CORDIAL MINUET ENSEMBLE

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#101 Re: Main Forum » Game Behavior: Clicking » 2015-04-22 09:56:21

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Jason keeps adding more functionality to the score graph, but I still find it's not enough, and would like a totally general way to see what the scoregraph is given any set of constraints, more than just the two sliders and the marker/mouseover. Being able to set multiple markers, each either green or red (click once to get green, twice for red), which must be consistent with the sliders and already selected rows & columns, and which are temporarily overridden by mouseover, would be such a completely general solution. (The only thing it's missing is the ability to see info on what scoregraph opponent saw in previous rounds). I know Jason doesn't want to complicate the interface too much. I really like this idea so I expect I'll end up modding into my client.

#102 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-16 07:12:23

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If you want to also penalise the loser less for losing after a long game (which I think is fair, because if you've lasted 20 rounds then you can't be playing much worse than your opponent), then the loser could also receive coins+tribute points, but then you have a situation where both players could receive positive points.

This is a problem that every CM tournament has encountered (with the exception of the amulet contest, due to its winning streak thing): they reward maximising your profit rate per minute, not profit rate per game (i.e. playing as well as possible). A structured tournament like a round-robin, Swiss, or double elimination, (or, I suppose, ranking by profit ratio instead of profit) seems necessary to reward those long games. I certainly hope we have those types of tournaments. Adding artificial points systems to change the incentives is sketchy.

#103 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-15 12:10:20

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I would definitely hope that the contest structure punishes players who play recklessly, because it's annoying when the contest causes people to play differently. But for a launch contest that runs while most players are still learning the game, large numbers of players feeling that they've been knocked out of the contest isn't desirable. So I think Josh's suggestion is good, but hope for better.

I think the amulet contest definitely had a great idea: what mattered was the length of your winning streaks, which is a good proxy for your overall win rate but added excitement. (Of course if winning is instead defined by coins won/lost, it'll encourage people to leave early.) Additionally you had a separate chance to win every amulet, which means you had a very real chance to win whatever amulet you've managed to rack up a few wins on.

Unfortunately it seems impractical to have a separate scoreboard per cabal member (some wouldn't play many games; high risk of them colluding; etc), but that "you always have a chance on another amulet" seems like a good solution to the negative points problem. For example, you could hand out two amulets per day of the contest rather than all 36 at the end.

#104 Re: Main Forum » Cordial Minuet Twitter bot » 2015-04-12 08:27:11

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Great, thanks. I see an individual query is limited to 100 results, but that's good enough for me; I simply polled repeatedly to grab all 10000 available events. The oldest available game is from Feb 22nd.

I've been polling the profit, elo/prov_elo, and top 100 dollar leaderboards hourly for a few months, but higher-resolution data is nice to have. There's a lot of variability in the Elo rankings (the multiplier is probably too large for CM), so I'd like to smooth them over games played and see what I get.

#105 Re: Main Forum » Third test contest with MONEY prizes » 2015-04-10 07:10:32

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OK, so I had it right all along, but it was only Jason's secondary account, which explains the lack of games played. Guess I'm back to square 1 on determining his main alias then! EDIT: If that's his "secondary", then the "primary" apparently isn't as old as Nov 21st, foiling my methods of determining it.

#106 Re: Main Forum » Cordial Minuet Twitter bot » 2015-04-10 05:54:34

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AnoHito, that API is great. But is there any way to fetch more than just the last 100 profit changes (for all players)? And is there anything else available?

Also, I notice that some of the user pages contain duplicated entries, for example http://minuet.isans.net/json/profit?user=cat%20flask

Also, was "minuets" a deliberate typo? smile

#107 Re: Main Forum » Fourth test contest with MONEY prizes » 2015-04-09 19:09:37

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I'm curious, how many cabal members were there? I played 14 games, I think, but only one against a cabal member. Often I'd refresh the leaderboard after 20 minutes and nothing would change, especially in the last hour. If any cabal members make it to the top of the scoreboard themselves then they have an incentive to stop playing; I wonder how significant that was.

I think that for a launch contest that runs for a long time the cabal system would be OK as long there are enough people in it that everyone can expect to play plenty of games that count. It's clearly not a very good system for a short contests if only a tiny fraction of games count, but obviously this was just a test contest.  I guess I could also be used for some kind of 'verified' highest-profit contest which is short if a majority of contestants are verified as 'probably not a colluder or bot'.

Also, is there any meaning to the amulet symbol displayed after you play a contest game?

#108 Re: Main Forum » Linux Issues » 2015-04-04 14:11:44

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Not a dynamic executable? I'm running ldd against the 32 bit linux pre-built copy of CORDIAL_MINUET, and it's definitely dynamically linked. Maybe the ldd error actually indicates that it can't support 32 bit binaries because the 32 bit binutils aren't installed.

But yes, 32 bit compatibility libraries aren't included in all x86_64 linux distros. Some are minimalist and skip that stuff by default. Sadly that apparently includes Ubuntu. Jason, how do you get away without providing 64 bit binaries?

In my experience, there's a pretty small number libraries that need to be installed to run most packaged 32 bit games on a 64 bit linux system. But any distro should have an easy way to install them all.

#109 Re: Main Forum » Linux Issues » 2015-04-03 15:23:42

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Ahh, that must have been what I saw: /lib/ld-linux.so.2 missing. ldd is the fastest way to spot a problem.

#110 Re: Main Forum » Third test contest with MONEY prizes » 2015-04-03 14:55:48

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Darn, I'm going to bed now.

jasonrohrer wrote:

Wait, what's my alias, josh?

I've been gathering clues since the beginning. I reduced it down to a single possibility (assuming you have a single account used since the beginning), but only because Josh mentioned you entered a certain tournament. But that alias looks sure to be wrong, never plays, low stakes. Maybe he had it wrong or I made a mistake. I should try again, but I haven't managed to gather any new information in months!

#111 Re: Main Forum » Linux Issues » 2015-04-03 14:36:30

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I think I've seen such an obviously-false "No such file or directory" error before (not when running CM), but can't quite remember what the cause was. It might have been an error thrown by the dynamic linker.

Run "strace -etrace=file ./CORDIAL_MINUET", that should reveal the problem. "ldd CORDIAL_MINUET" might be interesting too. It certainly can still be a dependency problem.

#112 Re: Main Forum » Cheated out of victory? » 2015-03-30 05:46:31

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storeroom leaflet wrote:

My original suggestion for handing out dropped amulets did not have this issue, so I'll suggest it again here. When an amulet is dropped record which games are in progress and count how many there are (call it n), start a counter at 0 and every time one of *these* games (i.e only games started BEFORE the amulet is dropped) is finished increment the counter by 1.

I think this (or something on the same principle) is a great idea, as it removes one of the incentives to spamming games and isn't a major change. I think it's definitely a flaw in the current rules for playing short games to be majorly advantaged.

However this only concerns one part of the problem: dropping unclaimed amulets. And that's actually only a small problem. Even during the launch contest, most games will be amulet games whenever there are less than 75 active players because of the 2N+3 players rule (number of amulet equal to about half the number of players active in last two minutes).

The flip side would be removing the ability to get in huge numbers of amulet games (as the challenger) by playing lots of fast games (which lets you funnel points to an accomplice with an amulet). That should also be achievable with some kind of timeout or counter.

I think many of these other suggested changed are far too major which makes them unappealing.

#113 Re: Main Forum » Cheated out of victory? » 2015-03-28 03:47:04

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CaravanDisturber wrote:

5. Two of us started a game where each player went all in each time.

I think this is the salient part. I'd like to argue this is NOT collusion, rather it's a perfectly reasonable way to play Cordial Minuet. Playing a series of one-round games against the same person for 1c is basically the same as playing a 'normal' game for 10c. I think what's the problem here is the way amulet points are distributed: 200 points for last man standing, regardless of whether you won or the game length or profit or stakes. It's completely at odds with the normal incentives in the game.

Of course with lots of people playing this is no longer a sure-fire strategy to win an amulet, but there's still some encouragement to play fast games. The whole idea behind the amulet contest was that when you get the amulet you have to try to maximise the length of your winning streak, and that's just not the case with too few active people and with the amulet dropping.

I suggest, in addition to the lockout period (completely support), a small penalty for dropping an amulet, say 20 points, because if you don't drop it you'll accrue a penalty until you win your next game - consider how long that takes. But, it probably makes no difference once people are forced to hang onto amulets to win them.

#114 Re: Main Forum » OffTopic: C/C++ Networking » 2015-03-28 02:58:02

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I've done very little network programming, but by coincidence I was looking for networking libraries yesterday.

Yes, SDL_net provides a low level interface, but I still think it's a pretty good interface. You might think that it's providing you with little (it's only 1500 LOC), or that it's hairy, but I had a look at its source, and it's sure shielding you from a lot of nasty gunk stuck in the drain pipes. Also, it seems that SDL_net can be compiled without a dependency on SDL.

I personally also wanted some library that provides more in the way of abstractions, and didn't come to any conclusion, except that if you ever want to do raw UDP networking, don't, use ENet instead (there are other libraries for reliable UDP, but ENet seems to be very popular). ENet doesn't do TCP, and while it reimplements most of TCP, if I want guarantees then I'd rather have all of TCP.

#115 Re: Main Forum » Amulets are awesome and awful..... » 2015-03-22 13:09:14

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Another effect is that the best players are holding the amulets, and the players creating the games are worse on average, and likely to create games at lower stakes. And if your prize is an amulet, you might as well create games at 1c and play quickly and recklessly, hoping to get lucky.

Another thing, the most valuable amulets are the most common which means also the most hopeless to win because other people have raked up lots of points on them. So I try to get rid of them and try to get my hands on amulets 3 and 4. I guess that's seen as desirable?

#116 Re: Main Forum » Feedback on amulet contest » 2015-03-22 13:00:52

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Sure sounds like a bug to me.

jasonrohrer wrote:

In fact, I think this is happening automatically to some extent.  Because a free amulet is only dropped to a player that is in a non-amulet game, and there are only non-amulet games when there are an excess of non-amulet players.  Otherwise, all players are pulled into amulet games.

Regulating the number of active amulets is exactly what's needed. However, the problem with what you described (the simplified situation where an amulet is handed out for every non-amulet game) is that it's a very bad behaviour because amulets will keep getting handed out until either the supply of amulets runs out, or the supply of players runs out. In order words, the MAXIMUM number of amulets is distributed, so the system is doing no at all regulation (it's up to the players to drop amulets because it's out of control):


jasonrohrer in Working Rules for Launch Contest wrote:

Let N be the number of live games that are currently in progress.  A dropped amulet passes to the Nth player, system-wide, to be the last player standing in a non-amulet match and who does not currently hold an amulet and who has a balance of at least $3.00.

I had a look at the source code; the quote above describes it well but it misses a crucial detail (which is a mistake): ALL amulets waits concurrently for N games.

The way it works is the following:

-Every amulet has a counter users_to_skip_on_drop.
-When an amulet becomes available (timeout, dropped, or has never been owned), users_to_skip_on_drop gets set to number of non-amulet games being played - 1
-Any time a relevant non-amulet game* finishes, users_to_skip_on_drop is decremented for all amulets
-Any time a relevant non-amulet game* finishes, the last person standing gets the first available amulet with users_to_skip_on_drop=0
-In addition, when amulets are handed out for the first time it's staggered: one gets added at a time with users_to_skip_on_drop as above whenever none of the previous amulets are unclaimed

(*relevant if the last person standing doesn't have an amulet and has $3.)

What's wrong here is that this regulation is quite broken:  if there are fewer active players then amulets are handed out faster!! Actually, since the delay before an amulet is handed out is equal to the number of non-amulet games, the above rule tries to hand out one amulet every average-game-length minutes!

This is back to front. Consider the two extremes: firstly, there are no non-amulet games because almost all active players hold amulets. Then an amulet will always be dropped when possible! The other extreme: suppose are 36 amulets and thousands of active players. Suppose an average game is 5 minutes, so an amulet is dropped on a player roughly every 5 minutes. Occasionally a player with an amulet either discards it or walks away without dropping it. Consider a single amulet. If on average it's discarded by a player every 5min*36 = 3 hours, then the system can't reintroduce amulets fast enough to keep up with the rate they're being discarded, and that's not even counting time-outs. 3 hours sounds like what could actually happen, but repeat the calculation supposing there are 200 amulets and you will see the flaw.

(BTW: it's confusing to use 'drop' with two opposite meanings, so I'm using 'discard')

OK, so how to fix this flaw? Options 1 & 2: Scale the existing rate amulets are distributed by the number of active players, or perhaps by min(num amulets, constant * num active players). Option 3: try to explicitly maintain a ratio between number of players with amulets and active players without. Option 3 is similar to option 1 but more direct, but behaves differently when the players with amulets aren't looking for games: in that case option 1 hands out more amulets, under option 3 the other players are out of luck. And option 1 means replacing N (starting value for users_to_skip_on_drop) with a fixed constant. Something like 5-10 might do.

#117 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-22 09:17:15

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Some way to tell how long until you drop the amulet does feel lacking, even if it only shows on the amulet score page. It's something I do lose track of.

EDIT: BTW, what was the reason that I could receive a time penalty of more than 120 points before timing out? I had a look at the source and it seems the amulet timeout timer is only updated when you either receive an amulet, or enter or win an amulet game. Has it been changed?

#118 Re: Main Forum » Amulets are awesome and awful..... » 2015-03-21 11:10:13

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Is it me, or are a lot more games being played for 1c and other low stakes than usual? Could also be due to the latest batch of invites being sent out.

#119 Re: Main Forum » Feedback on amulet contest » 2015-03-20 23:45:30

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Why didn't I think of that?

The problem is that amulets can only be removed from the player pool by time-out, which probably means there are already too many active amulets, and things would take a few hours to correct.

#120 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-20 13:33:26

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It's funny to know all those $3 games were just illusions rather than someone spamming them : )

So that means that entering the "Create Game" page and leaving it again doesn't just refresh the display but actually causes the score to be recalculated? Sounds like a mild bug: if your score is effectively -X (time penalty is larger than score) then you can increase the score you will have after your next game from 200-X to 200 by entering and leaving that page.

#121 Re: Main Forum » Feedback on amulet contest » 2015-03-20 13:25:37

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The crash on receiving an amulet has apparently been fixed in the next version, but I can't say for sure it's the same crash.

Because losing points while waiting for a game isn't very fair, a drop amulet button without changing that isn't really fair either: Player A wins an amulet, scores 200 points, and then waits futilely for a game for 2 hours, ending with 80 points. Player B receives an amulet, isn't interested in even trying, drops immediately, and gets 200 points.

jasonrohrer wrote:

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.

Because one of the amulet holders is guaranteed to drop their amulet, pairing up two people waiting for an amulet game actually has no effect on anyone's chance of receiving an amulet after winning a game. Indeed because the wait to start an amulet game would be reduced, amulets would move around players faster.

jasonrohrer wrote:

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.

The problem isn't on-peak but off-peak; if on-peak max is 200 players then judging by the current user graph (scaling it linearly), about 8 hours a day active users would be a small fraction of that, below 50, and everything would grind to a halt.

storeroom leaflet wrote:

Well much simpler and more profitable for me will be to create two alt accounts which (when and only when I'm waiting for an amulet game) spam 1c games and leave any game they find themselves in immediately.

That's very serious. But it raises the question: should you get points if your opponent leaves immediately? Of course, there's no minimum game length requirement that would stop it, it would only slow it down.

#122 Re: Main Forum » Feedback on amulet contest » 2015-03-19 13:41:19

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I agree with most of this, especially the problem with negative scores.

It's OK if amulet holders aren't in-game 100% of the time. For them to be in-game 50% of the time would only require about 50 active players. However if I understand correctly, if all amulet holders want to play amulet games only and there are less than 72 players active then pretty much every game will be an amulet game (ignoring the effects of the random delays, which I can't comment on because I don't know how they work). Is that bad? I don't know.

Also in practice a number of amulet holders won't be playing amulet games at any moment either because they're AFK and haven't timed out yet, or they want to be able to control the stakes they're playing at rather than risk $3, especially people who don't think they have a chance. I'd think a large fraction (half?) of the amulets would be out of play (not contested in an amulet game) even with enough active players.

An alternative to starting with more than 0 points when an amulet is dropped on you would be to just not lose any points until you play your first amulet game. But I don't see any need for people to lose points while they're waiting for an amulet game to begin anyway, which is also a partial solution. (They could still lose points while actually in-game, to reward people with a higher profit/time ratio.)

I also agree with the suggestion to allow amulet holders to play each other. There's two options: either randomly pair up those waiting for amulet games if they've been waiting too long, or allow amulet holders to end up in amulet games when they tried to play a regular game.
In both cases, I suggest that the winner of a double-amulet match keeps their amulet, while the loser of a match loses their amulet only if they tried to play an amulet game. Using this rule you don't really need to add a "drop amulet" button because you can continue to play regular games against anyone (without endangering your amulet or winning points or being in the running for any other amulets), and it only requires a server change. However, this doesn't cover the case where you want to drop your amulet to get a different one. But is it a good idea to assist people to do that?
I don't see anything wrong with randomly pairing up two people waiting for amulet games either.

#123 Re: Main Forum » Working Rules for Launch Contest » 2015-03-19 13:11:54

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I'd like to point out that the rule for tie-breaking is incomplete. With 36 amulets it seems fairly likely for there to be a player who gets the most points for two amulets of the same rank (gold/silver/copper): which do you give him? This requires picking which of the runners-up gets an amulet. It seems fairest to do so by looking at the number of points for the 2nd place position. E.g:

amulet 1 (gold)
player A: 1000 points
player C: 400

amulet 2 (gold)
player A: 800 points
player B: 600

amulet 3 (gold)
player A: 300 points
player D: 200 points

amulet 4 (silver)
player B: 600 points


Players B and C did better than player D, so are more deserving of gold, so player A could get amulet 3 and cut D out. But this rule is still very incomplete: should B get the silver amulet 4 instead? Looks like you might have to ditch attempts at "fairness" and just assign in a simple way.

#124 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-19 12:19:39

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Found another bug: after you have an amulet and lose it, hovering over "New Game" in Create Game continues to display "Create a non-amulet game"

#125 Re: Main Forum » Test Amulet Contest with MONEY Prizes » 2015-03-19 12:06:02

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Yeah, I take back the part where I said "it makes perfect sense to start at 0 points". I now think it just doesn't make sense at all, as explained in storeroom leaflet's thread.

EDIT: And it looks like some of my other comments aren't so relevant either. For the reference of other people, I found the part where it's actually explained how starting ofamulet games work: here, see also here. (Note that the rules listed in Working Rules for Launch Contest are out of date.)

So this explains why I was having trouble playing any amulet games, and apparently shows that whoever kept creating new games for $3 every minute was wasting their time if no-one else wanted to play at those stakes.

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