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	<title>Comments on: Dicewars</title>
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	<link>http://www.philsteinmeyer.com/127/dicewars/</link>
	<description>Phil Steinmeyer's rumblings on the game biz, programming, and life</description>
	<pubDate>Sun, 20 Jul 2008 18:57:01 +0000</pubDate>
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		<title>By: gymno</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-70973</link>
		<dc:creator>gymno</dc:creator>
		<pubDate>Mon, 02 Jul 2007 20:55:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-70973</guid>
		<description>[...]The games themselves take only about 15 minutes, but you wonâ€™t be able to stop with just one.[...]</description>
		<content:encoded><![CDATA[<p>[...]The games themselves take only about 15 minutes, but you wonâ€™t be able to stop with just one.[...]</p>
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		<title>By: A-)</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-57928</link>
		<dc:creator>A-)</dc:creator>
		<pubDate>Mon, 21 May 2007 01:38:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-57928</guid>
		<description>Hi,


Since two people asked:

Logic behind "how winning stack is exhausted": You "loose" 1 (being the one left behind on the territory you moved away from, so in fact you loose nothing, but neither gain anything, other than the new territory of course). If you "win" when attacked, you also neither loose nor gain anything, rather your stack remains as it is (while the attackers stack is reduced to 1).


For reference:

Logic behind "reinforcements" (getting more dice at end of turn): You get 1 dice for each territory in your largest contigous (connected) group of territories (so it is rarely wise to move stacks which you can't connect with your currently largest group, or a group that would then become the largest - The exception to this rule is when such a move would part an oppenents territories, thus reducing the opponents largest group). Note that the size of each surviving players largest group is shown below the game board.


Oh, and by the way:

The game AI "cheats", in that it consistently rolls above-average (or possibly, you consistently roll below average?) Notice for instance how the AI will beat you more than 50% of the time, when it attacks and the two stacks are equal (when, in fact, you should have a slight advantage, since a draw will go to the defender = you). Compare this with how hard it is to just break even when you attack, even if you only attack stacks that are 1 lower than yours (which should give you a slight advantage, even as attacker). I'm guessing the reason for this cheat is to compensate for the ultra-poor AI (it moves in a near-random manner, without regard for any kind of strategy, and it more or less commits "strategic suicide" as soon as you have any kind of advantage, by being FAR to agressive, which is good at the beginning but not at the end). I find this rather sad, since it is frustrating to know that you aren't "playing on a level field". It shouldn't be too hard to implement a much better AI, which could stand its ground without having to cheat, even against experienced players (the "optimal strategy" for dicewars is quite simple, and should be no problem to code in a likewise simple manner).


For those who seek a greater Dicewars challenge:

Google "kdice" for a link to an online multi-player version of Dicewars, where you can play against 8 other people (which is VERY difficult, compared to the AI - Prepare to play ultra-defensive or loose...)


Regards,

A-)</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Since two people asked:</p>
<p>Logic behind &#8220;how winning stack is exhausted&#8221;: You &#8220;loose&#8221; 1 (being the one left behind on the territory you moved away from, so in fact you loose nothing, but neither gain anything, other than the new territory of course). If you &#8220;win&#8221; when attacked, you also neither loose nor gain anything, rather your stack remains as it is (while the attackers stack is reduced to 1).</p>
<p>For reference:</p>
<p>Logic behind &#8220;reinforcements&#8221; (getting more dice at end of turn): You get 1 dice for each territory in your largest contigous (connected) group of territories (so it is rarely wise to move stacks which you can&#8217;t connect with your currently largest group, or a group that would then become the largest - The exception to this rule is when such a move would part an oppenents territories, thus reducing the opponents largest group). Note that the size of each surviving players largest group is shown below the game board.</p>
<p>Oh, and by the way:</p>
<p>The game AI &#8220;cheats&#8221;, in that it consistently rolls above-average (or possibly, you consistently roll below average?) Notice for instance how the AI will beat you more than 50% of the time, when it attacks and the two stacks are equal (when, in fact, you should have a slight advantage, since a draw will go to the defender = you). Compare this with how hard it is to just break even when you attack, even if you only attack stacks that are 1 lower than yours (which should give you a slight advantage, even as attacker). I&#8217;m guessing the reason for this cheat is to compensate for the ultra-poor AI (it moves in a near-random manner, without regard for any kind of strategy, and it more or less commits &#8220;strategic suicide&#8221; as soon as you have any kind of advantage, by being FAR to agressive, which is good at the beginning but not at the end). I find this rather sad, since it is frustrating to know that you aren&#8217;t &#8220;playing on a level field&#8221;. It shouldn&#8217;t be too hard to implement a much better AI, which could stand its ground without having to cheat, even against experienced players (the &#8220;optimal strategy&#8221; for dicewars is quite simple, and should be no problem to code in a likewise simple manner).</p>
<p>For those who seek a greater Dicewars challenge:</p>
<p>Google &#8220;kdice&#8221; for a link to an online multi-player version of Dicewars, where you can play against 8 other people (which is VERY difficult, compared to the AI - Prepare to play ultra-defensive or loose&#8230;)</p>
<p>Regards,</p>
<p>A-)</p>
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		<title>By: christ</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-57340</link>
		<dc:creator>christ</dc:creator>
		<pubDate>Wed, 16 May 2007 14:53:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-57340</guid>
		<description>dude, it would take a lot more effort to make the game unfair!  to make it 'fair' all you have to do is generate random numbers and compare them.  to make it unfair, youd have to run the random numbers through some kind of 'unfairness' algorithm, and i think its really unlikely that the programmer did that.
i win 95% of the games i play, because of strategy.  if youre whining about fairness or luck, youre probably just bad at strategy.  luck tends to even out.</description>
		<content:encoded><![CDATA[<p>dude, it would take a lot more effort to make the game unfair!  to make it &#8216;fair&#8217; all you have to do is generate random numbers and compare them.  to make it unfair, youd have to run the random numbers through some kind of &#8216;unfairness&#8217; algorithm, and i think its really unlikely that the programmer did that.<br />
i win 95% of the games i play, because of strategy.  if youre whining about fairness or luck, youre probably just bad at strategy.  luck tends to even out.</p>
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		<title>By: aliasentity</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-57101</link>
		<dc:creator>aliasentity</dc:creator>
		<pubDate>Mon, 14 May 2007 07:14:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-57101</guid>
		<description>Dice Wars is an interesting variation of good old Risk. it is quite an interesting game only on a tactical level. However I agree with other comments that you need to be able to place your own reinforcements yourself. Of course some people find this an interesting twist and challenging. Due to this lack of reinforcement phase the game becomes too long towards the end and is less strategic. Nevertheless, it is kind of addictive to play. It makes you think on border expansion and also how to eliminate other players for good.

You can easily use successful strategies from Risk to win in this game. I have presented many strategies in my  book Risk (Total Diplomacy: The Art of Winning Risk) and there is a dedicated website for the book and risk strategies (www.totaldiplomacy.com). It is sometimes amazing how certain tactics are universal and can be applied to games that look completely different and even have different rules. Strategy after all can be timeless. This is beautify demonstrated by the success of Sun Tzu's Art of War after so many years. 

[Declaration: I am the author of the book and the website]</description>
		<content:encoded><![CDATA[<p>Dice Wars is an interesting variation of good old Risk. it is quite an interesting game only on a tactical level. However I agree with other comments that you need to be able to place your own reinforcements yourself. Of course some people find this an interesting twist and challenging. Due to this lack of reinforcement phase the game becomes too long towards the end and is less strategic. Nevertheless, it is kind of addictive to play. It makes you think on border expansion and also how to eliminate other players for good.</p>
<p>You can easily use successful strategies from Risk to win in this game. I have presented many strategies in my  book Risk (Total Diplomacy: The Art of Winning Risk) and there is a dedicated website for the book and risk strategies (www.totaldiplomacy.com). It is sometimes amazing how certain tactics are universal and can be applied to games that look completely different and even have different rules. Strategy after all can be timeless. This is beautify demonstrated by the success of Sun Tzu&#8217;s Art of War after so many years. </p>
<p>[Declaration: I am the author of the book and the website]</p>
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		<title>By: random</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-45043</link>
		<dc:creator>random</dc:creator>
		<pubDate>Tue, 27 Mar 2007 11:44:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-45043</guid>
		<description>maybe even apply some sort of scroll-parameter to make it possible to turn down com puter-advantage in % ? at present its around 60/40
a way to make a levelregulator from beginner to pro...come on...sounds fun to me!! ;-)</description>
		<content:encoded><![CDATA[<p>maybe even apply some sort of scroll-parameter to make it possible to turn down com puter-advantage in % ? at present its around 60/40<br />
a way to make a levelregulator from beginner to pro&#8230;come on&#8230;sounds fun to me!! <img src='http://www.philsteinmeyer.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /></p>
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		<title>By: random</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-45040</link>
		<dc:creator>random</dc:creator>
		<pubDate>Tue, 27 Mar 2007 11:36:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-45040</guid>
		<description>fantastic game...it would however be nice to apply random dices...as of now ( played a lot) i would say that attacking ( in beginning unless trying to " cutup" a strong opp) will allways be suicidal unless you have at least a 2 dice advantage to give you a sligtly higher than 50-50 chance....why not make a "fair" version ?  simple programming...would take 5 min max :-)</description>
		<content:encoded><![CDATA[<p>fantastic game&#8230;it would however be nice to apply random dices&#8230;as of now ( played a lot) i would say that attacking ( in beginning unless trying to &#8221; cutup&#8221; a strong opp) will allways be suicidal unless you have at least a 2 dice advantage to give you a sligtly higher than 50-50 chance&#8230;.why not make a &#8220;fair&#8221; version ?  simple programming&#8230;would take 5 min max <img src='http://www.philsteinmeyer.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /></p>
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		<title>By: Geoff</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-42603</link>
		<dc:creator>Geoff</dc:creator>
		<pubDate>Wed, 21 Mar 2007 18:38:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-42603</guid>
		<description>anyone know the logic behind the way a winning stack gets diminished?</description>
		<content:encoded><![CDATA[<p>anyone know the logic behind the way a winning stack gets diminished?</p>
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		<title>By: litterbug</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-42307</link>
		<dc:creator>litterbug</dc:creator>
		<pubDate>Tue, 20 Mar 2007 23:32:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-42307</guid>
		<description>anyone know the algorithm for how much a stack is exhausted by a winning attack? Ex: 8 stack vs 6 stack the 8 wins but is then 5 stack. Does it relate to the amounts between the two rolls? Ex: a 32 roll vs a 9 roll is less expensive then a 32 vs 30 roll? or does it relate to the difference in stacks? Ex: 8 die vs 2 die = 7 die, 8 die vs 7 die= 3 die ?</description>
		<content:encoded><![CDATA[<p>anyone know the algorithm for how much a stack is exhausted by a winning attack? Ex: 8 stack vs 6 stack the 8 wins but is then 5 stack. Does it relate to the amounts between the two rolls? Ex: a 32 roll vs a 9 roll is less expensive then a 32 vs 30 roll? or does it relate to the difference in stacks? Ex: 8 die vs 2 die = 7 die, 8 die vs 7 die= 3 die ?</p>
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		<title>By: Jeff Moulton</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-38548</link>
		<dc:creator>Jeff Moulton</dc:creator>
		<pubDate>Wed, 07 Mar 2007 06:54:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-38548</guid>
		<description>I am not so sure that I would say that the dice rolls are biased either way. However, I think there may be a momentum factor thrown in, that is, if you win one roll, your chances of winning the next roll are slightly better.  Seeing an opponent win eight or nine straight 8v8 rolls, but then a couple of rounds later losing eight or nine straight makes me think that.</description>
		<content:encoded><![CDATA[<p>I am not so sure that I would say that the dice rolls are biased either way. However, I think there may be a momentum factor thrown in, that is, if you win one roll, your chances of winning the next roll are slightly better.  Seeing an opponent win eight or nine straight 8v8 rolls, but then a couple of rounds later losing eight or nine straight makes me think that.</p>
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		<title>By: Andrew</title>
		<link>http://www.philsteinmeyer.com/127/dicewars/#comment-33135</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Fri, 09 Feb 2007 19:57:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/127/dicewars/#comment-33135</guid>
		<description>The game is extreamly biased against the player.  for some reason i had 3/4 of the territory in the past 3 games and then the ai takes over half of my territory and gets full stacks back because it has more dice than territories and then i loose the next 4 attempts to attack a 5 tall stack with an 8 tall stack.</description>
		<content:encoded><![CDATA[<p>The game is extreamly biased against the player.  for some reason i had 3/4 of the territory in the past 3 games and then the ai takes over half of my territory and gets full stacks back because it has more dice than territories and then i loose the next 4 attempts to attack a 5 tall stack with an 8 tall stack.</p>
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