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Testing and Results

Bradley S. edited this page May 14, 2026 · 1 revision

Testing and Results

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Page Guide

  • Simulation procedure
  • Fairness evidence
  • Skill-sensitivity evidence
  • Pace and termination evidence
  • Hero-usage indicators

Testing Procedure

The main experimental method in this project is the simulator in balance_analysis.py. The included report summarizes six experiment groups:

  • Three self-play groups with 2,000 games each
  • Three cross-play groups with 1,500 games each
  • 10,500 total simulated games

The experiments answer three practical questions:

  1. Does same-skill play stay close to even?
  2. Do stronger policies beat weaker ones often enough to show skill sensitivity?
  3. Do games terminate consistently without stalling? R1

The exported data used by the report is stored under analysis_outputs/.

Fairness Evidence

Same-skill self-play stays close to a 50/50 split, which suggests that no seat position or opening role dominates the game.

Experiment P1 win rate First attacker win rate Average rounds
Random vs Random 48.85% 48.60% 18.25
Greedy vs Greedy 51.00% 46.90% 17.21
Strategic vs Strategic 50.20% 46.70% 16.23

The largest first-attacker deviation appears in Strategic self-play at 46.7%, which is only 3.3 percentage points away from a perfect split. That supports the claim that the game has role texture without a broken opening advantage. R1

Skill Sensitivity Evidence

Cross-skill matchups show that the game is not a pure coin flip. Better policy design changes outcomes noticeably.

Experiment Label A win rate Average rounds
Random vs Greedy 15.93% 17.79
Random vs Strategic 12.87% 17.17
Greedy vs Strategic 55.60% 17.36

These numbers show that Random performs much worse than the stronger policies. In the current heuristic design, Greedy also outperforms Strategic, which suggests the AI labels should be interpreted as current policy names rather than a permanent difficulty ladder. R1

Speed and Termination Evidence

Across all 10,500 simulated games, the pace metrics are strong for a short-session strategy prototype:

Metric Value
Total simulated games 10,500
Average rounds per game 17.32
Median rounds per game 17
Minimum observed rounds 6
Maximum observed rounds 27
Games requiring emergency tiebreak 0

Zero emergency tiebreak cases is especially important because it shows the current rules terminate cleanly in large simulation batches. R1

Hero-Usage Indicators

Hero-usage exports offer a second lens on balance. They do not prove that any one hero is overpowered by themselves, because use rate and AI timing both influence the numbers, but they help identify effects worth further playtesting.

Hero ID Uses Use per draft Winner share of uses
Hades 6656 0.947 0.492
Medea 6403 0.913 0.661
Ares 3374 0.477 0.732
Asclepius 1970 0.282 0.300
Hermes 1965 0.282 0.361

In the current data, Medea and Ares stand out with especially high winner-share values among used cases, while Asclepius and Hermes are used much less frequently in simulation. These are good targets for future human playtesting and AI-timing review. R1

Discussion

The results support three claims:

  • The game is fair enough for a project prototype because same-skill matchups remain near even.
  • The game rewards better decisions enough that policy strength changes outcomes.
  • The rules terminate in a controlled number of rounds, making the game practical for demonstrations and solo learning sessions.

These findings strengthen the case for limited publication, especially when combined with the project's polished UI, browser demo path, and modular architecture. The remaining caution is that simulation measures fairness and termination, not player enjoyment. Human playtesting is still necessary. R1

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