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  1. ISO #1

    Mafia Simulator

    ~ 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.

    ~ Screenshots ~
    Here you can see a screenshot of the program, one of the game log and one of the graph results that are generated after every simulation.


    ~ Download Links ~
    You can download the last version here:
    Windows (v1.3.1): https://goo.gl/9138S (You need to have .NET Framework 4.0 installed)
    Mac (v1.3.1): https://goo.gl/JVfxI (You need to have Mono 2.10.5 installed)
    Source code (v1.3.1): https://github.com/Illidanz/MafiaSimulator (Licensed under the MIT license)

    ~ Instructions ~
    It's pretty straightforward: you make a setup like in mafia, set the options for every role or leave them at default, set the number of iterations you want, hit Simulate and when the green bar reaches the end you can see the results under it or by clicking the Last Graph button.
    If you want log games to see what happens, check the option and click the Last Games button after the simulation to open the game log in your default browser.
    When you need to do a lot of simulations (1.000+) you should check the Multithreaded option so everything is faster if you are on a dual or quad core machine.
    If you make a cool setup, you can share it by using the "Export Config" button and paste here the config. Then people can copy it and use the "Import Config" button to try your setup and options!
    Here's an example of an exported configuration, just click "Select" then copy and paste it in the program.
    Code:
    101|a|x,|N,|O,|j,|h,|o,|o,|d,|U,|S,|S,|S,|G,|P,|P;|_10,1,1,0;|b1,1;|c:1;|d|Y|e|X|h|5|i:0;|j|#,1,1;|m|V|l|£|o|^|q|@,0,1,0;|r|[,0,0;|s|W|t|0|u|W|w|W|x|(|z:;|A|#,1,1;|B|\|C|@,0,1,1,0;|F|4|G|5|H|9|I|X|J|7|K|7|L|7|M|7|N|Z|O|7|P|&|Q|7|R|7|S|7|T|7|U|*
    ~ Other Notes ~
    It's not supposed to simulate real mafia games, as obviously the AI is very limited, but it can do awesome things. Just look at how witches and bus drivers mess up the whole game, or the clashes between masons and cultists!

    The only role missing for the moment is the SC2-Cultist. Detective and Lookout are only partially implemented.
    The Cult Leader and recruiting-masons from Forum Mafia are implemented, as I find them way more fun than the sc2 counterparts.

    If this little thing amuses you too and you wish to take part in its develompent, please report me any bug you find, and feel free to send me any suggestion and/or request that comes to mind.

    Many thanks to Raiden for his awesome testing and ideas!

    ~ Changelog ~
    Code:
    1.3.1:
    - If masons have the majority and the town has no clue they will random lynch a non-mason.
    - Mason Leader is now immune to mismason.
    - Fixed detection immunity.
    
    1.3.0:
    - Implemented Disguiser.
    - Implemented Executioner.
    - Partially implemented Detective and Lookout. They are currently excluded from randoms until they aren't implemented better, but they won't mess inv results now.
    - Several improvements and fixes to investigator's role guessing.
    - Arsonists always knows if they are doused, even if the options is disabled.
    - Options are saved also when you click Simulate instead of only when you exit the program, so you don't lose them in case of a crash.
    - Fixed a bug with the cult suicide not happening under certain conditions.
    - Several other minor fixes.
    
    1.2.0:
    - Completely changed the way town manages clues and decides who to lynch.
    - Implemented last wills.
    - Implemented Investigator.
    - Implemented Janitor.
    - Implemented Coroner.
    - Implemented Mason Leader. If he's in a game with recruiting masons, he will be the one sent to recruit unless he's jailed. There's also an option to have him kill the Cult Leader on recruit, to differentiate him a little bit from recruiting masons (enabled by default).
    - Implemented Mason's "Replaces Mason Leader" option.
    - Implemented Doctor's "Knows if targets is converted" option. If "Prevents Cultist conversion" is disabled, he will try to lynch the new cultist if no other leads are available
    - Implemented Consigliere's "Detects exact role" option. He won't kill 
    - Implemented "Random Names" option in the Global tab, enabled by default. Uses the same names as sc2mafia.
    - Changed the random generator from Mersenne Twister to the C# cryptographically secure PRNG for the maximum possible randomness and avoiding patterns under rare conditions.
    - Now the cult half-suicide is rounded up instead of down.
    - Fixed a crash with empty setups.
    - Fixed Random Town options not being focused when selecting the role.
    - Fixed framer not affecting Consigliere checks.
    - Fixed sheriffs sometimes not choosing a target.
    - Fixed sheriffs sometimes checking themselves.
    - Fixed amnesiac new role report.
    - Fixed some reports line not being colored.
    - Added the simulation progress to the Windows 7 taskbar.
    
    1.1.1:
    - Slightly changed the import/export functions to be more intuitive and make them work under Mac.
    - Added the icon to the Mac app.
    - Fixed a rare crash when a BD can't pick up 2 targets.
    - Fixed randoms sometimes spawning without a role.
    
    1.1.0:
    - Implemented the proper mechanic for Witch/BD/Roleblockers. See https://peeeq.de/gui.php?id=2621
    - Implemented Arsonist's "Victim knows he is doused" option. Arsonists will now undouse if they gets doused. They can also undouse other targets if they get bus driven.
    - Culted Arsonists will no longer try to douse targets they already doused when unculted.
    - If town tries to lynch an unrevealed mayor, he will reveal and town will lynch another target. Previously the day was just ending.
    - If the witch manipulate a mafia killing role that has not been sent to kill, the mafia won't do 2 kills anymore.
    - Same as above for mason recruits.
    - Dying cultists from the suicide after the death of the CL are randomized better.
    - If a jester remains alive alone the game result will be nobody wins, not jester wins.
    - Fixed healed mismasons appearing as attempted bludgeons.
    - Fixed a rare crash when there are left just 3+ mafia players and the killing role is culted.
    - Fixed a rare crash when there is a culted Amnesiac and no dead players.
    - Added "Cannot be role-blocked" option to Amnesiac, enabled by default.
    - Several performance improvements.
    - Source code released on github: https://github.com/Illidanz/MafiaSimulator
    
    1.0.0:
    - First public release.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  2. ISO #2

  3. ISO #3

  4. ISO #4

    Re: Mafia Simulator

    Quote Originally Posted by Illidan View Post
    Quote Originally Posted by jaczac View Post
    Goddamit .exe!
    stupid macs....
    I'm on my mac this evening, I'll see if I can compile it there.
    thanks man!
    Quote Originally Posted by Rocshi View Post
    Best Entrance Award- jaczac
    First post of the game, he kills the Godfather.
    Good stuff right there.


  5. ISO #5
    divemaster127
    Guest

    Re: Mafia Simulator

    This is amazing it deserves a sticky

  6. ISO #6
    divemaster127
    Guest

    Re: Mafia Simulator

    If you can do this you should try to make a single player mafia game where can you can play as a role and do a setup

  7. ISO #7

    Re: Mafia Simulator

    This is absolutely amazing albeit extremely simplified. I notice you don't have an investigator in the program, but it shouldn't be too hard to implement. Just let it find that a player is one of two roles and if no sheriff has a lead, the investigator lynch would occur based upon available roles.

    Could you post the source code, I'm interested in how you coded this. Great work!

    Spoiler : FM Roles :
    FM I: FalseTruth the Half-Breed | FM II: FalseTruth the Plato's Bitch | FM III: Co-Host | FM IV: Gabriele the Dirty Nazi Hookah | FM V: Theodore the Ambitious | FM VI: FalseTruth the Bothersome Sloth | FM VII: Peter the Troll | FM VIII: Host | FM IX: Larisa the Cappertiller | FM X: FM Lysergic the Evil Genius | FM XI: Udyr the Lurking Oracle

  8. ISO #8

    Re: Mafia Simulator

    Quote Originally Posted by FalseTruth View Post
    This is absolutely amazing albeit extremely simplified. I notice you don't have an investigator in the program, but it shouldn't be too hard to implement. Just let it find that a player is one of two roles and if no sheriff has a lead, the investigator lynch would occur based upon available roles.
    Yes I was thinking that for the investigator, I will implement it in the next few days probably.

    Quote Originally Posted by FalseTruth View Post
    Could you post the source code, I'm interested in how you coded this. Great work!
    I will release the source code once I have some time to clean it up and add some comments, it got a bit messy pretty fast, right now the code for the simulation itself (excluding all the UI, options handling etc) it's over 1900 lines of code.
    Rev answered me about some questions on the bd/witch/rb stuff so I will fix that too before releasing it.

    @Rev: thanks for the sticky!


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  9. ISO #9

  10. ISO #10

    Re: Mafia Simulator

    Quote Originally Posted by Claw View Post
    Rev answered me about some questions
    Looks like a handy tool for people like False and goon who balance their games.
    It's not quite good enough for balancing game just yet because there is no way to factor in how people decide who to vote/kill. It assumes sheriff reveals as soon as a target is found and that everyone will trust the sheriff and lynch the suspect. If there are no docs, the sheriff dies 100% the next night. It's very simplistic in concept but is still interesting in its own right.

    Spoiler : FM Roles :
    FM I: FalseTruth the Half-Breed | FM II: FalseTruth the Plato's Bitch | FM III: Co-Host | FM IV: Gabriele the Dirty Nazi Hookah | FM V: Theodore the Ambitious | FM VI: FalseTruth the Bothersome Sloth | FM VII: Peter the Troll | FM VIII: Host | FM IX: Larisa the Cappertiller | FM X: FM Lysergic the Evil Genius | FM XI: Udyr the Lurking Oracle

  11. ISO #11

  12. ISO #12

    Re: Mafia Simulator

    Yes as I've said in the first post it's not actually meant to simulate/balance real games. It helps and does a lot of nifty things (expecially with factions like mafia and cult, they will organize and do cool stuff) but it can't replicate the human process of reasoning.

    @jaczac and any other mac user: I have updated the first post with a draft of the mac version. It's really basic and not very good looking but the game log is the same as it's just html. It's missing a couple of features (the multithreaded option and config import/export don't work) but it should be enough for now. I've tested it on both Leopard and Lion.
    Make sure you install mono before trying to run it and PM me if you have any issue.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  13. ISO #13

    Re: Mafia Simulator

    Version 1.1 released. The download link is the same as before, you can find it in the first post.

    I had a pretty hard time implementing the witch/bd/rb mechanic, it's a mess. Me and Raiden made a lot of tests and everything seems right however, so it should be the same as sc2mafia now.

    This is the changelog:
    Code:
    1.1:
    - Implemented the proper mechanic for Witch/BD/Roleblockers. See https://peeeq.de/gui.php?id=2621
    - Implemented Arsonist's "Victim knows he is doused" option. Arsonists will now undouse if they gets doused. They can also undouse other targets if they get bus driven.
    - Culted Arsonists will no longer try to douse targets they already doused when unculted.
    - If town tries to lynch an unrevealed mayor, he will reveal and town will lynch another target. Previously the day was just ending.
    - If the witch manipulate a mafia killing role that has not been sent to kill, the mafia won't do 2 kills anymore.
    - Same as above for mason recruits.
    - Dying cultists from the suicide after the death of the CL are randomized better.
    - If a jester remains alive alone the game result will be nobody wins, not jester wins.
    - Fixed healed mismasons appearing as attempted bludgeons.
    - Fixed a rare crash when there are left just 3+ mafia players and the killing role is culted.
    - Fixed a rare crash when there is a culted Amnesiac and no dead players.
    - Added "Cannot be role-blocked" option to Amnesiac, enabled by default.
    - Several performance improvements.
    - Source code released on github: https://github.com/Illidanz/MafiaSimulator
    As you can see I have released the source code on here on github. Don't expect fancy OOP, I originally started writing it like that but then i scrapped it and I rewrote everything because it just became a utter mess with particular roles.
    You will need Visual Studio 2010 or MonoDevelop 2.6+ to compile the sim yourself, as this uses .NET 4.0 for the multithreaded stuff. If you want to open it with previous versions you can just strip the multithreaded code and leave only the single threaded one. Just create a new standard project, no special things required.
    If you just want to take a look, the game simulation is in the Game.cs class. You can find what the player variables do in the Player.cs class, I commented almost all of them.

    I will not use github on a daily basis as I have my own private SVN for that, but I will update it with every version release.

    Mac new version is coming sometimes this week. I don't have access to my mac every day, sorry.

    PS: Next version will have new roles, mainly Investigator if I find a nice way to implement it. Development will be a little slow due to FM4 though, but I'll keep working on it.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  14. ISO #14

  15. ISO #15

    Re: Mafia Simulator

    Quote Originally Posted by Auckmid View Post
    I have to ask questions because I'm too paranoid to download anything .
    I even released the source code, you can check for yourself it will not harm your pc :P
    If you still don't trust it, here's a virustotal scan of v1.1: https://www.virustotal.com/file-scan/...151-1315337749

    Quote Originally Posted by Auckmid View Post
    If the Town has no leads, do they no lynch, or do they policy lynch?
    There's an option (Global tab) called "Random Lynch without Clue". It's enabled by default, and town will random lynch every day even without a lead. If it's disabled, they won't random lynch.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  16. ISO #16

  17. ISO #17
    Fragos
    Guest

    Re: Mafia Simulator

    Test new roles on this simulator until the script size limit in SC2 is removed!

  18. ISO #18

    Re: Mafia Simulator

    Quote Originally Posted by Fragos View Post
    Test new roles on this simulator until the script size limit in SC2 is removed!
    As soon as I finish implementing all the normal roles I will add something else from forum mafia and the suggestion forum.

    If you have some suggestion for roles that are not too much communication based (for example, the Ghost would never fit in the sim), feel free the point them out.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  19. ISO #19

    Re: Mafia Simulator

    Version 1.1.1 released for both PC and Mac. Changelog:
    Code:
    1.1.1:
    - Slightly changed the import/export functions to be more intuitive and make them work under Mac.
    - Added the icon to the Mac app.
    - Fixed a rare crash when a BD can't pick up 2 targets.
    - Fixed randoms sometimes spawning without a role.
    Also we polished the OP a little bit, now it's a lot prettier


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  20. ISO #20

    Re: Mafia Simulator

    Version 1.2.0 released for both PC and Mac. Changelog:
    Code:
    1.2.0:
    - Completely changed the way town manages clues and decides who to lynch.
    - Implemented last wills.
    - Implemented Investigator.
    - Implemented Janitor.
    - Implemented Coroner.
    - Implemented Mason Leader. If he's in a game with recruiting masons, he will be the one sent to recruit unless he's jailed. There's also an option to have him kill the Cult Leader on recruit, to differentiate him a little bit from recruiting masons (enabled by default).
    - Implemented Mason's "Replaces Mason Leader" option.
    - Implemented Doctor's "Knows if targets is converted" option. If "Prevents Cultist conversion" is disabled, he will try to lynch the new cultist if no other leads are available
    - Implemented Consigliere's "Detects exact role" option. He won't kill 
    - Implemented "Random Names" option in the Global tab, enabled by default. Uses the same names as sc2mafia.
    - Changed the random generator from Mersenne Twister to the C# cryptographically secure PRNG for the maximum possible randomness and avoiding patterns under rare conditions.
    - Now the cult half-suicide is rounded up instead of down.
    - Fixed a crash with empty setups.
    - Fixed Random Town options not being focused when selecting the role.
    - Fixed framer not affecting Consigliere checks.
    - Fixed sheriffs sometimes not choosing a target.
    - Fixed sheriffs sometimes checking themselves.
    - Fixed amnesiac new role report.
    - Fixed some reports line not being colored.
    - Added the simulation progress to the Windows 7 taskbar.
    This version took quite a lot of time since implementing last wills and the investigator was pretty hard.
    How the new stuff works:
    - Last wills: if a player has one or more clues when he dies, he will put his info in the last will so town will be aware of them the following day and can decide better who to lynch. Players that leave a last will: sheriffs, investigators, doctors when they have the "know if converted" option enabled but the "prevent conversion" option disabled, masons when the CL tries to recruit them and when they mismason.
    - Investigator: if detects exact role is disabled, the inv will check people and store his clues. Every day, he will try to narrow down one of his clues to a particular evil role, eliminating dead people from the known setup. I had an hard time making him guessing random roles, but it should work fine.
    - Janitor will sanitize the mafia target and Coroner will retrieve role and last will and share it with the town, so investigators can guess roles better.

    As always keep reporting bugs if you find them, and suggestions are always welcome


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  21. ISO #21
    Cyber_Cheese
    Guest

    Re: Mafia Simulator

    Oh wow this is awesome

  22. ISO #22
    divemaster127
    Guest

    Re: Mafia Simulator

    Very nice work illidain

  23. ISO #23
    Cyber_Cheese
    Guest

    Re: Mafia Simulator

    8 Doctors
    2 Mafioso
    10000 games

    Results for 10000 iterations after 5.65 seconds:
    Pure: 3812 town wins, 6188 mafia wins.

    Turn the docs into citizens:
    Results for 10000 iterations after 4.80 seconds:
    Pure: 6848 town wins, 3152 mafia wins.

    EDIT: oh wait citizens win ties lol

  24. ISO #24

    Re: Mafia Simulator

    Quote Originally Posted by Cyber_Cheese View Post
    8 Doctors
    2 Mafioso
    10000 games

    Results for 10000 iterations after 5.65 seconds:
    Pure: 3812 town wins, 6188 mafia wins.
    With random lynching enabled and no investigative roles the majority will likely lose due to lynches. If you check how the games play out the mafia probably can't even kill more than once or twice, but the docs all go down to lynches.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  25. ISO #25
    Cyber_Cheese
    Guest

    Re: Mafia Simulator

    Quote Originally Posted by Illidan View Post
    Quote Originally Posted by Cyber_Cheese View Post
    8 Doctors
    2 Mafioso
    10000 games

    Results for 10000 iterations after 5.65 seconds:
    Pure: 3812 town wins, 6188 mafia wins.
    With random lynching enabled and no investigative roles the majority will likely lose due to lynches. If you check how the games play out the mafia probably can't even kill more than once or twice, but the docs all go down to lynches.
    I accidentally posted that before I'd put the comparison in, worked out it was the citizens win ties thing at play anyway.
    Doctors looked weaker than citizens for some reason threw me off.

  26. ISO #26

  27. ISO #27
    Aria Of Black
    Guest

    Re: Mafia Simulator

    How can I set town to random lynch? Disabled it once and can't remember where it was.

  28. ISO #28

    Re: Mafia Simulator

    Quote Originally Posted by Aria Of Black View Post
    How can I set town to random lynch? Disabled it once and can't remember where it was.
    Global tab (the first one on the bottom of the program), check "Random Lynch without Clue"


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  29. ISO #29
    Nike2000
    Guest

    Re: Mafia Simulator

    What is that FM?

  30. ISO #30

  31. ISO #31
    Nick
    Guest

    Re: Mafia Simulator

    Quote Originally Posted by Cyber_Cheese View Post
    8 Doctors
    2 Mafioso
    10000 games

    Results for 10000 iterations after 5.65 seconds:
    Pure: 3812 town wins, 6188 mafia wins.

    Turn the docs into citizens:
    Results for 10000 iterations after 4.80 seconds:
    Pure: 6848 town wins, 3152 mafia wins.

    EDIT: oh wait citizens win ties lol
    May be true with random play.
    In reality, with perfect play, town will always win.
    With chain heal strategy, either mafia cannot kill and lose due to no lynch/kills or mafia kills and exposed themselves.

  32. ISO #32

    Re: Mafia Simulator

    Version 1.3.0 released for both PC and Mac. Changelog:
    Code:
    1.3.0:
    - Implemented Disguiser.
    - Implemented Executioner.
    - Partially implemented Detective and Lookout. They are currently excluded from randoms until they aren't implemented better, but they won't mess inv results now.
    - Several improvements and fixes to investigator's role guessing.
    - Arsonists always knows if they are doused, even if the options is disabled.
    - Options are saved also when you click Simulate instead of only when you exit the program, so you don't lose them in case of a crash.
    - Fixed a bug with the cult suicide not happening under certain conditions.
    - Several other minor fixes.
    Detective and Lookout are temporary excluded from randoms since I'm not completely happy with how I implemented them, but I will be really busy with the FM and I wanted to release this version to fix a couple of reported bugs.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  33. ISO #33
    striker999
    Guest

    Re: Mafia Simulator

    7 masons+ 5 mafioso=99%mafia win???
    (i tried both the random lynch and clue lynch)
    it seems that masons can LYNCH their teammates O_O
    EDIT: i tried doing it 100 times and the masons still lynch their "teamates"

    EDIT:when masons can recruit, its back to 100 mafia wins....

  34. ISO #34

    Re: Mafia Simulator

    They shouldn't lynch other masons, must be a bug.

    I will fix it with the next version which won't happen soon as i'm busy with FM7 and other stuff.

    (With recruit they always mismason on mafiosi so obviously they will die)


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  35. ISO #35
    striker999
    Guest

    Re: Mafia Simulator

    Also, can you make it so that we can turn mismason off?
    it seems this game is FM-type mafia, not SC2-type mafia.
    Oh, and this is what has been troubling me the most.
    Federico (Sheriff) got a cult result on Allighiero Bello (Sheriff-Cultist) but he is immune to detection!
    O_O
    the setup was: 9 sheriff, 1 CL,force rand.lynch,sheriff can see cult, CL immune.
    EDIT: although my setup was heavily oriented towards cult , its basically nothing more than a proof-of-problem

  36. ISO #36

    Re: Mafia Simulator

    Quote Originally Posted by striker999 View Post
    Also, can you make it so that we can turn mismason off?
    it seems this game is FM-type mafia, not SC2-type mafia.
    I will make the mason leader immune to mismason. You can turn off mason recruiting and then it will be like SC2.

    Quote Originally Posted by striker999 View Post
    Oh, and this is what has been troubling me the most.
    Federico (Sheriff) got a cult result on Allighiero Bello (Sheriff-Cultist) but he is immune to detection!
    O_O
    the setup was: 9 sheriff, 1 CL,force rand.lynch,sheriff can see cult, CL immune.
    EDIT: although my setup was heavily oriented towards cult , its basically nothing more than a proof-of-problem
    Tried to reproduce but I got a normal cultist detection. Can you paste your config using the Export Config button?

    EDIT: nevermind, got it. Uploading a fixed version now.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  37. ISO #37

    Re: Mafia Simulator

    Version 1.3.1 released for both PC and Mac. Changelog:
    Code:
    1.3.1:
    - If masons have the majority and the town has no clue they will random lynch a non-mason.
    - Mason Leader is now immune to mismason.
    - Fixed detection immunity.
    It's untested but it should work.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  38. ISO #38
    striker999
    Guest

    Re: Mafia Simulator

    it sorta works OK now...
    now to more trivial issues.
    the town doesn't seem to remember role claims and such.
    here is what happened.(setup was masonX3+mafiosoX3+CitizenX3+exe)(citizens have NO bullet proof vest, looses ties to mafia,exe does not have to survive to end, target is always town)(this is obv not a balanced setup, but its just to prove exe imbalances)(masons WILL NOT RECRUIT)

    Lucio Pesci (Executioner) has a "clue" on Sansone Marino (Citizen)!
    The town clue lynched Sansone Marino (Citizen)!
    The town lynched Lucio Pesci (Executioner) target!

    Mafia sent Carlo (Mafioso) to random kill Serge (Citizen).
    Carlo (Mafioso) killed Serge (Citizen)!

    The town random lynched Paolo the Small (Mafioso).

    this is very...imperfect logic.
    (mafia has reasons to shoot a "power role")
    (town has reasons to kill the exe)
    with this logic, a smart mafia will simply have a "clue" on the townie and lynch like mad.
    Is it possible that our town members are incapable of seeing the role-list?
    (no investigative roles on both town and mafia)

    more regards.(Setup:masons=5,mafioso=3,1exe)(same settings as above)(the game was lopsided in favor of mafia...but for this troubling town victory)

    Mafia sent Othello (Mafioso) to random kill Gino (Mason).
    Othello (Mafioso) killed Gino (Mason)!
    Day 1: 8 players alive.


    The town random lynched Othello (Mafioso).
    Night 2: 7 players alive.

    Day 2: 6 players alive.

    The town random lynched Luigi Coca (Mafioso).
    Night 3: 5 players alive.


    Mafia sent Agosto (Mafioso) to random kill Sansone (Mason).
    Agosto (Mafioso) killed Sansone (Mason)!
    Day 3: 4 players alive.

    GAME END: Town won!
    Alive players: Enzo (Mason) Geronimo III. (Mason) Ettore Romano (Executioner)

    A smart exe will simply reveal and get his mason target lynched...to ensure a 100% mafia victory....
    results after 100 iterations:23 town victories, 77 mafia victories.

  39. ISO #39

    Re: Mafia Simulator

    Everything you described regards strategies and skill and it's not the purpose of this simulator.

    Coding a proper AI would be overkill for the sim, as it's an extremely hard and long task.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  40. ISO #40

  41. ISO #41

    Re: Mafia Simulator

    Quote Originally Posted by CmG View Post
    my Town random lynched the Major 170 times out of 1000 games. How can this be? I mean all the major has to do is to -vote and no it wasn't the mafia votes lynching him.
    The mayor should reveal when he's being lynched to avoid it. I will check if there's a bug preventing it. Can you paste your config so I can try?


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  42. ISO #42

  43. ISO #43

    Re: Mafia Simulator

    Quote Originally Posted by Lunavium View Post
    I am in love with your simulator, guys, some hilarious stuff happens. Very clean UI, very smooth system. Do you have the code posted anywhere online, like in codepad or on a forum somewhere? Would love to look through some of these strings.
    The code is on github, here: https://github.com/Illidanz/MafiaSimulator
    Most of the game simulation is here: https://github.com/Illidanz/MafiaSim...r/GameNight.cs

    I don't update it every time I make a local change but I keep it updated every new version.


    Check out the Mafia Simulator!

    FMII: Citizen/Mason | FMIII: Mayor[MVP] | FMIV: Witch | FMV: Vigilante/Cultist[MVP] | FMVII: Host

  44. ISO #44

  45. ISO #45

    Re: Mafia Simulator

    This is pretty cool. I've run my setup set at 1000 times and I ran it a few times and it seems like Mafia has 51.3% of the wins, town has 33.1% of the wins, and SK has 11.3% of the wins and arson/witch are very small percentage.

    Hmm I guess I should re-work my setup a tad. :P


    And also - the jester is alive at a good amount of my games... lol That is so not possible xD

  46. ISO #46

    Re: Mafia Simulator

    Is it theoretically possible to implement multiple Mafia teams?

    Quote Originally Posted by Sinclair View Post
    And also - the jester is alive at a good amount of my games... lol That is so not possible xD
    The Jester doesn't really try to get himself lynched you know.
    Spoiler : FM History :
    FM8 - Bebe(Citizen) FM9-Prokofi(German Medic) FM10- CptKirk(Citizen) FM11 - Caitlyn(Abstergo Agent/Citizen)
    M-FM1-Veteran(Durante) M-FM2-Detective M-FM 4- Student(Nina Einstein) M-FM6- Armorsmith
    Misc: Why-FOM (M-FM 1), SFM: The Experiment: Hosted

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