In post 118, zMuffinMan wrote:
ps: balance is probably a bad thing to talk about when talking about randomness anyway. one thing i've been thinking about is how to code a program that would calculate win rates based on any role you put into the game, but in the end, what's more important than balance is swing factor and games with randomness are bound to have a higher swing factor (as opposed to, say, low power distributed among many members of each faction giving a game low swing factor, with mountainous setups having the lowest swing)
imo high swing factor is worse than an unbalanced game when looking at an individual game - i'd rather be on the 40 side of a 40-60 game than on any side in a 50-50 game that can potentially end N1
Muffin is like some kind of amazing sage of truthiness.
On a side note, I'd too thought quite a bit about writing a program to determine balance, but the problem is that the balance of a closed game is wildly influenced by the priors of the players, which is not something that can be nicely handled.
For not-too-large open setups, there are few enough states that a dynamic programming solution should work just fine. You can assume a [decide lynch -> claim -> lynch or redecide -> night -> loop] should capture the gameflow and define a state as the combination of all possible claims and investigation result claims for all living players.