In post 24, Kagami wrote:The balanced number of mafia for a mountainous game is very close to sqrt(num_players)/2
Sorry if I am misunderstanding, but are you saying the smaller the game, the more this formula of Scum:Town is not accurate?
In post 24, Kagami wrote:The balanced number of mafia for a mountainous game is very close to sqrt(num_players)/2
In post 28, Kagami wrote:You would think it's way too few, but it's not.
Even a single scum against 1000 town has a decent shot of winning mountainous (~4%). Throw in another 1000 town and his odds aren't radically worse at 2.8%.
In post 29, quadz08 wrote:this is because mountainous is really fucking difficult for town to win, not even including the psychological effects of playing a game of that type of dullness
In post 34, callforjudgement wrote:OK, for people who are confused about what the paper's saying, let me try to translate.
The first point it makes is that in a mountainous, if you approximately double the number of scum, you need to approximately quadruple the number of town in order to compensate and keep the game approximately balanced (i.e. it's a quadratic relationship). It doesn't say that scum = sqrt(players) is balanced (just that the relationship has a form looking much like that; Kagami posts a formula above). The assumptions it makes aren't that unrealistic; although it requires moves that would be illegal here on Mafiascum (to do with randomness and the like), effectively random lynching is something that towns could easily find a way to do (e.g. a method in which each day's lynch picks a lynch order for the rest of the game, and you follow the lynch order of the most recent townie to flip; it needs to be the most recent to ensure the list constantly changes, or else the scum can kill townies low down on the list to prevent town benefiting from the smaller lynch pool).
The next point it makes is that when there's even a single Cop in the game (and no other power roles), a doubling in the size of the scum only needs an approximate doubling in the size of the town to compensate and maintain balance.
They first give the following strategy for the situation: wait until a given day (depending on the size of the game) so that the Cop can compile a townblock; then the Cop tells every member of the townblock about the other members via PM (effectively forming a masonry, and something that's illegal on MS); the Cop is lynched to prove no fakeclaims; then the masonry anonymously chooses players outside the masonry to lynch until everyone else is dead (hiding its identity using anonymous votes, and everyone else abstains so as to not interfere with the masonry). This strategy requires a pretty odd and townsided collection of game mechanics (PMs that are identified from coming as a particular player + anonymous votes), and I'm not sure it would apply to a ruleset like ours. (There are also obvious improvements under that ruleset; e.g. the Cop can fullclaim each day to players that they've confirmed as via PM, meaning that you're less screwed if the Cop happens to get lynched or NKed.)
They also analyze a Mafiascum-legal version of the strategy: get the Cop to keep investigating until over half the remaining players are confirmed Town, then reveal and line up lynches for the win. This is a pretty simple proof that there is (or at least can be) a linear relationship between town and scum win rates with a Cop. It doesn't imply what the correct town/scum ratio is, though. (Also, that setup would suck to play unless it were very small, as it'd all come down to when the Cop got NKed).
In post 37, callforjudgement wrote:I've been V/LA for ages. Was my first time reading the thread (and it's still on the front page), because I've mostly been living off egosearch recently rather than looking at MD directly.
In post 39, Rob14 wrote:Is this actually a good journal or minor journal? I'm not familiar with the reputations of math journals.
In post 41, Majiffy wrote:Did anyone analyze how much it hurts town when you add a vig yet?
Best anti-utility role ever. All town vigs are dumb vigs.
In post 43, Ythan wrote:An extra lynch?
In post 45, Ythan wrote:I always see people pitch in their two cents on who should get vigged when they think they smell one.
In post 44, LicketyQuickety wrote:In post 43, Ythan wrote:An extra lynch?
Not exactly. You see it would be kinda like having a president. Everyone votes on who to use the Vig on, but ultimately its up the the Vig president.