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    Posts made by akreider2

    • RE: Predicting Victory or Defeat - How do you know you are ahead or behind?

      I’m Looking for Data

      If anyone has a collection of ABattlemap files, please PM me or reply here or by email or something.  I’m collecting as many AAM files as I can.  I want them to include the results of the Russian turn (so that things are standardized). So Russia would be the last country to have moved.  I’d like files starting on R1 (eg after R1 is completed).

      Ideally I’d like to know
      -who was playing the game  (to avoid collecting duplicate data)
      -what round it is on (hopefully you have included this in the filename -  eg tcnance_akreider_J1.aam)
      -the bid (though this isn’t necessary)

      I’d like to collect several hundred of them.  You could zip them up and send them to me by email.  Thanks!

      Meanwhile, I’ll check the forums.  But the moderator might have deleted old ones, and sometimes people only post them sporadically, so you might have a better collection that you could email to me.

      email - aaron@campusactivism.org

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: Predicting Victory or Defeat - How do you know you are ahead or behind?

      Other Factors
      The Bid - seems obvious, but once you take into account the unit IPC values does the bid really matter?  I guess it might be a small improvement on IPC values because you get to place the units where you want to.  By the third or fourth round, the bid’s factor is likely absorbed into other factors.

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: Predicting Victory or Defeat - How do you know you are ahead or behind?

      Great I see the info view now!  I’d wondered if people were such perfectionists as to manually track that data!

      I wish they had planes in a seperate category.  Planes can be used as land or navy.

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: Predicting Victory or Defeat - How do you know you are ahead or behind?

      Someone should make abattlemap available via this site (unless there is a copyright restriction on that).  Having to login to get it is annoying.

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • Predicting Victory or Defeat - How do you know you are ahead or behind?

      I’m interested in doing a scientific analysis to determine how factors that you can observe during the game predict whether the Axis or Allies will win.

      By using statistics (eg linear regression or one of the non-linear variants since we’re actually dealing with a yes/no outcome - so it isn’t linear), with a good bit of data, regression analysis should provide us with some answers.

      What factors can you use to predict victory?

      1. Round - what round you are on is key.  At least for the first five or so rounds where the Axis is behind in IPCs.  I think round is a good proxy for position.  The problem isn’t so much what round you are on, but how well the Allies have their convoys setup.  (Turn would matter too, but I assume that the data collection will hold the turn constant.  Eg. you’d take measurements before the turn of the same country every round.)

      2. IPC income - you could either use IPC income, or you could analyze the map on a common turn (ex. before the Russian turn, starting round 2) and use the IPC value of the territory everyone holds.

      IPC income could be analyzed on a country basis, or by summing the Axis powers vs the sum of the Allies powers.  You can try several things and see what works the best with regression.

      3)  Total unit values in IPC by class.  Break down units by land, air, and sea - either for each country, or for the Axis vs the Allies.  (Ex axis has 200 IPC of air, vs Allies having 225 IPC)

      I think these three factors are key.  Other factors could be added like whether the Russian or German capital is captured, but generally the game is decided by that point - and I’d like to be able to predict what will happen before that.

      Can you think of any other factors that would be easy to measure and possibly good predictors?

      I’d be very happy to do all the data analysis (using SPSS, I’m a former sociology grad student). The problem is that I need the data.  I probably need at least 100 data points.  200+ would be better (eg 20 games that last 11 turns).

      Does any such data set exist?  Or is there anything that I could use?

      One idea is to use the IPC summaries that people provide in “play-by-forum” games on this board, as I think just using this one factor could provide a good predictor of game outcome.  There are some people who like to provide summaries of how much IPCs of territory each country has, and how much they have in the bank.  However, I’ve noticed that they do it sporadically.  Are they any forum members who do this consistently?

      Alternatively I could analyze the maps - this is a lot of work. Is there any way to get ABattlemap to count the number of IPCs worth of territory each player has?  Or the IPC value of the units?

      What format does ABattleMap use to store info?  I could possibly write a script to gather this type of info from AAM files.

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: German strategy for building AC

      I don’t think you need that big a stack on Western Europe.  Just enough to hold it with 50% odds.

      Sometimes i wonder if it wouldn’t be best to leave Western Europe empty the entire game as it tends to mess up the Allies convoy if they take it (particularly the US), and because hitting it with a good counterattack and being able to put troops to the Russian front is helpful.  If anyone takes it, pummel them and hold it for a round.  Then let them take it, pummel and hold and repeat.

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: We are all cheating…

      I think rolling one battle at a time makes the most sense.  It is a lot easier to follow what is going on.

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: Is Luck too big a factor?

      I think new players tend to make risky attacks too often, and then blame failure on bad luck.

      Personally, a long time ago I used to attack fig + 2inf vs 2 inf, which is a terrible idea.  I generally try to attack with a win percent of around 85% for small battles, and 95% or more for large battles.  New players will attack with a 60% chance of winning, which is going to lead to not just losing, but losing by a lot.

      If a new player ends up regularly losing by a lot because they are attacking at 60% (eg 1 in 10 times it will go very badly for them), whereas the experienced player tend to win by a lot because they are attacking with 90% win ratio, then the new player will interpret this as evidence of luck.  Psychology is an interesting element here.

      As a sidenote, I was in the tournament game where my opponent missed 29 infantry shots in a row.  1 in 120,000.  Though I was solidly winning before that happenned (and probably had a 97% chance of winning the battle).

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: A neat formula for odds

      I read the Caspian Sub Paper.  Looks like the same formula!

      I’m guessing that one could develop a formula that would deal with mixed unit battles.  Though I’m not sure where you’d start.  Could involve summations or combinations (I don’t have too much experience with either).  That would be amazing!

      posted in Player Help
      akreider2A
      akreider2
    • RE: A neat formula for odds

      @akreider2:

      … It seems to be approaching 50% from below (for the attacker, eg the attacker odds start at 48% and increase to 50% as the number of units increases) which is weird.

      It’s not really that weird.

      What’s weird is that it approaches 50% from below (why isn’t the approach randomly distributed? or from above?).

      General note - I’m not claiming to have invented the infantry push by any means.  I’m claiming that i figured out this silly formula which some of us math geeks like =)

      posted in Player Help
      akreider2A
      akreider2
    • RE: Better Bid System

      That’s true.  Bidding is confusing.  I’m quite confused right now!

      posted in Software
      akreider2A
      akreider2
    • Better Bid System

      I think using an Ebay-style auction for the bid would be much fairer (particularly for new players who don’t know what a standard bid is).

      Thus you’d place a maximum bid, but your actual bid would be only one more than that of your opponent (or if you tie, then it would choose the bid winner randomly).

      For instance, you bid 10, your opponent bids 5.  You should win with an effective bid of 6.

      This could involve creating one more stage to the game - where you decide how to spend the bid.  Or you could submit a series of bids (for how you’d spend 4-10 IPCs for instance).  But I don’t think adding a stage on spending the bid would be much of a delay.

      posted in Software
      akreider2A
      akreider2
    • RE: Find Opponents Here!

      Does anyone want to play a league game?

      posted in Find Online Players
      akreider2A
      akreider2
    • A neat formula for odds

      I’m not sure if I ever mentioned this before, so I apologize if I did.

      The formula comes from my experience playing the old version, where I used buy almost entirely infantry (and no tanks).  I ran several simulations and came up with this formula.  Frankly, it’s really amazing that it works and that I just figured it out inductively.

      My sister actually proved this formula - but I don’t recall the proof.

      The Formula
      Power= (number of units)* (number of units)* (number you need to hit)

      IF attacker power = defender power THEN you have a 50% chance of winning. 
      This only works if you are using units of the same level of strength (both attacker and defender - eg the defender can use a mixture of artillery and infantry as they both defend on ‘2’).

      So this formula is useful for calculating your odds of winning.

      For instance
      A:  3 inf  - power = 331 = 9
      D: 2inf  - power= 222 =8
      So the attacker has an advantage.

      Frood Says
      A. survives: 50.7%  D. survives: 45.5%  No one survives: 3.7%

      A: 40 inf - power = 1600 (40401)
      D: 20 fig - power = 1600 (20204)
      A. survives: 48.2%  D. survives: 51.4%  No one survives: 0.4%

      Now using larger numbers helps:
      A: 80 inf
      D: 40 fig
      A. survives: 49.3%  D. survives: 50.5%  No one survives: 0.1%

      As you move to infinity units, it approaches 50% to 50%.  There is some kind of limit/calculus going on.  It seems to be approaching 50% from below (for the attacker, eg the attacker odds start at 48% and increase to 50% as the number of units increases) which is weird.  If I didn’t get timeouts on Frood when using 10,000 simulations, and if it allowed me to use more than 100 units, then I might have better luck proving whether the approach is random (and purely due to standard deviation) or from below.

      I think it’d be possible to create a formula for calculating odds in general, but I’m not a complete math genius.

      posted in Player Help
      akreider2A
      akreider2
    • Frood triggers Spam Assassin

      Recently I missed a Frood bid because it got a value of 3.0 on Spam Assassin, and I have that level defined as spam (normally you need a level of 5.0 or so).

      I emailed the Frood developer to let them know about this.  If they change the email that the program sends, they should be able to avoid this.

      posted in TripleA Support
      akreider2A
      akreider2
    • RE: Find Opponents Here!

      It’s more than I’m addicted.  At least I think it’s healthier than wasting my time playing Civilization =)

      posted in Find Online Players
      akreider2A
      akreider2
    • RE: Find Opponents Here!

      I’m in the tournament, but have too much spare time on my hands and want to play another game - any takers?

      posted in Find Online Players
      akreider2A
      akreider2
    • RE: Find Opponents Here!

      I’m looking for an opponent to play revised before the tournament.  I’m new to this online playing, but am hopefully an above average player (have been playing for 16+ years, though very irregularly until this past year).

      So I’m looking for a challenge =)

      Any takers?

      posted in Find Online Players
      akreider2A
      akreider2
    • The One Round Attack and Withdraw

      There is a small but important number of situations where you want to attack for one round and then withdraw.

      The goal is to inflict more damage to your opponent then they inflict on you.

      Typically a defender will cause 33%-50% damage (with 33%- 40% being most likely, as infantry and artillery are likely to make up most of the defense force).

      As an attacker, you want to cause as much damage as possible, while limiting your probability of taking a country (to 1 in 10, or even 1 in 20 if your stack would be really messed up in a counter-strike if it won the battle).  You most likely don’t want to take a country because you cannot hold it, because it would be a move closer to the enemy and they would be able to hit you with more units, and/or if you are able to substantially reinforce the place that you’d retreat to.

      So an attacker must balance out the desire to destroy all of the attacker units but one, with the desire to make sure you don’t destroy all the units.

      Your best odds of doing this is when you have 10 or more units in the battle (this is a rough figure).  As the number of units in the battle increases, the outcome is more predictable (see law of large numbers - statistics).

      For instance, I recently attacked French Indo China. The defender had 8 infantry.  But they had a massive stack of units on China, so I didn’t want to win because the China stack would crush me.  So I attacked the defender with the goal of eliminating 5 units (used a mixture of tanks, and enough infantry to take the expected casualties).  The defender would hit 2 2/3 units, so I was hoping to come out 2 1/3 units ahead.

      (The fact that the battle was a glorious victory/fluke and I killed 7 of their 8 units, and the defender missed completely is besides the point).

      The probability of me completely destroying them was around 8%, so I was taking a greater chance than I should have. Instead I should have downgraded my attack to around 4.5 units of damage.

      However, where this strategy becomes even more useful is with greater numbers of units.  If you had twice as many units, you could increase your margin of destruction without a serious risk of destroying all the units.  For instance, 20 attacking tanks vs 16 defending infantry have less than 1% of destroying them all.  60 attacking infantry  vs 16 defending infantry will have only a 3.2% chance of destroying them.  Thus with twice the units, the probability of failure decreases by a factor of three or more (depends where you are on the curve).  And in that case you can increase the number of attacking units, and increase the ratio of defenders killed per attacker killed.

      Note: the more low-power units you use, the greater your chance is of totally eliminating the enemy.  For instance in the first round of combat 10 attacking tanks are three times less likely to eliminate 8 infantry (4%), than 30 attacking infantry are (12%).  Has to do with a skewed standard deviation curve =)

      Ultimately if you are attacking with an infinite number of units (or a very very large one) you can destroy 80-95% of the defense force, whereas they’d only get 33-40% of you - with little to no risk of taking a country.

      If anyone plays Civilization 4, there is a similar situation with stacks. You ideally want to fight a one-front war and have all your units in a killer stack.  Dividing the stack into two equally-sized adjacent stacks is generally a terrible strategy.  Don’t advance unless your stack is big enough to defend itself, or you are prepared to wipe out any attacking force on your next round (because you have a larger stack right behind it - this is more likely to occur in axis and allies where there are greater movement/supply line issues than civilization 4).

      Any Comments?

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
    • RE: What's the consensus on a standard bid?

      I guess what someone needs to do is keep statistics on bids and game outcomes.  Over time if good players were playing each side the same number of times (and as strategies became more standard), you’d come up with a good estimate.

      posted in Axis & Allies Revised Edition
      akreider2A
      akreider2
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