RedDevils - The Strategy
Basic elements of our strategy
- 1. Always throws 8192...12288 in very first throw
- 4. Never throws 1...127 in very first throw
- 10. Strategy does not change at all from sequence to sequence
- 14. Adapts to partners throws immediately
Skeleton of our strategy
The following is a rough description of our strategy. It is mainly
based on the ideas presented in the Scientific American, May/June 1986,
(sorry, forgot the titles... see section "mathematical games").
Improvements in step 2
- count points, and if non-cooperation is better, don't
- In the final throw we do a 'surprise throw', since we have nothing
to lose... We still need a good random function that yields the maximum
Erwartungswert for our last throw.
- If we are losing heavily, perhaps we should go to throwing 1s only.
Room for for even more improvements
- Our method of 'exploring' enemies is very simple. Although it
proves to be effective against many simple strategies, it can also be
explored quite easily. The next version will probably be less
deterministic in making a throw, especially in the cases 4., 5. and also
1. (see above).
- Almost all additional ideas that have not been mentioned in the
above 'Step 2' description were usesless or even bad when included.
Overall the code could be greatly simplified by removing these obsolete