Flash Survey: How would you balance a Vanilla Multiball?

This forum is for discussion related to the game.
User avatar
mith
mith
Godfather
User avatar
User avatar
mith
Godfather
Godfather
Posts: 9267
Joined: March 27, 2002
Location: McKinney, TX
Contact:

Flash Survey: How would you balance a Vanilla Multiball?

Post Post #0 (ISO) » Thu Sep 15, 2016 8:25 am

Post by mith »

Since I'm talking to myself in the Open Discussion thread, I'll try this.

You have some number of players, N. You want to play a Vanilla Multiball game (X Mafia, X Werewolves, Y Townies). What is X for different values of N (say N in [8,25])?

The EV is very complicated to calculate exactly, so don't worry about that. Just give me your best guess.
User avatar
Infinity 324
Infinity 324
they (pl.)
Survivor
User avatar
User avatar
Infinity 324
they (pl.)
Survivor
Survivor
Posts: 18337
Joined: April 7, 2013
Pronoun: they (pl.)
Contact:

Post Post #1 (ISO) » Thu Sep 15, 2016 9:17 am

Post by Infinity 324 »

Just going to give some numbers intuitively, I have no idea if this is accurate

1:1:6 seems slightly townsided
2:2:9 or 2:2:10 may be balanced
3:3:15 may be balanced
Show
new GTKAS

<3 you are valid

plural system, we may or may not sign
User avatar
Infinity 324
Infinity 324
they (pl.)
Survivor
User avatar
User avatar
Infinity 324
they (pl.)
Survivor
Survivor
Posts: 18337
Joined: April 7, 2013
Pronoun: they (pl.)
Contact:

Post Post #2 (ISO) » Thu Sep 15, 2016 9:18 am

Post by Infinity 324 »

Balanced in the sense of 50% town winrate, not equal winrate for all factions.
Show
new GTKAS

<3 you are valid

plural system, we may or may not sign
User avatar
Infinity 324
Infinity 324
they (pl.)
Survivor
User avatar
User avatar
Infinity 324
they (pl.)
Survivor
Survivor
Posts: 18337
Joined: April 7, 2013
Pronoun: they (pl.)
Contact:

Post Post #3 (ISO) » Thu Sep 15, 2016 9:31 am

Post by Infinity 324 »

Bleh the fact that town has no power makes those way more scumsided.

Something like

1:1:8
2:2:13
3:3:19
Show
new GTKAS

<3 you are valid

plural system, we may or may not sign
User avatar
mith
mith
Godfather
User avatar
User avatar
mith
Godfather
Godfather
Posts: 9267
Joined: March 27, 2002
Location: McKinney, TX
Contact:

Post Post #4 (ISO) » Thu Sep 15, 2016 9:55 am

Post by mith »

1:1:8 is probably reasonable. My best guess in the EV thread has it at 50.48%, though I've convinced myself it's higher now. It's also the first count at which town should lynch normally day 1 (at least with my current numbers, this may change once I adjust strategies at lower counts) - lynching scum at 1:1:6 for example gets you down to 1:5, no lynch to 1:4, which is EV 46.7%, worse than what you get by no lynching and letting the scum try to cross-kill.

I suspect most everyone's intuition on the 2:2:X and above setups will be way off. I wouldn't be at all surprised if 2:2:8 is reasonable.
User avatar
mith
mith
Godfather
User avatar
User avatar
mith
Godfather
Godfather
Posts: 9267
Joined: March 27, 2002
Location: McKinney, TX
Contact:

Post Post #5 (ISO) » Thu Sep 15, 2016 11:58 am

Post by mith »

I get (based on my not yet updated numbers for the 1:1:X setups):

2:2:8 - 30-35-35
2:2:11 - 34-33-33
2:2:17 - 40-30-30
2:2:33 - 50-25-25

That's a big range of reasonable EVs, really.
User avatar
TierShift
TierShift
Jack of All Trades
User avatar
User avatar
TierShift
Jack of All Trades
Jack of All Trades
Posts: 8384
Joined: November 5, 2013

Post Post #6 (ISO) » Thu Sep 15, 2016 9:12 pm

Post by TierShift »

I have no idea of multiball EVs. However, wouldn't it be easy to make a script that runs a certain setup 1000 times assuming compulsory random lynches and compulsory random nightkills? It should do pretty well for a basic model but you can complicate it however you like (for instance let the program check if it is 3:1 mylo every loop and then no lynch if you hit that).

Not a beautiful solution from a mathematics point of view, but very workable.

It would also be interesting to see how small corrections in the model would affect EV. I don't think it would matter more than maybe 1-3% over the course of an entire game.
User avatar
PokerFace
PokerFace
Too Useful
User avatar
User avatar
PokerFace
Too Useful
Too Useful
Posts: 6231
Joined: July 20, 2007
Location: Ohio, USA
Contact:

Post Post #7 (ISO) » Fri Sep 16, 2016 4:10 am

Post by PokerFace »

M:W:T
2:2:11
33:33:34
Looks balanced to me

Mountainous is 2:11 with n=13

If we apply stoofer's 4th law of "When experimenting with new mechanics, keep everything else as simple as possible." then:
take mountainous add extra scum group and you get 2:2:11

So 2:2:11 supports stoofer's law too

In my book it does not need to be town have 50%. Town just needs more than any other faction and since 34 > 33 >= 33 I believe it works
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
User avatar
Ircher
Ircher
He / Him / His
What A Grand Idea
User avatar
User avatar
Ircher
He / Him / His
What A Grand Idea
What A Grand Idea
Posts: 15190
Joined: November 9, 2015
Pronoun: He / Him / His
Location: CST/CDT

Post Post #8 (ISO) » Sun Sep 18, 2016 2:33 pm

Post by Ircher »

In post 0, mith wrote:Since I'm talking to myself in the Open Discussion thread, I'll try this.

You have some number of players, N. You want to play a Vanilla Multiball game (X Mafia, X Werewolves, Y Townies). What is X for different values of N (say N in [8,25])?

The EV is very complicated to calculate exactly, so don't worry about that. Just give me your best guess.
For N = 8, I think shos Dem Tryouts run shows that X=2 us terribly scumsided in a Vanilla Multiball.

My guess would be that 9-2-2 would be fairly closed to balanced.
Perhaps 5-1-1 would be too except that isn't really mafia.
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [Ongoing]
User avatar
mith
mith
Godfather
User avatar
User avatar
mith
Godfather
Godfather
Posts: 9267
Joined: March 27, 2002
Location: McKinney, TX
Contact:

Post Post #9 (ISO) » Mon Sep 19, 2016 4:27 am

Post by mith »

I have 2:2:4 at 27% right now. (That goes down to 17% without all my crazy forcing strategies at 1:1:2, 1:1:3, and 2:2:2 though.) Adding roleblockers and 1-shot BP doesn't help town a whole lot, I suspect.
User avatar
mith
mith
Godfather
User avatar
User avatar
mith
Godfather
Godfather
Posts: 9267
Joined: March 27, 2002
Location: McKinney, TX
Contact:

Post Post #10 (ISO) » Mon Sep 19, 2016 4:30 am

Post by mith »

(I've already decided to just leave White Flag Nightless as our sixth vanilla variant on the sample setup cards; for these counts, 2:2:X is really the only reasonable option, I think, and not worth including. Vengescum Multiball is much more promising as a viable setup, I think.)
User avatar
mith
mith
Godfather
User avatar
User avatar
mith
Godfather
Godfather
Posts: 9267
Joined: March 27, 2002
Location: McKinney, TX
Contact:

Post Post #11 (ISO) » Tue Sep 20, 2016 7:34 am

Post by mith »

PokerFace's intuition isn't bad here, it turns out:

2:2:9 (33.6%) vs. 2:9 (35.2%)
2:2:15 (40.2%) vs. 2:15 (46.0%)
2:2:18 (42.9%) vs. 2:18 (48.5%)
2:2:28 (49.5%) vs. 2:28 (57.3%)

3:3:20 (33.8%) vs. 3:20 (35.5%)
3:3:30 (40.0%) vs. 3:30 (44.1%)
3:3:36 (42.9%) vs. 3:36 (47.9%)
3:3:56 (50.0%) vs. 3:56 (56.3%)

4:4:32 (33.7%) vs. 4:32 (32.9%)
4:4:48 (39.9%) vs. 4:48 (41.8%)
4:4:57 (42.7%) vs. 4:57 (45.9%)
4:4:88 (49.9%) vs. 4:88 (54.2%)

5:5:46 (33.5%) vs. 5:46 (32.1%)
5:5:69 (40.1%) vs. 5:69 (40.5%)
5:5:82 (42.9%) vs. 5:82 (44.4%)
5:5:125 (49.9%) vs. 5:125 (52.7%)

I'm curious now whether the percentage at which the two EV curves X:X:Y and X:Y intersect converges for large X.
User avatar
vonflare
vonflare
doot
User avatar
User avatar
vonflare
doot
doot
Posts: 3093
Joined: January 1, 2014
Location: Blue Gatorade Factory

Post Post #12 (ISO) » Tue Sep 27, 2016 7:33 am

Post by vonflare »

I think that in actual games the larger the game gets the more the town winrate would be lower than expected for town because with more people it becomes harder to play for town. This makes it so there can be no perfect ratio for town to scum because the winrate will be slightly different if you multiply it by X.
THIS POST IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
User avatar
mith
mith
Godfather
User avatar
User avatar
mith
Godfather
Godfather
Posts: 9267
Joined: March 27, 2002
Location: McKinney, TX
Contact:

Post Post #13 (ISO) » Tue Sep 27, 2016 9:58 am

Post by mith »

Remember that the EV assumes random lynches. I would propose that for actual games, the larger the game gets the closer to random the early lynches get (for the same ratio).

That said, there is no "perfect ratio" for most vanilla variants simply because the balance is not linear - the relationship between number of Mafia and number of Townies needed to achieve the same EV is quadratic for games with a nightkill. (Nightless is different, and is, in fact, linear. EV is exactly 50% at 1:3, 2:6, 3:9, ... X:3X.) The task is not to find a constant ratio, but to find the correct balance for a given player count (or scum count).
User avatar
GreyICE
GreyICE
Fifty Shades
User avatar
User avatar
GreyICE
Fifty Shades
Fifty Shades
Posts: 15455
Joined: December 15, 2010

Post Post #14 (ISO) » Tue Sep 27, 2016 3:59 pm

Post by GreyICE »

In post 13, mith wrote:Remember that the EV assumes random lynches. I would propose that for actual games, the larger the game gets the closer to random the early lynches get (for the same ratio).
In a large, heavily vanilla game I think towns do significantly worse than random, especially multiball. Random lynches always assumes that votes are more-or-less random, but scum have significant incentive not to vote their buddies, and no real way to call them out on it early game if the game is large enough. Because of these semi-masonries I think the chances of an early game scum lynch in a large heavy-VT game is worse than random.

But really the town needs power roles.

Oh and for multiball you have to define the goal. 33/33/33 is "balanced" for each team to win, 50/25/25 is probably closer to what most people would think of as "balanced" in multiball games. So you could run a 9:2:2 as a game since each team would have virtually the same chance to win, but it'd be hyper depressing for the townies, since the opposing scumteam would basically be the town power role.
Show
That which is done out of love always takes place beyond good and evil


Official Visigoth

Read Mother Jones
User avatar
Gamma Emerald
Gamma Emerald
Any
Survivor
User avatar
User avatar
Gamma Emerald
Any
Survivor
Survivor
Posts: 69101
Joined: August 9, 2016
Pronoun: Any
Location: Hell on Earth (aka Texas)

Post Post #15 (ISO) » Tue Sep 27, 2016 4:05 pm

Post by Gamma Emerald »

Is there a setup that would give the mafia joint-win ability and 33/33/33 win rate?
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
Post Reply

Return to “Mafia Discussion”