Home > Uncategorized > New version released (custom Start states)

New version released (custom Start states)

Here’s the new version of the simulator. It has these new features:

  • Define a Start State: in the editor window there’s a new tab next to the description tab where you can put a fixed start state instead of the normal 7 Coppers and 3 Estates. What is it useful for? Well, you can test how bad you’re going to lose if you have $2P on your third turn and buy nothing versus your opponent’s $3P Familiar buy (see the new bots “Familiar (lucky 3rd turn)” and “Familiar (unlucky 3rd turn)”. There’s probably a lot of other stuff you can do with this. Be creative!
  • Define a board: this allows you to add more board cards (that aren’t in the buy rules of your bots). For now I only see this as useful for Swindler, but might be interesting in the future

There are also quite a number of bug fixes and enhancements to cards (most inspired by DG’s suggestions… thx, Dave!):

  • Forge should now always gain something, even when trashing nothing
  • Governor has some extra play rules (https://dominionsimulator.wordpress.com/play-rules/promo/governor/)
  • Library type cards will wait to be played if a trasher can be played before it
  • Oasis has a lower play priority
  • Ill-Gotten Gains will now be gained when Thief or Mint are played (over Silver)
  • Warehouse will not be played if the deck is smaller than 2 cards
  • When discarding (eg to Militia): trashers (like Masquerade) will not be discarded if there are good trashing candidates (which will also not be discarded) (if possible)
  • Other things I’ve forgotten
Categories: Uncategorized
  1. Mitch Morris
    December 28, 2011 at 7:18 pm

    This should more appropriately be an email, but i could not find an email listed for you on this site.

    I played around with your simulator and Its very awesome. I would like to try out creating dominion game strategies though machine leaning. I was thinking a genetic algorithm. For this to work, it would be necessary to have automation of player creation and simulation.

    Are there any plans to release the code for your simulator? or perhaps some advice on how to carry out the automation i seek?

    • Geronimoo
      December 29, 2011 at 12:17 am

      Thanks for your interest, but I don’t intend to release the code. rspeer’s Dominionate is a open source so you might want to try there: http://rspeer.github.com/dominiate/play.html

      • Mitch Morris
        December 29, 2011 at 4:19 am

        Thanks for your help.
        FYI, java is super easy to decompile. So if you really don’t like sharing code, you shouldn’t use it.

  2. DG
    January 18, 2012 at 5:57 pm

    I think a “2 player PPR” option would be a good addition to the purchase list (or elsewhere), inserting three condition lines for “provinces in supply = 2”, “count vp highest opponent’s vp – 3”. A user can then edit these lines for fairgrounds, colonies, or whatever else.

    I don’t think the PPR condition needs to be put into the supplied optimised bots.The results seem fair with none of the players use ppr and it will just mean more work for users when scripting custom bots to include the PPR as well.

  3. DG
    January 18, 2012 at 5:59 pm

    I seem to have lost the 3 crucial conditions in the last post;
    provinces in supply = 2
    count vp highest opponent’s vp – 3

  4. DG
    January 18, 2012 at 6:02 pm

    And again. Perhaps this interface is confused by greater than and less than signs. The missing conditions are “count vp is less than highest opponent’s vp”. “count vp is greater than highest opponent’s vp minus 3”.

  5. FiguringItOutIThink
    January 20, 2012 at 3:57 pm

    Love the program and was thinking about comparing winning advantages by isolating certain benefits and attacks. So, what I am curious in thinking about is how does a single benefit (e.g. draw a card, give a curse) alter winning probabilities. Imagine two big money decks going against each other which obviously each win 50% of the time. What would be the effect of having a single costless card that allowed you to draw one card and trashed itself in one of the decks? Would this change the winning outcome and how much? We can imagine another costless card that added one curse to the opponent’s deck and trashed itself? How would this change winning outcomes? And so on. So, we might be able to develop a rough weighing of the benefits and costs of various activities within the game. So, it might turn out that, all else being equal, a single curse in your opponent’s deck is more valuable to winning percentage than trashing a single card from your hand which is more valuable than forcing them to discard a card from their hand to the top of their deck and so on. And this could also be compared against various styles of decks to see the interactions between decks. For instance, discard attacks are very difficult for BM to take and usually not as difficult for card engines. So, we might be able to compare different strategies and even cards by weighing the card’s effects on winning outcome (this would not of course be decisive whether a card is good/bad since there are also interaction effects). So, I was wondering if you might add an option to create a card that would allow someone to explore these simple micro-actions within the game? Keep up the great work and thank you!

    • Geronimoo
      January 21, 2012 at 1:24 pm

      You could try to use the “start state” in the editor (tab next to the description tab)

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