??????
You are not logged in.
Oh, one more thing. The UIGEA only makes things federally illegal if they are also illegal in some of the states where the internet activity is taking place.
The term "unlawful Internet gambling" means to place, receive, or otherwise knowingly transmit a bet or wager by any means which involves the use, at least in part, of the Internet where such bet or wager is unlawful under any applicable Federal or State law in the State or Tribal lands in which the bet or wager is initiated, received, or otherwise made.
However, it only applies, as noted above, to games that are "subject to chance." Thus, as long as a game doesn't fall within the narrow definition of the UIGEA, it doesn't matter whether some state law makes it illegal---the UIGEA does not apply.
Thus, though I'm pretty sure Cordial Minuet is legal as a game of skill in almost every state, there are a lot of states, and their laws and court decisions are changing all the time. Also, I sit here in California where I'm certain that Cordial Minuet is legal as a game of skill, and I'm insulated from the reach of other states and their changing laws.
But for the UIGEA to apply, all it takes is one state to rule that Cordial Minuet is illegal. Thus, I need to make sure Cordial Minuet is simply outside the scope of the UIGEA in the first place.
computermouth, board would stay the same throughout the round (picking, betting, reveal). Then for the next round, it would be the same board rotated 90 degrees. After that, a fresh board would be generated for the third round. That board would be rotated 90 degrees for round four. Repeat.
Jere, if I didn't tell you I was doing it, no one would ever notice it. Recognizing a grid of numbers rotated is really hard.
I agree that it's not a perfect solution, because the advantage is given to one player before the other. Of course, who gets the advantage first is randomly chosen. If one player can notice this and use it to win one coin and leave, they can only do this 50% of the time.
Given my experience in front of a judge, the power disparity of the people involved means very little relative to the persuasiveness of the arguments on display. If an expert witness was called to point out that there is some non-trivial randomness lurking in Cordial Minuet because of the inherent asymmetry of the board, I would want to have some "I already thought of that and fixed it" answer handy.
I need to be careful here because of the letter of the UIGEA law. "Subject to chance" is what currently makes intra-state online poker illegal in the US, even though many courts have ruled that poker is a game of skill according to the predominance test. Backgammon has likewise been ruled a game of skill, and is legally played for money in public in many states, but is still subject to chance in the face of the UIGEA law.
Anyway, I'm not worried about Cordial Minuet in California or any other state. My main concern in designing it was the federal UIGEA.
Regarding rock-paper-scissors and the definition of chance, I can't find a specific legal precedent here. However, many laws dealing with the subject discuss "physical devices" that are used to select a winner at random. In fact, many of the laws specifically outlaw these devices directly.
Only you can call me Daddy Rohrerbucks, computermouth.
But I was trying to avoid having a separate balance that would need to be tracked and displayed.
You mean:
6 5 4 3 2 1
5 4 3 2 1 6
4 3 2 1 6 5
3 2 1 6 5 4
2 1 6 5 4 3
1 6 5 4 3 2I considered something like this (or even thought about a 52x52 grid of cards for a non-random Poker), but it just seemed more dry than the magic square. There are no attractors to leverage decisions around.
Also, turn one, optimal play is to pick randomly (i.e., the game tree doesn't matter like it does on a magic square).
Might help to reason about the 4x4 version:
1 3 2 4
4 2 1 3
3 1 4 2
2 4 3 1Compare it to the 4x4 magic square:
9 6 3 16
4 15 10 5
14 1 8 11
7 12 13 2One big difference is the variance, which is constant for each row and column in the sudoku (1.25), but non-constant for the rows and columns of the magic square.
I'm pretty sure that choosing randomly on turn 1 in the sudoku is optimal (and that the game tree doesn't matter), but I haven't thought it through.
I didn't think it through for the magic square either, but I ran simulations that showed picking randomly was not optimal (the game tree matters).
The Unlawful Internet Gambling Enforcement Act is the primary federal law that could potentially impact Cordial Minuet. Here's the section that defines its scope:
http://www.law.cornell.edu/uscode/text/31/5362
A bet or wager means the staking or risking by any person of something of value upon the outcome of a contest of others, a sporting event, or a game subject to chance, upon an agreement or understanding that the person or another person will receive something of value in the event of a certain outcome.
CM is not a contest of others, not a sporting event, and is not subject to chance. It was designed this way on purpose.
However, someone might argue that there is one random element left in CM: the layout of the board. Since it's a magic square, it is inherently fair, in that the average of each row and column is 18.5. However, as someone recently pointed out to me, the variance of each column differs. There could be situations where one player has predominantly high-variance columns while the other player has predominantly low-variance rows.
Finally, I've long been aware that there are certain rare tactical situations offered by certain boards (for example, boards where you can force a per-turn greedy player to lose even if they know what you are going to pick), but this is a tiny fraction of boards (something like 2%), and even those boards only guarantee a win against a certain fixed opponent strategy (there's always an opponent counter strategy).
Still, it seems prudent to eliminate any random element from CM that could conceivably benefit one player over the other, however slightly.
I don't want to eliminate the freshly-generated boards, however, because they add variety to the the game.
The solution is to simply present each board twice in a row, rotated 90 degrees the second time. Thus, whatever slight advantage you had on the board on turn 1, your opponent will have on turn 2. Turn 3 you will get a completely fresh board.
This will also add another avenue for expert play (players have long been asking for a chance to see the board from their opponent's perspective).
Right!
N players is N(N-1)/2 pairings. 20 players is 190 pairings, which, at 5 minutes each, is over 15 hours.
Still, even with an entry fee, some players will drop out by the end if the per-game stakes are non-trivial, which might reduce the pool to a subset who are forbidden from playing each other again.
Maybe this is an argument for making the per-game stakes trivial. Like, $5 entry fee, but each game is 0.01
I was worried that this would encourage reckless play, but I'm not so sure that it matters.
Well, it's a bit strange, but moving the game toward what players like the most isn't what I'm trying to do here.
I'm trying to move the game toward its ideal form, whatever that is, where it fully embodies the aesthetics that I want it to embody. "Boring slog, one chip at a time," isn't the target aesthetic, of course.
For example, players might "like" more luck in a game that is really a game about skill. By reducing the coin count or raising the ante, we increase the impact of luck in the game.
In the extreme, imagine if we reduced it down to 1 coin each and played one round. Yes, a skilled player would still win the majority of games through the picking game, but beyond that, the impact of the inherent uncertainty of the picking game would be magnified.
Perhaps my goal should be to balance these two skills in the game. Perhaps right now, the betting skill is given too much weight, and the picking skill doesn't matter very much.
Anyway, I can lay out my aesthetic goals:
--Tense, agonizing decisions at every turn.
--Frequent situations where you might be falling into a trap set by your opponent.
--Frequent situations where your opponent is falling into a trap that you've set.
--Watching your opponent closely to learn their patterns and eventually exploit those patterns.
--Always feeling like it was your fault when you lost, that you've learned something, and that you can play better next time.
What we're missing now might be the first aesthetic.
The last aesthetic is one that players, generally, don't like. It's much more pleasant to blame a loss on a bad roll of the dice than to take the blame for it yourself. We saw this in The Castle Doctrine, where when you die, it was always your fault, but this causes players to quit instead of "just one more game."
The "Just one more game" aesthetic often means that there is a roulette wheel under the hood (especially for turn-based games). See Spelunky, FTL, or any other Roguelike, and also Poker.
BUT, just because players don't like the feeling doesn't mean it's not the RIGHT feeling for a game to have. That's the difference between designing with intention/authenticity and pandering.
I dunno.... I'm not sure that the complexity of gift accounts is worth it.
For the time being, assuming demand isn't too crazy, I'm willing to do this manually for people. I can create an account with $0 in it for any email address, manually withdraw whatever you want from your account, and manually deposit it into the other account.
To really keep my nose clean here regarding money service business issues, let's limit it to $3 for now (so the recipient can't withdraw the funds).
Yes, I do like Swiss tournaments a lot.
What I was suggesting was a net-profit-ranked free-for-all where you'd be blocked from re-playing anyone who you'd already won too much money from.
Sounds like you're suggesting something different, where you're blocked from playing people whose net profit is very much different from yours, even if you've never played them before. Finally, you COULD face someone multiple times after beating them thoroughly once if they climb back up in profit by beating other players (and perhaps you fall down by losing some).
Oh, I wasn't saying I wasn't going to test it.
But handing the option to players and letting them tell me which option they liked best isn't how I would test it.
As far as your Starcraft example goes, whenever I see lots of options like that, I feel like the designers copped out of their job. They have defaults that they settled on, of course, but they don't trust their own defaults.
Contrast that with the great board games, which almost always have NO options at all.
I think they take their job as designers more seriously because:
1. They're committing something to print that can never be updated later after it ships.
2. They're trusting players to implement their rule complexity for them.
Finding the sweet spot where a game operates at its best is usually a pretty long and bumpy process. The Castle Doctrine saw something like 35 revisions, with some major mechanical changes along the way, before it really felt right.
So, at revision 11, we're less than half way there! ![]()
Anyway, I need some input here: if I'm going to tweak this and measure the results, what should I be measuring? Percentage of rounds where someone folds? Percentage of rounds that make it to reveal? Game length in seconds?
Well, we're not ignoring profit---that's why there's a profit leader board!
I don't think there's one right way to measure being "good" at this game, which is why there is more than one leader board.
So... this is a very deep subject that in many ways cuts to the heart of these kinds of games.
There was some discussion earlier about deep stacks allowing for more skilled play. Then there's also the issue of stack granularity.
The depth of a stack is the difference between what you're forced to bet on a round vs. what you could possibly bet during the perfect storm. Like, how much can you really "say" with your bet? If all-in is 100x what you're forced to bet, then knowing when to do that is a more refined skill than if all-in is only 2x what you're forced to bet (where your betting language only has two words in it that aren't that differentiated... ugg and ugggg). It also affects how long you can wait for that perfect storm.
The granularity also affects how refined your skill can be---the situation where betting 99x is better than 98x. But I don't think granularity is as big of a factor in potential skill.
Reducing the coin count (down to 10, for example), reduces both granularity and stack depth.
Keeping coin count the same while raising the ante (up to 5 forced coins per round, for example) preserves granularity while reducing effective stack depth. An ante of 5 would mean a stack depth of 20x instead of 100x.
I'm not sure preserving granularity is worth the extra confusion. If the stack should be more shallow, it might as well be less granular too. If your ante is 5, would raising up to 6 be sensible? Not really. And then you'd have situations where someone has 4 chips left and the game must end without a full transfer.
I picked the number 100 simply because it matches the maximum buy-in for Holdem (generally 100 big blinds).
I decided to make everything about the game, from stakes to bets, as ridiculously flexible as possible. Thus, you can make a 1.00 game. You can also make a 1.01 game. And the idea was that if people wanted higher antes per round, they would simply set them through the betting mechanism after the first turn.
You know, bet at least 5 coins every time and force your opponent to do the same.
The problem is that you get to see your first number before betting, so forcing an ante is impossible.
I did consider a first betting round BEFORE turn 1. You see the board and have to propose/match an ante with your opponent (where folding is still allowed at that point, at the loss of one chip, or whatever you anted so far).
This would allow a kind of pre-round negotiation.
I could imagine this part of the game degenerating into a kind of tit-for-tat, though, which isn't very interesting. You know, lull your opponent into a constant 5-coin ante, and then surprise them by unilaterally pushing it up to 100 one round and forcing them to fold their 5-coins. Well, actually, it's the person who wants a higher ante that is more exploitable here (the person who wants a lower ante always could bet 1 and see what their opponent bet first).
Anyway, I chose not to do this, because it felt kinda like betting blind. Or maybe very expert players betting based on characteristics of the board layout itself which may actually, in rare situations, give one player a tactical avenue that the other player doesn't have. Or one player just bullying the other into leaving (when the victim is never going to match a huge bet blind).
I agree, in general, that because of the core skill involved in picking columns (as opposed to the random number generator at the heart of poker), the same stack sizes don't necessarily make sense here.
When you get a bad number turn 1, it's because you played poorly, so there should probably be more at stake.
I've been getting this feedback forever, since I first showed the game to anyone. Asminthe talked me out of it with their poker knowledge though.
I do worry that if we pushed down to, say, 20 coins, that players would respond to the added risk and reduced skill depth by reducing their buy-ins. Maybe go from $1.00 games to 20-cent games so that the amount risked per round is the same as before.
The tribute also becomes much more touchy.
And if deep stacks are so great, why not go even deeper? Why not 1000 coins with a 1-coin ante?
Part of it was to keep the dollar fractions to 4 decimal places. That's not really a gameplay reason, but a human reason.
But anyway, my job as a designer is to figure this out. I don't want to throw it at players as yet another option for them to pick every game.
I'm not sure that pattern is present in these results, mzo:
http://cordialminuet.com/gameServer/ser … e=sea_goat
The people way down played few games, but I think they dropped out after they saw they had no chance.
But yes, this is essentially a "who can make the most per hour at this game" contest. That seems like a fair measure of true skill in the game.
With the newly described caps in place, you can only win so much from each player before you run out of players to win from.
If you just let it run its natural course, it will eventually grind itself to a halt once everyone has sorted themselves out into won-from order (you can't play against someone who you've either won too much from or who has won too much from you, because their cap blocks them from playing you).
So... if you set the time limit long enough, then fast play won't be an issue, because even the slow players will run out of opponents.
Thanks! Glad you're enjoying it.
Rolling back a bit, I moved toward the Elo tournament idea with the hope that Elo itself would solve collusion problems, but it turns out that it isn't strong enough by itself to solve collusion, so we still need another solution on top of that (hard-limiting total won from another player somehow).
I still like the idea of profit-based tournaments (match main game skill, they don't have a late-joiner problem), but the problem was funding the prize pool. That problem is solved by the entry fee.
Elo is more complicated and more hard to understand than profit for players in the thick of the tournament. Why did my score just go up by X points?
SO...
1. Entry fee paid up front that goes to the prize pool (example: $5).
2. Fixed stake for all tournament games (example: 50 cents), normal tributes.
3. Free-for-all structure with a time limit.
4. Limit on how much profit you can win, net, from another player. You stop seeing that player as an option after you've won too much from them.
5. Winners determined by overall net profit at the tournament stake level when time limit reached.
Okay, what about a cap on "total Elo transfered between to players", where we're adding the absolute value into the figure after each game (instead of tracking the net).
Say the cap is 32. You win a few chips before they leave, gain 5 Elo from them, so the total between you is now 5. You play again, lose a few chips, lose 10 Elo to them, so the total is now 15. Play again, lose a few more chips, lose 15 Elo to them, so the total is now 30. Play again, sweep the table against them, gain 38 Elo from them, the total is now 68, and you can't see them anymore.
Two players that are evenly matched, going back-and-forth a lot, would slowly work up to this limit, at which point we are saying, "well, you're evenly matched, we've seen enough between you two, we need other vs. measurements now."
But someone feeding from a dummy account would be stopped after just one game vs. the dummy.
Finally, someone leaving a game early after only a few chips move wouldn't mess anything up, because you could still face them again later. We don't know enough about you relative to them, so you SHOULD face them again later.
32 is just an example limit. Maybe set it at 64, allowing two full table sweeps in either direction, or quite a bit more back-and-forth games, before we cut players off from each other. 64 would limit dummy feeding to 2 games per dummy account.
Yeah, I was worried about this too. Thanks for pushing the math through on an example. It's true that a cheater could play 1000s of games against a dummy account very quickly and push their Elo up as high as they want to.
So... what about "you can't play the same person twice?" As in, after you play them once, they disappear from your pool and you simply can't join a game with them.
Then to give yourself X fake Elo boosts, you'd need X dummy accounts playing in the tournament and X buy-ins.
This would involve a lot of waiting for match-ups toward the end, which would be frustrating as things are heating up at the end, but maybe it's the only way.
This would effectively be a kind of ad-hoc bracket, but one where the loser would still have a chance to play the winner at the very end.
There's another problem here with leaving games early, which penalizes yourself (no big Elo boost from this opponent), but punishes your opponent too (if they were going to win anyway, you'd want to leave early to limit your Elo loss and limit their gain). Also, slow play used to harass because each game is so valuable as a one-time deal.
Maybe there can be some kind of total limit on the amount of Elo you can get from one opponent, equal to the 1000 vs 1000 Elo boost if one player sweeps the table. So, if a game ends early with little Elo boost, you could play that player again later and get more Elo from them.
But you couldn't siphon one dummy account for Elo over and over.
And you could simply be blocked from seeing players that you've already won too much Elo from. Like.... "no, we already KNOW you can win against them a lot, play against someone else instead."
The words were selected from this list of 925 evocative nouns used in cognitive experiments:
http://www.math.yorku.ca/SCS/Online/paivio/
I picked a subset of 666 words. I think I may have tweaked some of the parameters for selection, maybe favoring more concrete words.... but the truth is, I can't remember if I did that or not. It may just be a random subset of 666 words from those 925.
Also, this funny thing happened when I inserted the words into the database:
Yeah, time limit isn't perfect, but X matches played could allow one player to make everyone else wait.
PersonGuy: the fixed stake tables would come out of your balance, separate from the entry fee. Thus, you could win/lose money at tables just like normal, with the entry fee going toward the prize pool only.
Send me a demo of your game, Nate!
Good thoughts here!
Winner-take-all at a given table is a problem because of potential stalling on either player's part. The winner could stall to trick the loser into leaving, the loser could stall to harass the winner too.
Mixing all this together, I think THIS will actually work:
A separate tournament entry fee that shows up in the client on the game list, marked with a special color and confirmation screen. Suppose this is $5. It doesn't buy you into a table, but buys you access to the tournament. That money is gone, and used to fund the prize pool.
After you pay this entry fee, a special tournament match will be visible in your game list, again in a special color. This will be a fixed stake, maybe 10% of the tournament fee. I thought about making this always 0.01, or even free, but I don't want people to play carelessly and change their play style, so something has to be at stake in every game. So, say it's 0.50.
These games work EXACTLY like the normal game. Same tribute, same starting coins, same rules, same effect of leaving early, winner takes what winner takes, and most importantly, same effect on Elo as the main game.
Finally, each player has a special tournament-only Elo that starts at 1000 at the start of the tournament, has no floor, and goes up when you win and down win you lose according to the normal formula (scaled by number of chips transferred, just like normal).
After the tournament ends (suppose it runs for 2 hours), players are ranked by their tournament Elo and awarded prizes from the prize pool. 50% for first place, 25% for second, or whatever scheme we can dream up.
Elo is the trick that thwarts collusion or late-joining, because it can't be manipulated very much by playing dummy accounts, and you can't just come in at the end, beat the leader once, and win the whole thing. The higher you go, the less your Elo gets boosted by beating a dummy account. As long as you can't get into prize territory by doing this, we're good. I think using the same provisional Elo thing, where your first X games don't change the Elo of the other player if the other player is established, would help here. You'd need so many dummy accounts that the entry fees would trump the prize.
A bracket would be great, but the problem is fragility. Say you're assigned to play someone, but they don't show up. What do we do with you? Also, everyone must join ahead of time, etc.
Maybe some kind of flexible Elo bracketing, where you get blocked from playing players who have Elo that is much lower than yours, especially playing against people who are 1000 and lower after you have won some. That would end simple dummy accounts right there (though you could have dummy accounts play each other to boost the Elo of one back up).
The problem with preventing match-ups using any mechanism is that by the end, a bunch of players would be sitting around and waiting. Also, it would prevent legit players from coming back by beating the leader (they could be blocked from playing the leader due to Elo).
Playing each player only once is interesting... but still problematic if your final play partner disappears (you get one less game than everyone else). But maybe this makes sense.... Still, at the very end, you'll be sitting there waiting for you final partner to get out of their match.
Yeah, would be nice to have players continue playing (swiss style).
No, the Elo hit for getting kicked was only if you were not playing anymore after winning some (i.e., you hadn't already been kicked for losing).
The idea is that prizes would be determined by final Elo alone. If you get knocked out early, your Elo gets frozen after your last game (the one you lost).
It seems like if the winners were determined by Tournament Elo alone, people could keep playing even after losing.
I'm just trying to figure out the entrance fee part. The tournament really needs something like an entrance fee to actually work. But how would that fit with the existing client?
Looks like I'll be getting a W9 from Nate soon....
So, the proof on file is held per card, but only one player can use each card.
Otherwise, who would we have proof on file for?
Imagine that we have proof on file for you for a card, and then you put in $1000 on that card.
Then someone else comes along and uses the same card to put in $50. Should we allow that? Yeah, we already have proof on file, but not for this other player.
It just seemed safer to block two people from using the same card.
Yeah, it would be nice to buy accounts as gifts for people. There's also money-laundering concerns, though, so I can't support that explicitly on the server (I don't want to be regulated like a money service business, so I have to avoid direct transfers between players).
Email me your code name. I can look in the game logs and answer this question for you. jasonrohrer@fastmail.fm
Oh, I didn't mean you get kicked from the tournament if a game lasts longer than X minutes.
I meant, if you're not waiting for a game AND you're not playing a game, and you go longer than X minutes with no tournament activity, you are kicked. So you can't walk away from your computer during the tournament and make everyone wait. If you're in a game, you're in a game.
But yeah, locking people into a table with a slow player is a huge problem. Especially if you play 1 game while everyone else gets in 5 games... yikes. Hmm....
What about rising antes at each table? Antes go up by one chip each round. Not ideal, because it changes the game. How else can you prevent people from playing as slow (bet wise) as the game allows? Obviously, they're not going to win the tournament either, but they sure can bog you down with them.
How long can they drag it out? 1 min first pick, one minute first bet, one minute first fold. Three minutes per chip, 100 chips... 5 hours!!!
So even if we set it up to make everyone else wait until all first round matches are finished, 5 hours won't do.
Ah!!! time limited matches. Your match lasts 5 minutes, and whoever has the most chips left at the end wins the match, takes half the total chips (rest goes to prize pool), and continues.
And yes, I'd release v12 of the client which would support special marking for tournament stakes---maybe even a confirmation page explaining the extra tribute. I suppose the client would have to show the match time limit too, if that was the solution.