what kind of setup
(see: town of salem role buckets)
Was attempting to do it for a role madness setup.
Didnât get far enough to establish more than kills, heals, and RBs.
fixed
Kinda want to revive it now.
Main parts thatâre hard to code are answers to mechanical information, stuff like, âIf no one died and someone was RBed, town kills the RBed player.â
Could justâŚnot code that stuff and come back to it later.
oh i did this too and gave up because i am so not a data person
i was trying to see the effects of massclaiming on a stripped down version of tos and tos2 i.e. roles had alignments but no abilities
âŚif you cant tell, this was in my tg days
Ok, pulling this up and finding that my method for deciding who dies is kinda wonky in a neat way.
Basically, everyone starts off with a suspicion value of 0.
Every day, town members have a 50% chance to add 0, a 30% chance to lose 1, and a 20% chance to gain 1. Mafia members have a 40% to add 0, a 25% chance to lose 1, and a 35% chance to add 1.
From there, you randomly choose a player with the highest suspicion value and execute them each day.
maybeeeee
hard to know
yeah this is why complexity fucking sucks youâre basically trying to model human thought process
âWhere did you get these numbers from, Ash?â
I know that I wanted to make it so that over time, mafia members would generally be more suspicious than town members, but the numbers themselves are very much shots in the dark.
this doesnât model quizbowlcord games effectively. town suspicion numbers should be going up by an average 30, and mafia suspicion numbers down by an average of 10
[steps up to mic]
âQBCord badâ
[10 trillion billion gazillion applause]
even if you used a Person Machine which chose exactly like a person youd fall victim to Culture and Local Skill as shown in this example
Thereâs got to be enough data to somewhat model this.
Like, youâll have to make significant assumptions, but itâs not a life-or-death thing; I just want to be able to use it to help make sure my games arenât terribly swingy.
Broad strokes are fine for small-scale stuff.
like a reasonable solution would not assume the entire scum team would bus one member. This is because fol players are not reasonable
utilitarian line of thinking spotted
human behavior canât be that hard to mathematically model, right? [clueless]