@GeneralDisarray Game History
Round: 1 Bid Purchase - Germans Germans buy 1 artillery and 1 submarine; 0 PU unused Bid Placement - Germans 1 submarine placed in 120 Sea Zone 1 artillery placed in Holland Belgium Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 transport; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 2 submarines moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 fighter moved from Norway to 114 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters moved from Western Germany to 113 Sea Zone 3 tactical_bombers moved from Western Germany to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 tactical_bomber moved from Western Germany to Normandy Bordeaux 1 armour moved from Holland Belgium to Normandy Bordeaux 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 artillery, 3 infantry and 2 mech_infantrys moved from Western Germany to France 3 armour and 3 mech_infantrys moved from Austria to France 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 fighter moved from Poland to Yugoslavia 1 artillery moved from Holland Belgium to Normandy Bordeaux 2 armour, 2 artilleries and 3 infantry moved from Holland Belgium to France Combat - Germans Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport British win with 1 transport remaining. Battle score for attacker is -4 Casualties for Germans: 2 submarines Casualties for British: 1 destroyer Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 34 Casualties for French: 1 cruiser Casualties for Germans: 1 submarine Casualties for British: 1 battleship and 1 cruiser Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 37 Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 8 infantry remaining. Battle score for attacker is 12 Casualties for Germans: 1 infantry Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in France Germans attack with 5 armour, 3 artilleries, 6 infantry and 5 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour, 2 artilleries and 5 mech_infantrys remaining. Battle score for attacker is 31 Casualties for Germans: 1 artillery and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 fighter moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 tactical_bomber moved from Normandy Bordeaux to Western Germany 1 aaGun moved from Western Germany to France 1 aaGun moved from Holland Belgium to Normandy Bordeaux 2 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 2 infantry moved from Norway to Finland 1 aaGun moved from Western Germany to 115 Sea Zone 1 infantry moved from Denmark to 115 Sea Zone 1 aaGun and 1 infantry moved from 115 Sea Zone to Norway 1 infantry moved from Denmark to Western Germany Place Units - Germans 1 carrier, 1 destroyer and 1 transport placed in 115 Sea Zone Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUsLeague General Discussion Thread
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This is the thread for all League General Discussion
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Responding to your last comments in the previous thread GMan.
Quote from: Gamerman01 on January 06, 2018, 08:24:40 pm
Adam’s example was a great one - the example of a sub trying to clear a destroyer that would lead to a coup, and whether it succeeds or fails.
Probably an even better example is an Italian attempt to clear a territory for Germany that would allow Germany to sack Moscow with a very high IPC swing. Any automated attempt to quantify the luck of this battle would fail miserably. It could be a very small battle with a very small TUV swing, but actual massive game consequences.Not to downplay your efforts - there would still be a lot of value to a TUV swing calc - would just need caveats to go with it is all we’re saying smiley
What I think people don’t always realize is that there are many types of luck in Axis and Allies. In your example, Russia not realizing or seeing the Italian can-opener (a situation that’s probably happened to all of us) is it’s own kind of luck, luck that can be entirely different from dice luck over a pro-longed period. Perhaps we could clarify this as establishing “dicing” vs “bad luck”.
What if the Italian Can-opener is 4 aircraft vs 1 infantry that was left in place by Russia. Russia could survive two rounds and get two hits, and it could be considered amazing luck in the battle, but still have their capital sacked because they didn’t see the opener.
We could also get into exponential differentials. IE, in a game say your opponent is +20 hits and you are -20 hits. That’s 20 hits worth of units you should have on the board producing for you on average, and 20 units worth of hits they shouldn’t, and this is compounded round by round for each turn those units are alive. From that point we start moving into equations with impossible to determine variables, like how many units the enemy has left in range etc. It’s impossible to calculate or quantify so we don’t.
Back to the hit-handicap ratio; it’s just there to establish what happens to you each time you go to roll each dice. How you did vs what would be the expected average. As it’s implemented it will start to change how we “perceive” luck/dicing, and the types of luck out there, and end alot of the debates about whether people were diced overall in a game or just in some few battles.
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Good luck ending the debates :lol:
I think a battle by battle game review, by an objective experienced human player is the closest we can ever get to figuring out who was luckier and by how much. Like Adam, I’m just very leery of something that purports to settle the question of who got luckier, when any automated system will have substantial weaknesses because only a human can weight each battle by its significance to the game. -
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I think the point is to have a note at the end of the battle report indicating + x ipc in tuv or - y ipc in tuv, where x and y is the difference from the expected outcome. Now, if you sum up the + and - throughout the game and end up with say + 120 ipc it indicates that the person overall has had dice luck over average. I have tried in some situations to do this math by hand and it is tedious. Obviously this number must be used with caution and I expect most games will give very small differences. I really don’t see the harm, it is just a number that is interesting to know I think. I would welcome this.
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If I remember correctly I did this manually in a game I felt I had very poor dice. My calculations ended up with - 60 ish ipc, meaning I lost units worth 60 ipc more than I was supposed to throughout the game. Note, this was for axis combined. I believe this is hardly important over more than 10 rounds. Luck is such a subjective term and if overall dice luck was important to win games I am surprised that the same people are top of the league year after year. Again I don’t see the harm in adding this and my prediction is, everyone is equally lucky over time. I think it will “prove” to people claiming bad luck that there luck is pretty good after all……
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The other limitation of a hit differential calculator is a variation in the first round of a four round battle means some rolls don’t even happen, even though they would if the dice came out even.
Anyway, it seems that it has been included in the latest pre-release of Triple-A. Go nuts!
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If I remember correctly I did this manually in a game I felt I had very poor dice. My calculations ended up with - 60 ish ipc, meaning I lost units worth 60 ipc more than I was supposed to throughout the game. Note, this was for axis combined. I believe this is hardly important over more than 10 rounds. Luck is such a subjective term and if overall dice luck was important to win games I am surprised that the same people are top of the league year after year. Again I don’t see the harm in adding this and my prediction is, everyone is equally lucky over time. I think it will “prove” to people claiming bad luck that there luck is pretty good after all……
Dice becomes important when the skill difference is small, or if you’re playing Allies in vanilla G40 :lol:.
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The other limitation of a hit differential calculator is a variation in the first round of a four round battle means some rolls don’t even happen, even though they would if the dice came out even.
Anyway, it seems that it has been included in the latest pre-release of Triple-A. Go nuts!
cool with the expected hit calculation, but that isnt exactely rocket science. For this to be of any real value the actual TUV difference based on the hit value difference should be calculated to I think
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I like it. You can easily calculate the expected hits but this means you don’t have to do that leg work.
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Hit differential is just 1 way of trying to have some sort of measure of “luck”. Its far from perfect but better than nothing IMO which was why I decided to add it. Each dice roll and battle have different strategic importance which is close to impossible to capture in any automated way.
I have considered adding a sort of TUV differential as well (actual TUV outcome of all battles - expected TUV outcome of all battles) but one problem with this is that its no longer a purely mathematical statistic as it takes into account casualty selection. Example being if you attack a stack of units that has say bombers then the battle calculator is optimized to try for best win percentage not best TUV swing where as a player may choose to save bombers longer than the battle calc chooses. This can cause somewhat subjective choices in casualty selection and the battle calc may not select the best which skews the TUV differential. This is even more drastic for maps that are more complex than Global such as Total World War as casualty selection is much less automatic and requires more thought.
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Thanks for the post redrum!
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Np. You can also thank Garg who made the request to add it :-D
All ideas and feature requests for improving TripleA are welcome and that can be done by creating a thread here: https://forums.triplea-game.org/category/42/feature-requests-ideas.
And as always, I encourage players to try out the plethora of custom TripleA maps. I have to imagine most of you league players need some variety by now :-D
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Hit differential is just 1 way of trying to have some sort of measure of “luck”. Its far from perfect but better than nothing IMO which was why I decided to add it. Each dice roll and battle have different strategic importance which is close to impossible to capture in any automated way.
I have considered adding a sort of TUV differential as well (actual TUV outcome of all battles - expected TUV outcome of all battles) but one problem with this is that its no longer a purely mathematical statistic as it takes into account casualty selection. Example being if you attack a stack of units that has say bombers then the battle calculator is optimized to try for best win percentage not best TUV swing where as a player may choose to save bombers longer than the battle calc chooses. This can cause somewhat subjective choices in casualty selection and the battle calc may not select the best which skews the TUV differential. This is even more drastic for maps that are more complex than Global such as Total World War as casualty selection is much less automatic and requires more thought.
Casualty selection difference is such a small difference on the scale of a match. Only a handful of battles require different casualty selection, and of those only a few changes the TUV swing significantly.
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@Adam514 - For Global and other standard A&A maps, I’d probably agree with you as the OOL tends to be fairly standard and doesn’t deviate that much. There are other TripleA maps where it does due to the complexity of the unit sets. That being said since the standard A&A maps are pretty popular on TripleA, it probably would be worth adding TUV differential as well.
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@Adam514 - For Global and other standard A&A maps, I’d probably agree with you as the OOL tends to be fairly standard and doesn’t deviate that much. There are other TripleA maps where it does due to the complexity of the unit sets. That being said since the standard A&A maps are pretty popular on TripleA, it probably would be worth adding TUV differential as well.
I think this is a good decision! Also if it meets massive protests from other map useres it is always possible to remove it later? It will also be interessting to see if it adds any real value or not when it comes to analyzing the games. That I do not know. I just dont see the harm in trying it out!
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As a software developer, I wouldn’t be too keen on the idea of removing it later if some users don’t like it. Why do the work if you are thinking that way? I don’t see the harm to other map users. They can just skip over the info if they don’t find it useful.
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Adam514 - asked for this game to be reviewed
This one was up and down, your statistic will say that Allies had the luck advantage, while a few key battles went in favor of the Axis:
https://www.axisandallies.org/forums/index.php?topic=40627.120I just ran this games UK10 through my parser. Axis is -4 Allies -3 so luck, despite being a bit under par for both sides is almost equal between each other! The handicap in this game is +1 allies, exactly what you said it would be! :P
Great overall guess Adam! :)
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If the trend continues, this game will be an epic judge of skill.
Two masters, playing their preferred nations, with near even luck when the rock drops; who knew such a thing was possible at A&A.org! :)
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Adam514 - asked for this game to be reviewed
This one was up and down, your statistic will say that Allies had the luck advantage, while a few key battles went in favor of the Axis:
https://www.axisandallies.org/forums/index.php?topic=40627.120I just ran this games UK10 through my parser. Axis is -4 Allies -3 so luck, despite being a bit under par for both sides is almost equal between each other! The handicap in this game is +1 allies, exactly what you said it would be! :P
Great overall guess Adam! :)
Was it a guess though? :wink:





