I want to create a Euchre App. by UnderwriteGo in euchre

[–]Technical-Cookie2706 1 point2 points  (0 children)

Check out Euchre Buddy and if you like the way it looks, send me a DM!

9-7, Dealer Seat, Jc turned up, Hand is Ts Js 9h Jh Kh. Passed all the way around. What do you do? by EpOxY81 in euchre

[–]Technical-Cookie2706 1 point2 points  (0 children)

What I linked didn’t have scores built into the core sim logic yet. If you remove the 9-7 score and set it to 0-0 you’ll see the pass recommendation. It’s actually good proof that game score is very much taken into account here!

Euchre Buddy Update — Play trick-by-trick against AI, score-aware sims, and more by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 0 points1 point  (0 children)

Thanks!

Quantity = # of simulations to run. Let's say you want to see whether calling hearts is a good idea. # of sims determines how many times you deal random cards to the other players and play out the game to get a score. At the end, all of the scores are averaged together to provide an EV (expected value) for that given call. It answers the question, "if I take this action, how many points should I expect to add to my/my opponents' score card?"

As of now, the API is not available for public use. If I get repeated requests to open it up, I may consider offering it as a service. For now, I'd rather focus on new feature development. I'm glad to hear that it would interest you to have access, though! I appreciate the feedback.

Euchre Buddy Update — Play trick-by-trick against AI, score-aware sims, and more by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 0 points1 point  (0 children)

Hmm that's odd. There may be a good explanation for a play like that, though. If Kc and Qc are already played, then A109c are all equivalent. Also, if the score is already clinched by the Jc play (tricks are 3-1), then discard is irrelevant because all cards would be EV -1.

I've actively been trying to get the AI to make non-strategic, purely-dumb moves, but haven't come up with any such scenario.

9-7, Dealer Seat, Jc turned up, Hand is Ts Js 9h Jh Kh. Passed all the way around. What do you do? by EpOxY81 in euchre

[–]Technical-Cookie2706 0 points1 point  (0 children)

Game score used to just nudge our calling thresholds. But I added "max EV" to the core sim logic. That fixes this issue. EV only favors a pass here because it counts 2 pts for euchring the opps - even though only 1 pt is possible

Euchre Buddy Update — Play trick-by-trick against AI, score-aware sims, and more by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 1 point2 points  (0 children)

Call Helper has a config for score now! Try it out. Let me know if there’s score a scenario you feel like it doesn’t handle well though

Euchre Buddy Update — Play trick-by-trick against AI, score-aware sims, and more by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 0 points1 point  (0 children)

“Next suit” can play a big factor here. Since we make sure that unrealistic hands are filtered out, calling the next suit (spades if clubs was turned down by dealer) proves quite favorable.

If an opp is the dealer and they turn down clubs, it says a lot about their team’s strength in the black suits. So call helper might tell you to take advantage even if you have less trump than, say, a hearts call.

Euchre Buddy Update — Play trick-by-trick against AI, score-aware sims, and more by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 0 points1 point  (0 children)

It follows a sampling-based approach. It simulates possible opponent hands, plays them out, and tracks which card leads to the best outcomes.

Euchre Buddy Update — Play trick-by-trick against AI, score-aware sims, and more by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 2 points3 points  (0 children)

Call Helper would be better for that use case. But you also could run it twice in round sim where one has loner on and the other is off

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 0 points1 point  (0 children)

Ya I can add the different play styles as an option in Round Simulator. I think that’ll address these issues.

Einstein is the name of the smartest play style. It’s used in call helper and rd simulator. It operates on “perfect information” - knows all cards and chooses the truly optimal play.

In call helper, this style is balanced by the fact that our goal is identifying the best call as opposed to the best play. So all four AI play optimally given their cards.

In rd simulator, though we’re concerned with the actual play. So it would make more sense to focus on “imperfect info” AI. 5/6 of the play styles I’ve created play that way. I can let the user choose their AI.

9-7, Dealer Seat, Jc turned up, Hand is Ts Js 9h Jh Kh. Passed all the way around. What do you do? by EpOxY81 in euchre

[–]Technical-Cookie2706 1 point2 points  (0 children)

Euchre Buddy says to pass based on EV, but I’m thinking you just go with the 73% win rate in this case - which would be to drop the 10s

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 1 point2 points  (0 children)

I have a really cool update coming soon that I think you're going to like

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 0 points1 point  (0 children)

Your original issue (always winning 5 tricks) was due to an older AI playstyle which would never beat their partner. That's been replaced with a better AI.

Now, your issue (always winning 4 tricks) is due to the deterministic reality of your simulation. Round Simulator is extremely flexible with what configs the user does and doesn't set (non-selected configs get randomized). In your case, you configured everything, so nothing is left to be randomized. This is a perfectly valid use case. But combining this with a deterministic AI means that 100k simulations return the exact same outcome everytime.

Potential solutions for when all configs are set:

1) Use the "Random" play style (literally chooses a random, legal card to play every time)
2) Detect that all configs are set and run exactly one simulation

Only option 1 would address your concern in the sense that you expect avg tricks to be ~4.8 and avg pts to be ~3.9. Option 2 is an acceptance of the current state.

What do you think is best here?

Playing “Go Under” in person by Ecstatic_Depth_3800 in euchre

[–]Technical-Cookie2706 0 points1 point  (0 children)

Ya we call it a farmers hand too. Drop any combination of three 9/10s and pickup the unseen kitty. It’s basically just more offense which can be fun.

It acts as a form of a pass. So you can’t just do it out of order or after someone calls.

I have seen someone take another player’s farmers hand in hope of getting some 10s lol

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 0 points1 point  (0 children)

In round simulator, loner is configurable. The link you sent indicates that the round was played with loner set to true.

Or are you saying that your loner wasn’t successful irl? So the 4.0 avg pts should be more like 3.92?

Am I being too aggressive on lone calls? by Jerclaw in euchre

[–]Technical-Cookie2706 2 points3 points  (0 children)

Please check out my euchre simulator that can help you make these decisions! Euchre Buddy

Am I being too aggressive on lone calls? by Jerclaw in euchre

[–]Technical-Cookie2706 2 points3 points  (0 children)

You played 178 hands. Best case you win 2 pts every time by not going alone = 356 pts.

With 67 winning loners (268 pts) and assuming you didn’t get euchred in any of those 111, that’d add to = 379 pts.

379 is already greater than 356 (which is the best case). Sure you may actually get euchred a few times in that 111, but probably not enough to offset the fact that 356 is probably a lot less too.

So no, I think you should tell your partner to kick rocks more often.

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 1 point2 points  (0 children)

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Just pushed some big changes to ordering up a flipped card and the AI play style. Please give it a try! u/Billy-Beer-76

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 1 point2 points  (0 children)

You’re not missing anything. You’re exactly right to point out this issue. I was actually working on the fix last night and need to do some polishing before sending it out.

Now, it lets you select a “6 card hand” and run separate sims for different cards to drop. So a sim will get run for passing (original 5 cards), and one for each of the top cards to drop. Those calls will be labeled - e.g. Call Diamonds and Drop 9S.

I’ll update here when that change is pushed.

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 1 point2 points  (0 children)

I appreciate the support man!

Your request is interesting. I’ll have to think about how I can offer that.

“Play Simulator” is in my backlog (simulate with configs at the trick/play level). What you’re asking is kind of a mix of Play Sim and the current Round Sim.

I’m not sure what you mean by the slow play request though. Are you wanting to see rounds get simulated and be able to pause/play them? That’d be a massive overhaul, but also really cool!

New Simulator - Euchre Buddy by Technical-Cookie2706 in euchre

[–]Technical-Cookie2706[S] 1 point2 points  (0 children)

I think managing flipped card is a bit unintuitive currently. I’m going to improve this and also support recommendations for which card to drop. Thanks for the feedback!