[SETUP] Silent Night

This forum is for discussion of individual Open Setups, including theoretical balance.
User avatar
usesPython
usesPython
They/Them
Mafia Scum
User avatar
User avatar
usesPython
They/Them
Mafia Scum
Mafia Scum
Posts: 4572
Joined: January 28, 2023
Pronoun: They/Them

[SETUP] Silent Night

Post Post #0 (ISO) » Sun May 28, 2023 1:20 pm

Post by usesPython »

2 Mafia Loyal Neighborizers

7 Vanilla Townies


No scum PT, mafia do NOT know who their partner is

If scum submit differing nightkills before they're in the hood together a coin is flipped to determine which nightkill happens (Otherwise if there's a scum hood resolve as normal)
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
User avatar
usesPython
usesPython
They/Them
Mafia Scum
User avatar
User avatar
usesPython
They/Them
Mafia Scum
Mafia Scum
Posts: 4572
Joined: January 28, 2023
Pronoun: They/Them

Post Post #1 (ISO) » Sun May 28, 2023 1:24 pm

Post by usesPython »

Doing the math the chances of scum finding each other with random picks is about:

N1: 1 - ((6/7)^2) ~= 26.5%
N2: 1 - ((6/7)^2 * (4/5)^2) ~= 53%

(Numbers are slightly off since I'm not correctly accounting for how likely a n1 neighborizer target being alive n2 is)

Mostly just looking for opinions on balance (Maybe adding Bulletproof or N1 Bulletproof to scum to stop swing from NKing scum if it's too town sided, or adding 2/4 more VT if it's too scum sided)
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
User avatar
BBmolla
BBmolla
Open Book
User avatar
User avatar
BBmolla
Open Book
Open Book
Posts: 24301
Joined: May 29, 2011

Post Post #2 (ISO) » Sun May 28, 2023 1:31 pm

Post by BBmolla »

Can scum kill each other?
Come see me in the Great American Melodrama in Oceano
User avatar
usesPython
usesPython
They/Them
Mafia Scum
User avatar
User avatar
usesPython
They/Them
Mafia Scum
Mafia Scum
Posts: 4572
Joined: January 28, 2023
Pronoun: They/Them

Post Post #3 (ISO) » Sun May 28, 2023 1:32 pm

Post by usesPython »

If they're not in the hood scum can kill each other yes
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
User avatar
yessiree
yessiree
he
Mafia Scum
User avatar
User avatar
yessiree
he
Mafia Scum
Mafia Scum
Posts: 4389
Joined: June 6, 2013
Pronoun: he

Post Post #4 (ISO) » Sun May 28, 2023 3:27 pm

Post by yessiree »

In post 1, usesPython wrote: N1: 1 - ((6/7)^2) ~= 26.5%
N2: 1 - ((6/7)^2 * (4/5)^2) ~= 53%
why was 6/7 used and not 7/8?
User avatar
Skygazer
Skygazer
any
For My Next Guest
User avatar
User avatar
Skygazer
any
For My Next Guest
For My Next Guest
Posts: 11707
Joined: June 17, 2018
Pronoun: any
Location: Baltimore

Post Post #5 (ISO) » Sun May 28, 2023 3:57 pm

Post by Skygazer »

In post 4, yessiree wrote:
In post 1, usesPython wrote: N1: 1 - ((6/7)^2) ~= 26.5%
N2: 1 - ((6/7)^2 * (4/5)^2) ~= 53%
why was 6/7 used and not 7/8?
Presumably because the mafia isn't going to try and neighborize themselves N1
i have the most queues
replacement queue | upick queue
User avatar
yessiree
yessiree
he
Mafia Scum
User avatar
User avatar
yessiree
he
Mafia Scum
Mafia Scum
Posts: 4389
Joined: June 6, 2013
Pronoun: he

Post Post #6 (ISO) » Sun May 28, 2023 4:17 pm

Post by yessiree »

oops i forgor about the d1 lim
User avatar
usesPython
usesPython
They/Them
Mafia Scum
User avatar
User avatar
usesPython
They/Them
Mafia Scum
Mafia Scum
Posts: 4572
Joined: January 28, 2023
Pronoun: They/Them

Post Post #7 (ISO) » Mon May 29, 2023 1:09 am

Post by usesPython »

Spoiler: Hand calculated EV
11P: 9-2 Hoodless day
2/11 GOTO 9P: 8-1 (187/315 Town win)
9/11 GOTO 10P: 8-2 Hoodless night (4187179/11252115 Town win)

(2/11 * 187/315 + 9/11 * 4187179/11252115 = 1134317/2750517) 41.2% Town win
(1616200/2750517) 58.8% Scum win


10P: 8-2 Hoodless night
1/9 GOTO 9P: 8-1 (187/315 Town win)
136/729 GOTO 9P: 7-2 (94/315 Town win)
512/729 GOTO 9P: 7-2 Hoodless day (367/1029 Town win)

(1/9 * 187/315 + 136/729 * 94/315 + 512/729 * 367/1029 = 4187179/11252115) 37.2% Town win
(7064936/11252115) 62.8% Scum win


9P: 7-2 Hoodless day
2/9 22.2% GOTO 7P: 6-1 (19/35 Town win)
7/9 77.8% GOTO 8P: 6-2 Hoodless night (3643/12005 Town win)

(2/9 * 19/35 + 7/9 * 3643/12005 = 367/1029) 35.7% Town win
(662/1029) 64.3% Scum win


8P: 6-2 Hoodless night
1/7 GOTO 7P: 6-1 (19/35 Town win)
78/343 GOTO 7P: 5-2 (8/35 Town win)
216/343 GOTO 7P: 5-2 Hoodless day (29/105 Town win)

(1/7 * 19/35 + 78/343 * 8/35 + 216/343 * 29/105 = 3643/12005) 30.3% Town win
(8362/12005) 69.7% Scum win


7P: 5-2 Hoodless day
2/7 28.6% GOTO 5P: 4-1 (7/15 Town win)
5/7 71.4% GOTO 6P: 4-2 Hoodless night(1/5 Town win)

(2/7 * 7/15 + 5/7 * 1/5 = 29/105) 27.6% Town win
(76/105) 72.4% Scum win


6P: 4-2 Hoodless night
1/5 20% GOTO 5P: 4-1 (7/15 Town win)
4/5 80% GOTO 5P: 3-2 (2/15 Town win)

(1/5 * 7/15 + 4/5 * 2/15 = 1/5) 20% Town win
(4/5) 80% Scum win


For ease of calculation no attempt was made to prevent scum from neighborizing someone they neighborized a previous night or to only shoot people who they've failed to neighborize. The formula used to calculate if scum neighborize for NP: (N-2 : 2) Hoodless night was:

Code: Select all

(1 - (((N-2)/(N-1))^2))*((N-2)/(N-1))

e.g. for 10P: 8-2 Hoodless night:

Code: Select all

(1 - ((8/9) ^ 2))*(8/9)

Implementing these strategies would make the numbers slightly more scumsided but it should be counterbalanced by the lack of scum coordination making dayplay slightly more townsided. For reference 11-2 Mountainous has a 39.5% town winrate with random lims so 7-2 is expected to be slightly more scumsided and 9-2 slightly more townsided. I'd figure a test run with 7-2 and then doing 9-2 with a n0 neighborizer action if it's too townsided would probably work fine
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
User avatar
yessiree
yessiree
he
Mafia Scum
User avatar
User avatar
yessiree
he
Mafia Scum
Mafia Scum
Posts: 4389
Joined: June 6, 2013
Pronoun: he

Post Post #8 (ISO) » Mon Jun 05, 2023 7:32 am

Post by yessiree »

A lot of numbers to digest but from what I've gathered I don't think it's apt to compare this setup to 2:N mountainous since it plays drastically differently when 2 scums don't know each another. It's probably closer to some fringe variant of multiball or N vs 1 even night sk + 1 odd night sk depending on the NK rng

It also feels wrong when there's still a chance for scum to not be neighbours at ELO in the 7:2
User avatar
usesPython
usesPython
They/Them
Mafia Scum
User avatar
User avatar
usesPython
They/Them
Mafia Scum
Mafia Scum
Posts: 4572
Joined: January 28, 2023
Pronoun: They/Them

Post Post #9 (ISO) » Mon Jun 05, 2023 8:27 am

Post by usesPython »

In post 8, yessiree wrote: A lot of numbers to digest but from what I've gathered I don't think it's apt to compare this setup to 2:N mountainous since it plays drastically differently when 2 scums don't know each another. It's probably closer to some fringe variant of multiball or N vs 1 even night sk + 1 odd night sk depending on the NK rng
For EV calculations I don't think that multiball/SK calcs are correct here since scum want to only hit town during the night (since hitting scum always lowers their EV) whereas in multiball there's cases when you want to hit scum.
Likewise dayplay is better represented without using multiball if you run under the assumption that in that case scum will just play survivalistic d1 and then d2 onwards push town since they should be using their neighborizer ability on scummy people (either they find their partner at which point standard mountainous calcs or they find out it's town in which case it's safe to push them during the day at which point standard mountainous calcs)

D1's kind of a wildcard there as well as games where a neighborizer target dies during the night but as a rough estimate it's fine I think?

The lack of communication and organization definitely makes it more townsided until scum neighborize (since scum can accidentally bus/shoot each other/nk a pocket/etc.) but representing that in EV calcs is pretty arbitrary (Does it make scum 10% scummier? 20%? Or even
less
scummy than normal if townies are used to associative reads) so I just left it as is instead and only looked at the "Scum can NK each other" part.
In post 8, yessiree wrote: It also feels wrong when there's still a chance for scum to not be neighbours at ELO in the 7:2
It actually doesn't really matter in that case I think?
Someone's
getting limmed that day and unless you're saying scum are inherently more likely to get limmed there it should be an even distribution when you look at EV (Just assume that scum slow-roll and justify even a hammer vote)
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
User avatar
yessiree
yessiree
he
Mafia Scum
User avatar
User avatar
yessiree
he
Mafia Scum
Mafia Scum
Posts: 4389
Joined: June 6, 2013
Pronoun: he

Post Post #10 (ISO) » Mon Jun 05, 2023 3:23 pm

Post by yessiree »

In post 9, usesPython wrote:
In post 8, yessiree wrote: A lot of numbers to digest but from what I've gathered I don't think it's apt to compare this setup to 2:N mountainous since it plays drastically differently when 2 scums don't know each another. It's probably closer to some fringe variant of multiball or N vs 1 even night sk + 1 odd night sk depending on the NK rng
For EV calculations I don't think that multiball/SK calcs are correct here since scum want to only hit town during the night (since hitting scum always lowers their EV) whereas in multiball there's cases when you want to hit scum.
Likewise dayplay is better represented without using multiball if you run under the assumption that in that case scum will just play survivalistic d1 and then d2 onwards push town since they should be using their neighborizer ability on scummy people (either they find their partner at which point standard mountainous calcs or they find out it's town in which case it's safe to push them during the day at which point standard mountainous calcs)
For looking at EV Dayplay wise, it should be the same as any normal setup, what each actor wants to do shouldn't matter since we're modelling the behavior of the entire playerlist as a whole, and using that to calculate the outcome. You are using randomness to abstract away what each individual actor might do and how they might play.

Nightplay follows the same logic for modelling outcome, I dont think you should be looking at what each actor wants to do, only what they
can
do given the info they have at a given moment in time (with the assumption they still always play to their wincon)
For mountainous, the scum team has complete info of the identities of every town/scum players so they could only ever hit town during the night making it easy to model
For multiball, each scum team has incomplete info, so only guarantee is scum won't shoot themselves, anyone else is fair game
For this setup, it should be the same as multiball iff scum are not neighbors, and mountainous otherwise, which might not be hard to model now that I think about it
In post 9, usesPython wrote: D1's kind of a wildcard there as well as games where a neighborizer target dies during the night but as a rough estimate it's fine I think?

The lack of communication and organization definitely makes it more townsided until scum neighborize (since scum can accidentally bus/shoot each other/nk a pocket/etc.) but representing that in EV calcs is pretty arbitrary (Does it make scum 10% scummier? 20%? Or even
less
scummy than normal if townies are used to associative reads) so I just left it as is instead and only looked at the "Scum can NK each other" part.
In post 8, yessiree wrote: It also feels wrong when there's still a chance for scum to not be neighbours at ELO in the 7:2
It actually doesn't really matter in that case I think?
Someone's
getting limmed that day and unless you're saying scum are inherently more likely to get limmed there it should be an even distribution when you look at EV (Just assume that scum slow-roll and justify even a hammer vote)
Not talking about EV here, I just feel like it wouldn't be a proper game of mafia at that point. There are no associative reads for town to use to sort potential scum pairs which means town isn't really hunting for an informed minority, more like semi-informed team of two acting out of their own interests. So I guess town is just hunting for scummy players but then that'll have an effect in how scum approaches the game too so :? I think I'd prefer if the scum team becomes neighbors at ELO automatically. There is precedence where setups with unique mechanics revert to mountainous during ELO
User avatar
usesPython
usesPython
They/Them
Mafia Scum
User avatar
User avatar
usesPython
They/Them
Mafia Scum
Mafia Scum
Posts: 4572
Joined: January 28, 2023
Pronoun: They/Them

Post Post #11 (ISO) » Mon Jun 05, 2023 10:37 pm

Post by usesPython »

In post 10, yessiree wrote: For mountainous, the scum team has complete info of the identities of every town/scum players so they could only ever hit town during the night making it easy to model
For multiball, each scum team has incomplete info, so only guarantee is scum won't shoot themselves, anyone else is fair game
For this setup, it should be the same as multiball iff scum are not neighbors, and mountainous otherwise, which might not be hard to model now that I think about it
Oh I misunderstood you mb, the EV above already takes into account the chance that scum can nightkill each other
In post 10, yessiree wrote: Not talking about EV here, I just feel like it wouldn't be a proper game of mafia at that point. There are no associative reads for town to use to sort potential scum pairs which means town isn't really hunting for an informed minority, more like semi-informed team of two acting out of their own interests. So I guess town is just hunting for scummy players but then that'll have an effect in how scum approaches the game too so :? I think I'd prefer if the scum team becomes neighbors at ELO automatically. There is precedence where setups with unique mechanics revert to mountainous during ELO
Loyal Neighborizers N2 Informed
maybe? It punishes scum for not being accurate n1 since they have to mind read their partner for the nk n2 while still letting them communicate during ELO and giving town a co-ordinated nightkill to analyse
Plural | Nameless (They/He) and Alice (She/Her) and C (They/Them) and more
Post Reply

Return to “Open Setup Discussion”