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12:00 AM
@Rusher you don't have time to make more units. you have six bases with 5 units each. but enemy bots could attack all 6 bases with, say 60 units in total. you'll simply die.
 
Question: If we play two-player Risk, there is no collusion between players. Can you tell after two turns who will win simply because they're in the lead?
 
fights are carried out quicker than you can reproduce
 
@Geobits No, because of RNG.
@m.buettner So what?
 
@Rusher well, so your early lead didn't gain you anything.
 
@Geobits But I can tell you that the player in the lead one turn will likely be in a bigger lead next turn
And a huge lead the turn after, and so on.
 
12:02 AM
@Rusher unless bots predominantly attack leading players
 
@m.buettner Oh, but quicker is not the same as instantaneous. Did I gain nothing, or did I gain a "little bit"
 
you're gaining slower than you're dying
 
You're also dying, so we are dying at an equal rate assuming equal rolls
Oh, but I have that "little bit" extra
And you're gaining 20% slower than I am.
 
it doesn't matter if I'm losing as well, in the end you're left without any bases, and I have yours, so I can recover with an enemy less to worry about
 
Logical bots would attack a base at a time. Once that base is gone, you don't produce there any more. They still have all theirs. They move to next base. Now they're gaining on you.
 
12:04 AM
@m.buettner Wait, so you took my base and I took zero bases in this situation?
Why am I losing bases and taking zero bases?
This makes zero sense.
 
@Rusher because you're defending them I suppose?
 
Because they got the jump on you and you're defending?
I thought you said above you would move troops in to defend. I didn't see you mention attacking back, so maybe I'm misunderstanding something.
 
your enemies collectively have more units than you. if they act as one (because they all decide to attack the leader) how is that not equivalent to you not having the lead?
 
Let me put it this way since you guys are both being stubborn. If everyone gangs up on one player, then he can lose the lead. If not, then the leading player cascades. Is that better?
 
but it doesn't have to be "everyone" right? it's enough if there are a handful of bots that do so?
 
12:07 AM
If you look at it like that, then he isn't technically in the lead because the other players have joined together as one.
 
I don't really think it takes much. Two decent-strength players could gang up on the leader. In a multiplayer game like this, I don't see that as unlikely.
 
yeah, but then why do you think that won't happen
 
I TOLD you why I think it won't happen.
I won't keep repeating myself over and over.
 
because "why would I attack the leading player"?
 
You answer it for yourself
Go write a bot that attacks leaders.
 
12:08 AM
because that's why... it stops him from being the leading player
you're arguing that the leading player will remain the leading player, because no one would write a bot that would stop him from being the leader
 
Great. You write a bot that attacks the leaders and I'll write a bot that attacks weak bases. We'll see who comes out on top.
 
I'd be very surprised if less than 20% of the bots submitted didn't have "attack the leader" as their base strategy in at least some phase of the fight.
 
I'll commit to writing an identical bot to one that you submit that discriminates against leaders, except I will remove the part that discriminates.
 
in any case I really can't tell how much of an effect the dice will have, and I won't be able to tell until I've written the controller and two or three simple bots to test it with
 
If mine comes out on top, then I was right.
 
12:11 AM
@Rusher as I understand your argument, you're only right if you can find a strategy that can't be beaten by any bot once it has a lead.
 
Technically I'm wrong the moment you write a bot that attacks leaders.
Because of which I have reverted to arguing that your bot will suck.
 
okay but if I don't write that bot I lose anyway, so it can't be worse, can it?
 
Writing a bot that attacks leaders is irrational, and I'll prove that with numbers.
There's no sense in arguing about who will do what if you are just going to do it to spite me.
We're going to see what effect it has on the game now.
 
not to spite you
but people might be doing it to win against your bot
 
Apparently there are two people who honestly believe that attacking the leader is the way to go.
So they'll both suck. That's my new prediction
A greedy bot will win assuming the rest of the algorithm is similar to the kill the leader bots.
I can't even comprehend at what threshold you would program your bot to suddenly go hostile towards the leader
 
12:17 AM
I never claimed that "attack the leader" is a perfect strategy, and I wouldn't build a bot that way. It might be part of an overall strategy, but I don't know yet since I haven't sat down and played with the control program. My argument is that "don't attack the leader" is flawed, also.
 
@Rusher simplified: my bots are idle, I want to attack a base (because all planets are taken), I look at all bases of the leading player, and attack the one with the least units. as long as the fight is going well, I stick to that fight until that base is mine.
What I keep repeating is, "I can't tell", and I don't know how you can. The strategic space is way too vast to make any predictions on how the interaction between 5 or 10 different bots may turn out.
 
While you are looking at all of the leader's bases, I'm looking at all of the bases, taking the best pick among all of them.
 
Including or excluding the leader's?
 
Including.
A greedy bot does what's best for himself. If that happens to include attacking a leader base, then hurray for helping the cause.
 
Yes. As Geobits said, such a simplified strategy will not be the best one. But I don't know how you can be so sure that there will be no good strategy that will make it harder on leading players.
And even if a bad strategy is the only way to prevent leading players from securing the win early on, that doesn't mean that such a bot won't be written and neutralise the initial problem which was that the game could be decided too early on.
 
12:21 AM
Assume that attacking the leader is part of the best strategy. To attack the leader, you must not be in the lead. Therefore, attacking the leader is not a part of the best strategy.
 
@Rusher attacking the leader UNLESS you're the leader might be part of the best strategy
 
Attacking the last place player might be part of the best strategy.
What makes you more right than me?
 
Ummmm... in what?
 
Read your last comment and my second to last.
Would it be safe to say that attacking the last place player is equally a valid strategy?
 
Well nothing. I'm just saying your (now) 5th to last comment isn't a valid proof of attacking the leader always being detrimental
sure
why not
 
12:24 AM
It's not detrimental all the time.
I never said it was
 
no
I don't mean "all the time" as in "in each round", but as in "it's a bad strategy, you can't consistently win with it"
 
If the leader has a base with the fewest units on it, it might be beneficial
 
Are we purely arguing the best strategy for the game now? Because I don't think that's relevant to the challenge design any more. The original problem that affected the challenge was "can the game be decided by an early lead". And I don't think that's the case, because it depends on what kinds of bots will participate.
 
If the last place player has the base with the least units on it, attacking the leaders would be silly IMO
 
@Rusher possibly
 
12:27 AM
@m.buettner The strategy of the game is directly related to "attack the leader" vs "not attack the leader"
If nobody attacks the leader, then the leader will win.
 
How are we even defining "leader"? Most bases or most units?
 
I don't even know... we were talking about a specific case where it was easy to tell
 
It's assumed that he's just strictly ahead somehow, but maybe not so much that he could take on an entire unified field.
 
(more bases, each base having the same number of units)
 
But every time we try to define an exact number, buettner attacks my base and takes it without letting me do anything at all
He's a mean guy
 
12:29 AM
:P
 
Right, but there's a huge difference between someone with 30 bases with a troop or two each and a guy with 3 bases and 30 troops each.
The strategy for each would be different.
 
Here's my definition - if the leader were pitted against any other single player, then he would probably win with fair dice rolls.
 
as the attacker or the defender?
 
By rolling through as one group or smaller units for each invasion?
 
He would win the game with fair dice rolls
 
12:31 AM
right
 
That's my definition of the leader. I don't understand your question though
 
well it doesn't matter if we're talking about the entire game
I was thinking of a single turn in risk
 
Can you just ask your question?
 
no the question is irrelevant
 
"as the attacker or the defender?" doesn't mean anything to me
 
12:33 AM
in a single turn of risk, it does make a difference for the statistical outcome which player is attacking and which is defending
but it's irrelevant because your definition doesn't refer to a single turn
 
I'm saying that if I have 20 bases with 400 units and you have 1 base with 2 units then I am the leader because I would win 1v1 with you.
I don't get what you mean by attacking or defending.
Assuming fair rolls, I would win with 400 units vs 2.
 
Attackers can use 3d6 to attack with, defenders get 2d6 to defend, tie goes to the defender.
Yes, 400 v 2 is a bit obvious.
 
400 v 399. 20 bases each. Who is leading?
 
but 400 v 2 is not a situation that should be turned around anyway
 
I don't understand how that is not obvious
 
12:35 AM
@Rusher I don't know
 
facepalm I give up. That's it.
 
oh wait
fair dice rolls
nevermind
 
No I give up. I'm done. I'm ordering pizza.
 
sure, but the game is NOT 1v1
I really don't know point you're trying to make any more
 
I was simply defining what I said is a leader.
Someone asked.
I responded.
 
12:36 AM
yeah okay, who is the leader in 30 units on 3 bases vs 30 units on 10 bases?
does it even matter?
 
It's ambiguous.
Does that make my definition incorrect?
 
no
I just don't see the point any more
for the third or fourth time: what are we arguing about?
 
I love that you and Geobits derail me and then qualify the discussion as pointless after you derail me.
I didn't claim there was a point to his question.
 
your original discussion was valid, but at some point you backed away from it but kept arguing anyway
 
If by "derail" you mean "try to figure out what you're talking about", then yea.
 
12:38 AM
and now I don't know what we're still on about
 
You abandoned your original argument and then just claimed that "your strategy sucks".
 
The strategy sucks because I can see that "limiting your options to attacking the leader", "limiting your option in some cases to attacking the leader", "limiting your option after some threshold to attacking the leader", etc. are all poor strategies.
 
okay
it's a poor strategy
so?
does that imply anything?
 
It's my opinion that purposefully not caring who's leading is a bad strategy.
 
@Geobits I don't think it even matters right now
 
12:41 AM
There are tons of bad strategies.
 
at this stage of the challenge design I don't really want to argue what a good or bad strategy is because I don't know.
 
Assuming nobody chooses a bad strategy, the winner will be determined early and cascade.
 
so the only interesting question is: if that is a poor strategy is that in any way problematic to the challenge itself?
@Rusher that's a pretty strong assumption
 
@Rusher Go look over your wolf challenge and tell me that nobody will choose a bad strategy.
 
You said it's a poor strategy yourself
 
12:42 AM
There are always "bad" strategies entered.
 
@Rusher it also assumes that no good strategies exist which can collectively happen to beat leading players
how can you know that?
 
Not true. The best strategy beats leading players.
 
Yes, by definition.
 
so what if the currently leading player isn't the one with that strategy? is the winner still determined early?
 
In order to dethrone him, something would have to incentivise two other bots to attack him. If not handled quickly (because it will cascade), then it will require three other bots to attack him, and four, and so on. And it won't rise linearly, because each additional lead builds on itself. I don't see what incentive other bots have to react to this threat quickly.
 
12:46 AM
I don't see what other incentive they need.
But we don't need to argue the why
It's well possible that strategies will happen to converge on a player, if he's leading or not
Especially if people add "bad strategy bots" which is very likely
 
Again, if someone writes a bot specifically designed to target leaders, then that bot will surely lose and then after he loses the remainder of the game will behave as I said it would.
 
and if you're bot is strong enough to take on all other players, then he has won the game, simple as that... it's the same in risk... except there it's a bit more likely for all other players to work together
 
If not decided early, it will be decided the moment the non greedy bots die.
 
well at some point the game has to be decided, no?
 
I'm not talking about a bot that is so far in the lead that he can take on all other players
It's completely useless to even talk about it
And yet it's been brought up at least twice now
 
12:49 AM
you were talking about "four, and so on" players having to attack him to beat him
that series tends to "take on all other bots"
 
Right. I said two, then three, then four, etc.
 
yup
of course, as you get strong it gets harder to beat you
 
I'm concerned with what happens while there is still hope
 
how long is there still hope?
 
I think there will be no hope. You think players will gang up.
We diverge on that point.
 
12:50 AM
okay, but neither one of us can predict it
 
The only thing a few poorly written bots will do is sway the game until they die early.
 
and the good strategies won't sway the game at all?
then no good strategy can win, unless it's lucky enough to get the lead first.
 
I was getting to that point about 6 hours ago
 
but are they good strategies in that case?
I don't know
 
The only time attacking the leader is a good idea in risk is if you think you can find a way to come out on top or at least improve your standing in the world.
 
12:54 AM
how do you want to introduce that into this game?
you said "by providing an incentive" or similar
what's the incentive?
 
Destroying ships or taking bases owned by the leader gives you a significant bonus that ever so slightly offsets the defender bonus gained from defending.
 
then the game needs to be able to determine who the leader is
 
Very true. Failing to be able to do that, I think you'll see quickly that the early leader just auto wins.
 
I still don't know what "early" even means
so your point is, "scrap the challenge, it can't be saved?"
(putting words in your mouth, I know)
(but from your last two posts I read "there's only one viable improvement, and that can't be implemented")
 
@m.buettner Qualify that with "failing to be able to identify the leader, either accept that an early lead due to RNG could outweigh the best strategy or scrap the challenge"
 
1:00 AM
if the lead is due to RNG, what stops RNG from tipping the scales again?
 
Or, you could just stop attempting to reword everything I say in your own words, and the conversation would move fluidly.
 
the thing is that your own words are arguments for a point you never made, which I was trying to figure out.
 
It might tip super early once or twice, but once one player gets an advantage beyond the 1 or 2% RNG, they win.
Well, you keep making points that are not what I said, using my own words, so it's obvious that you are just trying to lead me.
 
I was trying to figure out your point, which you didn't state until 4 posts ago
because you didn't do that, I kinda had to guess around
 
For example, you thought I said the challenge couldn't be saved. I never said that.
 
1:02 AM
aaaanyway
 
@m.buettner I'm done discussing this at least for now, but one last thing: Don't scrap the challenge. Let him enter his obviously-better-bot. I remember I had an "obviously-good" strategy for a KotH once, and it did win for quite a while. But then LazyWolf got beaten after people did a bit more analysis.
 
you were saying that the problem would not exist if players could cooperate
 
I think there were two mechanisms. One was to incentivise ganging up, and the other was to provide a comeback mechanism
 
@Geobits yeah, I wasn't going to scrap it without at least trying it out with 3 plants and seeing what happens, but even then I can't anticipate what will happen with others' bots
 
Both would solve the problem, and putting a bounty on the leader's head was just one recommendation.
 
1:04 AM
for the former or the latter?
the former I guess
but that's not possible
so we have: incentivise ganging up by other means
or provide a comeback mechanism
a comeback mechanism sounds like buffing players with only a handful of bases
 
Defenders get a -ve defense bonus for each different army attacking a planet?
And goodnight.
 
good night!
@Geobits that wouldn't help me if I can't tell other players to join in
 
Yes, but if you saw a battle going on, you might be tempted to join in...
 
that's true
 
I would use bases. A player with tons of bases will quickly have tons of units. A player with tons of units may have 1 base and be guarding it all game.
 
1:07 AM
might be worth thinking about adding special rules for n attackers vs 1 defender
@Rusher but you said that having less bases leaves you with less units in the long run
okay, but it still amounts to determining which players are doing well and which aren't
 
I just suggested bases. It doesn't really matter. If you put a bounty on the people with the most bases, then they'll think twice about capturing more than they can chew.
And since the goal of the game is ultimately to have the most bases, then they have to leave their shell at some point
Then bots have to find a balance between growing wide and growing tall.
 
I'm afraid something like this would lead to players remaining equilibrium, and then one lucky player snatching a few bases before the time runs out
that sounds even worse than winning with an early lead to me
 
The tall bots will never be targeted but will produce less units. The wide bots will produce more units and be highly targeted.
Near the end game, the tall bots make their move
The wide bots should be prepared by now, but all game have been crippled by constant attacks
So you have to decide - when you do make the move, how many bases is enough, should I attack that bigger guy for the bonus, etc.
Rather than just straight "take the best option available currently, repeat"
 
k... and what's the bonus/bounty?
 
Well, defending players get a x% bonus for defending, so the bonus should definitely outweigh that
I think it's like 1%
 
1:13 AM
really that little?
huh
 
let me double check
 
not the most reliable of sites, but apparently the attackers actually have the edge uk.answers.yahoo.com/question/index?qid=20120102110044AAGOho0
 
I also got the "Attacker will come out ahead by 0.158 armies on the average"
Ok so that's a whiff
Can armies reinforce bases that are under attack?
 
sure why not... if you have units arriving before the next round.
which is very possible within a planet system
 
You could make the bonus something like "If you take a base from a current leader, then it produces units 2% faster forever."
 
1:17 AM
that could escalate very quickly ^^
 
Or "You get 2 units."
I don't know. I'm just making things up.
 
yeah that sounds a bit more reasonable
well, neither do I
also "from a current leader" is still not objectively decidable... you'd always have to get the bonus but it would have to increase depending on the number of bases that player still has
well, it's almost half 2 over here, so I'll go to bed now
 
Night
 
I'll think about this a bit more, maybe such an incentive is a good idea anyway, but I'm still not certain early wins are bound to happen otherwise. (or if they do, if they are actually so early that they are a problem)
good night
 
 
10 hours later…
11:19 AM
@Trimsty progress! mbuettner.github.io/midgard/public you might want to crank up the number of polygons to 1024 or similar. and if your screen's resolution is "only" full HD, you'll need to view it on full screen.
 
 
2 hours later…
1:12 PM
@m.buettner I don't know what a relaxation pass is, but I told it to do 9999 of them and it just about killed my whole browser session. Even after I had managed to kill the tab, things weren't responding. :P
 
Does it even make sense for a challenge to have a point bonus where the highest points wins?
 
@undergroundmonorail well :D ... it'll be apparent if you increase it from 0 through 3 or so without changing any other parameters
 
@Rusher If it has a bonus, it should be .
 
it just moves the polygon centres a bit away from each other
 
@ProgramFOX Not necessarily. I can make a code-golf challenge with a negative bonus and it makes complete sense.
But a positive bonus doesn't make any sense
 
1:13 PM
@undergroundmonorail more than 50 or so don't really make a real difference anyway.
@Rusher I think ProgramFOX is referring to the "consensus" (if there is one)... if it has bonuses, it's not pure code-golf.
but yeah, a positive bonus on a code-golf-like challenge is weird anyway
that's a penalty, really.
 
@Rusher I have read somewhere on Meta that code-golf challenges with a bonus should be tagged code-challenge. I'll try to find it.
 
and if you're scoring by highest-points it becomes code-bowling
@ProgramFOX it's also on the tag wiki, I think
 
@ProgramFOX I've read that too, and I'm glad no one does it because it's a pretty dumb decision.
 
If I write a code-golf challenge and give a -5 bonus for not using the plus operator, I would still want to tag it code-golf unless there is an overwhelming community problem with it.
Writing challenges is the one place I will conform whether I like it or not. I only argue here :-/
 
@undergroundmonorail I was asked by multiple people to change my first question to code-challenge because I had bonuses
 
1:17 PM
@m.buettner That's pretty dumb
 
@m.buettner Yes, it is there. Thanks!
 
> A competition which scores on a mixture of source length and some other criterion should be tagged [code-challenge] instead.
 
The meta post says exactly the opposite of what fox said
 
hi
 
1:18 PM
Hi @TheDoctor!
 
@TheDoctor Yo
I think the takeaway here is that the tag wiki is wrong.
 
@Rusher well it says, as long as the bonuses aren't significant that's fine
 
@m.buettner Define "significant".
 
the question is where do you draw the line. what are the bonuses significant. so IMO it makes sense to make it strict and say "bonuses -> code-challenge".
 
What it should say is "If you get 1 point per char/byte and the lowest score wins, it's code golf even if there's bonuses".
 
1:20 PM
@undergroundmonorail yeah exactly
 
This question is tagged code-golf and also says highest score wins lol
 
@m.buettner Woah hey that's the opposite of my point
 
well you draw a different conclusion
we're both saying you can't draw the line, right?
 
but you're saying, well let's make it always code-golf then
I don't really care, to be honest, I'm just saying, I can see why a rule like "bonuses -> code-challenge" makes sense
 
1:21 PM
The meta guy had a point. Basically everything on the site is a code-challenge. Just use the tag when your post isn't covered already by other well-known tags.
 
I think it makes more sense to have code-golf-with-bonuses fall under because someone who wants to write short code isn't going to look under for somewhere they can do that.
 
True, that makes sense.
 
It's code golf with a cherry on top, so I don't understand why you'd not put it in
 
Plus, tagging it code-golf means the bonuses will be negative if they help you, and positive if they are meant to hurt you.
 
@undergroundmonorail sure but if your bonuses massively outweigh the code size and the code size becomes negligible?
we had this case this morning in the sandbox: meta.codegolf.stackexchange.com/a/1634/8478 ... it's fixed now after I pointed it out, but as it was originally posed, it was certainly not code-golf
 
1:23 PM
@m.buettner We run into the same issue as before. Define "negligible". Until we have a way to do that, it makes more sense to make the rule work with the more common case (bonuses are relatively small).
 
(although the goal was to write short code, it just wasn't incentivised very well)
 
Negligible is subjective. Why do we have to define it?
If the community wants your challenge to be searchable by code-golf tag, then they'll tell you.
 
@Rusher Unless we can define it, we don't know what should be and what shouldn't.
 
@undergroundmonorail in the case from the sandbox, is what obvious that they were negligible, because code-size was only able to break ties of scores which were determined only by bonuses
but yes, we can't draw a clear line, in any case
 
@undergroundmonorail Speak for yourself. Don't say "we"
I'm perfectly capable of recognizing the "primary" scoring mechanism
 
1:25 PM
@Rusher in any possible case?
 
@Rusher Sure, on a specific question. I'm talking about the general case.
 
In any possible case I could tell you what I think the primary scoring mechanism is.
 
what if there are two scoring criteria with equal weight? (which can always be done by appropriate scaling)
 
And if you said yourself "If the community wants your challenge to be searchable by code-golf tag, then they'll tell you". If we're leaving tags up to the community, would you say that you can recognize what the community will decide for any possible case?
 
@m.buettner Then the primary scoring mechanism isn't code-golf and I would tag it code-challenge. Easy.
 
1:27 PM
@Rusher how much more does code-size has to weigh into the score for it to become the primary scoring mechanism?
1%, 10%, 50%?
 
@undergroundmonorail I didn't claim I spoke for the community. Don't put words into my mouth please.
 
@Rusher he didn't, he asked you whether you would say that
 
@Rusher I'm not trying to put words in your mouth, I'm trying to figure out what the words coming out of your mouth mean.
2
 
@undergroundmonorail I said pretty much the exact same thing yesterday ^^
 
Ok if I vote on a question, and I tell you that I am capable of voting, does that mean anything to you?
Failing to explain myself, should we come to a concensus on how to vote?
NO.
Again, the topic is a subjective word called "negligible" or "substantial" or "significant". Stop trying to make me define it.
You'll fail to get anything relevant out of me if you do.
I'll continue saying what I would do.
You'll ask whether I am right and I'll say yes.
You'll put words into my mouth and I'll deny them
You'll say that the discussion is meaningless
And then we'll repeat it
Just stop now.
 
1:31 PM
The difference between tags and votes is that votes are meant to be subjective. They're defined that way in the help center. I don't even understand what your point is, but you have seem to a pretty nasty habit of getting upset with people who try to decipher your point so if that's the direction we're going we might as well drop it here.
Fuck, I came off like an asshole there, that's not what I meant to do. I'm sorry.
 
yeah I don't have the time for that either right now... I was just wondering how you'd determine the primary winning criterion...
 
I get defensive when people try to get more out of me than I said.
If the question was "why do you do things like that" I would happily answer. But the question is always "Why do you do things like that? It's as if you believe blah blah blah."
It's as if, you seem to mean, you implied that, etc.
And who is the one trying to put a number on the word negligible?
Not me.
If you want to put a number on it and you get community support I'll follow the rules but don't challenge my opinion and then call my response pointless.
 
now you're putting words in my mouth
my point was you can't objectively determine negligible
all I said was, I don't care how you tag a code-golf with bonuses. I said you can't draw an objective line, so I find it understandable why there would be hard and fast rules in either direction.
 
Not you. Someone else was declaring that there must be a number.
Without which the community is unable to make a decision
 
really? I only see you, undergroundmonorail and me in the discussion, and I know he also said you can't define it.
 
1:38 PM
/me is curious about how did @TheDoctor find #powder
 
anyway, we don't need to start arguing about arguing again
because I don't even care about the underlying point
 
"Unless we can define it, we don't know what should be code-golf and what shouldn't."
So the community doesn't know how to tag until we have a number.
 
doesn't say "we need to define it"
 
We need to tag.
Thus, we need to define it.
 
yeah
by gut feel
or by putting a strict rule on it, that doesn't need a threshold
 
1:41 PM
@m.buettner I made a risk dice simulator. The math is interesting. Turns out that for equal-sized armies, the defender has a large advantage when the armies are small, and the attacker has a large advantage when the armies are big. The turning point is at about 11 each.
 
anyway, I don't want to spend time on this discussion, because it really doesn't matter at all to me. someone make a new meta-post if it's important. I've gotta go.
@Geobits could this be due to the attacker running out of chances to attack with 3 units too early?
 
Let me know if you spot any mistakes in the code. It could be altered easily to take your battle rules into account.
Most likely, yes.
 
@Rusher I was attempting to say that if we decide whether something is or not by whether the code size is negligible or not, we need to know what negligible means. For that reason, I don't feel that it's a good way to decide how to tag something. I'm sorry I didn't make that as clear as I had thought.
 
thanks for the effort, I'll have a look at it later
 
It's basic Risk rules, and goes until either attacker has only one troop left or defender has zero.
 
1:52 PM
@undergroundmonorail negligible - so small or unimportant as to be not worth considering; insignificant.
I assumed you wanted a hard number. I was mistaken
 
I think it's just a lot simpler to distinguish between pure code golf and "other"
 
I like having at least one dissenting opinion in the room. Now it's worth bringing up on meta.
Oh wait... it already has.
 
you could bring up on meta that that old post is not consistent with the tag wiki
 
It's 3 months old. Just fix the tag wiki....
I'll do it.
Which tag has a problem
 
oh I didn't look at how old it is
it's code-golf.
 
1:57 PM
I just read it. Doesn't say anything about bonuses does it?
 
the excerpt does
 
Oh, it was hidden lol
 
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