games
- HeroClix — dial data + official rules joined; exact Markov combat model
- Monopoly — Monopoly engine with Markov-chain AI
- Slay — hex strategy game recreation with AI
- Slay-C — C port of Slay engine for performance
- Gaming
- The Multiplayer Coalition Problem
- Slay — Evaluation & Search (the 1v1 case) — the tractable 1v1 base case; eval model, transposition-first search, and three generalizing theses
- The Nash Bargaining Problem
- MOO1 Optimal Strategy
- MOO1 Opening Optimizer
- Diplomacy: 7 AI Models
- D&D Spell Damage Model
- MOO1 MIRR Analysis
- Master of Magic — Economic Analysis
- MoM Tier System and MIRR
- MIRR — 4X Strategy as Capital Allocation — the cross-game 4X capital-allocation thesis (MoO + MoM)
- Capability Without Leverage — a paid capability is worthless without downstream leverage; cross-game (Monopoly/MoM/Catan)
- Randomness as Termination (N≥3) — randomness is the kill switch on the gang-up equilibrium; calibration = design quality
- The Dominance-Frontier Lens — map cost vs effect, frontier curve, asymmetric counters; cross-domain (games + markets)
- NA1 — Game-Design Crucible — index tying the Nobunaga RE repo to the theses it sparked
- The Hollow Opponent — decoding the opponent collapses the depth that lived in player ignorance; it migrates to the board
- The Dead-Verb Test — a verb is viable only with a home state where it’s the uniquely best response; NA1’s Bribe/Ninja/Pact/Marry are dead; falsifiable “does KOEI learn?” series scorecard
- Civilization Revolution — The City-Builder That Plays as a Rush — 1v1 play decodes friendly Civ into an opening decapitation rush + wide-MIRR snowball (tech win before 0 BC); building tall/culture/the city-builder identity are dead verbs; Dead-Verb specimen #2 + live MIRR confirmation
- CoM Anti-Colossus Counter Analysis
- CoM Spell Counter-Graph
- LLM Agents Across Strategic Games — seven-game cross-study including Catan (Phase 5)
- LLM Game Benchmark — benchmark outline for new LLMs across the seven-game framework
- Gunboat Diplomacy and Diplodocus — Meta’s Gunboat AI wins via costly-signaling moves, no language model
- CaptainMeme vs. 6 Cicero (Press Diplomacy) — expert player’s human/AI split observations; no-grudge signature
- Catan — 47,000 Games of Empirical Findings — Ioana Roman analyzes 47k recorded games; trade-efficiency paradox, city engine over road engine, Monopoly cards as timing weapons
- Catan 50-Game Validation — proof-of-method on the public Kaggle dataset; aggregate replication of city-engine bias, theory refinement, methodological findings
- BattleTech Simulator — Monte Carlo combat simulator to derive empirical BattleValue for BattleTech mechs and find bargains in the official BV2 system.
- BattleValue — A Universal Combat Comparison Metric — BV = sqrt(Attack × HP).
- Bilateral Trade Valuation — A trade’s value isn’t what you get — it’s where both players end up 20 turns later.
- Game Annotation Series — moved to standalone repos
- Subgraph Investment Optimization — Given the portion of the investment graph you actually own, find the tractable paths forward.
- Battleship — 30 Billion Boards — the best-response-vs-minimax split: guessing is deep (exploit a fixed prior, 86% win), placement is flat (minimax → random ≈ optimal)
- Yahtzee — 259 Trillion → 405 Million — the Battleship sequel: a ~640,000× state collapse solved by backward induction (EV ≈ 255); verdict = folk strategy formally confirmed, not new strategy discovered
- Breaking Down an SNES Cart — the teardown method — how to look under the hood of any SNES ROM; the 65C816/LoROM-HiROM architecture break vs. the NES work
- SNES teardown —
snes-decompiler — process-table pointer for the SNES teardown substrate
- D&D Monster Tournament — Exact Markov Chains — a dice-rolled monster elimination tournament re-solved exactly as an absorbing Markov chain; the videos’ fixed “cast when available” policy is what makes exactness possible
- Trolligarch — Virtual Democracy Experiments — Habbo/Minecraft/Discord/Reddit polities as governance laboratories; room rights and admin powers as the real sovereignty beneath the constitution
- Combinatorial vs Generative Design Space
- Battlezone (1980) — 3D Without a Multiply Instruction — how the first-person tank game rendered a 3D battlefield on a 1.5 MHz 6502; the vector display gave rasterization away free, but the vertex transform is where the multiplies always were
- Arithmetic Scarcity and the 3D Problem — buy the math (Battlezone) / compute it anyway (Elite) / constrain the geometry (Doom, Wolf3D) / precompute at art time (Ultima dungeons, Wing Commander)
- Stellar 7 (1983) — The Same Game Without the Coprocessor — Damon Slye’s Apple II Battlezone-alike; same genre and CPU family, no math box, frame budget within 7% — the closest thing to a controlled experiment on what a coprocessor was worth
- Risk — The Attrition Constant — a Risk battle solved exactly as an absorbing Markov chain; the 3-vs-2 dice cap fixes the engagement frontage regardless of stack size, so attrition is Lanchester-LINEAR and concentration of force buys nothing
- Hangman — Solving Both Sides — Ballpark Figures’ third specimen vs 3Blue1Brown’s entropy Wordle bot; the first to solve the chooser as well as the guesser, and the one that inverts Battleship’s max-entropy minimax result
- Civilization Revolution — Project Hub
- Bandit Kings of Ancient China (NES) — Game 6 in the KOEI NES decompiler family — decompile order, not release order.
- Gemfire (NES, 1992) — Game 7 in the KOEI NES decompiler family (decompile order, not release order — L’Empereur is
- Gemfire (SNES) — The second KOEI SNES title reversed — and the pass that exposed the trampoline bug in
- Genghis Khan (NES) — Design clock 1987; Famicom port 1989-04-20.
- KOEI tools — the shared engine toolchain — Tools node, not a title index. One studio, one bytecode-VM engine lineage, two consoles.
- L’Empereur (NES, 1991) — Game 8 in the KOEI NES decompiler family.
- NES / Famicom — system node — The 6502 + PPU substrate and every title decompiled on it.
- ROTK1 — Sangokushi (NES) — The earliest title in the KOEI NES decompiler family, and the baseline the other four are read
- ROTK2 — Sangokushi II (NES) — Design clock 1989; Famicom port 1990.
- ROTK2 — Sangokushi II (SNES) — The first KOEI SNES title reversed, and the title that proved the portable VM from both sides.
- The comparison studies — paired deep-reads — The four titles the series started as, organized in paired comparisons.
- democracy3-solver — “Solve” Positech’s Democracy 3 by extracting its game-data model and running optimization on it.