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I found a really awesome mafia simulator on the SC2 mafia forums, thought I'd share it here Please note that it is *not* made by me.
Link to the site I found it: http://www.sc2mafia.com/forum/showthread.php/2117-Mafia-Simulator?highlight=simulator + Show Spoiler [The introductory paragraphs] + ~ Introduction ~ Mafia Simulator is a program based on Dark.Revenant's SC2 Map "-Mafia-" and Forum Mafia on councilofmages.com. It features almost all roles present in those environments and their options, as well as some new stuff added by the programmers.
With this program, you can simulate almost every setup you could see in SC2Mafia, or even add players for simulating more populated environments. The AI is pretty simple, as it cannot properly emulate human brain and players interaction, however it takes into account all actions that in-game roles could do, memorize them, and use them when time is due. For example, if a sheriff finds mafia, that player will be lynched next day.
Organized teams will also try their best to accomplish their victory condition: mafia and cult will never vote against their own members, culted doctors will heal the cult leader, consigliere will find town power roles and send mafia to kill them the following night, and so on.
Set roles options as you see fit to recreate some of the most entertaining conditions for a mafia game. Then enjoy reading the log and see what happened. Alternatively you can run a high number of simulations - multithread helps - and then check the graphs to see if it is nearly balanced or if it needs more tweaks.
A summary: It's a program that can take a list of roles which the user customises into the ones that will and won't be in the game, and simulates it over the course of X games, displaying statistical results that can be used to help balance mafia setups. If one of the games has a curious result, e.g no winner, the log can be viewed and you can check how the game went down.
Important notes are that it does not factor player skill, and there a few things about the AI that players might not choose to do, i.e a sheriff who detects mafia will immediately reveal and get attacked right afterwards.
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I'll stick with old-school pen & paper, RNG calculator thanks xD While pretty cool don't think it will help with any game that tries to introduce novel mechanics. Interesting find though.
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kitaman27
United States9244 Posts
Just out of curiosity, I ran the four possible setups from SNMMVI and here is what came out. Probably can't much faith into this, but it was interesting to see how big of a swing there was between 1 medic and 1 detective.
Town % / Mafia %
36/63 1 Mafia Role Blocker, 1 Mafia Goons, 8 Town
27/73 2 Mafia Goons, 1 Medic, 7 Town.
50/50 2 Mafia Goons, 1 Detective, 7 Town.
55/45 1 Mafia Role Blocker, 1 Mafia Goons, 6 Town, 1 Medic, 1 Detective
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That actually makes no sense whatsoever.
Second setup can't possibly be worse for town than the first setup. There's no way having a medic is worse for town because the only blockable night kills are mafia kills, therefore setup 2 should have a higher win % for town than setup 1
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Radfield
Canada2720 Posts
Yep, makes no sense.
Assuming the medic saves no one, then the setup is the exact same as 8VT. If the medic makes a save then it's pretty much GG.
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United States22154 Posts
I guess an all medic vs regular scum setup would be scum favored then :-P
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Radfield
Canada2720 Posts
On September 26 2011 02:43 GMarshal wrote: I guess an all medic vs regular scum setup would be scum favored then :-P
It would be fun to run a game like that. High scum KP, lotsa medics. SO MUCH WIFOM!
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On September 26 2011 03:16 Radfield wrote:Show nested quote +On September 26 2011 02:43 GMarshal wrote: I guess an all medic vs regular scum setup would be scum favored then :-P It would be fun to run a game like that. High scum KP, lotsa medics. SO MUCH WIFOM! And my next mafia setup got figured out...
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Radfield
Canada2720 Posts
On September 26 2011 04:04 Kurumi wrote:Show nested quote +On September 26 2011 03:16 Radfield wrote:On September 26 2011 02:43 GMarshal wrote: I guess an all medic vs regular scum setup would be scum favored then :-P It would be fun to run a game like that. High scum KP, lotsa medics. SO MUCH WIFOM! And my next mafia setup got figured out...
You can even mix in doctor sanities for extra fun! Sane, Paranoid(jailer), Naive, Weak..... CPR!?
Toss in some mafia roleblockers and poof!.... a set-up.
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LOL
that would be freaking hilarious
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United States22154 Posts
On September 26 2011 05:00 Radfield wrote:Show nested quote +On September 26 2011 04:04 Kurumi wrote:On September 26 2011 03:16 Radfield wrote:On September 26 2011 02:43 GMarshal wrote: I guess an all medic vs regular scum setup would be scum favored then :-P It would be fun to run a game like that. High scum KP, lotsa medics. SO MUCH WIFOM! And my next mafia setup got figured out... You can even mix in doctor sanities for extra fun! Sane, Paranoid(jailer), Naive, Weak..... CPR!? Toss in some mafia roleblockers and poof!.... a set-up. Dont forget to add a serial killer and a bunch of town/scum vigilantes.
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no just doctors GMarsh gawd
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I'd call it med school mafia
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Radfield
Canada2720 Posts
GMan always recking stuff geez
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ready? 30 people 25 medics 4 mafia busdrivers 1 arsonist
Ready set go
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On September 26 2011 00:48 wherebugsgo wrote: That actually makes no sense whatsoever.
Second setup can't possibly be worse for town than the first setup. There's no way having a medic is worse for town because the only blockable night kills are mafia kills, therefore setup 2 should have a higher win % for town than setup 1
To a small degree I think I can explain it. How many games did he simulate? Over 10k games I got:
+ Show Spoiler [Initial Results] +1 Mafia Role Blocker, 1 Mafia Goons, 8 Town Results for 10000 iterations after 5.87 seconds: Pure: 6553 town wins, 3447 mafia wins.
2 Mafia Goons, 1 Medic, 7 Town. Results for 10000 iterations after 5.18 seconds: Pure: 6234 town wins, 3766 mafia wins.
2 Mafia Goons, 1 Detective, 7 Town. Results for 10000 iterations after 5.20 seconds: Pure: 7806 town wins, 2194 mafia wins.
1 Mafia Role Blocker, 1 Mafia Goons, 6 Town, 1 Medic, 1 Detective Results for 10000 iterations after 4.94 seconds: Pure: 7360 town wins, 2640 mafia wins. The Docs must be broken though because 2 Mafia Goons, 8 Medics Results for 10000 iterations after 5.65 seconds: Pure: 3812 town wins, 6188 mafia wins.
I actually really want to see a game full of medics now :D EDIT: LOLWAIT, under citizen settings, turn wins ties with mafia off.
+ Show Spoiler [New Results] +1 Mafia Role Blocker, 1 Mafia Goons, 8 Town Results for 10000 iterations after 5.30 seconds: Pure: 2184 town wins, 7816 mafia wins.
2 Mafia Goons, 1 Medic, 7 Town. Results for 10000 iterations after 3.97 seconds: Pure: 2548 town wins, 7452 mafia wins.
2 Mafia Goons, 1 Detective, 7 Town. Results for 10000 iterations after 3.99 seconds: Pure: 3604 town wins, 6396 mafia wins.
1 Mafia Role Blocker, 1 Mafia Goons, 6 Town, 1 Medic, 1 Detective Results for 10000 iterations after 4.11 seconds: Pure: 3890 town wins, 6110 mafia wins. Edit 2: And I just realised they all look imbalanced because there is supposed to be 10 town, not 10 total.
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On September 26 2011 08:47 GreYMisT wrote: ready? 30 people 25 medics 4 mafia busdrivers 1 arsonist
Ready set go
If only it were compatible with mafia bus drivers.
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