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#301 Re: Main Forum » Wife money splitting broken after vault is emptied? » 2014-02-18 10:04:16

iceman wrote:

I've actually noticed that if you jump in your house, but *don't change anything*, and leave, it'll reset your house.  I had a house that I logged onto, saw someone had robbed it, and left.  I thought my house would still be hidden, since I didn't change anything, but when I came back 10 minutes later the same person had robbed me again, this time for half of what was left.

So, if you visit your house, even if you change nothing the house resets and money is split.  I think that's a bug

Unfortunately that makes sense. Good catch. I usually just look at the tapes while I eat my breakfast, but I don't have time to fix my house when someone has broken into it. So that means - don't run the game unless you have time to fix your house sad

Btw. whoever has done that - thanks for fixing the wiki back. I just wanted to update it smile

#302 Re: Main Forum » Wife money splitting broken after vault is emptied? » 2014-02-18 07:36:31

colorfusion wrote:

It may have changed since then, but I highly doubt it. Haven't you seen a house where the wife has all the money? Those wouldn't be existent if it split at the start of every robbery.

I did! That's why I originally put [BUG?] into the subject. Maybe it is really broken and when someone steals money from vault and then another one comes and dies for $100 bounty the money are split again. Otherwise it doesn't make sense to me. It was literally like this: I woke up and saw that someone broke into my vault, I closed the game without changing anything on house or even passing the self test that is needed after your vault was emptied. I came to work and looked at tapes and I saw 1 guy die for $100 bounty and another guy steal another $2000 from vault (wife is still alive and he didn't even see the wife).

#303 Re: Main Forum » Wife money splitting broken after vault is emptied? » 2014-02-18 06:03:59

colorfusion wrote:

I think it's just split after self test AND if you buy/sell tools.

I didn't do anything after my house was robbed and I'm 100% sure I had > 4000 after robber took ~10000 worth of tools + 4000 cash. So it looks like Pandamonium is right. At least with the current state of how it works.

#304 Re: Main Forum » Wife money splitting broken after vault is emptied? » 2014-02-18 03:21:24

Pandamonium wrote:

AFAIK, it's 50% of what you have as cash (doesn't count tools) you have at time of robbery.
It might be an idea to build in commitment traps that cause your home to "save" at a point where its impossible for the next person.

Of course unless the robbery happens to be a 100% tunneling exercise, nothing much u can do about those (except use fewer wooden walls.

Oh. I've always thought that you can use wife as secondary vault, but this way .. it's strange as when the first one brute forces all traps all the others have clear way (that's what happened) to come and take half of what otherwise untouched wife is supposed to have, because robbers took everything from the vault.

Good to know that. I will take it into consideration in my next house design. Thanks!

EDIT: If anybody would be concerned I fixed the wiki article to reflect current state http://thecastledoctrine.gamepedia.com/ … se_Robbing

#305 Main Forum » Wife money splitting broken after vault is emptied? » 2014-02-18 02:29:56

MMaster
Replies: 22

Hi,

I've read on wiki that "The wife carries half of the money that the household had left over after the last self-test plus half of all money earned through robbery and any bounties collected from robbers she personally killed with the shotgun. If she is killed during the robbery, the money can be stolen by walking over the body. The remaining money, paintings and tools can be stolen by reaching the vault. " However it seems there is something broken, because when my vault was robbed and my wife carried half of the money after last self-test - she had ~4000. I did not change anything on the house and just a while after I can see that one guy died in my house giving me 100 bounty and then another guy went through broken house just to steal half of the money that wife was supposed to have. Why was he able to steal ~2000 when the safe was already broken in and wife was supposed to have all money except for $100 from last bounty? Is it supposed to be that way?

#306 Re: Main Forum » That moment when... » 2014-02-17 09:59:38

colorfusion wrote:
MMaster wrote:

Ok now I see that the jump is huge compared to last week. I've had 0 kills this night with 300 house. Just 4 people came and turned around. Something is wrong.

Edit: Last week I've had ~10000 over night with starter house with several houses I started. I don't believe that so many people stopped playing it in that short time. I'm curious how this will go, but currently it seems house making is not profitable anymore sad

It's not too much of a difference. If you start with $300 then very few people are attracted to your house, overnight you're likely to get loads of money if a few people initially die in your house or almost none at all if you aren't lucky with those initial players to kick start it off.

Solely making a house and waiting for bounties was only really temporarily possible when there was an influx of new players balancing it out by rushing into those houses, which made it really easy to just sit in your house and never actually rob. The game needs robbers and builders though, so now that new players are either quitting or starting to settle down it's less of a powerful strategy to sit in your defences and wait. The game should hopefully auto-balance and encourage players to rob more.

Looks like you are right. I was just used to have lots of curious scouts in my starter houses so it was suspicious to have almost no visits. Everything is back to normal, I think it was because of weekend smile

#307 Re: Main Forum » Stranger things happened... or do they ? » 2014-02-17 07:52:20

redxaxder wrote:

it is definitely possible to implement bot that can solve basically any house in relatively short time.

If you're assuming the bot has full information of the house layout you're assuming you already have something that extracts the full map data from the game. This by itself is an enormous advantage. Enough to render a bot moot.

A bot that deals with limited information would have to guess about unrevealed areas of the house; there's no guarantee that every house will leak solution info without tool use. Designing a bot that plays in this manner seems like a really hard problem.

Also, the way you are throwing words around is extremely suspicious. A depth limit won't matter for the breadth-first approach you spelled out. Minmax is completely irrelevant to this problem; you don't have any unknowns to simulate.

I'm sorry for sounding suspicious. I'm not English native speaker and some terms just don't come to my head sometimes. I thought about backtracking when I wrote about depth limit and described "searching to width?" instead of "searching to depth?". Sorry about that. MinMax is not relevant as you said and I wrote it without too much thinking.

Bot would have whole map - even your client has whole map, but you don't see it. Solving the problem with limited visibility would be much more difficult, but it is not necessary for this game unless Jason implements some kind of occlusion culling which is such drastic change to the architecture that I don't think that would happen.

I didn't want to sound like super duper professional AI coder even though it may have looked that way because of my english "skills". I like solving problems and discussing it so sometimes I just throw my ideas at forums for brainstorming and sometimes they are fine and other times they are complete nonsense smile I really have coded AIs for other games and I studied IT, mathematics and physics at college, but I'm definitely not a pro at AI coding smile So once again sorry for sounding like a douchebag wink

colorfusion wrote:

Reasonably, we can conclude that nobody has coded some kind of house-solving bot, the AI required would be way too complicated and require too much computational power. OP seemed to see walking back and forth as a definite sign of botting, which is completely untrue.

Agreed.

#308 Re: Main Forum » Stranger things happened... or do they ? » 2014-02-17 07:01:52

jere wrote:

So you first try to go up, store whether you did die, go right store if you died, down, left in the same way and then take the steps where you didn't die and try to go up/right/left/down from there again in the same way - eventually you will find single path that leads to vault without dying (you can loop this way so that's why I said 2000 moves as when you go into depth 2000 you can say that it was not the right way as the constrain is 2000 moves, the constrain can be increased if somebody comes up with house where the only solution needs more than 2000 moves) Jason is right that trying all the combinations this way would be time consuming, but when you improve it with weighted graphs, minmax algorithm,.. etc it is definitely possible to implement bot that can solve basically any house in relatively short time.

Been a couple years since I took AI but I'm going to have to say I disagree. IIRC, minmax and similar algorithms are something you would apply when you can estimate a score/heuristic like how many chess pieces do you still control. There's no analogy in TCD. You've either gotten the safe or not. You might say the heuristic is how close to the safe you've gotten, but the safe could be 2 spaces next to the front door behind a powered door and the solution involves traversing the entire house. Just look at the numbers. 4^2000 is a decimal number with 1200+ digits. Even if you constrained it to ~2 moves per turn (lots of time spent in hallways) and limited the depth to 400 moves, you're still talking about a search space larger than the number of particles in the observable universe. And remember: for each of those possibilities, you have to simulate the whole run through the house. Sure, some of that space will be pruned by illegal moves, but you can't easily say how much.

Take my house as a low bar. 150 moves to solve. Most of it is a hallway, so I'll grant you 2 moves each turn. 2^150 = 1.4^45. So even if you could test each simulation in a nanosecond, you're still talking orders of magnitude longer than the age of the universe for the bot to solve my house.

When you say building a bot to build a house is much more difficult, I think you've underestimated the difficulty of a bot to solve a house. In fact, a maze like house is incredibly easy to generate with a bot. That's how roguelikes have been written for 30+ years.

I have to agree. This was just an example of very brute force solution (like guessing a password by trying all combinations), simulation can be improved so you don't need to calculate everything from beginning and just take a state from the previous move, when you do move and nothing in the house changes (you see whole house) there is no reason to try to go back and forth so you can drastically reduce number of possible steps, also when dog moves, but doesn't press any button or move to the path where it cannot get back you don't need to go back and forth (left,right,left,right), etc. It can also find out dead ends that don't change any electronics state and don't lead to the vault and exclude them from the map. You can even teach the AI to track the wires of button it is going to step onto, calculate the state of electronics to find out which buttons need to be pressed in what order and then just solve the maze problem of getting to those buttons in that order, etc. By "teaching" the AI some of the things that are obvious to human you can get to numbers that are more realistic.

As I said it was just a theory and I completely agree with what you said - it is not viable to implement such brute forcing AI as I described smile I just wanted to quickly describe that AI does not need to understand electronics, because it just sees <=4 possible moves at each square.

#309 Re: Main Forum » Stranger things happened... or do they ? » 2014-02-17 06:04:31

colorfusion wrote:
MMaster wrote:
iceman wrote:

Trust me, there is NO chance of botting happening.  I'm pretty sure it's impossible to get a bot to be able to use the limited information they have to make even near the smart, tactical decisions made by humans (and human's decisions rarely actually make it to the safe).  If the bot had a whole map to play with, why would they even bother with a bot?  You risk permadeath from some error in your code, and it's trivial just to safely rob it anyways since you have the map.

I was just thinking about making a bot that would solve the houses and believe me - it's doable. The houses are not so big for it to be too much of a computational problem and bot could see your whole house so it's basically just maze solving with more variables than just walls (think of it as a chess with mazes :-) ). It's certainly not an easy task, but it took me just few hours to figure out an algorithm that would be able to solve any house (given the bot sees whole map, which is the case now).
Unfortunately I don't have time to do something like that. But I'm currently thinking about more complicated problem - bot that can build houses :-)

jasonrohrer wrote:

Any suitably-powerful formal system can be used to encode expressions from other formal systems.  Thus, provably hard-to-solve problems (from logic, for example) could be encoded into Castle Doctrine maps in a way such that reaching the vault on the map would provide a solution to the encoded problem.  Essentially, there was no limit to how hard a Castle Doctrine puzzle could be, even with no hidden information.

Have you actually "figured out an algorithm" that can solve houses with electronics and pets?

Yep. The statement from Jason is actually true, but the space for electronics/traps is very limited which also limits the possibilities. Even chess has a lot of possible moves and still there are computer programs that can win against any human in real time. Regardless of that - there is already headless client which is part of the source code and which can simulate provided moves on provided house map and figure out an outcome. So the only thing you need is to provide it with list of moves and check if you died or not. The simplest and most brutal way how to do this is just brute force every possible move until you reach the vault (you are bot - you don't have to die - just simulate). So let's say each house can be solved in 2000 moves and possible moves are: left,right,up,down (no tools as each house can be solved without tools). So you first try to go up, store whether you did die, go right store if you died, down, left in the same way and then take the steps where you didn't die and try to go up/right/left/down from there again in the same way - eventually you will find single path that leads to vault without dying (you can loop this way so that's why I said 2000 moves as when you go into depth 2000 you can say that it was not the right way as the constrain is 2000 moves, the constrain can be increased if somebody comes up with house where the only solution needs more than 2000 moves) Jason is right that trying all the combinations this way would be time consuming, but when you improve it with weighted graphs, minmax algorithm,.. etc it is definitely possible to implement bot that can solve basically any house in relatively short time.

It's just a theory, I didn't implement it, but I implemented bots for other games and I think it is entirely possible to build bot that can solve houses. As I already said the harder challenge would be to build bot that can build houses smile

#310 Re: Main Forum » Stranger things happened... or do they ? » 2014-02-17 03:40:59

iceman wrote:

Trust me, there is NO chance of botting happening.  I'm pretty sure it's impossible to get a bot to be able to use the limited information they have to make even near the smart, tactical decisions made by humans (and human's decisions rarely actually make it to the safe).  If the bot had a whole map to play with, why would they even bother with a bot?  You risk permadeath from some error in your code, and it's trivial just to safely rob it anyways since you have the map.

I was just thinking about making a bot that would solve the houses and believe me - it's doable. The houses are not so big for it to be too much of a computational problem and bot could see your whole house so it's basically just maze solving with more variables than just walls (think of it as a chess with mazes :-) ). It's certainly not an easy task, but it took me just few hours to figure out an algorithm that would be able to solve any house (given the bot sees whole map, which is the case now).
Unfortunately I don't have time to do something like that. But I'm currently thinking about more complicated problem - bot that can build houses :-)

#311 Re: Main Forum » That moment when... » 2014-02-17 00:56:31

Ok now I see that the jump is huge compared to last week. I've had 0 kills this night with 300 house. Just 4 people came and turned around. Something is wrong.

Edit: Last week I've had ~10000 over night with starter house with several houses I started. I don't believe that so many people stopped playing it in that short time. I'm curious how this will go, but currently it seems house making is not profitable anymore sad

#312 Re: Main Forum » Name your Price » 2014-02-16 17:41:45

jere wrote:

It's people with tools, people without tools, people with greater than starting bounty. I don't get it.

It's almost makes sense if there's an unpowered trapdoor and maybe you think a clock or magic dance is going to save you.... but a pit!?!?!

I find it very funny, but I guess they just spent their $2000 and couldn't rob your house so their life has no meaning :-)

#313 Re: Main Forum » That moment when... » 2014-02-16 15:04:45

colorfusion wrote:

Yep, money has stopped piling up in my house so easily after the UI change. At first I was left wondering how I was going to make money, but after two successful robberies of houses above mine I now realise; the game seems much better this way.

I'm not sure yet. I was that kind of person that enjoyed making houses: high value - high risk, but now it seems I'm forced to go out and risk my life as nobody walks around my house anymore :-)

#314 Re: Main Forum » That moment when... » 2014-02-16 14:28:44

I noticed the same thing and I think know why it is - because they are now by default at their house values when looking up targets so they don't scroll up too much to get to the top. As opposed to the state before where they just pushed page down a few times and ended up robbing houses ~15000 - 20000.

EDIT: If you have high value house take care of it as making money in high value houses is going to be difficult. The game has changed a lot for those that were making money by having well protected high value house. And it was just simple UI change :-) I think the only profitable way of gaining money with high value house is to spend the money on tools and rob another high value house ;-)

#315 Re: Main Forum » Sky » 2014-02-16 06:19:08

B-E-A-utiful! smile

Btw. I've got them both in my vault wink

#316 Re: Main Forum » [Bug?] v32 list starts you at houses worth $0? » 2014-02-14 13:48:04

I just wanted to write the same thing. This is much worse than listing through 4 pages of high tier houses. I have 12$ and I needed to list through at least 10 pages (probably more) in order to get to $1000 houses. I think there should be lower limit of what houses to display at start.

EDIT: Just wanted to add simple quick fix that I used even before:
Just type some character to filter - I usually enter 3 random characters and click filter. You will find it much easier to find higher value houses.

#317 Re: Main Forum » How to survive on top? » 2014-02-13 06:15:05

joshwithguitar wrote:

Hey MMaster - I was Mr Alston and was a bit silly not leaving an exit path for myself. And I was all set to begin another stint at the top...

Anyway, in terms of staying at the top yours was a pretty good design - certainly as my time as Mr Price I didn't come across many houses that were that hard to brute force.

Hey! It's an honor to read those lines from you smile I was really afraid when I saw you came second time - I was sure that I'm done after your second run. I was sure that my house is not ready for such "big game", but the safe was protected quite well against brute forcing (unfortunately I didn't have time to separate second line of trapdoors from combo lock which would make brute forcing much harder. Fortunately you didn't see all the trap doors on the first run so you were not fully prepared. Btw. the door that stopped you from getting out were not supposed to do that big_smile

joshwithguitar wrote:

I can see that your combo lock was probably your biggest weakness - If I'd had a chance to come back I would have just dug into it to figure out the combination, so a more clever design would make sure that breaking through the house will make sure the combination won't work.

You are actually right. I was planning to separate second line of trap doors from the combo lock and put some kind of clock there instead as I saw the vulnerability there, but I didn't have time to do that yet (it's really time consuming to spend all the money when you gain several thousand an hour). Powering the combo lock from the previous traps is actually really good idea - thanks! smile

joshwithguitar wrote:

Still,  if you want to stay at the top creating a house that is solvable without brute forcing is not an option.

I was thinking the same way as I can see that any trap is cheaper to circumvent in areas where you can freely walk than it is to dig through whole map of walls/doors/trapdoors, because you didn't do some magic dance where you were supposed to. So the first part of the house was to get money and second part was to protect the safe from bruteforcers.

Thanks a lot for your insights smile

#318 Re: Main Forum » How to survive on top? » 2014-02-12 13:05:45

arakira wrote:

Welcome MMaster! You can have a look at this interesting thread about the numbers of different tools you could practically force the robber to use here: http://thecastledoctrine.net/forums/vie … php?id=576

Hello Arakira. Thanks for that link. That's what I thought - it is practically impossible to build house that cannot be brute forced without even seeing it by rich robber that takes lots of tools, if he knows what he is doing (he probably wouldn't be rich by jumping to regular pits smile )

I understand both sides - the ones that are mainly building houses are pissed about brute forcing and the ones that are robbing them are pissed about the traps that are virtually impossible to solve without seeing behind walls.

Unfortunately that leads to the state where robbers are just trying to get enough money to brute force house and house builders trying to build houses that are impossible to solve without knowing internals of the house. However it's hard to say whether it can be any better as house builders will always try to build impossible to solve houses and robbers will always try to circumvent traps without spending days figuring it out. So maybe this is how it is supposed to be smile

Another solution to this that I was thinking of is to have some kind of rewards for building entertaining house so house builders would try to build houses that would get them some 'impressions' from robbers or something like that. Maybe the 'impressions' could be permanent = some kind of stat/attribute of the account (not the game character) so people would try to get impressions and not be so sad after being robbed (therefore not trying to build impossible houses with lots of combination locks that are not fun to solve).

#319 Re: Main Forum » How to survive on top? » 2014-02-12 10:50:09

setz wrote:

I agree with you on this but it is just the way that the game has evolved over the last year. Early on in game development you COULD NOT stack tools. You could ONLY carry 8 tools, which made brute forcing IMPOSSIBLE. But it also lead to EVERY house having 9-think walls. Stackable tools were implemented for this reason.

I read about that and I completely agree with the change, but IMHO 8 kinds of tools is too much (at least with current set of house assets). It should be possible to stack tools, but I think there should be less tool slots. That way when you make even 10-think walls people can take 10 saws, or explosives or whatever, but they will not have all kinds of tools that are needed to break every trap in the house, but they will only be able to take the tools so they can return home and not get locked out at the beginning or break a few traps that they really don't know how to solve, but not all of them without even seeing them before.

#320 Re: Main Forum » How to survive on top? » 2014-02-12 10:43:35

Hi jere, thanks for your reply.

I understand that brute forcing is part of the game as are the combination locks. Both of which are quite questionable from the gameplay point of view IMHO. But on the other side you are right that it makes the game more fun when the people on the top places are changing. But I think the time will come when there will be someone with loads of time like Mr Price that will destroy everyone being even remotely close to having enough money to brute force his house.

I have to say that the only thing that saved me from Roger was combination lock which is impossible to make more than 1 guess which I'm planning to remove soon as I don't like the idea of it being basically unsolvable, but it helped me to survive some brute forcing attempts. Nobody from hundreds of people that died in my house solved even 1 of my traps yet, even Roger that broke into all the electronics from the first 2 traps was not able to solve (AFAIK) them second time he came in, which is kind of sad as I can see most of the people just brute force not even trying to solve the problems (which is why my house was so successful from the beginning as when you did wrong move all traps in the house were turned on with no way to disable them again).

EDIT: just after I wrote this there was one man that went through my traps like a boss without tools big_smile I'm really sorry 'Dennis' (if you're reading this) for the combo lock sad And thanks for finding hole in my design big_smile

I already built 6 button combo lock where each button has 4 states which I think gives 4096 combinations and is really hard to guess when you don't know there are counters behind the buttons and as much fun as it was to design it there is no fun in solving it so I just threw it away.
I know there is no way to remove the combination locks from the game as simple crossing where you can choose path to go is basically one bit combination lock and when you stack multiple crossings you have multiple bit combination lock so theoretically combination lock is just series of traps put into small area making one large trap that is really hard to guess. Anyway it helped me survive, but I don't like it. Maybe I will not remove the lock, but instead show people the right combination (using lights or so) if they successfully solve my traps.

One way I was thinking about solving brute forcing problems was to force robber to have 9-10 different tools in order to brute force the house (as he can have only 8), but I didn't find a way to do so yet. The wired wooden walls are always the weak point as there is nothing else with similar function (blocking view and conducting electricity).

It was easy to lure people into my house and kill them from the start, but now I'm facing problem where I need to scare them to go away and leave me my money smile That's also why I changed my very inviting house to be much more scary from the beginning. Funny thing is that now ~10% of the kills are just people that come and jump to the regular pit after 2 moves smile

#321 Main Forum » How to survive on top? » 2014-02-12 09:21:51

MMaster
Replies: 8

Hi there everyone,

I'm playing this game for like 2 weeks and after losing some houses I just hit 1st place with my house value as Roger John Alston (the guy that was on first place until then) tried to brute force it 2 times in a row and died on 2nd try. I'm an electrical engineer and computer software/network systems architect IRL. I really like this game and making unique traps is just so much fun, but I see that brute forcing is quite strong when you are at top 8 places as I discovered. I tried to protect my house from brute forcing as much as I can, but I can see that it's only matter of time until someone obliterates everything I have.
What would you pros suggest to survive on top places? I know I can start brute forcing houses that are lower value and prolong my time on top places using this technique, but I don't want to do that (yet ;-) ).

What I'm more interested in is if you can share what are the techniques that you use to discourage brute forcing?

Edit: I tried to use some paradox circuits to discourage wall braking (it's working really well I must say :-) ) and circuit where when you break the wall it will turn on the traps, but that is still not enough as people just brute force the traps that went off.

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