Micro 632 - Mislead [Game Over]

Micro Games (9 players or fewer). Archived during the 2023 queue overhaul.
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Micro 632 - Mislead [Game Over]

Post Post #0 (ISO) » Mon Aug 01, 2016 10:55 am

Post by FakeGod »

Image

PLAYERLIST
  1. callforjudgement
  2. Zyf - DEAD
  3. podoboq - DEAD
  4. Lucky2u
  5. Infinity 324 - DEAD
  6. Something_Smart
    BBmolla

  7. Edosurist
    The_Jester

  8. algebra - DEAD
  9. Javajoe24

Spoiler: Setup
Setup

  • 2
    Mafia
    Players vs 7
    Town
    Players
  • You are a group of explorers trying to leave a dangerous maze.
  • You may lynch as usual, but flips will only occur at the
    beginning
    of each
    Day Phase
    .
  • There are no night kills.


  • Each
    Day Phase
    will present with two paths. During the
    Night Phase
    , each player will PM the mod which path he/she will take.
  • One path leads to
    death
    . Other will lead to
    safety
    .
    Mafia always knows which path is safe.

  • If any
    Town
    -aligned player walks down
    6 safe paths
    ,
    Town wins
    .
  • If number of living
    Town
    -aligned players is equal to number of living
    Mafia
    -aligned players,
    Mafia
    wins.


  • Each player can use
    Future Sight
    once during the game by declaring so in thread. The mod will immediately notify that player via PM which path is the
    safe
    path.


  • Each Day phase will last 8 days.
  • Each Night will last 2 days or whenever all path choices are submitted.
  • Mafia will have a PT to talk in.


Spoiler: Role PMs
Town:
Town
Mafia:
Mafia
Last edited by FakeGod on Tue Aug 30, 2016 5:43 am, edited 13 times in total.
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Post Post #1 (ISO) » Mon Aug 01, 2016 11:43 am

Post by FakeGod »

Role PMs are out! Please confirm via PM.

Countdown to game start: (expired on 2016-08-02 20:00:00)
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Post Post #2 (ISO) » Wed Aug 03, 2016 1:27 am

Post by FakeGod »

Image


Day 1


Image
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Post Post #3 (ISO) » Wed Aug 03, 2016 1:29 am

Post by The_Jester »

First!
Why'd the clown drive over the cup?
He wanted to crack him up!
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Post Post #4 (ISO) » Wed Aug 03, 2016 1:30 am

Post by The_Jester »

VOTE: algebra

I hate Maths
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Post Post #5 (ISO) » Wed Aug 03, 2016 1:36 am

Post by Infinity 324 »

Ok here's what I got.

If there's a player we can bet the game on being town, we have them future sight and follow their lead. Otherwise, we have the 2 towniest players future sight. If they match, we just follow that path. Both those players are most likely town since it's to scum's advantage to lie about which is the right path. If the future sights don't match, you split up. The lying one becomes outed the next day, and you lynch them. (Don't lynch until you have confirmed scum). Also, if someone doesn't go down the path they were assigned, they are confirmed scum.

Don't think these really breaks the game but it gives us a good chance to win.

VOTE: zyf
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Post Post #6 (ISO) » Wed Aug 03, 2016 1:46 am

Post by The_Jester »

Hmm but we only have 7 of those. Will that be enough?
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Post Post #7 (ISO) » Wed Aug 03, 2016 1:49 am

Post by The_Jester »

What I mean is, I wouldn't want to end up in a situation where we're all out of FS and it's still a long road ahead.
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Post Post #8 (ISO) » Wed Aug 03, 2016 1:50 am

Post by algebra »

VOTE: podoboq
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Post Post #9 (ISO) » Wed Aug 03, 2016 1:51 am

Post by The_Jester »

Dunno if we actually can afford to burn 2 FS a day but I suck at maths and stuff so I'll leave that to smarter people and just sheep the best looking strat.
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Post Post #10 (ISO) » Wed Aug 03, 2016 2:02 am

Post by Infinity 324 »

If we don't use 2 fs per day, we have to either split up every day, or bet the game that someone's town.
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Post Post #11 (ISO) » Wed Aug 03, 2016 2:07 am

Post by algebra »

i think the best bet for today is 2 fs, i dont think we can be sure of someone's towniness on d1
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Post Post #12 (ISO) » Wed Aug 03, 2016 2:08 am

Post by Zyf »

Hi guys
I'm going to be on a plane all day just for today sorrryyy

Kthnx
"They don't think it be like it is, but it do." -Oscar Gamble

this account is ded now kthxbai
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Post Post #13 (ISO) » Wed Aug 03, 2016 2:10 am

Post by Zyf »

In post 5, Infinity 324 wrote:Ok here's what I got.

If there's a player we can bet the game on being town, we have them future sight and follow their lead. Otherwise, we have the 2 towniest players future sight. If they match, we just follow that path. Both those players are most likely town since it's to scum's advantage to lie about which is the right path. If the future sights don't match, you split up. The lying one becomes outed the next day, and you lynch them. (Don't lynch until you have confirmed scum). Also, if someone doesn't go down the path they were assigned, they are confirmed scum.

Don't think these really breaks the game but it gives us a good chance to win.

VOTE: zyf
Agree with this
I had this plan in mind as well
I'll burn mine if you guys want me to
Also can we please vote nolynch for now
"They don't think it be like it is, but it do." -Oscar Gamble

this account is ded now kthxbai
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Post Post #14 (ISO) » Wed Aug 03, 2016 2:51 am

Post by The_Jester »

I could get behind this.

VOTE: NL

I also volunteer to use FS today.
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Post Post #15 (ISO) » Wed Aug 03, 2016 2:59 am

Post by callforjudgement »

UNVOTE:

Please, do not vote nor use Future Sight until we've agreed on a plan.
Unvote if you've voted! If scum could quickhammer someone D1, they would most likely win even if doing so exposed the identity of both scum!
This isn't a setup that can be won without a strategy.

Key strategic points which any potential breaking strategy needs to take into account:
  • Town cannot win unless a townie survives to D7; lynching all the scum is not a town victory condition.
    As such, lynching players only helps in two ways: preventing scum's numbers equalling town's and winning at 1:1 or 2:2; and (the next day) discovering their alignment for associatives. Meanwhile, it comes with a huge risk: lynching a townie gives you one fewer player who could potentially guess their way through to D7 and help to outnumber scum. In particular,
    there is very little upside to lynching scum, and a huge downside for lynching town
    . Lynching a player who's outright demonstrated that they're scum (e.g. by lying about a Future Sight result) is reasonable. Lynching a player who you merely strongly suspect is scum isn't. All lynches should be based on theory grounds.
  • Players
    should not be allowed to volunteer to use Future Sight
    . If they do, the scum could coordinate using it as a scumpair.
  • On the other hand,
    identifying
    certain or likely scum is highly useful. As explained below, we want every player to take the same path on the earlier days, so we have to be pretty certain that that path is correct. The fewer unidentified scum there are, the fewer Future Sight uses you need to be certain a path is safe (if all the scum are identified, you can do it with one; with two scum at large, you need three players to agree to be certain).
  • There are two basic strategies for surviving the night: using Future Sight, which costs Future Sight uses, and splitting paths, which costs town lives. If you split before the Future Sights are used up, then you're basically just wasting Future Sights if they end up in the group who dies. As such,
    we want to leave everyone (barring confirmed scum) alive as long as possible
    (which will, mathematically, probably be day 4 or 5).
  • There is no 100% breaking strategy
    , so
    we'll need to scumhunt
    . Scumhunting can be hard if scum don't feel threatened. As such, a strategy should identify the ways in which it can fail, and we should unofficially vote on who should be considered the towniest and scummiest players (so that they can be slotted into places in the strategy that are less and more tolerant of scum, respectively). This should hopefully produce voting patterns more like a normal game, making scumhunting possible. Don't neglect the power of townhunting in a setup like this, either.
  • Identifying a scum, especially early, is worth several (approximately two) Future Sight uses as it reduces the amount of Future Sight you need to be safe later, and also reduces the number of townies who need to survive once we're flying blind.
  • When flying blind and sending one group down each path, then the larger group should contain scummier players (although if both scum are alive we want one in each group), but be responsible for choosing which path each player is sent down. This prevents scum who manage to get in a smaller group from intentionally causing the larger group to die, which is often the only way that scum can win this scenario after we're late enough in the game to resort it.
  • A more specific point about a setup that's quite likely to happen: In a 2:1 endgame D6 with no Future Sight left, the towniest player should take one path, and the two scummiest players the other. This way, town can only lose if the "towniest player" is scum, and even then will only lose 50% of the time.
I'll present my best attempt at a breaking strategy in a bit,
but
I'm not sure whether I should reveal the whole thing immediately, or whether I should reveal it in stages as it becomes relevant. The advantage of a phased reveal is that it may cause scum to misplay due to not knowing what's coming. The disadvantage is that it'd give me an opportunity to potentially intentionally back town into a corner if I were scum; players who are sufficiently versed in theory might well be able to figure out that I was doing that, but admittedly I might well have tried it as scum anyway (it might work better in that case than having a breaking strategy used against me).
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #16 (ISO) » Wed Aug 03, 2016 3:02 am

Post by callforjudgement »

In post 5, Infinity 324 wrote:Ok here's what I got.

If there's a player we can bet the game on being town, we have them future sight and follow their lead. Otherwise, we have the 2 towniest players future sight. If they match, we just follow that path. Both those players are most likely town since it's to scum's advantage to lie about which is the right path. If the future sights don't match, you split up. The lying one becomes outed the next day, and you lynch them. (Don't lynch until you have confirmed scum). Also, if someone doesn't go down the path they were assigned, they are confirmed scum.
This is mostly correct as far as it goes. However, if you only have the towniest players future sight, scum could easily play scummy intentionally in order to avoid being chosen and then arrange to be the Future Sight users day 4. Really, what we want is for the scummiest players to future sight without ever pairing two scum, but this is a hard thing to arrange.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #17 (ISO) » Wed Aug 03, 2016 3:07 am

Post by callforjudgement »

In post 13, Zyf wrote:Also can we please vote nolynch for now
What theory reason do you have for requesting this?

This makes me very suspicious (as opposed to the correct course of
unvoting
for now). If even three townies follow your advice, then scum has a fairly easy win: they could get one scum onto the no-lynch wagon without giving away their identity, and get the other to quickhammer it, leading to a disorganized night in which three or four townies would likely die, and leaving only just enough Future Sight uses to complete the game even if both scum are known (which they wouldn't be).

@Mod: Do scum have daytalk?

@Mod: If both scum are lynched, would that cause town to automatically win, or would a townie still have to take the right path N6?
scum
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Post Post #18 (ISO) » Wed Aug 03, 2016 3:11 am

Post by FakeGod »

In post 17, callforjudgement wrote:
@Mod: Do scum have daytalk?

@Mod: If both scum are lynched, would that cause town to automatically win, or would a townie still have to take the right path N6?

Yes, scum has daytalk.
Townie still has to take the right path n6 to win.
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Post Post #19 (ISO) » Wed Aug 03, 2016 4:45 am

Post by Infinity 324 »

In post 16, callforjudgement wrote:
In post 5, Infinity 324 wrote:Ok here's what I got.

If there's a player we can bet the game on being town, we have them future sight and follow their lead. Otherwise, we have the 2 towniest players future sight. If they match, we just follow that path. Both those players are most likely town since it's to scum's advantage to lie about which is the right path. If the future sights don't match, you split up. The lying one becomes outed the next day, and you lynch them. (Don't lynch until you have confirmed scum). Also, if someone doesn't go down the path they were assigned, they are confirmed scum.
This is mostly correct as far as it goes. However, if you only have the towniest players future sight, scum could easily play scummy intentionally in order to avoid being chosen and then arrange to be the Future Sight users day 4. Really, what we want is for the scummiest players to future sight without ever pairing two scum, but this is a hard thing to arrange.
I actually think it's best to have the towniest players future sight first anyway, because we want to delay splitting up as long as possible. What you're saying is a problem though.

Also 2:1 endgame is a loss for town because scum can just take the safe path even if they're not assigned to it.

UNVOTE:
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Post Post #20 (ISO) » Wed Aug 03, 2016 4:47 am

Post by The_Jester »

UNVOTE:
Why'd the clown drive over the cup?
He wanted to crack him up!
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Post Post #21 (ISO) » Wed Aug 03, 2016 4:50 am

Post by algebra »

UNVOTE:
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Post Post #22 (ISO) » Wed Aug 03, 2016 5:04 am

Post by Javajoe24 »

Hey guys. This is going to be an interesting game.
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Post Post #23 (ISO) » Wed Aug 03, 2016 5:26 am

Post by Infinity 324 »

In post 19, Infinity 324 wrote:
In post 16, callforjudgement wrote:Also 2:1 endgame is a loss for town because scum can just take the safe path even if they're not assigned to it.
Actually you were talking about d6, never mind
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Post Post #24 (ISO) » Wed Aug 03, 2016 5:33 am

Post by The_Jester »

In post 22, Javajoe24 wrote:Hey guys. This is going to be an interesting game.

You think?
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