We have a setting - arcadeGameHints - which determines whether we provide spoilers for various games.
According to greycat in the Porko Wiki page, "I made movies of it with xvidcap and played them back and paused them to see what was happening. The image seems not to matter. The peg style number as revealed by mouse-hover is what matters. Peg style 1 goes right, peg style 2 goes left, and peg style 3 is random, regardless of the image-to-style-number mapping."
Revision 9396 parses the game board when we first visit it and stores it in lastPorkoBoard. Each peg is listed left to right, top row to bottom row, as 1, 2, or 3.
Given that, it's a Simple Matter Of Coding to start at each slot in the top and calculate exactly which bottom slots are accessible in which proportion and thereby determine the Expected Result of taking each top slot.
Well, come to think of it, we DO need to store what payoff each bottom slot yields, too. Coming up in a revision near you...
I envision annotating each slot in the Relay Browser with the expected payoff of taking it - if the setting says we should give game hints - just as we annotate each choice in Fighters Of Fighting to let you know which ones will be the most successful.
Actually automating running the game and turning Turns into Lunar Isotopes can be left to scripts - although such scripts would be simpler if we publish the KoLmafia-calculated Expected Yields in settings, rather than just the board layout and bottom slot payouts.
According to greycat in the Porko Wiki page, "I made movies of it with xvidcap and played them back and paused them to see what was happening. The image seems not to matter. The peg style number as revealed by mouse-hover is what matters. Peg style 1 goes right, peg style 2 goes left, and peg style 3 is random, regardless of the image-to-style-number mapping."
Revision 9396 parses the game board when we first visit it and stores it in lastPorkoBoard. Each peg is listed left to right, top row to bottom row, as 1, 2, or 3.
Given that, it's a Simple Matter Of Coding to start at each slot in the top and calculate exactly which bottom slots are accessible in which proportion and thereby determine the Expected Result of taking each top slot.
Well, come to think of it, we DO need to store what payoff each bottom slot yields, too. Coming up in a revision near you...
I envision annotating each slot in the Relay Browser with the expected payoff of taking it - if the setting says we should give game hints - just as we annotate each choice in Fighters Of Fighting to let you know which ones will be the most successful.
Actually automating running the game and turning Turns into Lunar Isotopes can be left to scripts - although such scripts would be simpler if we publish the KoLmafia-calculated Expected Yields in settings, rather than just the board layout and bottom slot payouts.