Cards repeating in nuke spoils.

Suggestions that have been archived.

Moderator: Community Team

Post Reply
User avatar
2dimes
Posts: 13129
Joined: Wed May 31, 2006 1:08 pm
Location: Pepperoni Hug Spot.

Cards repeating in nuke spoils.

Post by 2dimes »

<DELETE ME>
PLACE A CONCISE DESCRIPTION OF THE SUGGESTION OR BUG IN THE SUBJECT LINE!!!

The dice ARE random, lots and lots of analysis has been done on them both internally and by community members.

Search for previous suggestion or bug reports and check stickies before posting something "new".

Delete or replace any xxxxxxx with the appropriate information.
Delete any entires which do not apply.
</DELETE ME>

Concise description:
  • xxxxxxx

Specifics:
  • xxxxxxx

This will improve the following aspects of the site:
  • xxxxxxx (you can obviously delete this for bug reports)
  • xxxxxxx
Yeah I'm sure you don't care so I'm not going to bother with the form. The cards keep repeating in nuke. You're going to get more complaining about this like the dice eventually. We all made the mistake of leaving the south america bonus thinking it'll get bomebed. NOt so much. I'm not raging yet but I've had all my bonuses broke by bombing. Game # 6214237 I would think the script could be coded to put a card on hold until the rest were used then start random again. In real life we put a used card on the bottom of the deck until they had all been used to prevent this.Meh it's random right?
User avatar
Pikeman_Poon
Posts: 12
Joined: Tue Feb 27, 2007 10:32 pm
Gender: Male

Re: Cards repeating in nuke spoils.

Post by Pikeman_Poon »

i agree with this poster greatly....the way it is w/regular games not so bad..used to it by now....but "nukes"....really should be "all" before "again"...played one where enemy bonus never was nuked whole game and myself at least 4 times
Image

Highest score: 2386
User avatar
lord voldemort
Posts: 9596
Joined: Sat Oct 20, 2007 4:39 am
Gender: Male
Location: Launceston, Australia
Contact:

Re: Cards repeating in nuke spoils.

Post by lord voldemort »

We played the opposite. Everytime cards were cashed we shuffled them into the deck
Image
User avatar
Corno4825
Posts: 35
Joined: Mon Dec 21, 2009 3:39 pm

Re: Cards repeating in nuke spoils.

Post by Corno4825 »

I always assumed that they were all used before they were reused....

I gotta rethink my nukes strategy....
User avatar
Blitzaholic
Posts: 23050
Joined: Wed Aug 09, 2006 11:57 pm
Location: Apocalyptic Area

Re: Cards repeating in nuke spoils.

Post by Blitzaholic »

Corno4825 wrote:I always assumed that they were all used before they were reused....

I gotta rethink my nukes strategy....



They should be, but, they are not here.
Image
User avatar
2dimes
Posts: 13129
Joined: Wed May 31, 2006 1:08 pm
Location: Pepperoni Hug Spot.

Re: Cards repeating in nuke spoils.

Post by 2dimes »

lord voldemort wrote:We played the opposite. Everytime cards were cashed we shuffled them into the deck

Did you see the same card show up 4 times while a large portion of the rest of the deck had not shown up? It could happen. We would shuffle the deck once we got through them all the first time. I can't remember if we kept two decks or if they were upside down or something to alert us to do that. It's been a while since I played on a board.
User avatar
thebest712
Posts: 410
Joined: Sat May 23, 2009 3:19 am

Re: Cards repeating in nuke spoils.

Post by thebest712 »

once card are played you can get same immidiatly and in small maps like doodle its possible to have with 2 the same card
User avatar
stahrgazer
Posts: 1411
Joined: Thu May 22, 2008 11:59 am
Gender: Female
Location: Figment of the Imagination...

Re: Cards repeating in nuke spoils.

Post by stahrgazer »

Sounds hard to code, because instead of letting the map give a random card based on any map terr, picking from the entire list, they'd have to code memory for what cards are out, remove those from the stack of available; change the memory when cards are cashed to reinsert them into the available stack.

I do hope they put this in the to-do list, but I think we need to be patient for when controlling the stack of available cards is actually part of the game.
Image
72o
Posts: 1014
Joined: Tue Jun 09, 2009 9:04 am
Gender: Male

Re: Cards repeating in nuke spoils.

Post by 72o »

Why don't you just adjust your strategy? If you're trying to hold a bonus in a nuclear spoils game, you're doing it wrong.
Image
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Re: Cards repeating in nuke spoils.

Post by yeti_c »

stahrgazer wrote:Sounds hard to code, because instead of letting the map give a random card based on any map terr, picking from the entire list, they'd have to code memory for what cards are out, remove those from the stack of available; change the memory when cards are cashed to reinsert them into the available stack.

I do hope they put this in the to-do list, but I think we need to be patient for when controlling the stack of available cards is actually part of the game.


This code is already there...

The spoils are random - but based on a pack...

The problem here is that cards already used go straight back in the pack and thus can be drawn again...

In Risk - the cards that have been used only come back into play after the pack is exhausted.

Also - the other thing is to consider how we deal with more than one pack of cards (small maps - i.e. Doodle - can exhaust the pack - thus a new pack(s) is generated)

C.
Image
Highest score : 2297
User avatar
2dimes
Posts: 13129
Joined: Wed May 31, 2006 1:08 pm
Location: Pepperoni Hug Spot.

Re: Cards repeating in nuke spoils.

Post by 2dimes »

72o wrote:Why don't you just adjust your strategy? If you're trying to hold a bonus in a nuclear spoils game, you're doing it wrong.

Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.
User avatar
Doc_Brown
Posts: 1323
Joined: Tue Sep 29, 2009 6:06 pm
Gender: Male

Re: Cards repeating in nuke spoils.

Post by Doc_Brown »

I've thought about this off and on for a while, and I think I have an idea on how you could code this to keep the randomness present and give some chance for you to get the same card in short succession, but to reduce the likelihood based on when the card was cashed. Here's the basic idea: Start with the set of all possible cards (3 times the number of territories - each territory card in each color). The cards should be initially randomly distributed in a queue, so that when a card is drawn it is removed from the queue and placed in a second one. When a card is played, it is placed at the back of the first queue. Here's where the additional randomness comes into play: Instead of using a uniform probability distribution to draw the cards from the queue, use a binomial or Poisson distribution with the peak towards the front. If the first queue is empty, apply the picking algorithm to the second queue (only draw cards that are already in hand if the deck is completely empty, and prefer to draw cards that have been held the longest).

The one problem I see is that the cards could end up coming up in a fairly similar order after a few rounds. This would be a certainty if the picking algorithm always grabbed the first card, and the frequency with which it did so would set the degree to which the pattern of the cards being drawn is consistent from one loop through the deck to the next. However, we can fix that as well. We could apply a shuffling algorithm to the first queue every so often, but then we have to worry about whether or not there are enough cards left in the deck to provide a reasonable shuffle. A better idea is to randomly select the position in the deck to which a card is inserted. We could use another binomial-type distribution, except that it would peak towards the back of the queue. Thus, but setting the strengths of the two binomial peaks you can affect how likely a card is to come up again immediately after it has been played. If the second distribution has a sufficiently large standard deviation but still peaks at the back of the deck, it should be suitable to eliminate the sense of an order in which the cards are drawn while still ensuring that the most recently played cards would be among the least likely to be drawn.
User avatar
BBoz
Posts: 112
Joined: Wed May 02, 2007 12:06 am

Re: Cards repeating in nuke spoils.

Post by BBoz »

Please fix this soon. :)
Jatekos
Posts: 206
Joined: Fri Dec 05, 2008 6:47 pm
Gender: Male

Re: Cards repeating in nuke spoils.

Post by Jatekos »

I, on the contrary, would like to see cards in nuclear games being even more random than they currently are.

I.e. holding a card of region 'A' would not prevent another player from cashing a set including that card and nuking that region.
ManBungalow
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Cards repeating in nuke spoils.

Post by ManBungalow »

Jatekos wrote:I, on the contrary, would like to see cards in nuclear games being even more random than they currently are.

I.e. holding a card of region 'A' would not prevent another player from cashing a set including that card and nuking that region.

I'm with this guy ^

I don't think repeating spoils is a serious issue.
Besides, if a virtual card deck was used it would only be a matter of time before someone produced a script to predict the next card out and that would just ruin the fun for all.
Image
User avatar
SirSebstar
Posts: 6969
Joined: Fri Oct 27, 2006 7:51 am
Location: SirSebstar is BACK. Highscore: Colonel Score: 2919 21/03/2011

Re: Cards repeating in nuke spoils.

Post by SirSebstar »

you should never have given cyan the entire south america and thus prevented cyan from becomming untouchiable.?!?
seriously, if you cannot prevent an opponant from being the one, then he just wins. simple. nuclear spoils dont do much against that. however there are ways of using nuclear spoils. circus maximus is a card i dont like very much. standoffs are easy, no bonusess ect. but add in nuclear spoils and the entire card gets a little big of extra magic.. woot!

2dimes wrote:
72o wrote:Why don't you just adjust your strategy? If you're trying to hold a bonus in a nuclear spoils game, you're doing it wrong.

Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.
User avatar
chipv
Head Tech
Head Tech
Posts: 3065
Joined: Mon Apr 28, 2008 5:30 pm

Re: Cards repeating in nuke spoils.

Post by chipv »

Tempted to close this but moved from Bug Reports as it ends up as a Suggestion.
AgentSmith88
Posts: 639
Joined: Mon Apr 16, 2007 2:49 pm
Gender: Male
Location: West Michigan

Re: Cards repeating in nuke spoils.

Post by AgentSmith88 »

yeti_c wrote:
stahrgazer wrote:Sounds hard to code, because instead of letting the map give a random card based on any map terr, picking from the entire list, they'd have to code memory for what cards are out, remove those from the stack of available; change the memory when cards are cashed to reinsert them into the available stack.

I do hope they put this in the to-do list, but I think we need to be patient for when controlling the stack of available cards is actually part of the game.


This code is already there...

The spoils are random - but based on a pack...

The problem here is that cards already used go straight back in the pack and thus can be drawn again...

In Risk - the cards that have been used only come back into play after the pack is exhausted.

Also - the other thing is to consider how we deal with more than one pack of cards (small maps - i.e. Doodle - can exhaust the pack - thus a new pack(s) is generated)

C.


There's the problem. This isn't Risk.

2dimes wrote:Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.


Don't play nuclear. Problem solved.
Image
king sam wrote:quit facebook stalking me... and Im a sailor all I do is drunk, cuss and make illegitimate kids when Im away from CC

dont sig that
User avatar
2dimes
Posts: 13129
Joined: Wed May 31, 2006 1:08 pm
Location: Pepperoni Hug Spot.

Re: Cards repeating in nuke spoils.

Post by 2dimes »

You may as well have closed it Chip.
AgentSmith88 wrote:
2dimes wrote:Thanks for the tip. I'm a little unclear on what sort of strategy to employ when cyan holds the entire south america up to the US and is untouchable while others are being nuked several times in a row. Let us know.


Don't play nuclear. Problem solved.

Thanks, I'd like to play with more random energy cubes now.
User avatar
TheForgivenOne
Posts: 5998
Joined: Fri May 15, 2009 8:27 pm
Gender: Male
Location: Lost somewhere in the snow. HELP ME

Re: Cards repeating in nuke spoils.

Post by TheForgivenOne »

Hmmm I got a question/idea for you 2dimes. Say your idea was implemented, Do you think that somewhere on the screen, a little "deck of cards" symbol is present, with a number beside it representing how many cards are left in the "Deck". That way people know when spoils will start repeating
Image
Game 1675072
2018-08-09 16:02:06 - Mageplunka69: its jamaica map and TFO that keep me on this site
User avatar
2dimes
Posts: 13129
Joined: Wed May 31, 2006 1:08 pm
Location: Pepperoni Hug Spot.

Re: Cards repeating in nuke spoils.

Post by 2dimes »

I don't have issue with the spoils repeating eventually. I'm not kidding when I said there were a couple of cards that were turned in 8 times while some never showed up the entire game.

The deck with a number might be nice, I think that might be better as an option.
User avatar
TheForgivenOne
Posts: 5998
Joined: Fri May 15, 2009 8:27 pm
Gender: Male
Location: Lost somewhere in the snow. HELP ME

Re: Cards repeating in nuke spoils.

Post by TheForgivenOne »

I know, by repeat i mean the deck refreshes, like you were to reshuffle the cards in Risk.

If the cards were to be "exhausted" then re-used, i think that a little symbol should be used to signify how many cards are left
Image
Game 1675072
2018-08-09 16:02:06 - Mageplunka69: its jamaica map and TFO that keep me on this site
User avatar
2dimes
Posts: 13129
Joined: Wed May 31, 2006 1:08 pm
Location: Pepperoni Hug Spot.

Re: Cards repeating in nuke spoils.

Post by 2dimes »

Right, it might be better as an option, not everyone wants too much disclosure. I guess it's like the stats. Part of the stratagy was trying to keep track of that stuff, now it's spelled out for you.
Post Reply

Return to “Archived Suggestions”