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Author Topic: [Premium Article] So Many Insane Plays: Deconstructing Control v. Combo  (Read 3892 times)
Smmenen
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« on: February 19, 2007, 11:01:18 am »

http://www.starcitygames.com/php/news/article/13719.html

Vintage, the broken format of Magic, is packed with turns that can make an average spellslinger explode with options. Today's article sees Stephen walk us through a three-game set between Grim Long and Meandeck Gifts. His analysis, as always, is exhaustive — and the matchup truly defines the column title of "So Many Insane Plays."
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« Reply #1 on: February 20, 2007, 12:39:35 pm »

I think this article causes me to ask the same question that I always asked in the past in response to any analysis of a Long variant - is this deck impossible to play perfectly, and are many of the decisions just a roll of the die? For instance, Steve asks the readers what their decisions would be at critical junctures. I have no idea if I can even identify *one* correct play in there (apart from anything obvious).  The way I tend to play, for instance, is to always leave myself with outs whenever possible in case my current investment doesn't pay off. In the example of the first game, I would side with Chapin and Grim Tutor for a Mana Crypt over Lotus, and I don't think I would touch Brainstorm before the Windfall as i'm not accustomed to playing Brainstorms that aggressively. However, I do recognize that such rather conservative play might not be best.

I wonder then, if anyone thinks it is within the realm of possibilities in the immediate future for a Long player to be able to determine what the *right* play is in such situations? It seems like this should be coming down to a combination of actually calculating out what the statistically best play would be, and doing everything you can to extract information from the opponent as far as what he's holding or what archetype he's playing. This view is opposite from Steve's contention in the article:

Quote
In my view, the task of a good Vintage player isn't to be able to identify the optimal play among several excellent plays. The task of a good Vintage player is to be able to think about why a given line of play is good and why it might not be so good. In each case in which I thought there were genuinely close and debatable plays, I presented the reasons for and against those plays and made the decision that I felt was weighted, however slightly, toward the play I decided on.

I feel that this argument doesn't make sense. I feel that understanding the reasons behind the plays is naturally an important component, but I it doesn't stop there. The task of a good vintage player, a truly good player, is precisely try to identify the optimal play. As I understand it this is precisely what separated a player like Finkel from the rest. Is there a budding Finkel in T1's future?

Steve continues:

Quote
In Vintage, there will be very clearly obvious reasons to pursue a given line of play. What separates the wheat from the chaff and the players who outperform the rest is an understanding of the more subtle risks and benefits of any particular line of play. This is why I say that understanding is more important than identifying the optimal line of play. Understanding will lead to better decisions in the long run.

Understanding pros and cons of a particular decision is fairly straightforward, at least at an above average Vintage level. As players gain more experience with decks like Long or Gifts, they begin to appreciate the various subtleties of their deck and subtleties of various match-ups - the subtleties, an ambiguous term to begin with, is something that I would interpret as "game play options". What is far more difficult to do is to weigh the pros/cons accurately once you assess all of your options. I suspect that, like Steve, the majority do it almost entirely intuitively and base it on pattern based learning - a decision under particular circumstances might have been successful in the past, so it is repeated in the future. We therefore repeat that play because, despite our limited sample size, our hope is that the trend witnessed thus far equates to a statistically higher chance of success. Unfortunately, it doesn't work like that, because it is conceivable that you, for example, can make the right decision and end up losing 5 times in a row. Perhaps we are too quick to accept decisions as correct because of a positive outcome?

On the other hand, perhaps part of the fault is that we don't do enough to generate information necessary to weigh certain plays more accurately?

For example, Steve mentions in this article that he wouldn't make a certain play unless he knew for sure that his opponent didn't have a FoW. It struck me at first that such a statement is not particularly useful unless the opponent by some stroke of luck decides voluntarily to reveal info to you. But then I thought that perhaps we as players (some of us anyways) don't do enough to extract such info such as engaging in banter specifically designed for that purpose, or study body language/eye movements/pacing both during our actual matches AND studying our opponents when they are playing in other matches. You hear the odd anecdote about such here and there on these forums, or see it in person (or first hand), but I wonder how often this is just a stroke of luck and how often it was carefully crafted beforehand to get an accurate read on your opponent?

That itself would be subject for an interesting article - drawing some parallels between the skills absolutely necessary in games like Poker and a game like (T1) Magic, where up to now you could probably largely rely on technical playskill and deckbuilding skill to outcompete other T1 players.
« Last Edit: February 20, 2007, 01:15:48 pm by dicemanx » Logged

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« Reply #2 on: February 20, 2007, 03:12:41 pm »

For example, Steve mentions in this article that he wouldn't make a certain play unless he knew for sure that his opponent didn't have a FoW. It struck me at first that such a statement is not particularly useful unless the opponent by some stroke of luck decides voluntarily to reveal info to you. But then I thought that perhaps we as players (some of us anyways) don't do enough to extract such info such as engaging in banter specifically designed for that purpose, or study body language/eye movements/pacing both during our actual matches AND studying our opponents when they are playing in other matches. You hear the odd anecdote about such here and there on these forums, or see it in person (or first hand), but I wonder how often this is just a stroke of luck and how often it was carefully crafted beforehand to get an accurate read on your opponent?

That itself would be subject for an interesting article - drawing some parallels between the skills absolutely necessary in games like Poker and a game like (T1) Magic, where up to now you could probably largely rely on technical playskill and deckbuilding skill to outcompete other T1 players.

I won't comment on the article because I haven't read it, but I would like to touch on the above reply to the psychology of the game.  Although both T1 Magic and Poker play with cards the opportunity to read tells and bluffs are in different leagues.  First, in poker there is no time limit, and at times you sit in front of the same person for upwards of hours.  One has the time to watch, ponder, and read the opponents.  Magic just doesn't afford that kind of time.  Second, poker presents far more opportunities for information since there are exponentially more games played.  In poker everybody shares cards which reveal more and more about the opponent and yourself for that matter.  In Hold'em the opponents only have two cards all game.  They either have the hand or they don't; there is no way they get a few more cards unexpectidly for which you have to guess and read. 

Discrepencies said, I think there is a ton of available information people don't get when playing magic.  I think we as players need to look at it differently when reading the opponent than we would in poker.   First we spend, far too much time looking at the board and not enough time watching the opponent.  Watching how people organize their hands from the very beginning can lead to valuable information.  Most tend to organize hands based on card type, color, or how soon they expect to be playing it.  One thing I recommend people to do is to play a simple aggro deck against their teamates in casual games and track the opening seven cards and identify what they are as they've been played.  Are they what you guessed?  How long did it take you to successfully guess correctly?  Did it effect how you played your hand?  This is a simple exercise to help you watch your opponents play more than what they do to change the board state.  As you get better you should be able to better track cards opponents draw over the course of the game.  You will find that many people pick up the same habits as they've played over time. 

Another thing to note is the significance of statistics in the game of magic.  If a person, over the course of 3-5 turns has played two FoW and a Misdirection with moderate draw I would be willing to bet that they don't have another free counter the next time they are tapped down.  This leads to how people change their role throughout the game.  I player that has a Mana Drain in their hand with available mana is going to be much more likely to play a conservative control game until they play the spell.  Once that Drain is played and they don't have counters in their hand they are going to be much more likely to extend themselves and play a more aggro/combo or aggressive route until they find the needed protection.  When a person makes that switch it should be obvious to the opponent that they no longer have the protection spell needed.  Getting back to what I originally stated, statistics and odds of holding said cards give you much needed info and can give you a pokeresque outlook on the situation.  What are the odds that they have this card?  MWStation would be a great resource for finding out this info.   

I think being reflective would also be very useful when reading opponents too.  What do you do in specific situations?  Have your teammates watch you.  You may learn something about yourself and how others act. 
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Smmenen
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« Reply #3 on: February 20, 2007, 08:49:32 pm »

First of all: this response made the whole article worthwhile.  I sense from your response that you enjoyed the article and found it thought-provoking.   

I think the article will remain a touchstone for future discussions on many issues.  I foresee myself referring to it many times in the future for supporting any given contention that might arise in the course of normal debate (complexity of vintage play being just one example, but another example the importance of the player - that is, given the sheer quantity of options, the ASL of the player means that you really can't know the win ratio of a particular matchup without holding skill constant - something that is a highly variable quantity). 

I think this article causes me to ask the same question that I always asked in the past in response to any analysis of a Long variant - is this deck impossible to play perfectly, and are many of the decisions just a roll of the die? For instance, Steve asks the readers what their decisions would be at critical junctures. I have no idea if I can even identify *one* correct play in there (apart from anything obvious).  The way I tend to play, for instance, is to always leave myself with outs whenever possible in case my current investment doesn't pay off. In the example of the first game, I would side with Chapin and Grim Tutor for a Mana Crypt over Lotus, and I don't think I would touch Brainstorm before the Windfall as i'm not accustomed to playing Brainstorms that aggressively. However, I do recognize that such rather conservative play might not be best.


I agree with Zvi: there is only one "optimal" play in the sense that one play is better than all others.   As we split hairs seemingly equal plays will become inferior or superior depending upon the criteria we use to judge them.   But as I said: many decisions will get you to the same result: winning the game.

Quote


I wonder then, if anyone thinks it is within the realm of possibilities in the immediate future for a Long player to be able to determine what the *right* play is in such situations? It seems like this should be coming down to a combination of actually calculating out what the statistically best play would be, and doing everything you can to extract information from the opponent as far as what he's holding or what archetype he's playing. This view is opposite from Steve's contention in the article:

Quote
In my view, the task of a good Vintage player isn't to be able to identify the optimal play among several excellent plays. The task of a good Vintage player is to be able to think about why a given line of play is good and why it might not be so good. In each case in which I thought there were genuinely close and debatable plays, I presented the reasons for and against those plays and made the decision that I felt was weighted, however slightly, toward the play I decided on.

I feel that this argument doesn't make sense. I feel that understanding the reasons behind the plays is naturally an important component, but I it doesn't stop there. The task of a good vintage player, a truly good player, is precisely try to identify the optimal play. As I understand it this is precisely what separated a player like Finkel from the rest. Is there a budding Finkel in T1's future?


I don't think I really articulated what I was trying to say very well.   

What I was trying to say is this:  What matters is understanding so that you make the better plays more often in the long run.    Sometimes, in the short run, you can make a suboptimal play and win.   However, to win most consistently you need to make the right play most of the time.    An inadequate grasp of the pros and cons of a particular decision will lead you to make second or third or fourth best decisions some of the time, but you'll be making better decision - in the aggregate - and in the long run, if you have a more solid grasp of the situation.


Now, here's the trick: I don't believe that we, as human beings, are capable of making the optimal decisions within a reasonable time.

This is why I once stated that I don't think it is humanly possible to play meandeck Tendrils, apart from flaws in the deck.    When I took all the time in the world to make decisions with that deck, I rarely lost games. 

You know how I said that there were hundreds of permutations with the game one Grim Long hand?   And there were.   There were literally 7! options to Meandeck Tendrils.  Almost every card could be played in any order.

It isn't humanly possible to make the optimal play.  That's why I've joked that DEEP BLUE would play meandeck Tendrils and win tournaments (a point that Rich Shay vehemently denies).   

In an earlier draft of this article I had extensive tree diagrams that actually listed some 30+ permutations of play.  Pat Chapin criticized me for doing that.

Here was an exchange I had with Pat:

Pat: I would Grim Tutor for Crypt there.
Me: That's wrong, imo.  I think the only debatable question is whether you Brainstorm and, if so, when.
Pat: Prove me wrong.
Me: Ok; I'll pretend I got Crypt there and goldfish the hand 30 times and see what happens
Pat: You'd have to randomly goldifsh the MDG hand that many times as well because it's hand will be different alot and you can't just keep using the hand that MDG has or you'll never know what the truly "right" play is - just what the right play is for MDG given hand.
Me: that's true. 

The point Pat made is that it is inhumanely possible to really assess what the correct play is.  You'd have to go through that scenario with both decks a statistically significant number of times and test each permutation.  You could do that, but then that scenario - exactly as it is, would never arise again.   So you'd pretty much be wasting your time.  Esp. for a format like Vintage.

He's right.

For me, the only way we can get at the correct answer (since the math is just WAY too hard to run) is to understand the pros and cons for a given line of play and then make a reasonable decision.   

I agree with you, in principle, that the task of a great player SHOULd be to find the optimal play every time.  I just think, as a practical matter, its infeasible unless you have an IQ of 1,000,000.   

I also told Pat that I thought that Black Lotus was almost certaintly the right play given my experience with Grim Long.

He said that if you polled the top 5 magic players in the world: Kenji, etc, that 3 of 5 would go for Mana Crypt there.

I think it goes to show that the best players don't actually rely on raw computer power and logical/mathmatical analysis of any given line of play so much as intuition.   

In fact,  of interest to you Peter, this conversation veered into Chess.  I said that I thought Kasporov was capable of looking 30 moves ahead, etc.   Pat corrected me and said that Kasporov could probably look entire GAMES ahead - in fact, he could probably mentally diagram hundreds of moves ahead and hundreds of permutations, but he wouldn't because he is playing under time constraints and pattern recognition will get you most of the way.

Quote

Steve continues:

Quote
In Vintage, there will be very clearly obvious reasons to pursue a given line of play. What separates the wheat from the chaff and the players who outperform the rest is an understanding of the more subtle risks and benefits of any particular line of play. This is why I say that understanding is more important than identifying the optimal line of play. Understanding will lead to better decisions in the long run.

Understanding pros and cons of a particular decision is fairly straightforward, at least at an above average Vintage level.

Ah: But I'm arguing that it is not.   That there are the obvious reasons to make a given play but then there are the very very very minute reasons to make or not make a given line of play that begin to aggregate.


Quote
As players gain more experience with decks like Long or Gifts, they begin to appreciate the various subtleties of their deck and subtleties of various match-ups - the subtleties, an ambiguous term to begin with, is something that I would interpret as "game play options". What is far more difficult to do is to weigh the pros/cons accurately once you assess all of your options. I suspect that, like Steve, the majority do it almost entirely intuitively and base it on pattern based learning - a decision under particular circumstances might have been successful in the past, so it is repeated in the future.


Note that I strive *mightily* NOT to rely on pattern recognition.  I think with Grim Long it is helpful, but dangerous.   I am a super huge fan of Forward Thinking - that is, asking the logical question: if I do this, he could do That, etc.   I do not like using pattern recognition (which is different from Intuition).

In Pat's view: intuition is a mixture of computer processing in the brain AND pattern recognition, although it is NOT full throttle forward thinking.

Quote

We therefore repeat that play because, despite our limited sample size, our hope is that the trend witnessed thus far equates to a statistically higher chance of success. Unfortunately, it doesn't work like that, because it is conceivable that you, for example, can make the right decision and end up losing 5 times in a row. Perhaps we are too quick to accept decisions as correct because of a positive outcome?

On the other hand, perhaps part of the fault is that we don't do enough to generate information necessary to weigh certain plays more accurately?


Ding ding.  This is Definitely a part of the problem.   But to get information sets large and relevant enough is extremely burdensome.   In fact, I would say inhumanely so.   You could play magic full time as a  job and still not have large enough information sets for Vintage complexity and the variety of unique situations that arise that are so context specific.   

Quote

For example, Steve mentions in this article that he wouldn't make a certain play unless he knew for sure that his opponent didn't have a FoW. It struck me at first that such a statement is not particularly useful unless the opponent by some stroke of luck decides voluntarily to reveal info to you. But then I thought that perhaps we as players (some of us anyways) don't do enough to extract such info such as engaging in banter specifically designed for that purpose, or study body language/eye movements/pacing both during our actual matches AND studying our opponents when they are playing in other matches. You hear the odd anecdote about such here and there on these forums, or see it in person (or first hand), but I wonder how often this is just a stroke of luck and how often it was carefully crafted beforehand to get an accurate read on your opponent?

That itself would be subject for an interesting article - drawing some parallels between the skills absolutely necessary in games like Poker and a game like (T1) Magic, where up to now you could probably largely rely on technical playskill and deckbuilding skill to outcompete other T1 players.

Without commenting on those points, I would like to reiterate what I felt the point I was trying to make:


The LONG RUN is what matters.   You want to make more decisions correctly in the long run.  Any given situations will not likely arise again.   If you make a second best decision that wins you the game, no harm.  If you make a second best decision that loses you the game, that sucks, but it will happen.   Understanding is the information that will help us make better decisions most of the time in the long run.   

You can have very little understanding and make the obvious plays, but that won't make you the Robert Vroman of Stax or the Stephen Menendian of MDG or Grim Long (to inflame myself a little bit).   

I tried to expose the soft tissue of my brain a bit and get you into my thinking. 

But note this: even with 30 pages on just three games of magic, I omitted very large thought processes.  I have to balance detail against entertainment and utility.   That's why I cut out my tree diagrams and also why I pared back some of my analysis.  If anything, though, I erred on the side of more explication rather than less.

I felt like i could have written 100 pages just on the first game alone.   
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« Reply #4 on: February 21, 2007, 01:28:31 am »

Quote
I think it goes to show that the best players don't actually rely on raw computer power and logical/mathmatical analysis of any given line of play so much as intuition.   

In fact,  of interest to you Peter, this conversation veered into Chess.  I said that I thought Kasporov was capable of looking 30 moves ahead, etc.   Pat corrected me and said that Kasporov could probably look entire GAMES ahead - in fact, he could probably mentally diagram hundreds of moves ahead and hundreds of permutations, but he wouldn't because he is playing under time constraints and pattern recognition will get you most of the way.

To clarify something, only relatively simple chess positions (primarily endgames) can be calculated out dozens of moves in advance. Even when strong chessplayers are playing computers, their calculations are limited - Kasparov said after playing Deep Blue that it was very tough because, among other things, it forced him to look 6-8 moves ahead in substantially more lines than against another human, and that doing that pushed him to the limits of his abilities. The first paragraph in the quote above is a more accurate description of how top chessplayers play than the second paragraph is.
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« Reply #5 on: February 21, 2007, 02:45:14 am »

Quote
I think it goes to show that the best players don't actually rely on raw computer power and logical/mathmatical analysis of any given line of play so much as intuition.   

In fact,  of interest to you Peter, this conversation veered into Chess.  I said that I thought Kasporov was capable of looking 30 moves ahead, etc.   Pat corrected me and said that Kasporov could probably look entire GAMES ahead - in fact, he could probably mentally diagram hundreds of moves ahead and hundreds of permutations, but he wouldn't because he is playing under time constraints and pattern recognition will get you most of the way.

To clarify something, only relatively simple chess positions (primarily endgames) can be calculated out dozens of moves in advance. Even when strong chessplayers are playing computers, their calculations are limited - Kasparov said after playing Deep Blue that it was very tough because, among other things, it forced him to look 6-8 moves ahead in substantially more lines than against another human, and that doing that pushed him to the limits of his abilities. The first paragraph in the quote above is a more accurate description of how top chessplayers play than the second paragraph is.

The entire concept is a misnomer, what most patzers fail to realize is that the first X moves of a game are scripted, masters don't even have to think until one of them chooses to deviate from the main line or enters the middle game. Openings are about memorization, endings are about math, only the middle game is about anything theoretical.
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« Reply #6 on: February 23, 2007, 08:53:46 am »

So NO ONE is willing to try and take a stab at the questions I posed in this article?   No one is going to stand up and say what they would have done or take a position different from mine aside from the Mana Crypt v. Blotus question? 

I just presented a matchup that people have been clamoring to read about - MDG v. Grim Long - and there is absolutely no reaction aside from Diceman?   

I would point out that this article definitively illustrates the fallacy in the deck X has a favorable matchup against deck Y in Vintage approach.    There are faaar too many opportunities to outplay opponents in this match.    I only wrote 30 pages here to prove it, but I could have easily expanded my analysis to 100 pages.  This article took a ton of work to produce.

« Last Edit: February 23, 2007, 08:57:28 am by Smmenen » Logged

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« Reply #7 on: February 23, 2007, 09:04:36 am »

I for one am still trying to wrap my head around it, takes a while to digest so to speak.

I got premium to read your articles Smmenen and it's worth every cent. Great work!
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« Reply #8 on: February 23, 2007, 11:13:17 am »

I read an interesting article on intelligence some time ago, which said that chess players basically have "chunks" of knowledge, and what seperates a master from some random scrub is how big those "chunks" are. So a game board might be, say, two or three "chunks" of information, rather than 32 "chunks" for a more amateur player.

Pattern recognition, I think, is the key to playing a hard deck like this competitively. You've said that you don't think Tendrils could be played in a real-world environment, but I would contend that it could be if someone bothered to learn the chunks and proper pattern recognition. If you could learn the most mathematically superior plays, then ingrain them into your playstyle, then you could play the deck successfully. I suspect to do so would require someone with a solid grasp of statistics and a lot of free time on their hands to train themselves and do all the relevant calculations, but there's only so many card combinations in the deck and by finding the ones with the greatest success rate, then you can chain hands properly and win, even though consciously you don't know the exact percentages offhand.
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« Reply #9 on: February 23, 2007, 12:04:48 pm »

Theoretically, you may be right that someone could achieve some success playing Meandeck Tendrils given a sufficiently (stupidly) large time investment.  However, the point still holds that the single optimal play out of the 7! possibilities for an opening is not really within the reach of even the best Magic player.  Finkel is the closest we've ever had to a Kasparov, and his card-counting antics prove that he has one of the best natural statistical minds in history.  Yet, I would contend that even he could not excute those sorts of operations.

Zvi used to say that out of 10 reasonable plays, maybe 6 will win the game, but only 1 is "the best play."  If Meandeck Tendrils can be played successfully--a dubious claim at best--it isn't by finding that one play every time in the same way Zvi, Finkel, and others taught us to do 5 or 10 years ago.  It's by finding those 6 plays often enough to keep win paths open on a decision tree too large to calculate meaningfully.

In other words, Vintage combo can never be played optimally by a human; rather, it can be played successfully because its power level is such that suboptimal play can still generate wins, even significantly suboptimal play.  Of course, chess has too large a decision tree to calculate, also, as timely calculation of a true extended form model of chess would make a computer quite literally impossible to defeat, in objective, mathematical terms.  The fact that, given this, a Kasparov can still exist suggests that TD's chess "chunk" analogy may be pretty good.
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« Reply #10 on: February 23, 2007, 12:06:20 pm »

I read an interesting article on intelligence some time ago, which said that chess players basically have "chunks" of knowledge, and what seperates a master from some random scrub is how big those "chunks" are. So a game board might be, say, two or three "chunks" of information, rather than 32 "chunks" for a more amateur player.

Pattern recognition, I think, is the key to playing a hard deck like this competitively. You've said that you don't think Tendrils could be played in a real-world environment, but I would contend that it could be if someone bothered to learn the chunks and proper pattern recognition. If you could learn the most mathematically superior plays, then ingrain them into your playstyle, then you could play the deck successfully. I suspect to do so would require someone with a solid grasp of statistics and a lot of free time on their hands to train themselves and do all the relevant calculations, but there's only so many card combinations in the deck and by finding the ones with the greatest success rate, then you can chain hands properly and win, even though consciously you don't know the exact percentages offhand.

That's probably true, although it could require a lifetime of study.   The number of permutations for Meandeck Tendrils is nothing short of astounding.   It dwarfs that of Grim Long. 

@ All: I again ask if you would make different plays at the junctures I raised in the article and, if so, what would they be?
« Last Edit: February 23, 2007, 12:12:38 pm by Smmenen » Logged

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« Reply #11 on: February 23, 2007, 12:12:05 pm »

read an interesting article on intelligence some time ago, which said that chess players basically have "chunks" of knowledge, and what seperates a master from some random scrub is how big those "chunks" are. So a game board might be, say, two or three "chunks" of information, rather than 32 "chunks" for a more amateur player.


Yes, in psychology this is considered a generally true assesment. People can maintain in their short-term memory, i.e consciousness of the moment, 7+/-2 items, each of those consisting of pieces of information which when we grow experienced can contain even bigger informationload. So a combo master might contain 9 items consisting of large informationpieces.

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« Reply #12 on: February 23, 2007, 12:32:02 pm »

@ kelme:  whle this "generally" true, it is extremely important to note that this is not the case for all people.  I would suggest that if the random sample of people was taken that that would likely be true.  If a sample of statiticians is taken, that figure would be grossly underestimated. 

To relate to other posts, Kasparov can calculate end games much farther out from the end than that of the average player because he has "exercised" the part of his brain that allows for calculations.  This "exercise" should be taken into account using physiology.  He has trained his brain to perform these functions, thereby forcing his neural pathways to digest and process this information much easier than say the information required to accurately time the playing of a musical instrument or catch / throw a ball (crude examples).  This is important to note when giving generalizations. 

@ smennen:  I want you to know that i paid for scg premium just to read this article.  I do appreciate the time and work you put into stuff like this.  You have demonstrated that you care about your work simply by coming here and asking for feedback.  I am not an expert on vintage magic play (nor probably any other format for magic), but I have put in that kind of work into other formats / decks.  I do plan to do some sort of critique of your work this afternoon as time comes available (still at work).

As far as successfully picking out the best plays at any given time, it is important to note that this article was strictly using the cards as how to play the game.  This was brought up by someone else in this thread in passing, but i believe that this is the most critical piece of evidence to support / refute the claim of someone being able to successfully play a deck as complicated as MDG or Grim Long.

The most critical piece of evidence that I believe is missing in a matchup analysis is the analysis of what you observe the opponent doing.  So much is read from body language during movements and common gamestate plays that you can glean tons of information about your opponents hand through succesfully observing a few of their characteristics.  I do not want to take anything away from Smennen's work as it is nearly complete as a card / play analysis.  I do disagree with one premise, however.  This entire body of work was assuming that you knew your matchup when you sat down.  You have carefully examined / built both player's lists and are basing many calculations done based off knowledge existing prior to the game.  To successfully continue a line of thought as such, a player must be okay with a certain level of uncertainties. 


Please forgive my spelling errors as I am at work and trying to do this quickly.
I will get back to this post later.

Thanks for your time.
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« Reply #13 on: February 23, 2007, 06:42:04 pm »

That's a good point about matchup knowledge.  One thing I worry about often is how risky to play based on the likelihood of Force of Will or Misdirection when it's turn 1 on the play.  I would like some hands played out against an unknown opponent in which potential risks are assessed.  That might change the timing of the Windfall, for example, where if it is countered when your hand is empty and you already used Black Lotus, the game is essentially over, while you could play through that more easily if you got Crypt and saved the Brainstorm.  I did find it a bit odd that it was game 1, but you were speaking as if you had the Gifts player's decklist out on your lap.
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« Reply #14 on: February 23, 2007, 09:45:32 pm »

In game two, first turn, I would have Time Walked.  If I Scroll for Force and have to use it, I'm down three cards and I only have two mana (land and mox).  If I Walk, I still have the Scroll for Force option plus one card or a land drop to Scroll for Recall that turn.  Against Grim Long, I wouldn't Scroll for Recall because Long plays Duress.  I have no Force or Brainstorm with mana to hide it.  Could anyone point out weaknesses in that plan?  Usually, I Walk early to get a step ahead, especially if I'm holding two lands.
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« Reply #15 on: February 24, 2007, 11:59:13 pm »

Quote
That's probably true, although it could require a lifetime of study.   

I think realistically it'd be more like a year or two. Just about every high level fighting game player relies on pattern recognition and there's hundreds if you're only studying a single character and their individual matches at a moderate level. So for some it's more like thousands of possibilities. Generally by the end of the 1-2 year mark, depending on the complexity of the game; a huge chunk of the 'optimal' moves/combos/patterns/counters have been figured out.

I'd say it would probably be the same for these types of decks, lots of time and tribulation in training mode. Smile
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« Reply #16 on: February 25, 2007, 01:13:48 am »

Well, I've never been a tournament fighting game player, but I was ranked for a while in Warcraft III.  And while I'll agree that the correlations are there, the bottom line is that a video game only provides very finite set of tools.  Yes, I had intuitive knowledge of ranges, damage modifiers, unit matchups, rush tactics, build orders, etc.  I could see the opponent's first hero creeping with 2 backup units in minute 5 and predict the first 15 minutes of their gameplan with almost perfect accuracy.  But no matter how many build times and matrix square relationships I memorized, the truth is that there are units and there are units that beat them.

The same holds for fighters.  I am somewhere between a living room Soul Calibur III player and a tournament one, so I know a bit about that.  I can tell you that Sophitia has a 14-frame startup on her 236A where Cassandra has a 15-frame startup on the same move, therefore if I anticipate the opponent's use of that move following a break-even block, I'll know whether to hold block or outrace it.  However, again, there are so many characters who each have so many moves, a list greatly truncated by the fact that not every character is Sophitia and not every move is her 236A.  Learning the timing on some random spirit-charge move of Tira's is completely unnecessary.

With Magic, on the other hand, and particularly with Vintage, there are two big differences:  the first is the chance element.  Predicting Force of Will usage is very similar to anticipating a quick switch from aura push into aerial rush, I'll grant.  But there is, with very few exceptions, nothing in video games, nor in games such as chess, similar to "eyeballing" the chance of the opponent having a Force of Will; chess has mutual perfect information and every Night Elf player has the hippo riders in his or her tech tree.  I really do think that it would take far, far longer to get the sort of expertise you're talking about with a Vintage deck.  It's just not accessible with a reasonable time investment.
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« Reply #17 on: February 26, 2007, 10:05:51 am »

I guess its time for me to touch on two very important points in which I disagree with smennen's analysis. 

#1)  What chance did the gifts player really have game 1?
After watching the long player discard very good cards after necro, you really aren't going to win unless you topdeck a recall, lotus, or some other bomb.  Thus, something many people overlook, the best play turn 1 for the gifts player is to concede the game...revealing as little information to the opponent as possible about the deck you are playing (more important if you are playing against an opponnent that has no idea what you are playing...not as good a decision if it is the top 8 of the tourney and they would have had ample time to scout you and your deck. 

So, assuming its top 8 and thus you don't just scoop and call game 1 theres and start boarding, you continue your fight and ultimately lose game 1.

Onto Game 2.

The grim long player is confronted with a bad hand, but it is very disruptive.  Smennen has him punt his disruption into hoping that turn 2 on the draw will actually be enough to sufficiently disrupt the opponent.  A very INCORRECT turn 1 play of playing the swarm ends up having the grim player fall on his face as his opponent has plenty of time to set up brainstorms to hide key spells.  The gifts player even tells him what the correct play is by tapping out to scroll up a force.

Not only is duressing on the first turn the best play for turn 1, it is a far superior play to watching your much needed swarm get forced for no apparent reason.  If your opponent taps out and you are holding duress, that is a critical point in which you get to take huge advantage of their hand.  If he forces the duress, you get the same outcome but with you having a second duress in hand and the ability to drop the swarm on the 2nd turn setting up a probably turn 4 kill. 

If the gifts player does not force the duress, you get to pillage his hand before brainstorm can hide it.

So, to replay the 2nd game...in which the long player does not play the swarm, you have 2 possible outcomes: gifts player forces duress, or they don't.  This is the same decision tree as the swarm, but the duress on a tapped out gifts player is much "less" of an immediate threat to the gifts player than the swarm. 

Now, why would you play your weaker threats early?  First, duress gives you much more information on your opponents hand than xantid does.  Having a very slow long draw with double duress means that you have to be flexible enough to play to the role of the hand you drew.  You are now attempting to slow down the gifts player long enough so that you get a chance to go off before the gifts player. 

Now it is important to note what happens if you play the swarm turn 1 and the gifts player is holding a darkblast or lava dart.  You spend a huge threat to the gifts player and gain no tempo off it.  This can easily be remedied by using the information you can gain through a first turn duress.

Here is an analysis of what could happen based off the two decisions the long player has:

A) Play turn 1 swarm
    1) Gifts allows swarm to resolve
    2) Gifts uses force of will and pitches a blue card (gifts or merchant scroll)


B) Play turn 1 duress
    1) Gifts allows duress to resolve
    2) Gifts uses force of will and pitches a blue card (gifts or merchant scroll)

So, we have choices: A1, A2, B1, and B2.

I believe that A1 can be discounted based off the fact that the gifts player does not want swarm to rsolve.  But under more careful consideration, why would gifts allow swarm to resolve?  They must have a removal spell in their hand to want to allow that.  But this gives us an important caveat that must be fully realized.

Therfore, I propose that the decision table is the following instead:
A) Play turn 1 swarm
    1) Gifts allows swarm to resolve
        i) gifts player has a removal spell for swarm
        ii) gifts player does not have a removal spell for swarm
    2) Gifts uses force of will and pitches a blue card (gifts or merchant scroll)


B) Play turn 1 duress
    1) Gifts allows duress to resolve
    2) Gifts uses force of will and pitches a blue card (gifts or merchant scroll)



Now, in all of my time playing magic, I have learned that giving the opponent a choice is usually the wrong decision.  But if we carefully analyze the two trees, at first glance, choice A appears to give the gifts player no choice but to use their fow on Swarm.  Choice B gives the gifts player a choice.  After analyzing the situation, however...the long player could potentially be walking themself into an even worse interaction where the gifts player still has an option tree.  While that tree is dependent on a card being in their hand, it is still important to realize this.  This means that Option A for the long player should not be realized based off the possibility of walking right into a trap.

Choice B should be selected (playing duress) for a couple reasons that can best be understood after analyzing what the gifts player did on turn 1.

If the gifts player already had fow in hand, they probably would have scrolled for ancestral unless they already have it in hand. 

The gifts player does not have brainstorm in hand to protect against duress.

The gifts player is trying to bait a first turn swarm play by feiting a lack of counters in hand while having a removal spell in hand.

The list of possibilities is pretty long here, but these three are the ones I find most pertinent.

I would love someone to take the time to refute what I have said in rebuttal of Long's turn 1 play game 2.  Sorry for the delay in getting back to this.

Thanks for reading.

- Nick


ps - sorry for misspells and incorrect grammar / formatting, at work again and trying to do this quickly.
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Smmenen
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« Reply #18 on: February 26, 2007, 02:45:40 pm »

After an initial read, I think your analysis is sound regarding Swarm v. Duress.   I have nothing to add.  Thanks for your response. 
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« Reply #19 on: February 26, 2007, 05:36:03 pm »

read an interesting article on intelligence some time ago, which said that chess players basically have "chunks" of knowledge, and what seperates a master from some random scrub is how big those "chunks" are. So a game board might be, say, two or three "chunks" of information, rather than 32 "chunks" for a more amateur player.


Yes, in psychology this is considered a generally true assesment. People can maintain in their short-term memory, i.e consciousness of the moment, 7+/-2 items, each of those consisting of pieces of information which when we grow experienced can contain even bigger informationload. So a combo master might contain 9 items consisting of large informationpieces.



This isn't accurate either, speaking from the perspective of a Candidate Master in the USCF and FIDE, a lot of chess is a subconscious process; I can literally navigate hundreds, if not thousands, of positions by instinct. You don't need to explore every branch of the decision tree when there are only a hand full of decisions that are justifiable, even computers reference lines as opposed to making calculations whenever possible.

The problem with Meandeck Tendrils, and other combo decks, is that you never have complete information to base your decisions upon; you don't know what is in your opponent's hand, and you don't know what the top card of your deck is, so you are playing your cards in the most efficient means possible as opposed to perfect play.
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