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Yeah, raking into the prize pot---that's an interesting idea.
You'd have to track "total won - total lost" at the tournament stake tables. So, a high bankroll player could stand to lose a bunch before running out of money, but would still have to climb back out of a deep hole. So maybe the large bankroll isn't an advantage here, if we're actually tracking net outcome and not lasting power (I was thinking about Poker tournaments, where lasting is how you win).
I'd like to avoid a "can't play the same opponent twice" thing. I'm still hoping for a mostly free-for-all so exactly the same main game skills apply.
Love that Rounders GIF, Jere!
A good example here is a game where you have a 1/1M chance of winning a billion dollars, you can play a game once a day for $1.
The EV of a single play of this game is $999 (bet $1, and win $1000 on average). But intuitively, no one would play this game. The positive EV there is "off" somehow, intuitively. And it's off in reality, because if you play the game every day for the rest of your life, you probably won't win, and you'll be out thousands of dollars.
Suppose you were allowed to play multiple times in one day, and you had $100K, your life savings. You have an "edge" here... would you go all-in and play the game 100K times? You'd expect to walk away with $99M by doing this.
This is a variation of this paradox:
http://en.wikipedia.org/wiki/St._Petersburg_paradox
Bernoulli solved this paradox by realizing you should maximize the geometric mean, not the EV. The geometric mean is the same as the Kelly Criterion.
ALL IN means that there will be at least one 0 term in your geometric mean if you don't have 100% chance of winning, pulling the whole thing to 0. Essentially, "do this long enough, and you will eventually be broke."
What you are saying is that you are playing for a fraction of your bankroll anyway, and that's true. By viewing one table in isolation, because it will end after one all-in win (or loss) for you, and there are no re-buys at that table, the same "long term" reasoning doesn't apply.
But if you think you have an edge going INTO a table, and you don't want to eventually go broke, you should not put your whole bankroll into that one table. See the Rounders GIF.
Oh, and separate from the math, there's the notion that if you DO have a turn-1 edge, you don't want to go all-in and scare the opponent into folding, generally. You'd want to soft-play it and get as much money from them as possible.
Going all-in in a situation where you have a known edge (like you have a 36 in turn 1, or AA in poker) is actually not optimal in some senses.
Yes, in terms of the isolated case, the more you bet in a positive edge situation, the more you will win on average in those situations. Betting more increased your expected payoff.
BUT, if you take that to the limit, you arrive at "I will win the most, on average, if I bet everything I have." Because an edge is not a guarantee, you WILL lose often enough in those positive edge situations. That means if you play this way, you will experience ruin very quickly. Yes, you "maximize your expectation," but that's not an optimal thing to do over a series of bets where you actually want to survive financially.
http://en.wikipedia.org/wiki/Kelly_criterion
This criterion is used by pro blackjack players, poker players, horse racing people, and even hedge funds.
There's an AMAZING book about the history of this criterion called "Fortune's Formula." That book was one of the inspirations for Cordial Minuet.
(This ties into the "bankroll management" stuff that was discussed earlier. Also, when we're talking about Kelly-optimal betting, we could be talking about fractions of the entire bankroll or fractions of this given table buy-in.)
Well, to answer Jere first, there would be no text file editing. I would simply provide a separate "tournament" download of the game. Because, after all, you'd be making a separate deposit for the tournament, so it could be a separate account entirely.
I was really looking for the simplest way to get tournaments off the ground. I don't know how well they'll work or how popular they will be, so I didn't want to spend loads of time coding custom stuff before I could test the waters. A separate download that points at a different server (CordialMinuet_Tournament_v11) is easy enough for everyone. People would just have two accounts.
Part of the skill of CM is learning when you're beat, so I'm not sure that forcing people to play to 0 is a good. In general, I'd like to have the same skill-space in the tournament that we have in the main game. I don't want there to be separate "tournament skill" like there is for poker, where the kind of hands you should play or fold are totally different in a tournament. I want the tournament to reward people who have "figured out how to do well in the main game," whatever that means.
The parameters that I'm thinking of are:
--Time limited, maybe a few hours to start with.
--A fixed entry fee (like $5), no re-buy.
--People can buy-in any time before the start, or during (though they lose time).
--A prize of some kind, but entry fees are gone (you can't withdraw your $5), probably tiered prizes for various places, maybe a fixed prize supplied by the house, plus a bonus depending on the number of players. You know, for first, second, and third place:
$100 +X
$50 + X/2
$25 + X/4,
where X is the number of players.
So, that was the initial idea. The question before us is: how to make this work without changing the game too much AND without rewarding collusion between multiple accounts. In general, it would be good if it were as much of a free-for-all as possible.
mzo, your idea for embedded tournaments is an interesting one.... BUT, doesn't a player who starts with a huge bankroll have an advantage? Yeah, their bankroll doesn't help them on the leaderboard, but it would allow them to play many more games, giving them more chances to raise their net tournament money, right?
Maybe not... if this could work and be fair, then it would really simplify things. It could be as simple as "anyone who plays a 43-cent game over the next two hours will be in the running for a special prize pool, based on their net outcome from all their 43-cent games." There could be a separate net-profit leaderboard for 43-cent games.
If people play by accident, so what?
This would be more like an in-game contest than a tournament (because there wouldn't be a separate entry fee, and the prizes would have to come from outside, because people would be keeping their "tournament chips" afterward). I'd also have to figure out the prize structure so I wouldn't get hosed (because I'd be collecting no entry fees, just the rake).
But people would have even MORE motivation to collude, because they could keep their "tournament chips" at the end, so passing chips to a friend to push them up the leaderboard is not even an entry-fee loss.
Well, mzo, I don't want the solution here to be too specific. Leaving after you get a bad first number is one problem, but what about leaving after two numbers? This was also somewhat motivated by the tournament "search for co-conspirator" problem with leaving tables at will.
But really, mzo, if someone leaves a table after their first pick, you've won a coin from them for nothing. Annoying, but not exactly good for them. It's really the nature of this kind of game---they're in for the ante, but beyond that, they risk nothing. Same in poker. "Know when to walk away." That means you can walk away at any time.
I now realized that just setting a table rake (players starting with 95 chips instead of 100) doesn't totally solve the tournament table-hopping-searching problem, because a player who leaves a table early punishes the other "innocent" player too. Yeah, I'm down 5% by leaving, but I'm trying to accomplish something by leaving (search out my cooperating partner), where you're just down 5% for nothing.
So, Jere's solution is perfect here.
Still, I don't know if "last player at the table gets it" is right. What if, on round 1, we both bet 20 chips, and I win. Now our stacks are 75, 115. I decide to leave. Then you get the 10 table-pot chips, and leave with 85?
It's almost like it should go to the winner only if the loser leaves....
Or... automatically go to the winner of the first round.... what about that? But that's just a forced-high-ante on the first round. Essentially, it diminishes the skillful potential of round 1. Folding is GOOD, but this would discourage folding.
So, instead of this being a reward for holding out, or a reward for winning, what if it's just anti-leave insurance that goes back to each player if they stay X rounds.
You start with 95 chips, and after each round, you get one more chip, until you get your original 100 back. If you leave, you're remaining insurance chips could simply be lost, while your opponent gets theirs back (or your opponent could get both).
Still, this is complication that would need explaining to players.
I'm still leaning toward treating this as a non-problem for non-tournament games. For tournament games, a fixed table-start rake handles it, with the unfortunate side-effect of punishing the innocent player too.
There's probably a simple, server-side fix here for tournaments... like, if your opponent leaves and neither person is back to 100 chips, then the remaining opponent gets their portion of the table rake back. This could happen invisibly and just show up in the post-game outcome screen (for the rare cases where it needs to happen in a tournament---the rest of the time in the tournament, players would just be starting with 95 chips and playing as usual).
Well, yeah, the whole rake could be taken up front. Like each player starts with 95 coins instead of 100. That's supported in current server code (just not turned on now).
Still, this would harm players who have "I REALLY NEED TO LEAVE" moments.
I don't know about co-mingling the side pot and the up-front rake. I want to make it easy to understand.
Even easier than the current rake (coins flying at random, from the player's perspective) is just: 1 coin per round, every round. So you'd still see them fly away, but they would ALWAYS fly away, instead of at random.
Yeah, I was thinking about doing it on a separate server. Then I could really control the structure, entry fee, and so on.
Otherwise, people would be starting with varying balances, etc.
BUT, I have been thinking of ways to run a tournament for "everyone" on the main server. Not sure what the win criteria would be.... profit since the start of the tournament?
Do you find that people join YOUR game, that you've been waiting on, and then drop out?
Because if it happens when you join THEIR game, they may have it waiting the the background, and then either notice you join and don't want to play anymore, or maybe even are AFK (which would have them time out on move 1 and effectively leave).
There has been some discussion of players leaving a table after one bad round, and losing only 1% of their stakes by doing so.
I just came up with an idea that would clearly fix this "problem," if it is a problem, and also double as a solution for a possible tournament exploit.
What if there was a separate pot, a table pot, that both players paid into at the start of the table. We each walk in with 100 chips, we each put 10 in the table pot, and then push 1 chip into the pot for this round.
The table pot goes to the last player at the table who still has chips left. Leave early, and your opponent gets those 20 chips. Play until you're down to 0, and your opponent gets those 20 chips. Play until your opponent is down to 0, and you get them. Or if your opponent leaves, you get them.
10 is just an example---we could tweak this percentage to modulate the effect on player leaving behavior.
Obviously, this would change the game a lot, and there's no precedent for this from Poker. Knowing when to walk away is important, and this would discourage walking away, which I don't necessarily like.
Well... I don't know... I mean, losing some chips to your opponent discourages walking away too, because you could win them back (though this is a fallacy). The most attractive time to walk away is when you only have one chip at risk.
It might also encourage drag-out play (using your full 60 seconds for each move, trying to bait your opponent into leaving). And it obviously unfairly punishes dropped connections---or legitimate "I've got to run, the stove's on fire" moments.
Thoughts?
The "my perspective is different from your perspective, my black is your white" is an aesthetic theme that has run through my games for the past 6 years or so. Between, Diamond Trust, and even The Castle Doctrine.
Allowing the player to see through their opponent's eyes in-game would spoil this aesthetic. The abyss is the abyss.
This discussion started in the Leaderboard thread.
I'm looking to build a tournament structure for this game that is as close to the main game as possible. Hopefully, a simple meta-rule placed on top of the main game (for determining winners) would be all that's needed.
There are several reasons for this:
1. Simple for people to learn and understand who are already playing the main game.
2. Skills in the main game directly translate into skills in the tournament, and vice versa.
3. An already-tested server-side implementation (server is already working for the main game, no need for a bunch of extra tournament-only alpha testing).
4. Special rules, bracket matching, time-triggers, and so on are potentially fragile (handling disconnects when a player is assigned a bracket partner, etc.) The existing main game free-for-all is robust (you can switch partners whenever you want, recover from disconnects, etc.)
Tools that are already in place to help with this are:
--Server setting for setting a fixed-size initial deposit (e.g., $5 tournament entry fee) and limiting the number of (or blocking) re-buys.
--Server setting for controlling max/min game stakes (or setting one fixed stake size, e.g., everyone playing 10-cent games).
--Server support for force-ending all games and blocking the start of new games (so that the tournament can start and end at a given time, but deposits are allowed before the start).
These features are in place, though they are manually triggered by the admin for now. Still, the client supports them. So, a tournament could be run on the current server code through some manual orchestration by the admin (for example, manually ending the tournament at the deadline).
I'm concerned about collusion through multiple accounts during a tournament. One account could pass its bankroll to another, thus giving the other account an advantage or outright pushing it up the leaderboard into a winning spot.
Being able to pick your opponent, through your game stakes, obviously makes collusion easy. Randomizing pairings would fix this, and I think that already pretty much works if we use set game stakes (everyone plays 10-cent games, no one can pick their opponent, and they get assigned to whoever is waiting for a game).
Timing could possibly be used to pair yourself with your co-conspirator (in a moment where there are no games waiting, if we both create a game at the same moment, we are likely to be paired together). A random waiting period upon creating a game could make this harder.
Of course, the ability to leave with little penalty could allow conspirators to keep trying until they find each other (with only a one-chip penalty for each game that they leave).
For tournament mode, perhaps there can be a fixed "table rake" that happens at the start of the table (so each player starts with only 90 chips instead of 100).
We could adjust this table rake to make leaving tables repeatedly in search of a conspirator unprofitable (if we have to try at least 5 times before we find each other, we've already burned 100 chips total in order to pass 100 chips between accounts).
If the "table rake" goes to the last player still at the table, then this is even worse for conspirators (they're giving 20 free chips to other players each time they fail to find each other).
Anyway, this kind of stuff seems like it's getting closer to something that would allow a "meta" tournament to run on the existing server code without collusion giving too much of an advantage to unskilled players.
A few small improvements. Change log:
Oh, and #2 applies only to v11, which I'm about to release.
Mousing over red numbers shows what would happen to scores if your opponent got that square.
Mousing over green numbers is more limited. It can only happen in two situations:
1. Before your opponent's choice for you has come through, you can mouse over possible squares for yourself in the column that you've given yourself (too see how scores would change if you ended up winning that square)
2. After all columns/rows are used, mousing over one of your squares shows how the graph would change if you revealed that square (so you can check out your reveal leverage before making your pre-reveal bet).
Yeah, I was hoping to make time-limited free-for-all work, but you're right that it is exploitable.
In your IPD example, the bots weren't even able to pick their partners, but still won through recognizing each other. So, even with randomly-assigned opponents, collusions could still happen whenever two cooperators are randomly assigned to each other. "If you ever see me, dump all your chips to me!"
An edge is an edge, unfortunately.
On the other hand, gaining that edge, however small we could make it through randomization, would still require multiple entry fees. But even if you never meet / recognize each other, you've paid 2x for 2 seats at the tournament, doubling your chances of winning if you each have the same skill, so worst case even if you have no edge, you're breaking even. Any edge you get, from the rare chance that you meet and inflate one bankroll, will push you beyond breaking even.
Thus, someone would be motivated to organize an unbounded number of collaborators to enter a tournament together. The limit would be the size of the prize pool, but normally, the prize pool would grow based on the number of entrants.
I wonder if the rake could be useful here somehow. If the rake is 40% of the pot (giving you only 20% of what your opponent pushed in, with 80% of what your opponent pushed in going to the house), wouldn't people prefer to play strangers over shared-purse collaborators?
If I have two accounts with X each, and I play myself all-in, then afterward, I have (1.2 X) of my 2x left, which is a 40% loss. Will that larger bank roll of 1.2 X now give me enough of an edge in the rest of the tournament to recoup my loss?
On the other hand, if I play all-in against someone else's X, afterward, I have 1.2 X again, but this time it's a 20% gain.
It seems like any rake over 25% would make this work, losing more to the rake than you're transferring to yourself---BUT, the question of the edge still remains. If the pot is 100X, and you gain a 1% edge by doing this, then you're ahead.
It seems like only a true bracket system, where bankrolls are not a factor, would stop this. A $5 entry fee, where after 30 minutes, the bottom 50% is culled, and the remaining folks are reset back to $5. Repeat until one person is left.
Someone could stay in longer by employing stooges, but eventually, all the stooges would be weeded out.
This is fixed in source and will be released with v11.
This is a good point! I'll work on fixing this.
Yeah, mostly for tournaments, when each player will have a single buy-in.
Though... I suppose that someone with multiple accounts could use one account to feed another, even in a tournament setting. Hmm...
It's funny, we kinda have the opposite collusion problem that we have in online poker. There, two people can share info to beat other people at the table. Here, two accounts can intentionally play together to pool their resources.
MAN! Why does this stuff always have to be so hard?!
And when there is some big prize on the line, people will be motivated to cheat like this. This may have just completely killed the idea of online tournaments... ![]()
Yeah, I've thought about this....
Yeah, the graph really exists specifically for the end game where it is crucial for decision making without a calculator. But, since it's there, might as well leave it there all the time.
They're having a Casino Night type fundraiser there on Saturday evening, December 13. See "Party on the 13th" here:
https://www.facebook.com/babycastles
They're working on setting up their own, local Cordial Minuet kiosks for in-person cash games.
Okay, I added this (v11, not released yet). While you're planning your pre-reveal bet, you can mouse over your own won squares to preview how revealing a given square will affect your possible scores as seen by your opponent. So, before placing that bet, you can gage whether you'll be in a strong bluffing position post-reveal or not (and maybe decide to fold at that point before the reveal).
Hmm... what if, before you make your pre-reveal bet, you could mouse over your squares and preview what a given reveal would do on the score graph? (Using the same mouse-over-to-adjust-score-graph mechanism that is in place in other parts of the game.)
Well, torn up bits of post-it note is EXACTLY the kind of thing that I like. Someone walks in on you, and you appear to have gone mad.
I'm not suggesting that anyone write the whole board down. But notes like, "t1 25" (my opponent probably got 25 on t1) are doable.
There are already little tick-marks that appear if you click on a possible square for your opponent (which mark the square that is "stuck" so you can mouse over the score graph without the possible-square clearing). But those ticks don't remain after you click somewhere else. I think that being able to examine the score graph for hypotheticals is pretty powerful, so I want to keep that and not overload what side-ticks mean. Also, the click, clear, etc. interface for permanently marking stuff gets modal and messy.
If you have a glass monitor (like a CRT, or maybe a mac?), you could use dry-erase markers on it.
Also, tools for drawing on the screen do exist:
http://sourceforge.net/projects/epicpen/
I kinda feel like this should be like a basic chess program---shows you the board, enforces the rules, but doesn't let you plot your strategy directly in the software. I understand that the score graph already feels like that, and that's why people are asking for more... BUT, I felt like the score graph was necessary to make the most basic strategies (reading possible scores in the end game) accessible to everyone, not just math savants. I also didn't want this game to feel like it was "calculator required."