28 Jul 21 UTC | Spring, 1860: Hello again. Now I have to play the Union. |
28 Jul 21 UTC | Spring, 1860: gl hf |
28 Jul 21 UTC | Autumn, 1860: Why do you tend to build fleets in the midland? Just because it's cool or is there a thought behind it? . |
28 Jul 21 UTC | Autumn, 1860: you'll see |
28 Jul 21 UTC | Spring, 1861: Do you think mathematically it's possible to have an optional strategy as the confederacy to always win with optimal playing? (No matter what the opponent does) |
28 Jul 21 UTC | Spring, 1861: That would be a cool master thesis for me but I'd need a trick because it can't be brute forced |
28 Jul 21 UTC | Spring, 1861: i personally prefer playing the Condeferacy on this map, but i talked to a few players who played this variant and thought that the Union might be favoured. |
28 Jul 21 UTC | Spring, 1861: In the statistics the confederacy is leading by quite a margin |
28 Jul 21 UTC | Spring, 1861: in 1v1 map, you generally what to move towards the enemy centers and capture any center along the way. while there are a lot of possible moves, only a handful are "candidate" moves. the thought process is similar to playing chess speaking of which, chess engines are nowadays very powerful. you might want to look into that |
28 Jul 21 UTC | Spring, 1861: Yeah, I thought I might say if one side has a lead of 4 units, I might consider them to have won and then the problem just becomes try getting a lead of 4, which reduces the problems size drastically. |
28 Jul 21 UTC | Spring, 1861: Fro some games mathematicians have proven that there is a way for one side to force a draw or even win but without creating the concrete algorithm to reach that. (I think) |
21 Aug 21 UTC | GameMaster: Union voted for a Concede. If everyone (but one) votes concede the game will end and the player _not_ voting Concede will get all the points. Everybody else will get a defeat. |