Moderator: Tech Team
chewyman wrote:Does anybody know what the asterisks or dash mean in this script? There are 1 - 3 asterisks or a single '-' after the territories counter. What does this represent?
Has anybody read the help text? Is it obvious enough? How can we make it better?The Help Text wrote:Number of territories is followed by a hyphen; '-' or one to three asterisks; '*'. The number of asterisks indicates the number of territories the player must lose to reduce the armies due by one. A hyphen indicates that the number of armies due cannot be reduced further by simply losing territories.
Makes sense I suppose, but nobody actually reads that sort of thing. Could you maybe make it into a separate column of something?stocksr wrote:chewyman wrote:Does anybody know what the asterisks or dash mean in this script? There are 1 - 3 asterisks or a single '-' after the territories counter. What does this represent?Has anybody read the help text? Is it obvious enough? How can we make it better?The Help Text wrote:Number of territories is followed by a hyphen; '-' or one to three asterisks; '*'. The number of asterisks indicates the number of territories the player must lose to reduce the armies due by one. A hyphen indicates that the number of armies due cannot be reduced further by simply losing territories.
Ok so we make it a button next to the attack button that pops up the results.tahitiwahini wrote:1) The calculations are accomplished through recursion (I believe) so it's a computationally expensive operation. If you get up in the range of more than 50 armies it becomes a slow operation. I'm not sure it's the sort of thing you want running whenever a user picks a country to attack in a drop down list.
Interesting... I don't think we could do this.tahitiwahini wrote:2) The main reason I use the battle odds calculator (Gambit) is to calculate my odds of success for eliminating one of my opponents. That is, I identify an attacking force and then a comma-separated list of the defender's remaining armies. The user interface suggested above wouldn't really support this use.
Could you provide links to these two so that I can check them out.tahitiwahini wrote:3) There's no callable interface to either the Gambit or Bartell battle odds calculators, so one would have create a battle odds calculator from scratch. Since I'm basically lazy I'm not sure I'd want to tackle this. If someone wanted to pursue this I could offer some suggestions and ideas on how to go about it. [Basically there are six attacks (3v2, 3v1, 2v2, 2v1, 1v1, 1v2) for which the probabilities are known and it's possible to reduce any attack to a combination of these known attack probabilities.]
Again what is the link?tahitiwahini wrote:4) As an alternative, perhaps you could offer a link to a battle odds calculator on the game page. I would suggest the Gambit one. As a practical matter if I'm going to use Auto-Attack (which I don't by the way) I would be willing to click on the link to the Gambit calculator, enter my armies and the defender's armies and click calculate, before using the Auto-Attack button.
Is there any less exact but faster calculation we could make, E.G assume that the attacker loses, 4 armies for every 5 defender - or what ever the average is.tahitiwahini wrote:5) Both the Gambit and Bartell calculators are capped at a certain number of armies. Bartell is limited to 50 armies. Not sure what the limit for Gambit is, but it is limited also. There might be a very good reason for these limits as the calculation may take an unacceptably long time if they are exceeded.
Gambit: http://gamesbyemail.com/Games/Gambit/BattleOddsstocksr wrote: Could you provide links to these two so that I can check them out.
Again what is the link?tahitiwahini wrote:4) As an alternative, perhaps you could offer a link to a battle odds calculator on the game page. I would suggest the Gambit one. As a practical matter if I'm going to use Auto-Attack (which I don't by the way) I would be willing to click on the link to the Gambit calculator, enter my armies and the defender's armies and click calculate, before using the Auto-Attack button.
Is there any less exact but faster calculation we could make, E.G assume that the attacker loses, 4 armies for every 5 defender - or what ever the average is.tahitiwahini wrote:5) Both the Gambit and Bartell calculators are capped at a certain number of armies. Bartell is limited to 50 armies. Not sure what the limit for Gambit is, but it is limited also. There might be a very good reason for these limits as the calculation may take an unacceptably long time if they are exceeded.
FROM:tahitiwahini wrote: It's a general question but I'll give it a specific instance if that's helpful.
Let's assume all territories have 3 armies from the initial deployment.
You're deploying three armies on your first turn and you want to know if it's better to deploy all three on the same country adjacent to the target or one on each of three countries adjacent to the target. In other words, is a 6v3 attack more likely to be successful than three 4v3 attacks executed sequentially.
The odds for the 6v3 attack being successful are 77%, but what are the odds that the three 4v3 attacks will be successful. The odds that one 4v3 attack will be successful are 47% but you get three tries at making the 47% and only one try at the 77%. So which is better?
The general question is how to mathematically combine probabilities in that way. It may be obvious, but so far it's stumped me.
Or about 50/50 if it's me!!!stocksr wrote: FROM:
http://philosophy.hku.hk/think/stat/node5.php
Using the probability of each attack NOT winning = 53%
the probability of none of them winning is
not A X not B X not C = 0.148877%
making the probability of one of them winning 99.851123%

I should just add that there is a 50% chance of my maths being wrong as wellstocksr wrote:
FROM:
http://philosophy.hku.hk/think/stat/node5.php
Using the probability of each attack NOT winning = 53%
the probability of none of them winning is
not A X not B X not C = 0.148877%
making the probability of one of them winning 99.851123%
Very interesting link you posted; I had been looking for something like that.stocksr wrote:I should just add that there is a 50% chance of my maths being wrong as wellstocksr wrote:
FROM:
http://philosophy.hku.hk/think/stat/node5.php
Using the probability of each attack NOT winning = 53%
the probability of none of them winning is
not A X not B X not C = 0.148877%
making the probability of one of them winning 99.851123%
Yes, 5v3 army attack is successful 64.16229% of the time, 4v3 army attack is successful 47.02511% of the time, soyeti_c wrote:Shit me - now that is good to hear... I shall use this technique in the future...
So does this also mean... a 5vs3 and a 4vs3 is better than one 6vs3? (If you only have 2 territories attacking?
C.
Hang on, are we talking about usingtahitiwahini wrote: So, on initial deployment, placing 1 army on each of three territories adjacent to the target is optimal (85.1123% successful), placing 2 armies on one territory and one on another adjacent to the target is next best (80.0150% successful), and placing all three armies on a single territory adjacent to the target is least likely to be a successful strategy (76.93749% successful).
5+4 > 6yeti_c wrote:Shit me - now that is good to hear... I shall use this technique in the future...
So does this also mean... a 5vs3 and a 4vs3 is better than one 6vs3? (If you only have 2 territories attacking?
C.
No no...stocksr wrote:5+4 > 6yeti_c wrote:Shit me - now that is good to hear... I shall use this technique in the future...
So does this also mean... a 5vs3 and a 4vs3 is better than one 6vs3? (If you only have 2 territories attacking?
C.
so your odds must go up as well.
the actual question should be, which is better
[6,3] v 3
or
[5,4] v 3
also we are assuming that the ONLY goal is to get the territory NO MATTER the cost.

Well, I think I was answering the question yeti_c was asking, so I think my answer stands about which is better, but I'm no longer confident in the numbers I gave.yeti_c wrote:No no...stocksr wrote:5+4 > 6yeti_c wrote:Shit me - now that is good to hear... I shall use this technique in the future...
So does this also mean... a 5vs3 and a 4vs3 is better than one 6vs3? (If you only have 2 territories attacking?
C.
so your odds must go up as well.
the actual question should be, which is better
[6,3] v 3
or
[5,4] v 3
also we are assuming that the ONLY goal is to get the territory NO MATTER the cost.
I mean say you start and you have two 3's next to a territory...
Do you deploy 1 and a 2 to the territories or all 3 to one territory.
C.

Not necessarily. Let's say for the sake of argument it's not a BOB problem. Remember BOB relies on its inputs from parsing the game log. What if when the game log is looked at there's some problem with the accounting for red's cards? There's nothing BOB could do about that.weirdbro wrote:Well, the game being over is a problem for looking for the glitch.