A proposal for a slight modification of Jason scoring

Aeson said:
Is the assumption that the score is proportional to the skills outlandish?
Yes.
Then I guess we have different expectations for the scoring system. As a side note, this also goes against your point that the scoring system should be representative of the results of a multiplayer game, doesn't it?

Aeson said:
It was an example to depict the difference between the in-game "absolutes" we can measure from save games, and the "relative" opinions or judgements of players outside which cannot be. Is it really so difficult to understand for you?
I think I understand what you are saying. My point though is that there are no "in-game absolutes" except the finish date. In my opinion, everything else is personal perference. Your preference is larger territory and more population. Mine is not. That's about it.


Aeson said:
You still fail to recognize the difference between "relative" and "absolute" (from a game mechanics standpoint) that necessarily will affect a scoring system though.
In my opinion you fail to recognize that what you believe to be absolute is just your opinion.

Aeson said:
It has achieved more. A scoring system has to look at in-game achievements and evaluate them. If launching is valuable, it rewards it. If expanding is valuable, it rewards it too. Someone who does both gets both the rewards.

Why? One player devotes all their resources towards a launch, the other devotes some resources towards a launch, some towards expansion. The player who achieves the same thing in one area, and more in another area, should score more because they have achieved more in their game.

I don't agree with this. I think expanding is not valuable on its own, only if it leads to domination victory. I don't really want to convince you that I am right about this, after all this is a matter of taste. But if you want to explore the consistency of your point of view, you might want to ask yourself why you don't give extra points for spaceship parts if the player achieved domination victory. After all domination plus spaceship parts is a bigger achievement than domination alone, isn't it?

Aeson said:
Otherwise you have a scoring system which ignores achievements in one area or another.
Correct. One excellent example for such a scoring system is the Jason score. :D

Aeson said:
So do you see the complete irrellevence of your statement then? You were off-topic to bring up OCC unless you think that a scoring system should reward self-imposed restrictions.
My choice of words was unfortunate, the statement (and the example) was relevant.

Aeson said:
Then again, further down you mention a scoring system that does favor using self-imposed restrictions...
As I said X would be relatively higher than Y, so I belive this is simply not true. Especially if you choose Y=0.

Aeson said:
Again, the scoring system is not to measure the player's skills. It's to measure what they accomplish in the game (which may or may not be indicative of their skill level).

I assume you imply here that the player might choose to impose self-restrictions on his play. I think I made it clear earlier that I am not discussing that case. If the player does not do that, then the accomplishment in the game is indicative of his skill level, IMHO.

Aeson said:
I have constantly said that population and territory are not the only factors of what determines a strong position in the game. The reason the scoring system focuses on them is because they are stable and predictable factors that allow the scoring system itself to be stable, and players to know what is required to score high.

I can't comment on the stability of other scoring systems but the players would learn to adapt to any scoring system you throw at them. They are humans, after all. :)

Aeson said:
Problem with this is that you assume the best turn achieved by player in Conquest will be equally impressive as that achieved by the best results in Cultural 20k, Cultural 100k, Diplomatic, Domination, and Spacerace. There is no guarantee that it will happen, and history shows that it is far more likely not to happen. Even if you had 6 identical versions of a top player and each of them took a different victory condition, luck, like a Settler from a hut or a MGL from the first elite victory, could mean one of them does significantly better than the others. Everyone who chose the victory condition where their top player got lucky will be punished.
Punished? I play GOTM because it gives me a chance to play against the best. If I wanted to get high scores in comparison to incompetent adversaries, I would simply play against the AI at chieften level. I also believe that basing the score on the rank within a victory condition will result in an even distribution of skill across victory conditions, but of course I don't have any data to support this claim. What we do know though is that currently the domination and conquest victories dominate the top of the score board, so the current system clearly failed as far as balancing victory conditions is concerned.

Aeson said:
Plus players would have to wait until the end of the month to know how they scored.

Are you you implying here that the Jason score is an absolute measurement of achievements that is valid across games? If yes, I have serious doubts. If not, then getting a number immediately doesn't help much given that this number is meaningless on its own. In other words, I have to wait anyway to see how I scored compared to the elite.

Aeson said:
A defeat can be more impressive than a win. Especially considering the variable nature of the AI. Consider a Deity game where a player has created a nice empire, ran things well, and would be launching in 1600AD but an AI which had gotten a Settler from a hut and wasn't pulled into bitter wards, thus doing far better than usual, launched the turn before. Then another player who was behind most of the game, barely pulling out a SS in 1900AD because all their AI's were all fighting against each other and never got around to launching.
I think this example shows that in my scoring system, luck would help you to get a higher score. Now show me a scoring system that is immune to luck.

Aeson said:
As for histographic victories, many of the most impressive games ever played in the GOTM were milked games. You are saying that these type of games are all worthless if they choose to not trigger a different victory condition, and not worth much at all even if they do.
Correct. That is my opinion about milked games.

Aeson said:
As they should be. I have no problem discussing it's merits though. :)

Well, I am glad you had fun shoting down the strawman. :)

I will address a couple of points you made so that you don't feel that your efforts was wasted but I am not going to get into a full-blown discussion about this. I know that subtracting the Firaxis score is not a viable option.

Aeson said:
First of all, (best_turn-finish_turn) will lead to negative scores for everyone but the person who finishes first. I'll assume you don't mean that because it would make for a huge difference between first and second (and any thereafter) place. If X is 10k for instance (which gives a nice spread to avoid lots of ties), first fastest finish would get 10k.
No, fastest finish would get 0. I knew that the fact that all score would be negative in this system will confuse people, I am sorry that I was too lazy to adjust it so that it becomes more conventional.

Aeson said:
As for the gameplay rewarded... Minimize territory, maximize unhappiness, start dibanding the cities you had to build to get near victory ASAP. Don't claim any luxuries you don't need to stay out of disorder cause it will hurt your score! That's a way to a good score?
You can't minimize territory and maximize unhappiness because then you will lose or at least win slower and your score will be low due to that. The key is that the two elements of the score contradict each other, they require a balance.

Aeson said:
It also completely cuts out Domination and 100K from the competition, maybe an exception for Small maps if X and Y are balanced right. It has no scaling for any map conditions, so if X and Y are balanced for a Small map, when playing on a Large map you'd have to go for Conquest (razing everything) ASAP as any other victory path will send you way into the negatives. If X and Y are balanced for a Large map, playing on a Small map, the second half of the equation would basically not even factor in at all so you could get away with playing Domination or 100K.

It is possible that you are right in this point. I admire your enthusiasm to think through the consequences of a scoring system that is dead in the water anyway. Sadly, I am too lazy to do the same.

Aeson said:
I'd say this is the worst suggestion for a scoring system I have seen in the 3 years of these debates I've been involved in. By a very large margin even. No wonder you don't want to discuss it's merits.
Well, at least it improved your self-esteem, so it wasn't totally useless after all. ;)

Seriously, I am getting the impression here that you feel hurt because I disagree with you. I want you to know that I recognize the merits of the Jason-score and I am glad that you developed it, even if I think it's not perfect. So take it easy.

Cheers. :)
 
solenoozerec said:
Really, I think it is strange that in the current system loosing fast is rewarded higher than trying to survive longer. This is certainly not a measure of game play skills.

It's a necessary evil to avoid the scoring exploit of milking to 2050AD and then "losing" (by abandoning all your cities or calling a vote you know you will lose) to collect "survival" points. Since there is no bonus for the 2050AD victory, the survival bonus for 2050AD only has to exceed maxscore/540. With maxscore usually being 10k-20k that means if surviving until 2050AD is worth more than ~20-40 points it will be better to lose in 2050AD than to win.

So any meaningful survival points would be a problem.
 
Aeson said:
It's a necessary evil to avoid the scoring exploit of milking to 2050AD and then "losing" (by abandoning all your cities or calling a vote you know you will lose) to collect "survival" points. Since there is no bonus for the 2050AD victory, the survival bonus for 2050AD only has to exceed maxscore/540. With maxscore usually being 10k-20k that means if surviving until 2050AD is worth more than ~20-40 points it will be better to lose in 2050AD than to win.

So any meaningful survival points would be a problem.

My message was about alternative GR system that AlanH is going to implement (I hope :worship: ).
I was suggesting that the latest looser will get the same or lesser score than the lowest winner. In such situation if you can win, you will never go for a loss. But if you are loosing there will be a reason to survive longer.

As for the current system, sure I understand that it is impossible to give a survival bonus.

That is why two imperfect systems are better than one (after reading this forum I do not believe that one perfect system which will be fair and would satisfy tastes of all players is possible :( )
 
solenoozerec said:
I was suggesting that the latest looser will get the same or lesser score than the lowest winner. In such situation if you can win, you will never go for a loss. But if you are loosing there will be a reason to survive longer.
FWIW, I think this would be great.
 
delmar said:
As a side note, this also goes against your point that the scoring system should be representative of the results of a multiplayer game, doesn't it?

My point you are refering to was not that the scoring system should be representative of the results in a multiplayer game. I used MP as an example to illustrate the difference between the "in-game" comparisons and "opinion" comparisons. The point was that in-game competition between the two would be indicative of the absolute value (from an in-game perspective) of each. Not that the method of evaluating games should simply be to equate them to how they would compete in MP.

I think I understand what you are saying. My point though is that there are no "in-game absolutes" except the finish date. In my opinion, everything else is personal perference.

Still wrong.

Absolutes are things which exist inside the game. Number of units is an absolute. Territory is an absolute. Even date of victory is an absolute.

Comparing them based on mitigating circumstances (ie. self-imposed restrictions) is not absolute, it is relative.

That is what I am saying.

Your preference is larger territory and more population. Mine is not. That's about it.

My preference is not larger territory and more population either. I've said this over and over, to you and others. My preference is to use stable factors to tie the scoring system to so that players can have a stable measure of their in-game accomplishments.

The reason the scoring system is so closely tied to population and territory is because those are the most stable factors to tie it to. Best dates are not stable, either predictive or based on our limited participation. That I and several others have sunk hundreds of hours working on best dates should show where our preference is. Simply put, that effort was not able to realize the preference, and the more I've worked on it, the more I become convinced that it's a dead-end given the circumstances (player turn-out and map variation).

In my opinion you fail to recognize that what you believe to be absolute is just your opinion.

It's not just my opinion that someone has X tiles claimed. It's an "absolute". If you understand what I am saying by in-game "absolutes" you will understand it is not my opinion.

I don't agree with this. I think expanding is not valuable on its own, only if it leads to domination victory.

It is part of the game. 4x... expansion. Ignoring it is ignoring a facet of the game, and a scoring system that ignores it also ignores a facet of the game.

There are reasons to ignore a facet of the game. Obviously culture is ignored in the current system. Date of victory is largely ignored too. Number of units is ignore. Number of improvements. Number of wonders. The reason for this is there is no current formula for evaluating these "absolutes" that fits in with a comprehensive scoring system.

I don't agree that facets of gameplay should be ignored by a scoring system simply because someone doesn't want to use them.

I don't really want to convince you that I am right about this, after all this is a matter of taste. But if you want to explore the consistency of your point of view, you might want to ask yourself why you don't give extra points for spaceship parts if the player achieved domination victory. After all domination plus spaceship parts is a bigger achievement than domination alone, isn't it?

You sure respond a lot for not trying to convince anyone.

If you launch a Spaceship at most dates you score more than if you trigger Domination. So what you are saying is already represented in the scoring system. As such it's rather obvious what my opinion is on the subject.

The previous response applies here very well too. Some things can't be accounted for in a balanced approach because no one has taken the time to come up with a tried and true formula for how much a shield into a Spaceship part counts against a shield into a Unit/Wonder/Improvement/Settler/Worker at various stages of the game.

Correct. One excellent example for such a scoring system is the Jason score. :D

Which I have been saying all along. It isn't in dispute. What is in dispute (or would be if you wanted to argue with my points on the matter) is whether the reasons for it being that way are valid.

As I said X would be relatively higher than Y, so I belive this is simply not true. Especially if you choose Y=0.

Obviously you wouldn't have included the Y side of things if you intended for it to be left 0 or at insignificance. If the Y side of things makes a difference, what I said is true. If the Y side of things doesn't make a difference, it shouldn't be included.

If you are still confused, I was talking about the "avantgarde" one.

I assume you imply here that the player might choose to impose self-restrictions on his play. I think I made it clear earlier that I am not discussing that case. If the player does not do that, then the accomplishment in the game is indicative of his skill level, IMHO.

Wrong assumption.

Play Sid (or Deity) a few times on Small Pangaea maps. Just enough times so that one of your AI neighbors declares war on you at ~3500BC around the time your first Warrior has been produced. See if the results are indicative of skill level.

Skill level doesn't always transfer into game results. Luck plays it's part.

I can't comment on the stability of other scoring systems but the players would learn to adapt to any scoring system you throw at them. They are humans, after all. :)

You can't adapt to a scoring system that is always in a constant state of change or variation. If dice or what other players choose to do in their games affects the output of the scoring system how can you plan how to best approach the game?

We don't need a "guess what player(s) X will do, and go for something else" scoring system.

Punished? I play GOTM because it gives me a chance to play against the best. If I wanted to get high scores in comparison to incompetent adversaries, I would simply play against the AI at chieften level.

Again, you jump from one frame (scoring system) to another (your personal opinion) to refute a statement made in relation to the first frame. "Punished" by the scoring system means not scoring as high. "Punished" in relation to your own opinion is irrellevent to the point made.

I also believe that basing the score on the rank within a victory condition will result in an even distribution of skill across victory conditions, but of course I don't have any data to support this claim.

Obviously you don't have anything to support the claim.

Even if even distribution of skills across victory conditions occurred though, you still wouldn't have enough submissions in each category to make a meaningful statistical analysis.

What we do know though is that currently the domination and conquest victories dominate the top of the score board, so the current system clearly failed as far as balancing victory conditions is concerned.

"Balancing victory conditions"... You mean participation in each I suppose. That was never a goal of mine, because I feel players should be able to choose among the widest range of playstyles and victory conditions and still have a good representative scoring system. If everyone wants to play condition X, everyone should be able to, and if a scoring system can be derived to accurately assess their results, it should be made.

Many players currently choose to play domination/conquest victories. It's possible to score high with other victory conditions as well, just not as many people choose to play that way. Players which "eek" out victories don't "eek" out Conquest or Domination generally, because those are victories where the game is conquered and dominated. So you get a lot of the mid-low victories as Spaceship and Diplomatic.

20k and 100k are simply ignored playstyles by most players. Only the Tournament (and short-lived Medal Play series) had any significant numbers of those types of victories.

To sum up, the scoring system was designed to allow the widest range of playstyles to compete (based on score) as was possible to do within the limitations that variation and imperfect predictions would allow. So far it has achieved that better than I had hoped, but obviously isn't perfect.

Are you you implying here that the Jason score is an absolute measurement of achievements that is valid across games? If yes, I have serious doubts. If not, then getting a number immediately doesn't help much given that this number is meaningless on its own. In other words, I have to wait anyway to see how I scored compared to the elite.

It's not perfect, but if you get 11-12k you know you're going to be at or near the top of the rankings. 10k+ and you can reasonably expect to be in the top 20. Some maps will have higher limits than others. If you look at plots of the results, it fits a bell curve pretty well. The upper range is somewhat variable 10-12k based on factors that aren't accounted for. Namely the quality of the starting location.

It isn't perfect, but it is far better than having to wait for everyone else's results to have any idea whether you will be getting 50% of whatever the max score is, or 100%... based on who chose to submit the same or different victory condition than you did.

I think this example shows that in my scoring system, luck would help you to get a higher score. Now show me a scoring system that is immune to luck.

The extent of the luck on that particular factor in your system would be to take a 5k game (jason or firaxis score... indicative of an average played game) and give it -X, while a 2k game (jason or firaxis score... indicative of a below average played game) would get +Y. That amount of variation based on luck is unacceptable.

In-game luck plays it's part on any scoring system. The goal should be to minimize it, not just simply say "all scoring systems are influenced by luck so we don't have to worry about it".

Correct. That is my opinion about milked games.

Well then at least you can understand my point about it not being based on skill. Because some player's skill in milking is equal to their skill in fastest victory types.

Well, I am glad you had fun shoting down the strawman. :)

Strawmen are not something you should be constructing. It's not constructive.

I will address a couple of points you made so that you don't feel that your efforts was wasted but I am not going to get into a full-blown discussion about this. I know that subtracting the Firaxis score is not a viable option.

So you're starting to run now? What was your last response to akots?

No, fastest finish would get 0. I knew that the fact that all score would be negative in this system will confuse people, I am sorry that I was too lazy to adjust it so that it becomes more conventional.

Ok. I was thinking of / instead of - at that point.

The basic premise of the analysis holds up still though. Missing victory condition by 1 turn would result in a loss of X. Missing it by 5 turns would result in a loss of 5X. The side of the scoring system would say the game which finished first in it's category was at least 2X better than the next game. Basically trading ranking by turn for ranking by unrepresentative numerical system derived from turn.

You can't minimize territory and maximize unhappiness because then you will lose or at least win slower and your score will be low due to that.

Are you saying by responding in this manner that someone building the last few spaceship parts wouldn't simply disband all their non-critical cities under your system? Wouldn't players intentionally keep their happiness levels lower than they could have them even when there were no in-game tradeoffs to having them higher?

You minimize territory and maximize unhappiness to the point that you still can win though. My points on luxuries and disbanding cities once you got close to victory were included to show that I was talking in that frame of reference.

It is possible that you are right in this point. I admire your enthusiasm to think through the consequences of a scoring system that is dead in the water anyway. Sadly, I am too lazy to do the same.

I'm glad you can admit you hadn't thought it out.

It took me about 15 seconds to think it through that much (which is why the error of / and - as previously noted). A little longer to type that portion of the post out. If you propose something flawed expect it to be pointed out as such.

Well, at least it improved your self-esteem, so it wasn't totally useless after all. ;)

I'm sure you'd realize with any thought into this (if you aren't putting any into your proposals I suppose your other remarks probably suffer from the same deficiency) you will realize that you have absolutely no understanding of my emotional response (if any) to this exchange between us.

Seriously, I am getting the impression here that you feel hurt because I disagree with you. I want you to know that I recognize the merits of the Jason-score and I am glad that you developed it, even if I think it's not perfect. So take it easy.

Don't let your ego confuse you into thinking you've impacted my emotional well-being. I can assure you that your influence in that area is approaching 0.

I don't like the way you express yourself though. You laughed at a (fictional) point you attributed to something I said, then make irrellevent and rather stupid "mischief" that only detracts from the debate, all before we even began any discussion between ourselves. Your posts to akots are also poor taste IMO, and this post I am responding to here was cluttered with misdirections, snide remarks, and ploys to try to avoid actual discussion while still getting your comments in.

I've been pointing out all the flaws in your proposals and your interpretations of my posts. It's something to do, and it's enjoyable for me given the esteem I hold for your posting style. If anyone is being hurt by this, it would be those people in the HOF waiting for their update... (not that I'd be working on it anyways)
 
Aeson, I read your reply. I think I understand your point, thanks for taking the time to explain it. I don't think it is constructive to continue this discussion. If you feel that I left any questions open that you would like me to answer then PM me.

Have a nice day. :)
 
I have only skim read most of this thread, but I think the scoring system is currently very good.

It is a good (although not perfect) method of ranking the games, and allows for people to compare how well they played the game fairly reasonably even when played to different victory conditions. They are some balance issues between the victory conditions - I doubt we will see a 20K victory in first place for instance, but this is almost impossible to get perfectly balanced in a game with this many options.

What the competition does allow us to do is compete on a comparable basis with other players. Depending on the individual this could either be for:

1 Your highest position so far (I look for this - 25th to beat!)
2 Your highest score so far (I look at this too)
3 To beat a particular player (there are a few I watch out for)
4 To get any award (fastest 100k finish is my current target)
5 Fastest win under particular self imposed conditions.

This allows a whole lot of people to have a challenge, and by doing so improver thier skills. I know I will never get the fastest finish because of the way I play, but that doesn't stop me having fun.
 
@AlanH: Please tell me you're going to run that alternative ranking system alongside the current GPR? Please?

If I understand this system correctly you get five points for being the fastest to a scoring condition, 3 points for second fastest, 2 for 3rd fastest, etc...
Do I have this right?

If so, this system is seriously flawed: Using this you're score towards the rankings is totally dependant on other players results. In the current GPR, if you're fifth to, for example, a domination win you get a nice amount of points. With the new system you'll get nothing (or one point)...
This makes a player totally dependant (for their GR) on what victory condition top players like SirPleb, Kuningas and Ronald decide to play for. Bad development IMHO. GR should be influenced by your own play more than by top players results...
 
@Darkness:

1. I have no intention of changing the Global Ranking system. I simply offered to put together an experimental tabulation of a data-based scoring system to provide some meaningful data to aid this discussion. If this were to be thought useful it would simply be another set of statistics, like the GPR, but based on the date information in the game results tables. Note that there are no medals or awards other than bragging rights for position in the GPR.

2. Keep up ;) The scoring proposals have moved on. I suggested an alternative to the idea of a 5-3-2-1-1 points system some time ago, scoring the fastest finish for each condition at 100% and giving relative %age scores for slower finishes based on date. So everyone would get a score for a completed game, and this idea seems to have been welcomed by those interested in a date-based system. Someone threw in the idea of giving a small percentage to losers as well.

3. I have some data. I was concerned that the debate had taken a more, shall we say philosophical, turn, and that mere data would not provide a constructive input. If anyone still feels they would like to see some tables, please say so.
 
AlanH said:
3. I have some data. I was concerned that the debate had taken a more, shall we say philosophical, turn, and that mere data would not provide a constructive input. If anyone still feels they would like to see some tables, please say so.
Sure we want to see your data. :drool:
 
Initially, I didn't think there was even the slightest chance of anything useful coming out of all these scoring discussions. But then Civ_Steve came up with his idea and you followed up on it. I would definitely like to see your data, and I was looking forward to thanking you both! :thanx:

Even if the data does not turn out to be valuable long-term, it would still be most interesting to see. Certainly more interesting than this "philosophical" (what a kind and understated term you use!) turn in the conversation.
 
bradleyfeanor said:
.... "philosophical" (what a kind and understated term you use!).
Yes. I had "religious" in my first draft :mischief:

OK. That's two votes for some data and I think there may be a few more, so for all those who thought I was bluffing, here it is.

REMEMBER. This is just another way to present the results data that we have for each game, and like all statistical presentations, it tells lies ... damned lies :D PLEASE read the preamble on the page, and discuss this as the experiment that it is. Please try to examine and discuss it maturely and objectively.

I've provided two scoring algorithms. One uses Jason as the comparison, the other uses the fastest dates achieved. In both cases the top score for each game and condition is normalised to 100%. As the samples for some conditions are very small - in many cases only one player, there are a lot of 100% scores. Also, the formulae do not spread the score according to the minimum dates, so the score range may be too narrow. In that case overall relative position may depend more on regular participation than on performance. Which may not be a bad thing either :hmm:

If anyone wants another formula added to the drop down list, let me know and I'll try to make it so if the data is available. I'd welcome inputs on how it might be improved, but please recognise the important points that Aeson has made about the dangers of reading anything from such limited samples. You can see the sample sizes graphically here. Select 'Victory conditions" in the pop-up.
 
@Alan
Looks interesting. :goodjob:
The percentages with both formulas tend to be very high, even for mediocre results.
This leads to people having missing entries falling back in the ranking.
One cure would be to use the square of the fraction, to spread the results more (before aging).
So instead of 80%=0.8 you would get 0.8^2=64%
 
AlanH said:

Well I thought it was a duff idea. But now I see myself 3 places higher up than in the current GPR I think we should change to the experimental system straight away :) .

I always thought I would be the sort of person who would be shafted by any sort of communist revolution in society or even in the GPR. But it appears I benefit. Rock on Comrade AlanH! :rockon: Down with the civ nobility!! :mischief:
 
klarius said:
The percentages with both formulas tend to be very high, even for mediocre results.
I did warn you ...
AlanH said:
Also, the formulae do not spread the score according to the minimum dates, so the score range may be too narrow. In that case overall relative position may depend more on regular participation than on performance. Which may not be a bad thing either

I thought a better way than just exaggerating the differences by squaring them (a bit arbitrary - why not a cubic or quartic?) could be to spread the numbers over the max/min range, maybe setting min=>5%, max=>100%?

That begs the question as to what min would you use if max is Jason best score?

Other questions ...

- For Max, how about using the max(jason, fastest)? I think this was suggested earlier, and should the fastest entry be normalised to 100% in the case where Jason is used as max?

samildanach said:
Well I thought it was a duff idea. But ...
Amazing how small a piece of silver it takes ... :p
 
AlanH said:
Amazing how small a piece of silver it takes ... :p

A place at the top end of the GPR is worth its weight in gold!! 3 places is worth the first born males of an entire village! :eek:

Of course where you are, a GPR place is worth the equivalent of a peanut and jelly sandwich :mischief: So I understand your value judgement.
 
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