??????
You are not logged in.
You run your game client at the appointed time. A special [$5.00] will appear on your game list. Click it for instructions.
A 2-hour tournament will be held on Saturday, January 10, 2015 starting at 11:00 AM Pacific time and ending at 1:00 PM Pacific time.
(That's 2-4 PM Eastern, or 7-9 PM GMT, with apologies to Europe and beyond).
The entry fee is $5.00
The entry fees go directly into the prize pool and are not used to fund your matches in the tournament. Your tournament matches must be funded out of your remaining account balance after your entry fee is paid.
The target game stake for matches in the tournament is 10 cents.
You will see this stake level highlighted in your client. Only games played for 10 cents count toward the tournament. If you have entered the tournament, you will be blocked from accidentally joining 10-cent games with non-tournament players. However, you can still play at other stake levels during the tournament---those games will not affect your tournament standing one way or the other.
The winners are determined according to who has the most net profit at 10-cent games against other tournament players by the deadline. Play as many or as few games as you want during the tournament---it's profit that counts.
A leaderboard will eventually appear here, along with a count-down:
http://cordialminuet.com/gameServer/ser … ea_goat_18
If you want a preview of prizes for various numbers of players, look here, where the hypothetical prizes for a 20-player tournament are displayed:
http://cordialminuet.com/gameServer/ser … players=20
Prizes will be paid automatically into the winners' account balances within four minutes after the tournament deadline.
Note:
To prevent collusion between accounts, you will stop being partnered with another player after net profit of 20 cents or more has moved between you. Thus, you cannot win by feeding off of one fish player or dummy account repeatedly. If you are winning and losing back-and-forth against a given player, however, you can play an unlimited number of games until the net profit for one player from that pairing crosses the 20-cent mark.
Managed to fix this by reducing the minimum prize down below the entry fee. So, when we cross a threshold where a new player being added means one more prize, the prize that we're giving that player (what we're taking away from everyone) is less than that player's contribution to the prize pool.
I've realized that the prizes jumping down when just one more player joins at the threshold for one more player receiving a prize is hard to fix.
Say there's a number of players such that 4 should win a prize. As you add more players, you eventually cross the point where 5 should win a prize. Before you cross that point, the prize pool is growing linearly, so those 4 winners prizes are growing linearly. Then one more person is added (one more entry fee), but the whole prize pool is now divided among 5 players instead of 4.
If P is the number of players who each pay E, and V players receive a prize, we have the average prize equal to:
EP / V
Now we add one more player, crossing the threshold where V+1 people should get a prize. The average prize is now:
E*(P+1) / (V+1)
This is smaller than (EP / V) whenever V < P.
I've noticed that Poker tournament prize structures suffer from this same problem:
http://www.fulltilt.com/poker/tournaments/payouts
One way to fix it might be to let V = P. A distribution where everyone got some kind of prize, with a ramp up toward first place.
Change list here:
That is a good point. I'll fix that.
Yeah, it's profit by the deadline!
This was leaking out to search engines, so I moved it.
Yeah, turns out that the geometric series is a little weird the way that I'm using it.
At the thresholds where one more player joins in such a way that it expands the prize pool to one more person, the prizes for the existing players go down to compensate.
I'll work on this tomorrow and tweak the formula to prevent this.
Any other issues with the tournament? Yeah, I know that someone who played 0 games took third place, but I think that's because of the small sample size.
The prize pool is currently 80% of the entry fees. The house keeps the other 20%
Prizes are distributed according to a geometric sequence that starts as close as possible to the entry fee and has a ratio of 1.5. So, you get 1.5x as much money as the person one place below you. The smallest prize is the entry fee or a little higher (tweaked higher so that the entire prize pool is split into prizes with none left over).
As long as at least 2 people join, at least one person will get a prize.
If the tournament is a total bomb with only one person joining, the code currently doesn't give that one person a prize. But I just joined, so there is now a prize of 16 cents for the winner.
Fixed!
Oops!
Forgot to make the tournament_pairings table on the live server. Fixed.
v12, which was just released, has a new tournament-with-entry-fee feature.
I have a small test tournament running right now.
If the tournament had 20 players enter, the prizes would be as listed here:
http://cordialminuet.com/gameServer/ser … players=20
Winners are chosen according to their net profit at 0.01 games during the tournament window. You stop being able to play against another player after you've won 0.02 or more, net, from that player. (In other words, you can't win the tournament by feeding repeatedly on one fish.)
The leaderboard is here:
Very interesting discussion here!
minorGems contains a whole bunch of code from over the years. Not all of it is used in CM or the "game.h" game platform wrapper. In fact, there is a bunch of OpenGL stuff in minorGems/graphics that isn't used by this game.
Essentially, as far as OpenGL code goes, the game uses only stuff in minorGems/game, minorGems/graphics/openGL/ScreenGL_SDL.cpp and minorGems/graphics/openGL/SingleTextureGL.cpp
The other OpenGL code is not used.
I'm pretty sure that the code used by the game IS GL-ES compliant with the ES macro defined. I'm not sure which version of ES, except that it was the one on Raspbian.
That said, though the game RAN on Raspian (very slowly), I recall that there were some weird blending issues with the brush strokes as they were painting in. Pretty much like that screen shot there. Maybe the blending mode being used isn't ES compatible.
Yep. Even if it's not illegal, we forbid it. Paypal is the same way.
So... runToBuild generates the Linux makefile into:
gameSource/Makefile
That file pulls its .cpp and .tga file list from the platform-independent makeFileList
I wouldn't count on SDL 1.2 supporting Android---it's pretty old.
The game itself is SDL-independent except for the SDL implementation of the minorGems/game/game.h platform interface.
What you might want to do is look at game.h and simply rewrite those for Android however you want, using whatever library you want. You'd need to implement everything from here down:
int loadSoundSprite( const char *inAIFFFileName );
The stuff above that is implemented BY the game, not the platform.
Then, take a look at minorGems/game/gameGraphics.h Those are currently implemented by minorGems/game/platforms/openGL. I'm pretty sure that code will just work on Android, because I recently wrote GL-ES versions of all the functions with a macro that detects ES. I was getting the game working on Raspbian.
Anyway, beyond the game.h platform implementation, the game code doesn't rely on SDL or OpenGL. There are only a very few minorGems things that it depends on (like SettingsManager, SimpleVector, stringUtils, and logging), but they're all platform-independent and library independent. Thus, it should be pretty straight forward to gather the required .cpp and .h files into your project. Essentially, just keep building, looking for missing dependencies, adding those, repeat.
I still think the optimal design would be taking both antes up front. That well and truly removes any hint of randomness for good.
Can you explain what you mean here?
Would be great if you wanted to tackle this!
I don't have any Android devices here, nor am I aware of policies that would or would not allow a game like this in the official store.
There's been some talk of an HTML5 version of the game that would then run on every device everywhere through a browser. Of course, that would require a complete rewrite in Javascript. Still, the client is pretty simple compared to the server.
Isn't this similar to a forced bet of 1 chip every round?
What's the point of having that folding fee go to the house?
At some point in the round the expected value to call for one player shifts negative,
I'm pretty sure this is NOT true in every round. There are situations where your score is higher than all but one of your opponent's 6 possible scores (so you have +0.833 EV), and your opponent has the highest score (so they have +1 EV). Even after reveal, your score can be above one of your opponent's two remaining possible scores, giving you 0 EV, not negative.
I'm trying to avoid things that add an extra layer of complication to an otherwise standard betting structure that everyone understands.
Raising the ante would be clear, because 2 (or 3, or 5) would just be the ante that everyone saw.
"Fold" in general means "cut your losses here." Having a chip fly to the opponent or the house on folding would need explanation and justification to everyone who was confused by it.
When you all are complaining about conservative players who fold all the time, are you talking about players who fold to a raise of 1 after the first pick? Or players who won't match even higher raises?
Oops, yeah, forgot that those 190 pairings would happen in parallel!
Idea was, for example, a $5 entry fee that is put in the prize pool (taken from your main balance), and then you play $0.50 games from your main balance. You're blocked from entering the tournament unless you have at least $5.50 (entry fee plus first game stake).
Most profit on $0.50 games over two hours wins. Prize pool split over various placings.
I'm not sure what the stakes should be. Lower per-game stakes (like 1-cent) means less risk for players who are falling behind to keep trying. But also less inherent profit in continued play. "I have no chance of winning, why would I risk another 50 cents?" Or "I have no chance of winning, why would I waste my time playing penny games?"
Oh, I'm prepared to fight a legal battle.
I just need to make sure my position is as strong as possible.
Yes, Cordial Minuet is gambling, but it's not ILLEGAL gambling. There's a difference. You can gamble over a chess game or over the stock market, and it's not illegal.
You could pick your moves in chess randomly, and if you do, there is a small chance that you could beat a grand master that way. But the ability to play randomly, which you can do in any game, has no bearing on the inherent randomness of the game.
I chose simultaneous decisions and hidden information precisely because there are no legal precedents here. Will a court determine that simultaneous decisions make a game subject to chance? I don't know. It certainly feels different than a random number generator, in that you can get good at that part of the game. You can't get good at the getting-good-cards part of Poker.
A beginning player faces a double-hit against an expert in this game: they need to learn how to pick, and they need to learn how to bet. In Poker, the expert only trumps them on the betting part.
All that said, my intention was to design a game with absolutely no random elements at all. The original game was played repeatedly, forever, on a single magic square.
I decided that, to add texture and variety, I should have each round played on a new magic square. This texture and variety was supposed to come from a new, equal-opportunity starting state that both players could study. I thought that the properties of the magic square guaranteed this equal opportunity. The texture and variety was not supposed to come from an advantage, however slight, bestowed upon one player.
Still, in a simultaneous decision game, it is unclear how a player would exploit such an advantage without also opening themselves up to being counter-exploited.
Wow, that's very generous, and I definitely appreciate it!
However, I want you to be making an informed decision.
We made $140K from The Castle Doctrine (and other games) in 2014. We made a bit more from TCD in 2013 as well, with the grand total somewhere up near $180K.
The TOTAL tribute received from all Cordial Minuet games so far is $683.4939. Of course, I also paid out $420 in prize money for the first tournament. Thus, the total income is only $263.49.
I've been actively working on Cordial Minuet since June 19, 2014.
Cordial Minuet is my 18th game. I made 12 games that made nothing or close to nothing. My 13th game brought in a few thousand dollars. My 14th game brought in about $100K. At that point, I had been making games for about 5 years, and trying to make a living from independent software for about 7 years.
As I understand it, you are working on your first game. You may, in fact, need the money more than I do.
On the other hand, I'm 37, gazing at the prospect of game 19 with weary eyes, have three kids, and still cannot afford to buy a house in Davis. Of course, none of those things are your problem! ![]()