: Main Forum » Working Rules for Launch Contest » 2015-03-10 18:10:20

Josh, yeah, with a full-random-range mechanism, it could just pick an existing sub-$5 game half the time, or propose a random sub-$5 stake the other half of the time.  It wouldn't need to pick a stake first and then look for the closest matching game.  So there would be no attractor.  All games under $5 are uniformly likely to be picked.  (The reason for picking a stake first and then looking for matches was to prevent penny games from being the attractor in a system where we were picking stakes in the 5%-bankroll range---a penny game would be a possible choice for EVERY amulet holder.)


It has to do the 50-50 thing for creating and joining games or else non-amulet holders would never want to join or never want to create.  I want non-amulet holders both creating and joining games like normal.

In terms of the new player experience, well, super-conservative new player play isn't totally what I had in mind.  Yeah, you CAN put in only $2, but you should probably put in more.  So if you want a chance at an amulet, put in at least $5.

Also, if you're just trying to GET an amulet, playing lots of low-stakes games is a fine way to do that.  Playing lots of $5 game is an equally good way to do that, for a high-stakes player.

Once you HAVE the amulet, you'll be playing games with an average stake of $2.50.  Where each chip is 2.5 cents.  That seems okay.  If you don't want to risk it, just drop the amulet or ignore it until it auto-drops.

#344 Re: Main Forum » Slow play or slow server? » 2015-03-10 17:57:01

Yeah, the extra bet-0 steps when all-in have been removed in source and will be released in v16.

#345 Re: Main Forum » Coin Movement for Opponent Check » 2015-03-10 02:03:23

Yeah, you never know for sure, though timing might give you some information.

#346 Re: Main Forum » Working Rules for Launch Contest » 2015-03-10 02:01:49

Josh, if your goal during the tournament is to make money.... hmm... I guess any amulet structure that encourages low stakes won't be good for you.  But you would be a counter-example for your money pool idea.  If a good player played loads of high stakes games against low-stakes players and won most of them, they would suck the money pool dry.

You're right about the downward pressure on player balances.

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.

The cool thing about this is that if you have a winning streak while holding an amulet, your balance will be growing, so it's not like you'll go deep into financial ruin while holding it.

#347 Re: Main Forum » Proxy support » 2015-03-10 01:36:37

Oh, yeah, the SDL library (with tons of files) is also in the bundle.  Forgot about that!

On OSX this requires editing a file within the application itself

I'm trying to figure out what you mean by this.  Can't you just edit the settings files with TextEdit?

#348 Re: Main Forum » Coin Movement for Opponent Check » 2015-03-09 20:27:59

Yeah, this is how it's supposed to work.  I'm trying to do something new here with the betting that hasn't been done before.  The fact that the lower bettor gets more information tends to exert a downward pressure on the bets, but that's an interesting counter-balance to the upward pressures on betting that also exist in any betting game.

#349 Re: Main Forum » Slow play or slow server? » 2015-03-09 20:25:15

Well, I'm using the Online Poker model here, where you get the same time for all your moves.  Of course, there the only move is betting...

And Jere has shown some pretty complex analysis going on when making bets in the later turns.  After all, the betting turn is the turn where you get to study the new information your opponent just gave you...

#350 Re: Main Forum » Eliminating all random elements » 2015-03-09 20:23:08

No, I'm pretty sure there are boards that offer forced wins to one player and not the other.  But you can use turn 1 and 2 picks to NOT let yourself get painted into that corner.

It's interesting to think about how there's no skill cap in CM as compared to perfect information games.

In those game, a perfect strategy exists, and after you master that, you can get no better.  Hypothetically, of course, because for most games beyond tic-tac-toe, the perfect strategy is unknown.

Here, even if you discover and play the Nash equilibrium strategy (and one does exist), you still are not maximizing the amount you win against a non-equilibrium player, so you can STILL get better.  It seems like the dance in donkeyspace can recurse into infinite layers of complexity, as you develop a strategy to exploit the strategy that is supposed to exploit the strategy that your opponent thinks you are using, etc.

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