machrider comments on Swords and Armor: A Game Theory Thought Experiment - Less Wrong

14 Post author: nick012000 12 October 2010 08:51AM

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Comment author: machrider 13 October 2010 12:03:53AM *  8 points [-]

Deleted earlier comment due to a bug in the code.

Here's the result of a naive brute force program that assumes a random distribution of opponents (i.e. any combo is equally likely), sorted by number of wins:

185: red/blue
269: red/red
397: yellow/blue
407: yellow/red
438: red/yellow
464: red/green
471: yellow/green
483: yellow/yellow
512: blue/yellow
528: green/green
539: green/red
561: green/blue
567: green/yellow
578: blue/red
635: blue/green
646: blue/blue

The program is here: http://pastie.org/1217024 (pipe through sort -n)

It performs 30 iterations of all 16 vs 16 matchups. Note that the player that attacks first has an advantage, so doing all 16 vs 16 balances that out (everyone is player 1 as often as he is player 2).

I signed up today to comment in this thread, so don't mock me too heavily. :)

Edit: Bumped iterations to 30 and hit points to 80,000 to try to smooth out randomness in the results.

Comment author: [deleted] 13 October 2010 02:09:06AM *  6 points [-]

This, and your much clearer second test, are useful, but only insofar that the weapons are chosen equally. Though, as some have found out, they clearly won't be. This would be more useful if you tested with the combinations that seem best [e.g. blue/blue, blue/green, green/green] and dropped the ones that no one who can run even some of the math would play [e.g. red/any]. Could you try that and see if it changes any of the results drastically?

Comment author: machrider 13 October 2010 02:27:35AM *  4 points [-]

Agreed, re: the limitations of my method. As you suggested, I ran another pass using only the top 7 candidates (wins >= 19 in my previous comment). Here are the results:

3: blue/red
5: blue/green
7: blue/blue
7: green/green
7: green/red
9: green/blue
11: green/yellow

Choosing the top 10 (wins >= 17 from before):

7: blue/red
7: red/green
9: green/green
9: green/red
11: blue/blue
11: blue/green
11: blue/yellow
11: green/blue
11: yellow/yellow
13: green/yellow

Yellow/yellow pops up as a surprise member of the 5-way tie for second place. The green sword is less effective once you introduce these new members. There are probably a lot of surprises if you keep varying the members you allow. And all of this still assumes a normal distribution, which is unlikely.

Comment author: machrider 13 October 2010 02:58:16AM *  6 points [-]

Pursuing this stupidity to its logical conclusion, I just did an elimination match with 16 rounds. Start with all combinations and cull the weakest member every round. Here's the result: http://pastie.org/1217255

Note the culling is sometimes arbitrary if there's a tie for last place. By pass 14, we have a 3-way tie between blue/blue, blue/green, and green/yellow. Those may very well be the best three combinations, or close to it.

Final version of program here: http://pastie.org/1217284

(Removed randomness and just factored in the probability of evasion into damage directly. This lets me use smaller numbers and runs much faster. Verified that the results didn't change as a result of this.)

Comment author: [deleted] 13 October 2010 02:47:14AM *  2 points [-]

Interesting. Three main observations:

1] blue/green has been a popular good choice, but in this bracket, not so much. I wonder how much sway this should have on all of our guesses.

2] the blue/blue combination that I figured works well tied for third, ironically with green/green and even more ironically, below green/blue.

3] green/yellow comes out on top, probably because no one else in this simulation is running yellow armor. I wonder if this changes when we add in blue/yellow, likely in place of blue/red.

Biggest question: Say we could make a simulation where we start with say, 10 characters, of each of these combinations, set them to wander about, and then when they beat someone, the person beaten adopts the winner's combination. I wonder if that would help our understanding of this game, or if it wouldn't work due to a quick, short-term dominance by one combination.

Comment author: shokwave 13 October 2010 08:46:31AM 5 points [-]

If they were beaten, they adopt a combination that would have beaten the opponent. The psychology of game-players in PVP games suggests that they would much prefer to use a different set of equipment rather than copy a set of equipment someone used against them.

To give the simulation an equilibrium, perhaps they have a small chance to adopt the winner's combination and otherwise adopt a combination that would have won.

Comment author: [deleted] 13 October 2010 05:08:07PM 3 points [-]

If they were beaten, they adopt a combination that would have beaten the opponent. The psychology of game-players in PVP games suggests that they would much prefer to use a different set of equipment rather than copy a set of equipment someone used against them.

Goodness, thank you! I had that correct in my first comment on this whole post, as I played an MMO called Guild Wars avidly for a while. I apparently forgot that here. It does make the simulation somewhat more challenging to model.

Comment author: machrider 13 October 2010 01:36:32AM 4 points [-]

I'm thinking iterations just confuses things. With a high enough HP value we should be able to eliminate "luck". So here's a pass with 1 iteration and 20 million initial HP:

2: red/blue
8: red/red
13: yellow/blue
13: yellow/red
15: red/yellow
15: yellow/green
17: blue/yellow
17: red/green
17: yellow/yellow
19: blue/red
19: green/blue
19: green/green
19: green/red
19: green/yellow
21: blue/blue
23: blue/green