The current MafiaScum model assumes players are monkeys at typewriters, randomly lynching and randomly killing so long as they don't gamethrow. I've programmed a weighted democratic model where each hypothetical player gains a little accuracy and can plurality lynch shared scumreads. Every model is necessarily flawed, with incorrect assumptions, but ultimately the goal is more accuracy for the simulation.
My assumptions:
- Gamestates result from predetermined charisma levels, where charisma is defined as "ability to avoid being lynched".
- Town will always attempt to lynch the least charismatic (scummiest) player. Town will never no-lynch.
- Scum will always attempt to kill the most charismatic (towniest) town player.
- PRs will claim at L-1. If uncc'd, they become most charismatic.
- Scum will fakeclaim confirmable roles at L-1 in order to out TPRs, and will be lynched if counterclaimed.
- Scum are aware of the charisma list, and will counterclaim PRs if they are more charismatic and if doing so would not lose them the game.
First, looking at 1 scum Mountainous.
1:2 - Town wins if scum is scummiest, so town EV is 1/3 (33%), matching Random Lynch Model.
1:3 - See above. EV of 1/4 (25%).
1:4 - Town has 2 lynches and wins if scum is in bottom 2 charisma. So town EV is 2/5 (40%), down from Random Lynch Model's 7/15 (46.7%).
1:5 - Same but worse in evens. Town EV is 2/6 (33%), down from RLM's 9/24 (37.5%).
1:6 - Town has 3 lynches, scum must be in bottom 3. Town EV is 3/7 (42.9%), down from RLM's 19/35 (54.3%).
1:N (for even N town) - Town gets N/2 lynches, so scum must avoid being in the bottom N/2 players. Town EV is (N/2)/(1 + N), again matching Random Lynch.
Mountainous, 1 scum | ||
---|---|---|
Scum:Town | Random Lynch EV | Charisma EV |
1:2 | 33.3% | 33.3% |
1:3 | 25.0% | 25.0% |
1:4 | 46.7% | 40.0% |
1:5 | 37.5% | 33.3% |
1:6 | 54.3% | 42.9% |
1:7 | 45.3% | 37.5% |
1:8 | 59.4% | 44.4% |
1:9 | 50.8% | 40.0% |
1:10 | 63.0% | 45.5% |
Town EV is always lower than what would be expected from random lynching. This can be attributed to scum's unique ability to remove people they know will not be lynched, while getting to choose who to go to LyLo with.
For Mountainous with more scum, it's bleaker. BOTH scum must be in the bottom half of the charisma list for town to win, making the problem combinatorial rather than recursive. For simplicity's sake, I'll only consider odd numbers of players.
Mountainous, 2 scum | ||
---|---|---|
Scum:Town | Random Lynch EV | Charisma EV |
2:3 | 13.3% | 10.0% |
2:5 | 22.9% | 14.3% |
2:7 | 29.8% | 16.7% |
2:9 | 35.2% | 18.2% |
2:11 | 39.5% | 19.2% |
2:13 | 45.3% | 20.0% |
2:15 | 48.0% | 20.6% |
2:17 | 50.3% | 21.1% |
For here, as we continue to add players, RLM EV approaches 100% but Charisma EV slowly caps out at 25%. And for 3 scum, Charisma EV should approach 12.5%, the chance that all 3 scum have below average charisma.
I believe this model accounts for why Mountainous is so difficult. I'm going to continue updating this for White Flag, Named Townies, Innocent Children, and Doctors. If I'm right, this version of EV calculation should predict winrate more consistently than taking Random Lynch EV and shooting for ~40% EV.
If I'm wrong, it's because this model assumes town are morons and won't question why a high charisma player has been left behind at LyLo. Feel free to discuss!
Credit to my conversation with RadiantCowbells for inspiring this methodology.