BOB version 1.2 [was CC Greasemonkey script - unofficial]

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What should the name of this script be?

Poll ended at Fri May 18, 2007 5:51 am

Bob
11
28%
TSAR
7
18%
TSAR BOMBA
6
15%
B.O.M.B.
5
13%
Trojan
1
3%
Trojan Horse
9
23%
 
Total votes: 39

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cicero
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Post by cicero »

Further to yeti_c and tahitiwahini's recent posts above:

OK, I'm coming round on the decimal places. I particularly like the point that it reinforces it is only an estimate. How about reducing the decimal places to just one rather than the current two? I think this retains the subtleties you've described and helps to make the display clearer?

And tahitiwahini, thanks for your explanation re Card Set Estimate (or whatever it ends up being called) and how this can predict a higher total than I/we were expecting. Of course - :roll: - bonuses for territories held in cashed card sets!

Thanks

Cicero
FREE M-E-Mbership and simple rules. Conquer Club - it's not complicated.

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cicero
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Post by cicero »

B.O.M.B.

Battle Oriented Map Briefing ... ?

Change the Map Fade setting on the BOMB Menu ... It has a nice ring to it I think?

Or is Rob going to veto that too for some obscure(ish) IT reason?
I've heard of 'mail bombing' ...

Regards


Cicero
FREE M-E-Mbership and simple rules. Conquer Club - it's not complicated.

random me statistic @ 13 December 2008 - 1336 posts : 232nd most public posts (not counting Tower of Babble) of all time.
digital
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Post by digital »

Hi,

Thanks for your awesome re-work of the script, Its really cool.

My only suggestion would be to get rid of "Greasemonkey Menu" and integrate it into the Personal Menu with a 2/3px line to seperate the two, that way it doesn't take up as much space.

Mike
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cicero
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Post by cicero »

Again re tahitiwahini's explanation of the Card Set Estimate ...

Having read pretty closely I think I now understand fully. The one feature that seems to be missing is incorporating the escalation factor in Escalating games.

Let's say there are 4 players all with 5 cards, does the calculation of the Card Set Estimate for the 2nd, 3rd and 4th players take into account that the set value will have changed by the time it is their turn?

Equally, if only 3 or 4 cards are held is the probability that they will cash in a set factored in to the value of the set for subsequent players?

Like I say, I think this isn't included yet. Can it be?


Cicero
FREE M-E-Mbership and simple rules. Conquer Club - it's not complicated.

random me statistic @ 13 December 2008 - 1336 posts : 232nd most public posts (not counting Tower of Babble) of all time.
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yeti_c
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Post by yeti_c »

cicero wrote:Again re tahitiwahini's explanation of the Card Set Estimate ...

Having read pretty closely I think I now understand fully. The one feature that seems to be missing is incorporating the escalation factor in Escalating games.

Let's say there are 4 players all with 5 cards, does the calculation of the Card Set Estimate for the 2nd, 3rd and 4th players take into account that the set value will have changed by the time it is their turn?

Equally, if only 3 or 4 cards are held is the probability that they will cash in a set factored in to the value of the set for subsequent players?

Like I say, I think this isn't included yet. Can it be?


Cicero


Great point this is...

As you say if 3 players above you have 5 cards - they wil cash... thus the estimates can grow on a sliding scale...

Say you're blue in a 4 way doubles...

So red, green, yellow each have 5...

Thus their estimates are 4, 8, 6 (+ countries addition (CA)) and yours would be 10... (CA)

Like it a lot...

C.
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yeti_c
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Post by yeti_c »

Another addition - easy one this time...

Can we have a version label somewhere in the menu... (bottom or top)

I've two computers both with the script and forget to update them both!!

C.
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RobinJ
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Post by RobinJ »

tahitiwahini wrote:
RobinJ wrote:Just wondering if you could do something about the finished games. Unfortunately with your script, they take forever to load because the script has to be disabled or something - is there a way that you could get around that other than turning it off at the greasemonkey icon.


Completed games load fairly quickly for me, but that may be due to a difference in speed between our two computers. If it's slow for you the best way to look at a finished game would be to temporarily disable the smiling red greasemonkey icon (by left clicking on him in order to make him stop smiling and turn gray). The completed games will load faster for you then. After all there's not much of interest in the statistics table for a completed game anyway. When you want to turn your greasemonkey scripts back on simply left-click on the non-smiling gray greasemonkey icon to make him smile and turn red.

Anything else would require a programming change from stocksr I think.


Aye well - just wondering - suppose you're right - doesn't take too much extra effort to just click the monkey lol.
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stocksr
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Post by stocksr »

RobinJ wrote:
tahitiwahini wrote:
RobinJ wrote:Just wondering if you could do something about the finished games. Unfortunately with your script, they take forever to load because the script has to be disabled or something - is there a way that you could get around that other than turning it off at the greasemonkey icon.


Completed games load fairly quickly for me, but that may be due to a difference in speed between our two computers. If it's slow for you the best way to look at a finished game would be to temporarily disable the smiling red greasemonkey icon (by left clicking on him in order to make him stop smiling and turn gray). The completed games will load faster for you then. After all there's not much of interest in the statistics table for a completed game anyway. When you want to turn your greasemonkey scripts back on simply left-click on the non-smiling gray greasemonkey icon to make him smile and turn red.

Anything else would require a programming change from stocksr I think.


Aye well - just wondering - suppose you're right - doesn't take too much extra effort to just click the monkey lol.


I am looking into the performance issues, please bear with me while I investigate.


Additionally when reporting problems it would really help to know what settings you have so that I can attempt to reproduce the problem, also if the problem only occurs in some games an example game, is most useful.


Many thanks
r.
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stocksr
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Post by stocksr »

yeti_c wrote:Another addition - easy one this time...

Can we have a version label somewhere in the menu... (bottom or top)

I've two computers both with the script and forget to update them both!!

C.


This will be there starting from version .9 (I have made the text link to this thread as well, so that the latest version is only a couple of clicks away)
r.
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stocksr
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Post by stocksr »

yeti_c wrote:
cicero wrote:Again re tahitiwahini's explanation of the Card Set Estimate ...

Having read pretty closely I think I now understand fully. The one feature that seems to be missing is incorporating the escalation factor in Escalating games.

Let's say there are 4 players all with 5 cards, does the calculation of the Card Set Estimate for the 2nd, 3rd and 4th players take into account that the set value will have changed by the time it is their turn?

Equally, if only 3 or 4 cards are held is the probability that they will cash in a set factored in to the value of the set for subsequent players?

Like I say, I think this isn't included yet. Can it be?


Cicero


Great point this is...

As you say if 3 players above you have 5 cards - they wil cash... thus the estimates can grow on a sliding scale...

Say you're blue in a 4 way doubles...

So red, green, yellow each have 5...

Thus their estimates are 4, 8, 6 (+ countries addition (CA)) and yours would be 10... (CA)

Like it a lot...

C.



Just to throw a spanner or two in the works on this one you do need to consider freestyle games, and remember that the play order in team games is different. That said I am looking forward to seeing the new formulas when they are written.
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weirdbro
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Post by weirdbro »

Well, is anyone planning on building it, at least for sequential games, or should I give it a shot?
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tahitiwahini
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Post by tahitiwahini »

cicero wrote:Again re tahitiwahini's explanation of the Card Set Estimate ...

Having read pretty closely I think I now understand fully. The one feature that seems to be missing is incorporating the escalation factor in Escalating games.

Let's say there are 4 players all with 5 cards, does the calculation of the Card Set Estimate for the 2nd, 3rd and 4th players take into account that the set value will have changed by the time it is their turn?

Equally, if only 3 or 4 cards are held is the probability that they will cash in a set factored in to the value of the set for subsequent players?

Like I say, I think this isn't included yet. Can it be?
Cicero


You're right, it's not currently included in the Card Set Estimate.

The card set estimate originally started as an effort to quantify the armies that could be expected next turn in a flat rate bonus game. An assumption was made in order to simplify the calculation: that a player would cash in a card set as soon as one was formed. In a flat rate game that's actually a sound assumption because a strong case can be made that it's always an optimal decision to cash in a card set as soon as one is formed in a flat rate game (yes, even if it's a red card set). The argument involves the discounted future value of armies and the negative effect going forward of retaining 3 cards of a single color in your hand. I don't mean to rehash the argument here, just to say that it is a reasonably sound assumption to make in a flat rate game.

So the calculation for the card set estimate developed for the flat rate game was merely extended to the escalating game keeping the same assumption that a player would cash in a set as soon as one is formed. That pretty clearly is not always a good assumption to make in an escalating game (especially in the early going in which no one really wants to be the first one to cash in a card set and receive only 4 armies for doing so). So the card set estimate in an escalating game becomes more complicated. We have to quantify not only whether a card set exists (which we already do) but the likelihood that a player will actually cash that card set.

What factors go into the decision about whether to cash a card set in an escalating game? Well clearly the current redemption value of cashing a card set is probably the most important. Theoretically it would be possible to develop a probability of cashing a card set for each redemption value (armies received).

For example,

Redemption Value: Probability of Cashing the Set
4: 20%
6: 40%
8: 75%
10: 90%
12: 100%
15: 100%
20: 100%

I'm not arguing these are the right numbers (since I don't play escalating for the most part I'm pretty sure they're incorrect), I'm just saying it could probably be estimated. Maybe in an escalating game it's always better to wait until you have to cash in a set, I don't really know.

What other factors are there? Well, to go to your example, if a player holds 5 cards we know he will be cashing a card set during his turn, which in turn will change the redemption value for the next player who takes his turn after him. I suppose that could be considered in the calculation, but it might not be easily done. Then there's the complication of a player holding 3 cards. Does he cash in or not? Maybe the player looks at the current redemption value? Maybe the player looks to see which other players could possibly cash in a set in their next turn after his if he cashes in his set in this turn? So it begins to get rather complicated to decide if a player is or is not going to cash in a set in an escalating game.

If someone wants to try to figure that out for the escalating game he should by all means give it a try, but I suspect it will be a rather difficult problem. Much more difficult than in the flat rate game. It may be that the way the card set estimate is currently calculated is not very useful for an escalating game (in which case it can be turned off in stocksr's script for those games), but it's not at all clear to me at this point what would replace it in the escalating game. I think I'll leave it someone who has a better grasp of the card cashing strategy in escalating games to work out.
Cheers,
Tahitiwahini
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s.xkitten
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Post by s.xkitten »

*sigh* i wish there was way to blend the two scripts, without writing my own script...
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ricktdotorg
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Awesome plugin - THANKS

Post by ricktdotorg »

Man, I just installed this plugin. AWESOME stuff!

I actually might even be able to win a round now.

THANK YOU!!!!

-Rick.
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stocksr
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Post by stocksr »

s.xkitten wrote:*sigh* i wish there was way to blend the two scripts, without writing my own script...


Which two scripts?
r.
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Gilligan
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Post by Gilligan »

This script does work with Tr0y's.
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yeti_c
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Post by yeti_c »

The script replaces Tr0y's actually!!

C.
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stocksr
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Version .9 is out

Post by stocksr »

Version .9 is out
Download it here: http://robertstocks.co.uk/conquerClub/conquerclub-rjs.9.user.js

Whats new

Code: Select all

//  * Add Click and Flash effect to text map, and continent list in the stats table
//  * Include Fortify Button in the confirm actions option for Non Unlimited Games
//  * Change card calculations to be read from the page (rather than worked out from the log)
//  * change clock display to not be editable - thanks weirdbro.
//  * Colour code the action drop downs on all moves to show the colour of the player
//      who owns that territory and the number of the armies in the territory.
//  * Add Stats modes - Standard|Extended|Off This controls the level of detail
//      in the stats table.
//  * Lots of work to improve performance
//  * Add Version number to menu title



What's next?
I am looking for ideas, what do people suggest?

While waiting for ideas I am going to work on cleaning up the code a lot more, and I might try and make it so that less of the options require a refresh when changing them.
r.
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yeti_c
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Post by yeti_c »

Rob,

You're ace... Lack should give you a job!!

C.
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Captain Crash
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Post by Captain Crash »

Noticed speed improvements already Great to see Rob!! Well done!!!!!!

Can't wait to have a turn and see the colors in the drop downs. :-^


=D> =D> =D>
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Ishiro
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Post by Ishiro »

Minor bug... when a player has 0 cards, your stats show them having 'NaN'.
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Backglass
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Post by Backglass »

The new config menu is fantastic.

My only complaint is calling it the "Greasemonkey Menu" when it isn't a menu for Greasemonkey.

I really wish that You and Tr0y would give the dang script(s) a proper name as it would prevent a lot of confusion.
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yeti_c
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Post by yeti_c »

Rob - You've surpassed yourself again...

My only slight concern is the garishness of the coloured drop downs!!!!!

Could you lighten the colours a touch for me?!? (I know that's massively cheeky!)

C.
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tahitiwahini
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Post by tahitiwahini »

Sweet!
Cheers,
Tahitiwahini
weirdbro
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Post by weirdbro »

You know, its getting to the point where you've got a lot of settings, and probably will have more in the future. Ever thought of creating a options popup, sortof like options in most desktop programs?
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