Forum
A place to discuss topics/games with other webDiplomacy players.
Page 932 of 1419
FirstPreviousNextLast
Murcanic (608 D)
04 Jul 12 UTC
Question why are the other variants disabled?
i'm sort of new and just wondering why the other variants are disabled if anyone knows please reply :)
3 replies
Open
Lando Calrissian (100 D(S))
03 Jul 12 UTC
SUMMER GUNBOAT TOURNAMENT
I DEMAND JUSTICE
81 replies
Open
mapleleaf (0 DX)
04 Jul 12 UTC
TWO new games!
The Rabelais Gunboat Series.
4 replies
Open
TheGhostmaker (1545 D)
26 Jun 12 UTC
Naïve Ghost-Rating Categories Do Not Work
The obvious way to do a category-specific Ghost-Rating is to restrict the games you use in the rating to that category, unless I'm very much mistaken, that is how it is currently done. This does not necessarily give the best outcome, or even a better outcome than do the regular ratings.
TheGhostmaker (1545 D)
26 Jun 12 UTC
Ghost-Rating works by predicting the expected results of games, and then adjusting the ratings it gives people based on which way they prediction turned out to be wrong. We can test how good the rating is by looking at the squared error (because squared error- and for that matter log error- have nice properties of being minimised when you pick the ‘right’ numbers).
Doing this for Gunboat ratings vs Unrestricted (standard) ratings, the mean squared errors were 0.0529 and 0.0515 respectively (on just the gunboat games), which represents a significant difference (for context, the distance found from doing expected result = 1/(number of players) is 0.0547). The implication is that in fact, your standard ghost-rating is a better indicator of ability than is gunboat rating for most players when they play a gunboat game.
This is not altogether surprising; indeed I warned that this might prove to be the case. The reason is that how well you do in one variant is very relevant to how well you do in another, and by restricting ratings, you throw away that data.
We can however get good GR for specific types of games. What needs to be done is to test different weightings for the different types of game using the mean square distance measure on the games you are interested in, and find the combination that minimises it.
orathaic (1009 D(B))
26 Jun 12 UTC
Throwing away data doesn't seem like a problem... over time as more gunboat data builds up the results should become more accurate (right?) infact i'd suggest you look at (and graph) the meam square error for just gunboats and for the general rating over months and see how it changes (unless i'm mistaken and not following you...) the extra data over time should correct for the data thrown away today.

Now working oit a weighting for mimimizing the error might work well, but it may be influenced by the individuals (how coorelated individuals results are now, and particularily the individuals who are playing a lot at the moment) and this coorelation isn't a general trend and the highly active players vary over time, then i'd expect the specially tweaked weights could drift...

My 2 cent.
TheGhostmaker (1545 D)
26 Jun 12 UTC
Throwing away data is definitely strictly worse than finding a good way of using it, since even over a fairly long period, more accurate input gives more accurate output. The basic problem with rating systems is that for all that we have a lot of data, we don't have much data on any one player, and so, even though all good systems will tend to the right answer, some will get there quicker. Throwing away data obviously makes it take longer.

This is in fact a case in point; gunboat has been around for a good while now, and we are still seeing it getting outperformed (looking at just the last tenth of the data we get the same sort of discrepancy).

I agree that the method of optimisation I described isn't the best, and the answer you get depends heavily on the data, but its a global optimisation, so I'm comfortable that we have enough data for law of large numbers style effects to kick in. I would agree with a modification that says to optimise for the most recent x% of the games, rather than all the games of the category, so that we are looking at a situation where the variant has been around for a while.
zultar (4180 DMod(P))
26 Jun 12 UTC
Geeez, all that mathy stuff confuses me. :D

I think the most important thing is: welcome back, TGM. How is it going man? And oh, if you really want to talk about rating and a new method, try talking to CSteinhardt, a serious player and math buff.
Draugnar (0 DX)
26 Jun 12 UTC
Ghyost! Your back! Welcome home my friend!

On the subject of GR. If I understand you right, the best way would be to devalue the weight (throwing away data devalues them to nothing) for the non-class games until we find a measure where your mean squared error index approaches zero. Is that what you are saying?
orathaic (1009 D(B))
26 Jun 12 UTC
@'all good systems will tend to the right answer, some will get there quicker. Throwing away data obviously makes it take longer.'

I tend to assume getting the 'right' answer is impossible and that having a good system which is approaching the 'right' answer is good enough. Of course getting a system which approaches right faster is better... (which may seem paradoxical if we're talking about an infinite amount of time to get to right... :)

Now that i think about it, i don't know how you'd even go about working out such a rating.... Obvious the least squares minimisation is fine (with what, three free variables?)

It will re-arrange player order on the 'gun-boat' list, meaning you get tactically brilliant players (who are terrible diplomats) moving down, while those equally brilliant tactical players (who diplome very well when they have to) move up - with all movement being relative; you end up with two rating systems where the ppayers prefer the one which ranks them more highly...

Of course the is more than style of play going on - an individual gunboater may know exactly what is meant when they see a support hold/move and play accordingly building an alliance - but the collective styles of gunboaters here amounts to a gunboat culture; and i suspect this differs in some respects from our 'classic diplomacy' culture...

The point being, if you're not part of that gun oat culture then your performance in gunboat may not be predicted by your performance in classic.

I would guess that performance in ancient med, classic and world games would be more closely linked than performance across gunboat / public press / classic press games. (is that easy to test?)
orathaic (1009 D(B))
26 Jun 12 UTC
@draug, i think that is correct, though i would attempt to increase and decrease the value of the weights to optimize...

You could also weight past performance based on a quadratic function (two free variables) to minimize the errors...
dubmdell (556 D)
26 Jun 12 UTC
"if you're not part of that gun oat culture then" you're not getting you're daily serving of vitamins and minerals!
Draugnar (0 DX)
26 Jun 12 UTC
Have we looked at the results using six sigma or another analytical method and looked for outliers to see just how close we come in reality? After all, outliers will screw up your predictive index error. If it looks like some kind of scattergram, then it isn't predictive at all, but if they seem to flow consistently within the curve, then it's just some extreme outliers potentially throwing things off.

Of course, I think you are looking at the wrong one for comparison. Gunboats are commonly live and live games are rife with NMRs and CDs which may give the player least likely to succeed an unfair advantage. I'm always thought of live gunboats as something on the line of Robot Chicken's "Who Poop Last". That is, who can stay on until everyone else has quit.
Draugnar (0 DX)
26 Jun 12 UTC
Try running against the pure WTA number and see what it's error is.
TheGhostmaker (1545 D)
26 Jun 12 UTC
"On the subject of GR. If I understand you right, the best way would be to devalue the weight (throwing away data devalues them to nothing) for the non-class games until we find a measure where your mean squared error index approaches zero. Is that what you are saying?"

Correct, except that mean squared error never approaches zero (since games between the same players can and do have multiple different outcomes). We simply want to minimise it.

"I tend to assume getting the 'right' answer is impossible and that having a good system which is approaching the 'right' answer is good enough. Of course getting a system which approaches right faster is better... (which may seem paradoxical if we're talking about an infinite amount of time to get to right... :)"

Yes.

"Now that i think about it, i don't know how you'd even go about working out such a rating.... Obvious the least squares minimisation is fine (with what, three free variables?)"

So what I describe is a decent rough and ready way of doing it, and should suffice for our purposes. The variables I would use are the weights, which are already in the algorithm for normal GR.

"It will re-arrange player order on the 'gun-boat' list, meaning you get tactically brilliant players (who are terrible diplomats) movi ... if you're not part of that gun oat culture then your performance in gunboat may not be predicted by your performance in classic."

So here, from the perspective of trying to make a rating system, standard diplomacy skill and gunboat diplomacy skill correlate, but not perfectly. Of course, there is slightly more to it, for instance about standard diplomacy skill being an indicator also of potential in gunboat, if the player hasn't played gunboat before, etc. but on the whole, I don't think we can really use that in a not overly complicated rating system .

"I would guess that performance in ancient med, classic and world games would be more closely linked than performance across gunboat / public press / classic press games. (is that easy to test?)"

I should imagine there is a test, but I can't think of a good one just off the top of my head. A naive method would be to run the restricted GR for the different categories, and look a correlation test for the category list and the standard list.

"Have we looked at the results using six sigma or another analytical method and looked for outliers to see just how close we come in reality? After all, outliers will screw up your predictive index error."

I'm not familiar with relevant statistical tests, so no. I've been thinking in terms of naive tests, along with the assumption that if I'm using ~100,000 data points, and get a difference in my number of the order of 10%, its probably statistically significant.

I'd like to know in what sense you mean outlier, do you mean outlier games or outlier players?

"Try running against the pure WTA number and see what it's error is."

Not quite sure which systems you want comparing, but I'll go and compare Standard GR and WTA only GR, looking at their accuracy on WTA games. (Caveat: The point still stands, even if it turns out pure WTA is better; there is no reason to suppose it should be, for the reasons I gave initially, and it is pretty much definitely not the optimal system, as a system with almost pure WTA, but a very low weight on other games should work better)
dubmdell (556 D)
26 Jun 12 UTC
"I would guess that performance in ancient med, classic and world games would be more closely linked than performance across gunboat / public press / classic press games. (is that easy to test?)"

I disagree with this guess from my own experience. Across variants on the standard map, you sort of know what to expect even when communication is more or less restricted. You know what various units in different positions mean, and you gain an understanding of how what affects Russia affects France affects Italy affects England, and what doesn't do that at all.

With new maps, you have to learn new dynamics and learn new threats that, on the surface, do not /seem/ to be threats.
TheGhostmaker (1545 D)
26 Jun 12 UTC
Standard/unrestricted: 0.0633
WTA only: 0.0663

So again, the standard GR outperforms the category version.
TheGhostmaker (1545 D)
26 Jun 12 UTC
Again, both outperform equal ability prediction: 0.0684
Draugnar (0 DX)
26 Jun 12 UTC
So WTA and full press only, with all non-matching games thrown out , is only slightly less accurate than the full list which includes PPSC and weighted world, gunboat, ancient med, or public press variations. So only gunboat seems to suffer from this variation which could just mean we all suck equally at gunboat or, as I pointed out, that gunboat is so often live and seriously affecte dby NMR/CD issues as to be realistically unrankable.
CSteinhardt (9560 D(B))
26 Jun 12 UTC
Gunboat has a higher variance, yes. This does not mean it isn't a game of measurable skill, any more than hold'em isn't a game of skill because it's easier for a weaker player to book a winning session than in omaha.

Again, I'm happy to help with the math behind this.
Draugnar (0 DX)
26 Jun 12 UTC
Now that analogy just says it all. Bravo CS.
orathaic (1009 D(B))
26 Jun 12 UTC
I'm not entirely clear on the details, but can you estimate the rate of convergence of these figures? Over perhaps a 6 month period?
brainbomb (290 D)
26 Jun 12 UTC
So whats the link to view these ghost ratings?
orathaic (1009 D(B))
26 Jun 12 UTC
I mean at least in theory, less data which is more specific might converge faster, and thus be measuring a more specific skill (like how good someone is at gunboat if and only if (iff) this does not coorelate with skill at classic press)
Draugnar (0 DX)
26 Jun 12 UTC
The thing with gunboat and full press is that both, while using the same strategy and tactical skillsets, require different diplomatic skillsets. A great gunboater can read his opponents and llies moves and see meaning in them and project meaning in his own, but he may be a hellalt who pisses people off and makes them want to attack him whenever he opens his mouth. Likewise, a great fullpress player is a smoothtongued devil and can convince you to buy your own house off of him, but may not be able to read intent into another persons moves worth a damn because he doesn't need to when he has his minions just throwing their SCs at him and throwing themselves to the wolves as diplomatic shields.
TheGhostmaker (1545 D)
26 Jun 12 UTC
"So WTA and full press only, with all non-matching games thrown out , is only slightly less accurate than the full list which includes PPSC and weighted world, gunboat, ancient med, or public press variations"

That's not what I take from the data at all. It seems to say that the difference between using all of the data and only using WTA is more than the difference between using WTA and having no data at all!
Draugnar (0 DX)
26 Jun 12 UTC
A difference of .0009. Wow, that's a massive difference.
whose ghostmaker is he knew
yebellz (729 D(G))
26 Jun 12 UTC
At GhostMaker, how exactly are you calculating squared error? Is it just an estimate based on estimated variance? Since calculating error exactly would require knowledge of an unknown ground truth.
TheGhostmaker (1545 D)
26 Jun 12 UTC
"A difference of .0009. Wow, that's a massive difference."

Since when has 0.0663 - 0.0633 equalled 0.0009?


" how exactly are you calculating squared error?"

In each game I have an actual result and an expected result. I square the difference.
NigeeBaby (100 D(G))
26 Jun 12 UTC
He's so clever this lad, I wish I knew what he was talking about but I'm just a`mer mortal
NigeeBaby (100 D(G))
26 Jun 12 UTC
mere, not mer
CSteinhardt (9560 D(B))
26 Jun 12 UTC
I think some of what you're doing isn't statistically justified. I've tried several times with both you and Alderian to explain why, and nobody seems interested. So, I'm going to stop posting in here, but if you'd like help making this work better, feel free to get in touch.
Alderian (2425 D(S))
26 Jun 12 UTC
@CS, I took over providing the ghost ratings as a service to the community. You are right that I'm not particular interested in making them better and I apologize for not getting back to you about it.

In general I like logic, not numbers, so am not interested in statistics. In specific, I don't like rankings and feel that it affects games in a bad way. Personally I would prefer that the website displayed neither points nor ranking and only provided a general experience level based on games completed - (X * games abandoned). Note, I'm not saying do away with points, just do away with showing people how many points others have.

But, many folks here like the rankings, so I provide them, mostly as-is. I have fixed a few bugs in the logic and by popular demand provided categories based on excluding games, which was logic already in the original pearl script and I just had to tweak it a bit.

@TGM, I would more than happy to provide you a version of the ghost rating program where you can specify the weighting for each class of game from 0 to 1, where 0 would exclude it and 1 would be normal weighting and anything in-between would weight it less. Then you could play around with the weightings to see if there is a better way of providing category based rankings. It'll take some tweaks to the program, but mostly to the user interface.
Draugnar (0 DX)
26 Jun 12 UTC
@Ghost, the difference of:

.0663 - .0633 = .0030
.0684 - .0663 = .0021

.0030 - .0021 = .0009

Nice try but *you* made reference to the difference of the two differences.

"It seems to say that the difference between using all of the data and only using WTA is more than the difference between using WTA and having no data at all! "

That specific difference (the difference of the differences ) is .0009. I can do math.
TheGhostmaker (1545 D)
26 Jun 12 UTC
Okay, I genuinely didn't see where that figure had come from, thanks for explaining.

Nevertheless, 0.0009 is a pretty damn big proportion of 0.003 though. (which is all that matters)


@CS, I'm well aware that what I'm doing right now doesn't constitute anything more than hand-waving; I intended to only point out that the way categories are being done is not really justified itself. I personally was always against having categories before we had a decent idea of how to do it, and the purpose of this post isn't to present a rigourous argument or idea, but to either demonstrate the need for one, or at least make an improvement to how we are doing things if we don't get one.

It would be very interesting to hear what you have to say about it (I've added you on googlechat).
Draugnar (0 DX)
26 Jun 12 UTC
Now I am really confused...

"Doing this for Gunboat ratings vs Unrestricted (standard) ratings, the mean squared errors were 0.0529 and 0.0515 respectively (for context, the distance found from doing expected result = 1/(number of players) is 0.0547)."

So that is unrestricted =.0515
baseline = .0547

But then you say
"Standard/unrestricted: 0.0633
WTA only: 0.0663" and "Again, both outperform equal ability prediction: 0.0684"

That makes unrestricted = .0633
baseline = .0684

Are you just pulling these numbers out of your ass? Because they don't line up and GR hasn't changed between & AM Eastern and 11:30 AM Eastern (your two measurement posts' timestamps).
Draugnar (0 DX)
26 Jun 12 UTC
And one additional thing to note is that .0009 is 30% of .003, the mean of the two ranges is only .00045 from that number, or 15%. Not as big a difference as you think. In short it's about half as accurate as the full unrestricted number (which isn't truly unrestricted as it has weighting in it as well).
TheGhostmaker (1545 D)
26 Jun 12 UTC
Draugnar, I'm using standard to predict, in the two cases, gunboat games and WTA classic games respectively.

I am not comparing standards' performance on all games to gunboats performance on gunboat games, which would be apples and oranges, but rather comparing standards' performance on gunboat games to gunboats performance on gunboat games. Similarly for WTA.
Yonni (136 D(S))
26 Jun 12 UTC
TGM, could you expand on what you mean by:
"We can test how good the rating is by looking at the squared error"?

Also, there was a somewhat interesting discussion on game ratings about a month or so ago:
http://webdiplomacy.net/forum.php?threadID=877391&page-thread=3#threadPager

Mainly, people discussed the concept of 'reliability' and 'confidence' parameters as well as the differences about GR vs. Elo.

As always, thanks for the work.
TheGhostmaker (1545 D)
26 Jun 12 UTC
This post:

"For an typical rating formula, we're going to make two assumptions:

1) Every player does have an underlying level of skill, and on average they play each game with that skill. However, because Diplomacy is not a deterministic game like chess or go, the results for a given skill are pretty disparate. In other words, in chess an 1800 will beat a 1400 a lot more than in Diplomacy, a GR 180 will beat a GR 140.

2) That underlying level of skill does change over time. However -- and this assumption lies at the core of what we're going to do -- we assume that this change is relatively slow in the sense that it takes a number of games played to become substantially better or worse. If it didn't, then you would want the rating system to be based upon just the last few games, after all, because the others would be irrelevant.

OK, so given both of those things, how should a rating system be designed? First off, it should have two numbers, not one. The current number simply has a rating. However, we need to keep track two numbers: a rating and an uncertainty. The rating should be, quite simply, our best attempt at describing the skill with which the player has played all of their games so far. So, if a player has played just one game in his life, but soloed against the top 6 players in the world, his rating would be the highest in the world, because that's the level of play he's shown over his entire career. Note that treating the rating this way also helps with another aspect of GR; currently it discourages you from playing newbies with good records, because they're probably stronger than GR gives them credit for. This isn't something we want to be actively discouraging, right?

The uncertainty tells you how likely we are to be wrong about our measurement of their skill. For a player who has played just one game, we are very, very uncertain. Using the current GR formula, our player who soloed against the top 6 in the world is unlikely to, in fact, turn out to be a GR 50 player, or even a GR 100 player. But, it wouldn't surprise you too much to see them, in the long run, as a GR 200 player or as a GR 600 player, right? So there's an enormous uncertainty in that rating. On the other hand, a player who has played 1000 games has a very low uncertainty: we know almost exactly how strong he is.

When you tabulate a new game, both of these numbers matter. You use the current ratings as a measure of the skill you are up against, but you also use the uncertainties. The more certain you are about the skill of the players you're up against, the stronger weight the game has, because it's better information. The more certainty in your own rating, the less weight the game has, because you already have a lot of information, so it's not adding as much that's new. Finally, note that uncertainty should be time-based, too. Your uncertainty should always be slowly growing over time, but reduced every game you play. This means that older games progressively fade into the background, which we wanted (see #2 above)

Finally, one last problem: the reason that GR was done this way, presumably, was that you didn't want a player who played one game and soloed against a strong table to end up atop the list. One option is just to only report players who have a low enough uncertainty, meaning they've played enough games recently. But, I understand wanting every player to appear on the list. Hence another idea: rather than reporting our rating, we report a number that is, say, 2 standard deviations *below* our measured rating, using the uncertainties we are also tracking. In other words, we are reporting not the level of skill they have shown, but the minimum level of true skill we are pretty certain that they have. And this would solve the problem of how to include players in the list who have played a small number of games, without having to distort the entire system because of it.

Finally, orathaic, you're right that gunboat has higher variance. How would we account for that in this system? Simple: your point is well taken that gunboat provides less information from one game than full press, so you treat it as less information. Meaning, it's information, but information which is not going to reduce the uncertainty as much as better information would. So, all things being equal, it will take more gunboat games to learn how strong a player is than full press games, which is the behavior you're going for."

Makes me more interested to speak to CS. The reason I haven't done this is two fold:
1. I started off trying to keep it as simple as possible, so it was more likely to be adopted.
2. I have some more ideas which I would want to do if I were going to rewrite GR.
TheGhostmaker (1545 D)
26 Jun 12 UTC
(obviously it deserves more discussion than I just gave it. I'm just tired)
Yonni (136 D(S))
26 Jun 12 UTC
Yeah, it was a good discussion.

One thing I think that has to be kept in mind is that the number of games that most ratings systems need to reach reliable representations of people's skills is simply unattainable for most people playing non-live, FP games. Therefore, the primary goal of a rating system, IMHO, is should to provide the optics of rewarding and punishing people appropriately for their results.

It is good to try strive for a system that can best predict results but, in light of the lengthiness of diplomacy games, there must be some humility as to what is achievable.
Draugnar (0 DX)
27 Jun 12 UTC
Ah! That makes much more sense! Thanks for the clarification, Ghost.
orathaic (1009 D(B))
27 Jun 12 UTC
'Finally, orathaic, you're right'

Apparently i am, finally, right. At least this is the end of it :p
(pity i've no idea what i might have been talking about...)
TheGhostmaker (1545 D)
27 Jun 12 UTC
(actually, that was a bit that I doubted)
I would love to join a discussion between Csteinhardt and TGM on the rating system. I think the current one is fine, but if it can be updated and improved, I have some ideas.

What would happen if you made the determination of the ratings a true Bayesian inference scheme? By setting an appropriate prior, you make sure nobody reaches the top too fast, meaning before the variance dies out. And as time goes on, the priors don't matter anymore.
CSteinhardt (9560 D(B))
27 Jun 12 UTC
@bas: you both have my gchat info. :)
TheGhostmaker (1545 D)
27 Jun 12 UTC
"What would happen if you made the determination of the ratings a true Bayesian inference scheme?"

You need to think lots to come up with a decent model that is also computationally viable. I've been thinking lots about this, and have some notes somewhere.
TheGhostmaker (1545 D)
27 Jun 12 UTC
Just realised I used "think lots" twice. I don't mean to imply I've finished solving the issues involved.


This is something I'd love to do
NigeeBaby (100 D(G))
03 Jul 12 UTC
Is it nearly time for the June Ghost Ratings?
NigeeBaby (100 D(G))
04 Jul 12 UTC
That nice man Alderian usually does something for us. He also offered me sweets if I'd get in his car but I said 'No thank you, I only want the GR'
NigeeBaby (100 D(G))
04 Jul 12 UTC
GR Time - ding dong !!


49 replies
rokakoma (19138 D)
04 Jul 12 UTC
Facebook is down!
I guess world GDP will boost today as everybody stand up from hic computer and starts living a real life actually for at least a couple of hours :)

Talking to friends, working, reading news, going out, etc :D
4 replies
Open
redhouse1938 (429 D)
03 Jul 12 UTC
Daily poetry thread
Good stuff coming up
15 replies
Open
Thucydides (864 D(B))
03 Jul 12 UTC
I wasn't going to do this but I was convinced to so here goes.
Today I donated stem cells from my bone marrow to a patient with leukemia in need of a transplant. The whole process was very easy for me and the registry needs as many donors as they can get - it relies on specific genetic matching. www.bethematch.org (more details and a picture inside)
10 replies
Open
rokakoma (19138 D)
03 Jul 12 UTC
Encore une fois - EoG
15 replies
Open
irka (0 DX)
04 Jul 12 UTC
Need a babysitter
PM me for details
0 replies
Open
Levelhead (1419 D(G))
04 Jul 12 UTC
We gotch 12 players, need 5 more!!
World Game, gameID=93162
I gotch yer back!, Bet 31
We gotch 12 players, need 5 more!!
Only 35 minutes!
0 replies
Open
obiwanobiwan (248 D)
04 Jul 12 UTC
I Saw The Greatest Posts of My Generation...Destroyed by Obi's Poetry Corner!
Alright, you cool daddy-o's and wanna-be-Byrons...
Post your poetry below so we can all snap our fingers in derision, er, delight!
(My poetry's bad, but then, I can always just do what my professors do--become a bitter professor and force my students to by my poetry and write essays about how awesome my awful, trite, piece of shit work is...but maybe we have an Eliot or Plath in our midst?)
9 replies
Open
Celticfox (100 D(B))
23 Jun 12 UTC
Civ V Gods and Kings
Anyone else playing the new Civ V expansion? I particularly like Pacal and Dido as leaders. Not sure how I feel about the religion being added in. I wish there were different options sometimes.

14 replies
Open
taos (281 D)
04 Jul 12 UTC
Doctor? what is a bi-polar?
is a bi-polar crazy?
what is crazy?
3 replies
Open
Invictus (240 D)
03 Jul 12 UTC
Should I buy Victoria II?
See first post
19 replies
Open
Thucydides (864 D(B))
28 Jun 12 UTC
National ID card
Let's talk about pros and cons of a national ID card.
61 replies
Open
Sargmacher (0 DX)
03 Jul 12 UTC
3043 D Gunboat
I would like to challenge the 34* eligible players on the site who have more than 3000 D to a gunboat game with a buy-in of 3043 D. This is my current total points and as such this game would take me "all-in". Does anyone want to see my bet? This would also be the biggest pot of any game played in the history of Web Diplomacy. WTA, 48 hour phase, Anon, Classic Gunboat - whose game?

*figure correct at time of printing
21 replies
Open
Frank (100 D)
03 Jul 12 UTC
Gunboat Tournament
I volunteer to TD a new and better gunboat tournament. Details in next post.
21 replies
Open
Sargmacher (0 DX)
03 Jul 12 UTC
Question About World Map Lag
In every world map game that I've played, I've noticed that when you have amassed around 18 units +, the orders log lags whenever you want to move a unit 'via convoy' or 'via land'. It takes around 15-30 seconds to load the order. Is this common, has anyone else experienced this? Does anyone know why it occurs? Thanks :)
4 replies
Open
Thucydides (864 D(B))
03 Jul 12 UTC
Am I the only one...
...that temporarily memorizes numbers of replies to a thread to know if there are new replies in that thread?
19 replies
Open
emfries (0 DX)
28 Jun 12 UTC
ACA (Obamacare) Upheald
Not by the "commerce clause" or the "necessarily and proper clause", but by a tax law, Obamacare was upheald. Thoughts?
176 replies
Open
fortknox (2059 D)
03 Jul 12 UTC
Summer Gunboat Tourney
Obviously it's in a bit of chaos. Let's work together to remedy this...
3 replies
Open
Sargmacher (0 DX)
28 Jun 12 UTC
Rule the World-16
Not going to post the link but why on earth has this not been drawn yet? This is clearly a draw - nothing has changed for years.
96 replies
Open
manc20 (104 D)
03 Jul 12 UTC
People
Need more people for a mediterranean game. starts in about 10 min
1 reply
Open
thatwasawkward (4690 D(B))
02 Jul 12 UTC
Breeding.
I often see/hear people who have chosen to not have children asked the question: "Why?" More often than not, however, this question is never asked of people who DO want to have children, so many people end up having kids as a "default" life choice without ever really thinking about it.
22 replies
Open
SantaClausowitz (360 D)
03 Jul 12 UTC
Penn State
Read the article and comment

http://sportsillustrated.cnn.com/2012/writers/andy_staples/07/02/penn-state-jerry-sandusky-ncaa/index.html?hpt=hp_t1
1 reply
Open
zultar (4180 DMod(P))
03 Jul 12 UTC
Diablo 3: If you need some inferno gears or money, let me know.
If you have a particular item in mind or if you need to borrow some gold, let me know. My battletag is zultar#1904.
3 replies
Open
Sock (0 DX)
03 Jul 12 UTC
EoG One More Time-5
Discuss. My EoG will come in another post.

gameID=93514
22 replies
Open
Haert (234 D)
03 Jul 12 UTC
I want YOU
..to please sit my account. Real life is hitting me real hard right now and I can't devote the time I should to my game. Please message me if you're willing to do me this huge favor and I'll give you the details.
5 replies
Open
dubmdell (556 D)
03 Jul 12 UTC
If evolution is real, why don't you have wings?
Does anyone remember this thread? That was a fun thread. Who started that one anyway?
0 replies
Open
Azygous_Wolf (100 D)
02 Jul 12 UTC
Finished my first game :P
just finished playing my First game and it ended in a 2v2 draw Me (as Austria) and Italy in a stalemate against, France and Germany. I must admit this game is a hell of a lot more fun then I had first thought it would be, interacting with people and forming alliances and plans makes for a very interesting game!

I hope to be a very active member of the community for a long time to come, and thank you to the people who I played with for making it an interesting game
25 replies
Open
Page 932 of 1419
FirstPreviousNextLast
Back to top