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FabledIntegral wrote:Really? That surprises me, simply because in Sequential people will end with 5 cards in which it is significantly more beneficial to kill the person as you are nearly always guaranteed a double cash, in which you could then use to kill another 5... etc. In freestyle it's not possible to eliminate a 5.
I do read your whole posts, and please don't bring the rank thing into this conversation, it makes you look dumb not me. I never even referred to it, and my rank fluctuates all the time, I was even a Major a few weeks ago for a short duration.
I still prefer Yeti's 6/5 proposal. Even if it won't end stalemates *as quick* there is still an end in sight. Sure you may have to wait like 10+ turns to get to that end, but you can position yourself in the meantime.
.You guys... stalemates don't necessarily have to go to the point where cash exceeds an opponent's armies.......
FabledIntegral wrote:People hardly ever work together like that, and it's very hard for two people to work together on the same block, simply because rarely is there ever two territories to block like that....
hatterson wrote:The simple fact is that you have basically 3 options.
1.) Make the cards escalate at such a level that it is *impossible* to get stalemates. This would require something like a turn in being worth double or triple the previous turn in.
2.) Keep it as it is, have stalemates.
3.) Implement something like Yeti's proposal. There would still be the possibility of stalemates but only if the players actually try to make it a stalemate. This would require several (at least 3) players acting in unison to 'block' each other.
Imo option 3 is the best. Option 1 is too gimicky. I wouldn't want to be in a game that's lasted 300 rounds and then have it ended because cards got out of control and I happened to be in the wrong spot to turn in. Option 2 allows for stalemates too easily imo. If you get a tiny bit of cooperation early in the game and you get to the turn ins being worth 50 or so you can usually push to to stalemate indefinitely.
Option 2 means that you're only in stalemates if you want to be and even then with a little clever maneuvering you can probably get out of it.
jiminski wrote:hatterson wrote:The simple fact is that you have basically 3 options.
1.) Make the cards escalate at such a level that it is *impossible* to get stalemates. This would require something like a turn in being worth double or triple the previous turn in.
2.) Keep it as it is, have stalemates.
3.) Implement something like Yeti's proposal. There would still be the possibility of stalemates but only if the players actually try to make it a stalemate. This would require several (at least 3) players acting in unison to 'block' each other.
Imo option 3 is the best. Option 1 is too gimicky. I wouldn't want to be in a game that's lasted 300 rounds and then have it ended because cards got out of control and I happened to be in the wrong spot to turn in. Option 2 allows for stalemates too easily imo. If you get a tiny bit of cooperation early in the game and you get to the turn ins being worth 50 or so you can usually push to to stalemate indefinitely.
Option 2 means that you're only in stalemates if you want to be and even then with a little clever maneuvering you can probably get out of it.
I agree with the essence of the post, but i think that we are not just set into 3 options.
this is why i am still questioning this. If a change is to be made let us beat it out and really consider it! Otherwise it is like buying and moving to a one bedroom house when we might want to have kids in the near future.
My point is that the human factor adds a huge level of uncertainty. It is not a case of playing for a draw, it's that at the top level it is so tight that they play not to lose with the hope of finding a tiny chink in the defences to win!
So perhaps there is a middle way which anticipates human adaptation without ruining the nature of the game!
Perhaps it is using Yeti's Series at 100 and then making a further doubling of the increase at 2 or 300 then another at 600 and so on. In this way the game has a chance to progress naturally but has more chance at finality even with the most cunning and flawless play from all in any game.
I just think that we need a change which will last as a solution and if we are lazy about it we will not have one.
jiminski wrote:you don't have to limit yourself to 3 options.
hatterson wrote:jiminski wrote:you don't have to limit yourself to 3 options.
I don't see what a 4th option can be.
Option 1 make stalemates fairly easy.
Option 2 make stalemates hard but still possible.
Option 3 make stalemates impossible.
Option 1 is now.
DiMs numbers are an example of Option 3.
Yeti's numbers are an example of Option 2.
Sure you can create other solutions that fall under option 3 and others that fall under option 2 but the crux of it is picking which option to go with. Then it's number details not a directional debate.
jiminski wrote:no you are being simplistic; just as an example, a fourth option could have a staggered increase after a number of cashes.
jiminski wrote:I am honestly not smart enough to know what the long-term result would be of the mid-range series of increases... and i truly do not believe many are! Maybe you are Hatterson but i would still prefer to find out empirically rather than on debatable evidence.
hatterson wrote:jiminski wrote:I am honestly not smart enough to know what the long-term result would be of the mid-range series of increases... and i truly do not believe many are! Maybe you are Hatterson but i would still prefer to find out empirically rather than on debatable evidence.
If you stay at the same level then as time goes to infinity you are deploying (increase-1) of the armies deployed so far.
ie, at 2 you are deploying roughly the same number of armies as has been deployed to the point so far
at 3/2 you are deploying roughly 1/2 the number of armies as has been deployed to the point so far
at 3 you are deploying roughly 2 times the number of armies that have been deployed so far.
jiminski wrote:hatterson wrote:jiminski wrote:I am honestly not smart enough to know what the long-term result would be of the mid-range series of increases... and i truly do not believe many are! Maybe you are Hatterson but i would still prefer to find out empirically rather than on debatable evidence.
If you stay at the same level then as time goes to infinity you are deploying (increase-1) of the armies deployed so far.
ie, at 2 you are deploying roughly the same number of armies as has been deployed to the point so far
at 3/2 you are deploying roughly 1/2 the number of armies as has been deployed to the point so far
at 3 you are deploying roughly 2 times the number of armies that have been deployed so far.
no, Maths is fine Hatt, but what we are attempting to do is predict the behaviour and adapted joint strategies of the best Sequential players here. have a look at the game numbers i listed before, the last excercise Game in particular.
We can not predict the validity of these series.
hatterson wrote:jiminski wrote:hatterson wrote:jiminski wrote:I am honestly not smart enough to know what the long-term result would be of the mid-range series of increases... and i truly do not believe many are! Maybe you are Hatterson but i would still prefer to find out empirically rather than on debatable evidence.
If you stay at the same level then as time goes to infinity you are deploying (increase-1) of the armies deployed so far.
ie, at 2 you are deploying roughly the same number of armies as has been deployed to the point so far
at 3/2 you are deploying roughly 1/2 the number of armies as has been deployed to the point so far
at 3 you are deploying roughly 2 times the number of armies that have been deployed so far.
no, Maths is fine Hatt, but what we are attempting to do is predict the behaviour and adapted joint strategies of the best Sequential players here. have a look at the game numbers i listed before, the last excercise Game in particular.
We can not predict the validity of these series.
What I was trying to show is that if you set the fraction in Yeti's to 2 then you *cannot* stop the person as they are getting more armies on the turnin then all other players have combined. That would fully eliminate stalemates.
If the fraction is at something very low, like 101/100 then your turnin has functionally the same problem that exists now, it's a drop in the bucket in terms of overall army size and blocking is easy.
That's why the decision needs to be made (either on the community level or the lack level) if stalemates should be *impossible* or just really hard. Once that is done then you can choose an algorithm and test it.
jiminski wrote:sorry mate, i have not studied this in detail but are you basing the increase on 2 fifths increase to the last increase? (not 2/5 of the total cash increase) anyway that is only an example, as it is likely not enough.
FabledIntegral wrote:So... I was just thinking, what would be really cool is if you could, at say cash 150, increase all bonuses by 10 times... for example in classic, Europe/NA would give 50 armies, SA/Oceania 20, Africa 30, Asia 70. Think about it, it would cause a lot more attacking, autoing last second, accidental hitting each other (in freestyle), especially if the cashes were still at 150 (which means the army count is usually around 700 at this point). Because if you hold Europe for 5 turns... 250 armies... you're friggin' getting more than a cash.
Well at least I think it would be cool.
hatterson wrote:FabledIntegral wrote:So... I was just thinking, what would be really cool is if you could, at say cash 150, increase all bonuses by 10 times... for example in classic, Europe/NA would give 50 armies, SA/Oceania 20, Africa 30, Asia 70. Think about it, it would cause a lot more attacking, autoing last second, accidental hitting each other (in freestyle), especially if the cashes were still at 150 (which means the army count is usually around 700 at this point). Because if you hold Europe for 5 turns... 250 armies... you're friggin' getting more than a cash.
Well at least I think it would be cool.
Good players would know that the increase is coming and defend against it. Then you'd just have large stacks that balance each other and be at the same spot.
yeti_c wrote:Just to resurrect this - as stated earlier - my series will always eliminate stalemates just as always as DiM's...
As Infinity dictates it must.
jiminski wrote:yeti_c wrote:Just to resurrect this - as stated earlier - my series will always eliminate stalemates just as always as DiM's...
As Infinity dictates it must.
hehe yes infinity dictates that at some point everything will happen! however i am sure you must have considered this Yeti; you can not know to what level the human factor and Cultural strategy change will impact.
yeti_c wrote:jiminski wrote:yeti_c wrote:Just to resurrect this - as stated earlier - my series will always eliminate stalemates just as always as DiM's...
As Infinity dictates it must.
hehe yes infinity dictates that at some point everything will happen! however i am sure you must have considered this Yeti; you can not know to what level the human factor and Cultural strategy change will impact.
That doesn't matter though... Inifinity is the overriding force here... the fact is - the logarithmic scale that I have proposed tends to infinity - and thus - the game although may stale out for a few more rounds - will end.
C.
yeti_c wrote:Yes.
Mathmetically speaking the amount of armies received on cash will sometime exceed the total armies on the board... thus ensuring an end...
Although there is a cuteness to this point -> As you can only advance 999 armies - said person may not actually win -> if they don't claim the kills correctly!!
C.
PS - yeah I did read through the thread... in the end though - infinity & logs are all that matter... I can & do see your point... and it is valid - for the short term...
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