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#351 Re: Main Forum » Working Rules for Launch Contest » 2015-03-09 20:15:28

Josh, the idea was that you'd pick some random number in the 10% range of the amulet-holder's bankroll (or $5, max) and then look for the closest already-proposed game (half the time) or propose a game with that randomly-chosen stake and wait for a joiner (half the time).  You're right that there will be some meta there with naming the most likely stakes, but I think that's okay.


By "Funny Money" I mean a situation where a dollar isn't a dollar in some way.  "Oh, you THOUGHT you were in for $X, and you thought your opponent was too, but nope, it was actually an amulet."  This game treats money in a very exact way.  It's always played for real money.  Money is money.  That's the point.  We don't match a $50 player with a 5-cent player.  If you want to play against a $50 player, you have to put in $50 yourself.  That's very core to the experience of the game.  There are no money surprises.  When you watch the chips fly at the end and then do the math yourself, it always adds up, down to the 1000th of a dollar.  Monetary perfection.


Cullman, there are a few reasons I'm not jumping on your proposal:

1.  It doesn't solve the fundamental problem of collusion, because the $5 tier would be much more sparsely populated than the 50-cent tier.  So far, 90% of players have deposited less than $10.  The vast majority of people are playing for very low stakes, and $5 games tend to sit there for a while.  If you let the amulet holder control the stakes, even tiered stakes, you let them control the stakes.  And colluders also control the timing.

2.  It funnels the behavior of non-amulet holders in a way I don't like.  This is your first time playing the game, and there's all this extra stuff on the screen.  All these tier buttons.

The current stake picking screen is clean and wide open.  I want non-amulet holders to have that experience (whoa, I can play for 1 cent or 2 cents or 11 cents...).  Ideally, for non-amulet holders, the game should look and behave identically to how it does now.


There are only going to be 36 amulet holders, so it's okay for the game to change for them in substantial ways.  Not letting them pick their own stakes, so their collusion partner doesn't even KNOW what game to join by stake number, gets the benefits of the "funny money" proposal without having the non-amulet holders getting shocked by a funny-money reveal.  They'll be shocked to win the amulet on top of the money that they were expecting to win, and their amulet-holding opponent will be in for the same stakes.


Also, some people are talking about ways this contest can maximize the tribute.  Like, shouldn't the contest encourage people to play for big stakes?  It's really not about that at all.  It's about getting loads of new people into the game and ensuring a vibrant launch, and hopefully a snowball effect (which will lead to great tributes into the future).

#352 Re: Main Forum » Working Rules for Launch Contest » 2015-03-09 19:40:44

Dan_Dan84 wrote:

but if you have $200, you could be playing for $20 and not even know it!

Don't forget the $5 cap!  So, if we used 10% max, and your balance is over $50, you'd never play amulet games higher than $5.

Also, note that you only keep playing these games if you keep winning with the amulet, which means you'll have more and more money.  You can't have a long losing streak.  After you lose one game, you drop the amulet.  So it's not like your bankroll will be gone.

#353 Re: Main Forum » Eliminating all random elements » 2015-03-07 04:26:16

Well, the reason that Hex is an interesting example is that we can prove White wins without actually being able to say how.  I.e., the players are on the same footing in practice, with the more skilled player winning more often.  All we know is that the extra move White gets to play can only help, not hurt, White in a game like Hex.  That's a simplified presentation of the strategy-stealing argument.

So, in theory, the coin flip would make the game subject to chance, if both players knew the perfect strategy that we know exists.  In that case, whoever played first would use that perfect strategy and win.

In practice, because the perfect strategy is unknown, the coin flip does not make the game subject to chance.

#354 Re: Main Forum » Working Rules for Launch Contest » 2015-03-07 04:12:01

Josh, as cool as the lightning bolt was about "hey, we could actually match two people up who are trying to play different stakes," I've become convinced that anything bordering on funny-money is a bad precedent to set here.  We're tracking balances down to the 100th of a penny here.  Money is hard and real in this game.  The person you're playing is always in for the same amount that you are.  I think it's important to keep it that way.

What you're suggesting is good:  that I would create a buffer pool to pad out "missing" winnings of some matches with the "extra" losings of other matches.  But it's still kind of funny.  Imagine if you matched your friend and talked about it later.  "Ha, I won $18 bucks from you!"  No, your friend would say, I only was in for $5"

I mean, on average, the pool would stay pretty even, with it all coming out in the wash.  It could even work this way always to help people of disparate stakes match up.  But it's just strange and non-transparent.

In order to guarantee that you're playing only penny games when you hold the amulet, you need to have  a sub-40-cent balance.  But how would you get the amulet in the first place with such a low balance?

Well, with 40 cents, you could join randomly-matched games with amulet holders who have up to $8.

Maybe 5% is too small.


Also, regarding the incentive to play low stakes games in hopes of being paired with an amulet holder, it depends on how we do the pairing.

If we randomly pick from the existing games that are below 5% of the amulet holder's balance, then yeah, proposing penny games would make you most likely to get picked (because EVERY amulet holder could play you).

But if we pick a random stake first for the amulet holder from their whole 5% range and THEN look at the existing games for a match, proposing only penny games won't work as well for non-amulet holders.

The most attractive stake then becomes 2.5% of the average bankroll in the game, whatever that is, because it's the value that's closest to the most values in the 5% range.

But yeah, maybe 10% would make it more interesting.

#355 Re: Main Forum » Working Rules for Launch Contest » 2015-03-07 03:50:54

Ano, if it worked that way, I'd be making assumptions about what amulet was "better" to you.  Maybe you have the best chance at the copper you are holding, but you just played a game against gold and won.  Should I assume you want to keep working on the copper, or that you'd rather drop it for the gold?

I'd really need to ask before making that kind of choice for you, but asking is messy.

If I never let you play another amulet holder while you hold an amulet, the question does not need to be asked.

Also, it seems kinda insular and weird for two amulet holders to play each other.  There are likely hundreds of other players who would like a shot at an amulet, and we're going to let two amulet holders hog each other?

#356 Re: Main Forum » Working Rules for Launch Contest » 2015-03-06 21:59:34

As I'm moving to implement protocol and server changes for this, which I want to keep minimal because it's a one-time contest, I'm finding that allowing two amulet holders to play each other over-complicates things.  We must wait for the winner to pick one to keep, which is an extra protocol message, and we must have a timeout on that server-side if that choice isn't made promptly, so that's extra cron-job flush code.

It's just much cleaner if one player can hold one amulet at most, at a time.  Having amulet-holders play each other means that the winner effectively "holds" two amulets for a brief time.

So, if you're "stuck" with a copper amulet, you will have no shot at getting a gold amulet.  If this bothers you, leave a game and drop your copper amulet.  That's a reasonable choice for you to make.


This simplifies things tremendously, because amulets can just "ride" on the existing game protocol without any new amulet-specific player actions needing to be added.

#357 Re: Main Forum » Payment declined » 2015-03-06 19:27:14

.., no, never heard of TheFirst bank, why do you ask?

#358 Re: Main Forum » Proxy support » 2015-03-06 19:25:26

No... all files should start outside the app bundle.  There's nothing in the bundle but the EXE and icon resource.

Macs have gotten weird recently, though...

#359 Re: Main Forum » Thoughts on a Launch Contest » 2015-03-06 19:23:22

Well, in this case, there is no second place prize for a given amulet contest.

I was aware of what you are describing for knock-out tournaments with multi-place prizes, though.  If I can't be Jere, ever, then I want to avoid playing him in a knock-out tournament as long as possible.  Having alt accounts will help me with this.  I will eventually face Jere, but having alt accounts will make it more likely that I face him for second place instead of for 5th place.

And yes, the problem we face here is essentially created by having no entry fee.  The normal tournament structure in the game (when I run a tournament) involves entry fees and limits on pair-wise rematches, which makes alt accounts not worth using.

Entry fees are out of the question here because they won't make sense for brand new players.


Your point-tier structure is better in terms of collusion, but it changes the feel too much.  I really like the idea of holding something that no one else holds at the moment... a hot potato, a golden ticket.

I'm fine with collusion lurking in there for a slight edge as long as there's no guaranteed win with it.

If people could play whoever they wanted while holding an amulet, the amulets WOULD be won by colluders, because they could easily rack more wins per amulet than any non-colluder.

But once that problem is solved, it becomes frustrating enough to collude, and colluding gives you no guarantee of winning.  I need to balance a cool, simple, exciting contest against preventing any kind of collusion edge.

HOLY CRAP I'VE GOT THE AMULET.

I need to preserve that moment.

#360 Re: Main Forum » Eliminating all random elements » 2015-03-06 19:01:46

Additional clarification of the UIGEA provided by the Treasury and Fed:

Therefore, even if chance is not the predominant factor in the outcome of a game, but was still a significant factor, the game could still be deemed to be a "game subject to chance" under a plain reading of the Act.

See page 19 here:

http://www.scribd.com/doc/7916861/UIGEA … g-11-12-08


It's pretty clear that the layout of the board that may favor one player is not a significant factor in the outcome of the game.  On a given round, the layout of the board is not going to tilt the game in the favor of a beginner over an expert.

In Poker, the beginner could get dealt AA and flop AA4.  Thus, chance is a significant factor in Poker.

#361 Re: Main Forum » Eliminating all random elements » 2015-03-06 18:49:37

Frank, I've thought about more complex mechanisms like that.... to allow players to vet the board somehow before actually playing on it.  I decided that this would be overkill, because the advantages to be had are so small for the player with the upper hand on a given board.  Especially for new players, you'd be sticking them with a necessary decision at the start of a round that they'd have very little understanding of.  I'm not sure advanced players really have a solid understanding of it either at this point.


Yeah, there's no proof that chess is a forced win for white.  That's my hunch, though.  We have non-constructive proofs for games like Hex through the strategy-stealing argument.  Of course, Hex cannot end in a draw.  That's sort of a fundamental flaw of Chess, though, eh?  But maybe that's part of its beauty...

But anyway, we'd have to chose player 1 in Hex through some mechanism, and that player can force a win.  If we flipped a coin to pick who plays first, I don't think that would make the game subject to chance.

#362 Re: Main Forum » Eliminating all random elements » 2015-03-06 01:52:43

Hey now, you're quoting the wrong guy there!


Rotating the board and presenting it again would give the advantage to both players with a perfect, 50/50 split.  Though it seems like the first/second to play from a given perspective on a given board STILL has a different experience.  You know, we already picked on this board once.  Won't that change the information we have on the second pick?  Also, our stacks will be different, as you point out.

Just issuing a new board each round gives the advantage to both players in a way that approaches a perfect 50/50 split in the limit.  For now, it's okay as-is, I think.


Isn't chess a forced win for white?

Don't we flip a coin to decide who plays white?  Oh, we flip a coin to decide who gets to pick their color first.

But that doesn't make it a game subject to chance.


Clearly, the advantage for one player on a given board is strictly less than the advantage for white in Chess (where white can force a win, but the advantaged player in CM cannot force a win).

#363 Re: Main Forum » Thoughts on a Launch Contest » 2015-03-06 01:18:41

I'm still not sure about your QED.  I buy the proof, but it doesn't feel intuitively right to me.

Say A and AA are colluding.  They each have 4 points on the amulet by beating weaker players.  Now they're at the point where both will lose against the stronger players at the 4-point level.

If we're randomly pairing them up, in a pool of N players, they do have 1/(N-2) chance of getting paired together.  Say there are 9 other players, so they have a 10% chance of getting paired together.

If they DON'T get paired together, assume they lose.  So each account, operating alone, has a 90% chance of losing.  If they get paired together, one will throw the match to the other.  Let's say AA is the one who will throw.  So AA has a 100% chance of never making it to 5 points (will lose to all others and throw to A), while A has a 10% chance of making it to 5 points.

If they weren't colluding, they'd still have a 10% chance of playing each other, in which case one would win, the better one,  let's say AA.  So then AA would have a 10% chance of getting to 5 points, and A would have a 100% chance of not getting to 5 points.

I see that colluding doesn't help them, in the case of friends who would both be playing anyway.


HOWEVER, compare the cases for player A where AA does and does not exist.  This isn't the friend case, but the case of whether or not to create an alt account.  If A has scored 4 points but has no chance of scoring 5, having a second account AA with 4 points would give A a 10% chance of getting to 5 points, where without the alt account, A will have a 0% chance of getting to 5 points.


Your horses example is a good one.

#364 Re: Main Forum » Proxy support » 2015-03-06 00:37:03

Wait, what?

How can you edit the file within CM?

On OSX, I just edit settings .ini files with TextEdit.  Though I'm not sure if I've ever created an ini file from scratch through TextEdit... hmm...


Oh, jeeze... are you on an OSX that is sandboxing the app?  Are you editing the settings file INSIDE the app bundle somehow?  Please explain.  I've been trying to deal with the sandboxing stuff for a while now...


Your custom webProxy.ini file WILL be replaced on the next update with a blank one.

However, after that, the updates won't touch it.

However, if you skip an update, you'll end up pulling an EVERYTHING update instead of an incremental one, and that will replace all your settings again.

Admittedly, the update code isn't very smart about files the user has edited from their default settings.  Hmm...

There are some cases where I want to FORCE change an existing settings file with an update, though, so I think it's okay to bring users back to default settings, just in case.

#365 Re: Main Forum » Eliminating all random elements » 2015-03-05 23:34:09

Hmm... this is exactly the kind of thought experiment that I love.  See:

http://monolith.sourceforge.net/

Anyway...

If you knew what your opponent was going to pick, you could easily win this word game every time.  You'd try various words and hash them with your opponent's known choice until you found a word that hashed with your opponent's word to make 1.

If your opponent could pick any word in the dictionary, could you predict their choice?  That's an interesting question, especially since they're playing the same game against you.  Over many rounds, you might be able to.  You could bait them by picking LOVE repeatedly until they started always counter-hashing LOVE, and then after they got in that pattern, you could counter-hash their counter-hash.  Of course, they have 5,000 counter-hashes for LOVE to chose from, each with 5,000 different counter-hashes!  This is like RPS with 10,000 moves for each player and pairwise X BEATS Y relationships for every pair of moves.

Scaling the problem down, what if there was a list of 2 known words to pick from?  At that point, I think you'd start having a good shot at predicting your opponent's behavior and playing accordingly.

But at what point, when you scale it up, does it cross the point where it becomes essentially random?  From a theoretical standpoint, never.  From a legal standpoint, I have no idea.

Richard Garfield's recent book has an example game like this to illustrate a point about chance vs. randomness.  I've loaned the book out, unfortunately.

#366 Re: Main Forum » Payment declined » 2015-03-05 23:15:59

Very strange.

It sounds like it is failing the Luhn checksum that all card numbers are supposed to pass.  The last digit of the card number is a checksum digit.

I did some searching, and I can't find any reports of "virtual" card numbers being different in terms of Luhn checksums.  They should play by the same rules, as far as I can tell.

One VERY crazy thing you might try is to cycle through all possible digits for the final digit until one goes through.  That would be the correct checksum digit.

The final digit is not actually part of your card number---it's only used for checksum purposes.

Or... maybe leave that last digit off and see what happens (because all but the last digit was passing the Luhn test, it seems).


I'm guessing that you've used the same virtual number in other places and that it worked...

800 people from all around the world have made deposits into the game, and this is the first report like this that I've heard. 

I hope you'll stick around and help me figure out what is causing the problem!

#367 Re: Main Forum » Proxy support » 2015-03-05 23:07:19

Actually, support is there, just not documented.  I just added this to the Readme:

If your network requires that you use a proxy server to connect to the web,
edit settings/webProxy.ini and insert your proxy's address and port in the 
address:port format.  Here's an example:

197.211.197.70:3128

You will need to create webProxy.ini yourself in this version.  The next release will ship with a blank file in place for webProxy.ini

Be careful when making the file that the extension is set correctly.  Sometimes Windows will add a hidden .txt to the end of your file name.

#368 Re: Main Forum » Payment declined » 2015-03-05 22:54:34

Hmm...  Strange!

Is it saying INVALID right next to the credit card field?  If so, then your card number has failed the Luhn checksum.  As far as I'm aware, Mastercards should all pass this checksum.

Is the [DEPOSIT] button showing up after you type everything in?

#369 Re: Main Forum » 195 billion names » 2015-03-05 21:09:51

Okay, this is in place.  Testing this properly would involve a lot of hassle.  Anyone willing to look at this function and check for mistakes?

ORDER BY RAND() is classic bad practice for large data sets.  This is a small data set, and this function is called once per user created---not very often at all.


function cm_generateRandomName() {
    global $tableNamePrefix;

    $foundUnique = false;
    $tryCount = 0;

    $name = "";

    $numberOfWords = 2;
    
    
    while( ! $foundUnique && $numberOfWords < 5 ) {
        
    
        $query =
            "SELECT GROUP_CONCAT( temp.noun SEPARATOR ' ' ) AS random_name ".
            "FROM ( SELECT noun FROM $tableNamePrefix"."random_nouns ".
            "       ORDER BY RAND() LIMIT $numberOfWords ) AS temp;";

        $result = cm_queryDatabase( $query );

        $name = mysql_result( $result, 0, 0 );

        
        $query = "SELECT COUNT(*) from $tableNamePrefix"."users ".
            "WHERE random_name = '$name';";

        $result = cm_queryDatabase( $query );

        if( 0 == mysql_result( $result, 0, 0 ) ) {
            $foundUnique = true;
            }
        else {
            $tryCount ++;

            if( $tryCount >= 10 ) {
                // can't find unique, try more words
                $numberOfWords ++;
                
                $tryCount = 0;
                }
            }        
        }

    // if we passed the 4-word limit without finding a unique name,
    // give up and use the last 4-word name that we tried.
    
    
    return $name;
    }

#370 Main Forum » 195 billion names » 2015-03-05 20:35:30

jasonrohrer
Replies: 2

I'm in the process of modifying the server code to allow for 3-word random names, should the need arise someday (if we get hundreds of thousands of players).

Okay, so this would take us to 294 million unique names.  But why stop there?  Why not allow 4?  That takes us up to 195 billion unique names.

While they're not quite as evocative as the 2- or 3-word names, they're still interesting.  I can't help but imagine the scene they describe:

conquest singer honeycomb street

grief socialist salutation mountain

graduation promotion settler newspaper

shore soil arrow truck

ghost medallion newspaper nutmeg

#371 Re: Main Forum » Thoughts on a Launch Contest » 2015-03-05 19:38:53

No, I meant getting an edge somehow through the chance of two colluding accounts playing each other and thereby giving one account a free win.

One of your suggestions here (amulet players only matched with other amulet players who have the same points so far for that amulet), having two accounts playing through for that same amulet still helps you, because there's still a chance those two accounts, that have both built up points on the amulet, will play each other later.  This is like a normal tournament tree.  If you have two horses in the race, and both are playing well, they are likely to meet each other near the end, where one can throw the game.  Better meet your accomplice near the end then some stranger.

An unskilled player cannot guarantee a win this way, but they would have an edge over someone who wasn't doing this.  That's okay.

Same with earning points toward a final amulet tournament.  If you get two colluding accounts into that tournament, you have an edge there too.

Essentially, in any structure where WINNING counts, having two accounts in the game will give you some edge.

#372 Re: Main Forum » Penalty for leaving » 2015-03-05 19:24:27

I'd always go with text over binary, because debugging is so much easier, and binary doesn't save that much space for small messages like this.

That said, some structured format (like XML, json, or whatever) is overkill.  The parser is often more complicated than the game itself.

Ordered, whitespace-delimited strings work great.  Easy to parse with a simple split, easy to format with a simple join.

#373 Re: Main Forum » Working Rules for Launch Contest » 2015-03-05 19:00:03

Cobblestone:  they can still create/join normal games without risking the amulet, but the clock is ticking and they're losing amulet points.

HappyWulf:  I've been there before and never want to go back.  Combing through logs looking for patterns, and then finding "enough" evidence through those patterns to accuse someone of cheating.  It's even worse when the person you accuse is NOT actually cheating.  What if they deny it?  Do you call them a liar?  And when you look for patterns long enough, you start finding patterns.  You start seeing "coincidences" that are clearly "not by accident."  But random data sets are full of coincidences.

Gotta build a structure where I don't need to worry about doing that, because it's not possible to win the contest just by cheating.  A small edge, okay.  Just not, "I've never played before, but I used this one easy trick to win!"

#374 Re: Main Forum » Thoughts on a Launch Contest » 2015-03-05 05:47:58

An edge through collusion is impossible to avoid in any scenario where we don't verify the identity of each participant.  Well, except in the main game, where we're lucky that collusion doesn't help you win more money.  I'm talking about tournaments of any kind, etc.  Someone with 2 accounts always has an edge over someone with 1 account, because there will always be some chance that those two accounts will play each other.

What I want to avoid is an obvious way for someone to GUARANTEE a win through collusion.

For example, if we didn't stop players from controlling who they played against, a colluding player would pick matches against only their collusion partners and thus rack up an unbounded number of wins in a single streak.  A colluding player could easily beat any non-colluding player this way.

In The Castle Doctrine contest, there were methods like this available, sadly.  Where a player could say, "If I just do THIS with two accounts, I will be sure to win."

#375 Re: Main Forum » Working Rules for Launch Contest » 2015-03-05 03:26:52

To drop the amulet voluntarily:

Join a 1-cent game and then leave immediately.

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