Given a set of decks to choose from, if both players are picking a deck without seeing the other player’s deck first, how should we choose which deck to play?
For a set of decks, we can take the model’s simulated matchup samples, determine the Nash equilibrium for each sample, and take each deck’s mean weight over the equilibria to find the general Nash equilibrium. This takes proper account of the model’s uncertainty over the matchups. Using it to choose a deck is equivalent to Thompson sampling: for player skills, this would randomly choose a player to state as the best, weighted by the players’ probabilities of being the best. This approach is better calibrated.
Nash equilibria are given for three types of player: P1
when known to be going first, P2
when known to be going second, and Both
for the more common case where the deck is chosen before a coin flip to determine who goes first.
Player | Win probability |
---|---|
P1 | 0.548 |
P2 | 0.452 |
Both | 0.500 |
The chance of winning before determining play order is 50%, as we’d expect if we’ve calculated things properly.
Deck | P1 | P2 | Both |
---|---|---|---|
MonoBlack | 0.376 | 0.289 | 0.565 |
MonoRed | 0.288 | 0.193 | 0.202 |
MonoPurple | 0.029 | 0.295 | 0.095 |
MonoWhite | 0.196 | 0.040 | 0.070 |
MonoBlue | 0.082 | 0.108 | 0.048 |
MonoGreen | 0.029 | 0.075 | 0.021 |
Black is dominant, as expected given that it’s known as a strong faction. Other decks have a larger presence when it’s known whether you’re going first or second. However, there is a lot of uncertainty: even Blue, considered weak due to an especially lopsided matchup against Black, hasn’t been cut.
Player | Win probability |
---|---|
P1 | 0.525 |
P2 | 0.475 |
Both | 0.500 |
The chance of winning before determining play order is 50%, as we’d expect if we’ve calculated things properly.
Deck | P1 | P2 | Both |
---|---|---|---|
MonoRedv2 | 0.221 | 0.216 | 0.259 |
MonoBlackv2 | 0.148 | 0.194 | 0.165 |
MonoGreenv2 | 0.134 | 0.150 | 0.153 |
MonoPurplev2 | 0.102 | 0.205 | 0.145 |
MonoWhitev2 | 0.205 | 0.116 | 0.145 |
MonoBlue | 0.190 | 0.118 | 0.134 |
Red is slightly dominant, but the weights are more even than in the original game. Given the low number of matches observed with the forum standard version, this is likely to change as we get more information.
Player | Win probability |
---|---|
P1 | 0.548 |
P2 | 0.452 |
Both | 0.500 |
The first player seems to be less advantaged than in the monocolour game, though not by much.
Player | # with zero weight |
---|---|
P1 | 17 |
P2 | 12 |
Both | 18 |
Few decks have been eliminated, so there is still a lot of uncertainty.
This deck Nash weight information allows us to give the model’s tier list for deck components with a simple measure: how much Nash weight does each component get?
Starter | P1 | P2 | Both |
---|---|---|---|
Black | 0.251 | 0.265 | 0.317 |
Purple | 0.072 | 0.250 | 0.165 |
White | 0.216 | 0.089 | 0.145 |
Neutral | 0.134 | 0.129 | 0.140 |
Red | 0.147 | 0.090 | 0.088 |
Blue | 0.112 | 0.089 | 0.087 |
Green | 0.068 | 0.088 | 0.058 |
Spec | P1 | P2 | Both |
---|---|---|---|
Blood | 0.221 | 0.196 | 0.231 |
Demonology | 0.227 | 0.167 | 0.216 |
Necromancy | 0.178 | 0.207 | 0.216 |
Finesse | 0.214 | 0.158 | 0.204 |
Anarchy | 0.231 | 0.157 | 0.183 |
Ninjitsu | 0.177 | 0.148 | 0.169 |
Present | 0.137 | 0.178 | 0.158 |
Bashing | 0.137 | 0.168 | 0.157 |
Truth | 0.124 | 0.163 | 0.146 |
Strength | 0.134 | 0.158 | 0.139 |
Disease | 0.144 | 0.123 | 0.138 |
Past | 0.096 | 0.174 | 0.136 |
Future | 0.102 | 0.174 | 0.129 |
Discipline | 0.199 | 0.079 | 0.127 |
Peace | 0.133 | 0.124 | 0.117 |
Growth | 0.117 | 0.144 | 0.116 |
Law | 0.124 | 0.116 | 0.115 |
Balance | 0.097 | 0.133 | 0.108 |
Fire | 0.121 | 0.123 | 0.107 |
Feral | 0.087 | 0.110 | 0.088 |
Non-Disease Black components are dominant, as expected, and Blood is also very strong. Bashing and Ninjitsu rate unexpectedly high, despite being considered weak. This is likely to be due to them not being used often in tournament play: this results in high uncertainty for their strength in the model, so occasionally a simulated sample considers them to be strong components, rating highly in the sample’s Nash equilibrium.
Given the opponent’s choice of deck, but without knowing who will go first, how should we counter-pick?
Averaging over the matchup samples again, we find how likely each deck is to be the best counter-pick to each other deck.
Taking the most-likely best counters, we get a five-colour cycle. Black counters the remaining deck, MonoGreen, that isn’t the most-likely-best counter to anything.
Black > Blue > Purple > White > Red > Black > Green
Taking the most-likely best counters, we see similar counters to the original game, except that Black is considered to be the best counter to White. However, there is less certainty about these being the best counters.
The full counter table is too large to show here, so here are some highlights.
We get the following top counter-picks (i.e. highest probability of being best counter) for each opponent (there are a few ties):
Here is each deck’s counter with highest mean win probability:
Here are the top counter-picks for a few notable decks.
[Demonology/Necromancy]/Finesse, AKA Nightmare:
Deck | Probability best counter | Counter win probability |
---|---|---|
[Blood/Fire]/Growth | 0.01300 | 0.655 |
[Blood/Fire]/Necromancy | 0.01150 | 0.691 |
[Finesse]/Demonology/Feral | 0.00950 | 0.631 |
[Truth]/Blood/Finesse | 0.00875 | 0.594 |
[Peace/Truth]/Finesse | 0.00825 | 0.586 |
[Fire]/Demonology/Discipline | 0.00800 | 0.647 |
[Anarchy]/Growth/Strength, AKA Miracle Grow, which can do well against Nightmare:
Deck | Probability best counter | Counter win probability |
---|---|---|
[Ninjitsu/Strength]/Anarchy | 0.00800 | 0.753 |
[Ninjitsu]/Anarchy/Present | 0.00625 | 0.772 |
[Ninjitsu]/Anarchy/Law | 0.00600 | 0.765 |
[Strength]/Balance/Truth | 0.00600 | 0.742 |
[Ninjitsu]/Anarchy/Peace | 0.00575 | 0.741 |
[Bashing]/Anarchy/Ninjitsu | 0.00525 | 0.696 |
[Past]/Anarchy/Peace, AKA PPA:
Deck | Probability best counter | Counter win probability |
---|---|---|
[Bashing]/Blood/Present | 0.00675 | 0.660 |
[Present]/Blood/Demonology | 0.00575 | 0.674 |
[Bashing/Finesse]/Blood | 0.00550 | 0.652 |
[Truth]/Blood/Demonology | 0.00550 | 0.644 |
[Present]/Blood/Ninjitsu | 0.00500 | 0.669 |
[Past]/Bashing/Demonology | 0.00475 | 0.640 |
[Discipline/Strength]/Finesse, which has performed well in recent tournaments:
Deck | Probability best counter | Counter win probability |
---|---|---|
[Necromancy]/Future/Strength | 0.00525 | 0.670 |
[Past]/Bashing/Ninjitsu | 0.00500 | 0.694 |
[Future/Past]/Bashing | 0.00450 | 0.686 |
[Future/Past]/Finesse | 0.00400 | 0.696 |
[Future/Present]/Finesse | 0.00400 | 0.747 |
[Future]/Balance/Blood | 0.00350 | 0.675 |
[Demonology]/Anarchy/Balance, which has performed well against Miracle Grow:
Deck | Probability best counter | Counter win probability |
---|---|---|
[Necromancy]/Blood/Law | 0.01100 | 0.743 |
[Demonology]/Discipline/Finesse | 0.00675 | 0.704 |
[Finesse]/Anarchy/Present | 0.00625 | 0.620 |
[Finesse]/Blood/Present | 0.00625 | 0.689 |
[Ninjitsu]/Blood/Present | 0.00600 | 0.634 |
Crashbarrow.dec | 0.00575 | 0.691 |
[Demonology]/Discipline/Finesse, the deck with highest weight in the Nash mean:
Deck | Probability best counter | Counter win probability |
---|---|---|
[Blood/Fire]/Growth | 0.00975 | 0.708 |
[Blood]/Finesse/Strength | 0.00800 | 0.722 |
[Blood/Fire]/Necromancy | 0.00800 | 0.726 |
[Future]/Blood/Fire | 0.00725 | 0.697 |
[Past]/Finesse/Ninjitsu | 0.00600 | 0.666 |
[Blood/Fire]/Future | 0.00575 | 0.697 |
[Necromancy]/Bashing/Strength, the deck whose most-likely-best counter has the lowest mean win probability:
Deck | Probability best counter | Counter win probability |
---|---|---|
[Future]/Bashing/Fire | 0.00525 | 0.522 |
[Present]/Blood/Peace | 0.00425 | 0.527 |
[Finesse]/Demonology/Feral | 0.00400 | 0.524 |
[Finesse]/Feral/Growth | 0.00375 | 0.514 |
[Finesse]/Necromancy/Truth | 0.00375 | 0.529 |
[Strength]/Finesse/Present | 0.00375 | 0.507 |