Re: Mafia-style Go
Posted: Wed Apr 28, 2010 6:58 am
I think it'll work. I'm in 
Life in 19x19. Go, Weiqi, Baduk... Thats the life.
https://lifein19x19.com/
daniel_the_smith wrote:prokofiev wrote:a) Players rotate choosing moves (voting for moves just complicates things and would take way too long)
b) Every N (say for 9x9 with 8 players, i.e. 4 per side, use N=1; for 19x19 and 8 players, use N=3 maybe) cycles through each player moving, everyone votes someone off
How do you ensure people have to make moves for both sides? Especially when there's an even number of players? Although I agree about how long voting for each move will take, I think we lose a lot of information without it. Perhaps to compensate we have to encourage a lot of table-talk: everyone tries to persuade whomever is moving next of their preferred move...
I don't think it's fair to hold the first vote until we've seen everyone make a move for both sides.
daniel_the_smith wrote:Yes, I should have said that I agree the situation on the board definitely needs to count for something.
Kirby wrote: You have incentive to play well enough to help your team to win. You have incentive to play poorly enough not to get voted off.
Joaz Banbeck wrote:Kirby wrote: You have incentive to play well enough to help your team to win. You have incentive to play poorly enough not to get voted off.
Kirby is right, I think. But has anybody followed this to its logical conclusion? You can't help your team if you get voted off. Therefore, Staying in outweighs playing good moves for your team. You don't have to play good moves, because the other team - by the same logic - will not be playing good moves either.![]()
You simply have to outlast others, then when you can't get voted off, you start playing good moves. ( I fear that there will probably be plenty of them to be played.)
The most important goal is NOT to make good moves, it is to determine the affiliation of the strongest players, and get rid of them if they are your opponent.
The best strategy is to play mediocre moves to disguise your true affiliation. Indeed, it may be safest to make random moves. Your affiliation cannot be determined if you publicly base your moves on some random public event.
An example of that is this: suppose the play is in the lower left quadrant. I announce that I am basing my move on the score of the Lakers vs Spurs game. I further announce that my X-coordinate will be the last digit of the Lakers' score, and my Y-ccordinate will be the last digit of the Spur's score. ( Some collision algorithm is needed, but that doesn't change the overall logic ) When the game is over, I know my move. So does every one else. I clearly have made no input into it whatsoever. My affiliation cannot be determined at all.
prokofiev wrote:...I can imagine there being a move big enough that you should sacrifice/reveal yourself to play it (though with the voting method instead of the taking turns method, maybe several people on your team would be revealed at once)...
This is a good point. I guess we could just add the rule that those sorts of suicide moves are just not allowed, as determined by the moderator.Joaz Banbeck wrote:prokofiev wrote:...I can imagine there being a move big enough that you should sacrifice/reveal yourself to play it (though with the voting method instead of the taking turns method, maybe several people on your team would be revealed at once)...
Hmmm...I hadn't thought about sacrifices. It can get really unstable then.
It happens like this: one guy observes that he can sacrifice himself by filling an eye and thereby killing a big group. He propoposes filling the eye. He thereby has revealed himself, and everybody knows that he will be voted off by the opponents in the next move.
The only way for his teammates to make his sacrifice worthwhile is to join hin. They have the choice between losing a teammate for nothing, or losing a teammate and killing a big group that will probably win the game. So they clearly opt for the latter. They are thereby revealing themselves.
The other team has to vote for something else. Indeed, they have to all vote for the same something else, for if they split their votes, they have revealed themselves but still not prevented the sacrifice. So they must somehow organize around an opposing candidate move.
Thus, as soon as there is a big group with minimal eyespace, one guy will sacrifice, all players will be revealed, and the game suddenly gets boring.
Phelan wrote:...I might have to add something to the rules about suicides...