Discuss the massively-multiplayer home defense game.
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My house doesn't have a combo lock and it's in the middle class range. Rob me
Also, the math on combo locks isn't as oppressive as you may first suspect. Because you generally get one try from each "level".
For example, with a 5 button combo lock, there are 2^5 = 32 states the buttons could be in, but there are two of them that you know -cannot- be the solution: all pressed and all unpressed.
There are 5 possible 1-pressed combinations. You get one guess at this level. If the combo is one of these, your success chance in 1 in 5.
There are 10 possible 2-pressed combinations. You get one guess at this level.
There are 10 possible 3-pressed. 5 possible 4-pressed.
So your odds of guessing a 5 button combo lock with no tools are either 1 in 10 or 1 in 5, depending on how they wired it. That's already way higher than the 1 in 32 the combo lock salesman promised.
But if we bring in tools, then we can do even better! Let's assume the combo is either on level 2 or level 3 (since those are the hardest to guess anyway).
Using one saw, we can make the following guesses:
1, 12, 123, 13, 134, 1345
Our odds of guessing through the combo lock are now 1 in 5, regardless of what level the combination is on.
Using two saws, we can guess like this:
1, 12, 123, 13, 134, 34, 345
So we assume the combo isn't on level 4, and we make 3 guessed each on levels 2 and 3. Our odds of guessing a combo on that level with this approach are 3 in 10. Unfortunately by sawing 2 buttons this way we give up our chance to make a guess on level 4.
4 button combo locks are even easier to guess through. The odds for each level are 1 in 4, 1 in 6, and 1 in 4. With one saw you can take two tries each on level 2 and level 3, making your odds 1 in 4, 1 in 3, and 1 in 2 (depending on what level the combo is on). This is on par with your odds of guessing through branching paths.
Of course, this is assuming that players choose their combos at random, by rolling dice or something. But they really don't. Players will choose combos that "feel random" thinking that it makes the combination harder to guess. This bias will make some combinations appear more frequently than others. If you take notes on what combos you find you can raise your odds even higher.
That will work. Yes.
*edit: It has a weakness, though. If the robber knows the layout of the trap they can still get out after triggering the dog by frying it on the grates. It doesn't help that you're leaving the toggle button within view.
Count the number of steps the player and the pitbull have to take to reach the fork. Since the player can reach it first after seeing the pitbull, they can still get away.
DADADSSSWWWSSSSSSS
With this wireless stuff, couldn't you build an almost impenatrable combo lock? or can you only have one transmission and not a lot? Also, is this stuff going to be patched?
Yes. Yes. Yes.
redxaxder wrote:I'm retiring this house. Have a look.
how do you get bounties from scouts?
i'm having lots of trouble with committing scouts after a fresh start, with that design i guess they'll just go up than out after being chased by the dog.
2k houses should be about committing scouts, no one will take 2k tools to break into a 600$ house, and not so many scouts will take a step on a power grid or get past an electric door.
i'm not bitchin' about your house, just struggling to find new ways to commit scouts, they're getting smarter everyday...
This house actually got me a lot of high bounties. It fooled a lot of careful players (but they've since caught on).
It fooled them because they saw a cat on the other side, and they saw the power flash on and off twice; "oh, this is just a trap to catch people who immediately go down". They try to wait out the cat movement and then they step on the grates. But if they do that the cat gets stuck in a position that will kill them as soon as they step on the third grate.
Most people aren't familiar with the kind of magic dance traps you can make with cats. Most magic dances are only position sensitive (and most cat traps are only timing sensitive). This one is both timing and position sensitive.
I'm retiring this house. Have a look.
I really only have two questions about a fix.
Will it break this trap, in which if the robber cuts the wall, it will activate the floor?
Will it break the current implementation of clocks?
Purging: No and No
Fixed number of steps per turn (N > 1, N even): No and Yes (but other clock implementations will be possible if N is small enough)
1 step per turn: Yes and Yes (but other clock implementations will be possible)
One of my old houses had something almost exactly like that, lights!
http://castledraft.com/editor/Y3LOlo
In the bottom left you need to step onto the shotgun once you pass the commit gate to make the cat go up and hit the rotary switch or you need to brick the switch yourself. Otherwise you need a ladder to cross the trapdoor. (To be safe, though, you need a ladder to cross it anyway, since that trapdoor is a cut trap)
I'll just donate this to whoever wants it. At the time of this posting Kaufmann is 68 visits / 36 deaths.
redxaxder wrote:arakira wrote:The problem is, there would still be a magic number (this very number N), which is not natural at all.
It's very natural! Gate delay is a real thing!
These are 2 different numbers. The gate delay is the time required for a circuit to settle down. It already has a meaning in TCD: the number of sub-steps required before the circuit settles down. This new magic number N is another input data, which would arbitrarily put a cap on how long we allow the circuit to fluctuate before freezing it.
Sure. N is arbitrary, to an extent. It's a meaningful number, though, and eliminating substeps entirely is just another way of choosing an N. Here are some things to consider regarding the choice.
N=1:
Propagation delay is a full robber turn. Electronics move in slow motion; this means that all logic now has a noticeable warm up period before taking effect. Timing-based traps become super easy to construct. Hit this button and 4 turns later that trapdoor closes for exactly one turn and never opens again. Pretty much all existing circuits no longer work; to be replaced by the new paradigm. Circuits are now super easy to debug; just hook up indicator lights everywhere.
N is small (say.. 4 to 8):
Most circuits appear to update instantly. Realistic. Delay based traps are accessible, but have a noticeable space cost. Clocks that measure robber turns are accessible, but larger than in the current build. The behavior of most existing circuits is preserved; exceptions include: things that relied on the loop detection state collapse (pulse generator), and oscillators with a period relatively prime to N. If N is even, the "paradox circuit" cut detection trick works the same way it did before.
N is large (32 or so):
Most circuits appear to update instantly. Delay based traps are huge. Only a few people will bother with them. A clock that measures a robber turn takes up 4 rows of your house. The behavior of most existing circuits is preserved (with the same exceptions).
The problem is, there would still be a magic number (this very number N), which is not natural at all.
It's very natural! Gate delay is a real thing! (Although the real life version is less predictable.) There's a flash game that was designed to be a straightforward electronics simulator (KOHCTPYKTOP) that behaves exactly like TCD electronics until you add in the strange loop detection.
The only weirdness that would be left in a fixed-number-of-cycles model like this would be the ability of rapidly oscillating current to affect the robber just like solid current can. That could be fixed by making interactive components (doors, traps, grates) require a minimum amount of power each turn to be live for that turn. Or by making them require some number of consecutive ON cycles to be ON for the robber (whether or not they were ON for the purposes of other electronics).
There's something very unsatisfying about any of this stuff. The step limit really is the point where the game "breaks" and everything stops making any kind of sense.
The electronics model within each turn makes perfect sense. It gets weird when you try to run the electronics "forever" before advancing the turn. As a way to not have any delay for switch (de)activation?
But the switches do have a delay. Just like real switches. And that lets us build real circuits out of them, which is pretty awesome. But waiting for a loop at all is an unnatural mechanic that makes the behavior diverge from real circuits.
If there was no loop detection and everything was simulated for N steps per turn (and took on the final state), then all the electronics would make perfect sense and wireless magic would be impossible.
orst use of the current system is something like this:
http://castledraft.com/editor/BNZi7rThen using the space above for an electrobreaker and a clock/magic dance. That way you've got a house with pretty much no weak spots. This should be fixed with the purging though.
Yes! I want to build it before the bug expires!
*edit: Ok. I have a draft. It's really expensive due to all the pits. I'm going to see how much of it I can build before the patch.
Redxaxder:
How does 32 sound?
32 sounds like it will make the receiver very fat. I'm not sure exactly how big I'd need to make something to make it wait out 32 cycles. Probably too big to be practical.
Also, while I have your attention... What's the deal with the single orientation map tiles? (voltage triggered switch, voltage triggered inverted switch) They make all the electronics huge. Was that the idea?
So this would fix directly powered things not getting power from the start, but keep the ability to stop power spreading after that?
It would not keep that ability. Because the initial power transfer would happen during the purge. You'd need a build a delay circuit that outlasts the purge to have any wireless interaction (which will be attainable once we know the number of purge transitions).
This mindset is a trap. It's based on a misunderstanding of the nature of the game.
Well engineered traps have little to no chance of being "outsmarted". Because they kill the robber with parts that he can't see. Your house not meant to be accessed the same way you access it; you have a huge information advantage over robbers and if you're abusing it they have no hope at approaching it without tools. Give up on having people "solve" a house like a puzzle unless you decide to deliberately build a very weak house.
Each segment of your house is meant to be bypassed with tools (when the robber does it) or with information (when you do it). The existence of your route to the vault is a hint for the robbers about what tool to use where. It had better not be enough of a hint that they don't need to use tools.
Once you have come to accept that, you will start seeing deathtraps from a new angle; every trap has three natural solutions. The perfect information solution, the way you reach your vault. The optimal dismantling solution, where the robber uses tools to learn all the components of the trap and can then copy your entry on subsequent trips (in a poorly designed house this often costs 0 tools). The optimal bypassing solution, where the robber uses tools to avoid needing to learn about the trap at all.
When designing your traps, you should be considering all three solutions. The perfect information solution, in this game, is only special in that you need to know what it is to design a house. Just because you ignore the other solutions doesn't mean they don't exist. It only leaves your house vulnerable to "brute forcing" with under $10k buy value (that's only $5k sell value!) of tools. It doesn't even deserve the brute force label at that point if you're trying to protect $20k.
Wat.
At the very least, that bug is going to be fixed.
And if Jason wants to prevent wireless communication, I guess it may be enough to check each connected component for loops separately. Merely increasing the cycle limit would be futile, though. A period of 2730 is attainable by just using 2,3,5,7, and 13.
PM me. I'm headed down this road anyway [=
*edit. Oh. I found it. That so cray.
Are you sure the step limit is 32? Because I don't think this one should work, but it tested fine.
Ah! I know why it works! The left oscillator is period 5. The right one is period 3. The pulse generator already contains something of period 2, but it takes it a few turns for the output to reach a stable state.
Since the total period of the oscillators is 30, the stabilization time of the pulses is enough to bring it over the limit.
Hippasus: what did you do to make the power go out like that?
Are you sure the step limit is 32? Because I don't think this one should work, but it tested fine.
I'm having trouble getting it to work with 2,3,5. I've only gotten 7,5 to work.
Scratch that. I've only gotten 8,5 to work. Maybe I'm miscounting something. Ah. I found it; I'm miscounting a lot.
I think this should also be sufficient:
http://castledraft.com/editor/m49oKq
Since 2, 3, and 5 are prime, those three oscillators have a collective period of 30. If something that takes 3 steps to resolve happens at the beginning of the turn it should be enough to go over the limit. Of course, that button only exceeds the limit on the turn that it's pressed .
Holy crap it actually does it. Wireless transfer. Here's the test house I used:
For instance, I'm pretty sure it's actually possible to transmit 1 bit of information without wires, if you use the 32 step limit.
Oh my god. We have to build this.
Before I found out about the cycle limit, I was considering the possibility of a trap that crashes the game by taking a gigantic number of cycles to simulate (don't think badly of me ). A mere 32 steps is easily attainable! A period 7 oscillator and a period 5 oscillator running at the same time will hit the limit.
How do electronics behave when the step limit is reached?
Panda, if you brick the windows the dogs will run into the pit. Use 1 pit and 1 panic button.
ex: http://castledraft.com/editor/pWNNJc
That way they at least have to saw or wirecut something.