Knowing a bit about programming, I guessed that my 1024x768 screen size was preventing the window from resizing to fit those additional UI elements. no VP curve, Money curve, or Results chart). Second, a minor bug/limitation: When I first ran it, only the upper left quadrant of the UI showed up (i.e. Is there existing code that can parse this from the game logs, or would I have to write it?įirst, a big "Thank you!" to Geronimoo for creating this tool and making it publicly available. I don't think dominionstats (the CouncilRoom code) currently does this it only tracks the changes to decks, not hands. What I would need is a lot of data about the intermediate stages one's hand goes through. money? Value of cards gained/bought? Improvement in your win probability as determined by the other function? I kind of like that last one. It seems like I could adapt this kind of thing to the play of an individual hand, by making the input be your hand, number of actions, cards in play, etc. It's basically just fitting a hugely multivariate function whose input is your deck and an opponent's deck, and whose output is the probability that you win against that opponent. Quote from: rspeer on June 23, 2011, 03:48:09 am Well, I've never seen a genetic algorithm that was worth the time it takes to run, but I am using a different machine learning technique (stochastic gradient descent) in my code to determine what to buy. I think just including this option will do it, than the user can do the rest and think about how he wants to split the money under which conditions.Įdit2: Oh, or you can just do it by CountInPlay(Bridge)>0 or whatever card gives you +Buys. Smithy > Gold (so that one would by Smithy+NV instead of Gold in this case) Other question: Multiple buys is probably also difficult? I guess the easies solution here is to allow a condition on the number of available buys, so that one can test it and have say in a Smithy + Native Village setting When knowing how it works, you probably can even play with the Buyrules to get good play for Ironworks (haven't figured it out yet). But also there some top-down rules like in the buys would improve the play of this cards a lot, even if it wouldn't be perfect.Įdit: just read how it handles Workshop etc., this seems very clever and will probably fit most situations. And then the rules don't have to be perfect, Forge is kind of the worst case szenario. ![]() You "just" have to programm the system such that the user can specify the rules (for each card), you don't have to find these rules. I don't think it's easy, but it is not as difficult as you outline here.
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