[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #675 (ISO) » Thu Apr 16, 2009 5:31 am

Post by PokerFace »

Loser Mafia hurt my brain and the version skitzer describes seems to involve only one mason needing to get lynched instead of both mafia needing out of the game to win
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Post Post #676 (ISO) » Thu Apr 16, 2009 8:01 am

Post by farside22 »

I'm going to start really looking these idea over when I get back from my vacation. Anything I feel looks good I will take over to the certify people and start lighting a fire to get more game choice to play for Open.
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Post Post #677 (ISO) » Fri Apr 17, 2009 5:24 am

Post by Empking »

50%?


2 Lovers Mafia

2 Masons
2 Townies

Night Start
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #678 (ISO) » Fri Apr 17, 2009 10:33 am

Post by Korts »

Empking wrote:
50%?


2 Lovers Mafia

2 Masons
2 Townies

Night Start
I'm not comfortable with D1 LYLO.
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Post Post #679 (ISO) » Fri Apr 17, 2009 11:36 am

Post by animorpherv1 »

Korts wrote:
Empking wrote:
50%?


2 Lovers Mafia

2 Masons
2 Townies

Night Start
I'm not comfortable with D1 LYLO.
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Post Post #680 (ISO) » Fri Apr 17, 2009 11:39 pm

Post by Empking »

50%? V.2


2 Mafia Lovers
2 Masons
1 Vengeful Townie
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #681 (ISO) » Fri Apr 17, 2009 11:55 pm

Post by ortolan »

That is genuinely 50%. Well done. I approve.
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Post Post #682 (ISO) » Sat Apr 18, 2009 12:10 am

Post by Korts »

Empking wrote:
50%? V.2


2 Mafia Lovers
2 Masons
1 Vengeful Townie
Daystart I assume? Again, D1 LYLO, and as opposed to Vengeful, if a pro-town role is lynched town has only a 1 in 3 chance of getting a vengeful kill. If a mason is killed mafia win instantly.

Breaking strategy: instant mason claim, getting either a confirmed pair or two pairs of claimed and counterclaimed; first scenario yields instant town win by lynching a random person of the three and if townie having them shoot another of the three; in the second scenario the unclaimed remaining player (the townie) is lynched and has a 50% chance of hitting scum. It takes the game away from town and puts it into a single player's hands.

The original was probably better, although I haven't given that much thought yet.
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Post Post #683 (ISO) » Sat Apr 18, 2009 12:14 am

Post by Empking »

The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #684 (ISO) » Sat Apr 18, 2009 12:20 am

Post by Korts »

Empking wrote:The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
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Post Post #685 (ISO) » Sat Apr 18, 2009 12:21 am

Post by ortolan »

what do you think about this one Korts: http://www.mafiascum.net/forum/viewtopi ... 65#1532265

Also 50% odds of winning for either

Is there any chance of me running that in the open games queue or will I need to run it during a marathon day or something first to prove whether it's workable?
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Post Post #686 (ISO) » Sat Apr 18, 2009 12:27 am

Post by Empking »

Korts wrote:
Empking wrote:The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
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Post Post #687 (ISO) » Sat Apr 18, 2009 12:29 am

Post by ortolan »

I agree with Korts' point- while strictly speaking it does have a 50% expected win percentage for both town and scum, it is just a bad/boring setup regardless.
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Post Post #688 (ISO) » Sat Apr 18, 2009 12:33 am

Post by Empking »

ortolan wrote:I agree with Korts' point- while strictly speaking it does have a 50% expected win percentage for both town and scum, it is just a bad/boring setup regardless.
Its only boring when you try (and fail) to break it.
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Post Post #689 (ISO) » Sat Apr 18, 2009 12:33 am

Post by Korts »

I like it. No breaking strategies occur to me, and 50-50 is a very very good EV. The certification group is discussing friends and enemies at the moment, but I'm sure this will go through very easily.
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Post Post #690 (ISO) » Sat Apr 18, 2009 12:52 am

Post by ortolan »

The setup is really just: one judge with two pairs trying to convince this judge to lynch the other.
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Post Post #691 (ISO) » Sat Apr 18, 2009 12:54 am

Post by Empking »

ortolan wrote:The setup is really just: one judge with two pairs trying to convince this judge to lynch the other.
Only if you play suboptimally.
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Post Post #692 (ISO) » Sat Apr 18, 2009 12:59 am

Post by ortolan »

only if who plays suboptimally? it is optimal play for the scum to force this situation to begin with.
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Post Post #693 (ISO) » Sat Apr 18, 2009 1:00 am

Post by Empking »

ortolan wrote:only if who plays suboptimally? it is optimal play for the scum to force this situation to begin with.
What game?
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Post Post #694 (ISO) » Sat Apr 18, 2009 1:04 am

Post by ortolan »

I meant your game
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Post Post #695 (ISO) » Sat Apr 18, 2009 1:10 am

Post by Empking »

ortolan wrote:I meant your game
If scum do an action that everyone knows is bad for the town, I doubt they won't be lynched.
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Post Post #696 (ISO) » Sat Apr 18, 2009 1:11 am

Post by Korts »

Empking wrote:
ortolan wrote:I meant your game
If scum do an action that everyone knows is bad for the town, I doubt they won't be lynched.
But it is optimal play for the town for the masons to claim, since accidentally lynching them would be an instant scum win.
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Post Post #697 (ISO) » Sat Apr 18, 2009 1:19 am

Post by Empking »

Korts wrote:
Empking wrote:
ortolan wrote:I meant your game
If scum do an action that everyone knows is bad for the town, I doubt they won't be lynched.
But it is optimal play for the town for the masons to claim, since accidentally lynching them would be an instant scum win.
No it isn't.

They Claim - 50% random and unincreasable
They don't claim - 50% random and can be increased by good play.

Do you honestly think the first is better?

(Also, your plan (unless I'm mistaken) is to increase the odds of the masons being accidently lynched to stop them from being accidently lynched. Which is just silly.)
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Post Post #698 (ISO) » Sat Apr 18, 2009 1:21 am

Post by ortolan »

Thanks Korts :)

I assume 689 was directed at True Love :P
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Post Post #699 (ISO) » Sat Apr 18, 2009 1:28 am

Post by Korts »

Empking wrote:
Korts wrote:
Empking wrote:The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
Um, masons
not
claiming is what may lead to masons getting lynched, while masons claiming turns the game into a single player's decision. It is a game without any fun.

And yes, 689 is at True Love :) I just went to have lunch and posted without checking the thread. I nominated it for certification.
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