On December 4, 2022 at 3:36:41 PM UTC-7, Philippe Michel wrote:
On 2022-12-02, MK <[email protected]> wrote:
After the 1st player rolls and plays, and before the
2nd player rolls, look at the "dice map" ("temperature
map in Gnubg) of equities of all possible rolls and
roll the numbers with the closest equity (i.e. "luck")
to what the 1st player had gained.
As I sat down to write an essay on leveling of luck,
Phillip's post came in. I'll postpone it and respond
to him first, since this is a more specific subject.
This won't work very well since the rolls (with the
exception of the first one) will not be random but
determined by the previous rolls and plays.
Either I wasn't clear or you misunderstood. The first
player always rolls random, (he is the driver), after
each of his rolls the second player will be given an
equally lucky/unlucky roll (he is the passenger but
in the same car). I will illustrate with an example.
For instance, after 3-1, the second will will always
be the same. After 2-1 it will probably be different
after 2-1 and split and 2-1 and slot, but it will still
be predetermined.
Let's say X rolls a 31 first. The best move 8/5 6/5
gives him +0.231 equity.
To give O a roll with similar "luck equity", we look at
the temperature map and see that 33 is the closest
with +0.093 and we give O a hand-picked 33 roll.
At that point, O is still behind by +0.138 which we
will add to his next hand-picked roll.
Then X randomly rolls again, let's say a 52 giving him
a -0.116 equity. Now he is only ahead by +0.022.
We again look at the temperature map and see that
64 is the closest with +0.033 and we give O a 64.
At that point, X falls behind by -0.011 which we will
subtract from O's next hand-picked roll.
I hope you guys get the idea...?
If O had started with an opening 21 instead, giving
him only +0.003 equity by playing 24/23 13/11 as
best move. Then from the map we would pick a 61
for X which would give him +0.000 as nearest equity.
After O would roll randomly again and play, we would
add +0.003 to X's next "quity-to-be" and hand-pick a
roll from the map that would place him closest to O.
And so on...
The idea is good,
Yes. Thanks for acknowledging.
but you should apply the correction elsewhere:
let the dice be random and substract the luck
from the game or match result.
No. The two are not the same thing. In mine, players
don't wait for luck to level out after the fact when it's
already too late. Instead, luck is constantly kept as
level as possible throughout the duration of each
individual game, roll per roll. This is the beauty of it. ;)
This is what sets it apart from retroactive calculations.
You all be warned, though, that leveling luck this way
will cause serious damage to the so-called "cube skill
theory"...! (I'll explain this more in my next essay but
you all can already guess what's going to happen :).
This is what is called "luck adjusted result" in
gnubg (and something less obvious in XG, but
the feature is available in it as well).
Winning or losing fractions of points in money
games or some percentage of the match in
match play is a bit puzzling at first, though.
As I said above, what I'm proposing has absolutely
nothing to do with all that after-the-fact, retroactive
mathshittings... :( (I say this because in a world where
"PR-sacrificing" moves are made, making the most out
of one's luck is not necassary; there is no "wastage of
luck"! You all may want to write down this expression
that I coined. It may prove more valuable that the idea
of "wastage of pips"...)
Gnubg has that stupid "dice manipulation" feature that
looks at the temperature map to hand-pic rolls for 21
levels (no freaking less!!) of good/bad numbers.
Just trash that "absurd feature". The code you need is
already in there. Take a few lines from it, make a few
minor changes to pick the roll with the closest equity
to what is desired and throw out the the rest of the no
longer deeded code. It should be trivial for you to do.
You really have no excuses for refusing to make this
"improvement" to Gnubg, which will throw a monkey
wrench into the "jackoffski cube skill theory bullshit"
also, that I'm sure you all will greatly enjoy... :))
MK
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