At 9:41 AM -0400 9/19/08, [EMAIL PROTECTED] wrote:
Is there a way in the simulation dialog to specify what tiles are NOT in opponent's partial rack?

If not, please add this to the wish list for the next version.  Thanks guys.

I agree this would be a great addition. Thanks!

Also, does quackle remember that the opp just had his 7 tile play challenged off midgame, so it AUTOMATICALLY uses that info (or partial info if he earlier had a 4 tile play booted off of which he has since played off only one... etc.) in simming or do we have to force feed quackle that info? Seems to me in the first case it should automatically do that, and it probably already does -- I just would like to clarify.


I.e.: I had a preendgame situation with 9 tiles unseen, and could make a very strong inference from opponent's last play of 2 tiles (from at that point 11 unseen) that it did not have 1 particular tile in its 5-tile leave, therefore a 100% chance it was among the last 4 tiles in bag, and a 50% chance (2 of 4) the tile would not be in opponent's final rack after I empty bag, rather than 22% (2 of 9). I'd like to see what difference in winning percentage the sim can demonstrate between the play I chose with that inference compared to the same play without that inference, not to mention the difference in rank for the play relative to other possible plays. (I did draw the tile, relevant not nearly as much for what I could do with it as for what opponent could not do without it and with the board as my play changed it compared to what other choices would have
done, and squeaked out what looked to otherwise be a hopeless endgame.)

Oh, one more feature I want: Maven had a checkoff feature in the sim dialog labeled "enumerate all racks" for endgames, so that it would iterate every possible rack and no more and no less (presuming that all choices were going to empty bag). I'd like Quackle to have a button, or perhaps a data table, that will tell me how many possible final draws there are for 2 to 7 tiles in bag (including any adjustments that multiplication of a given tile or tiles might cause) because I'm too dumb (and I imagine many other users are as well) to calculate these myself,

This will also be a cool feature.

and a checkoff that will make a sim to end of game run only the exact number of iterations to
play out every possible rack once and no more or less.  Thanks in advance.

Joel Sherman

Thanks again!

Sam K

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