God's Imitator-Chapter 451: Olive Branch

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"Fourth attempt, I guess 6, 'The Lovers.'"

'↑The Sun' was silent for a moment, "The special number is larger than it."

"Fifth attempt, 11, 'Justice.'"

"The special number is smaller than it."

At this point, '↑The Sun' became very nervous because the number range had now become just these four numbers: '7, 8, 9, 10.'

And '↓Hermit' was about to make his sixth guess, which was a one-in-four probability.

Only if '↓Hermit' happened to select that number with a one-in-four probability would '↑The Sun' win, otherwise he would definitely lose.

'↓Hermit' didn't waste time. He obviously already had a complete strategy and was just executing it mechanically at this point.

"Sixth attempt, 9, 'The Hermit.'"

'↑The Sun' was clearly very disappointed, "...The special number is smaller than it.

"It's number 7 'The Chariot.' You won."

Because '↓Hermit' had already guessed to the 6th attempt and passed through the 'high mortality zone' of the 4th, 5th, and 6th attempts.

The next 7th and 8th attempts would have exactly only the two numbers 7 and 8 remaining. No matter how he guessed, he could guess it.

'↑The Sun' vaguely felt that '↓Hermit' was completely different from the players he had encountered before. With this 'Number Bomb' game, the opponent seemed to always have it under control with ease, maintaining a steady pace.

'↓Hermit' looked at the time. Since he had made his decision as soon as he entered the room and guessed very quickly midway, there was still plenty of game time.

At least more than 5 minutes remained before it would end.

"Want to know? I can teach you this algorithm.

"Of course, we can also carry out more cooperation afterwards."

'↑The Sun' was stunned again. This was another development that greatly surprised him.

"Cooperation? But we're players from different camps. If you teach me this method, won't I be able to go win against other 'Reversed camp' players?"

Obviously, '↑The Sun' suspected there might be some trap in this.

'↓Hermit' shook his head, "What Upright or Reversed camp doesn't matter at all.

"All the reward and punishment mechanisms in this game are almost entirely tied to individual and community wealth values. The so-called 'Reversed' and 'Upright' camps only display the difference in win counts in the rest room and spectator room.

"In the game rules, the camp's victory or defeat, that is, the number of wins, only affects the ratio of converting individual Wealth Vouchers to visa time during final settlement.

"It's completely insignificant.

"In this game, two players from different camps are actually the most suitable for cooperation.

"Because players from the same camp have no way to communicate with each other, naturally they can't formulate in-depth cooperation strategies.

"We two obviously belong to different communities. The earlier we establish cooperation, the more we can form an advantage over other communities.

"Understand?"

'↑The Sun' was stunned for a moment, then realized that what '↓Hermit' said was very correct.

When the game started, although the game rules clearly mentioned the reward and punishment mechanisms, players like '↑The Sun' would still subconsciously regard 'camp' as an important distinguishing option.

In other words, after 'individual' and 'community,' 'camp' was an important marker for distinguishing friend from foe.

And since the game was conducted in anonymous mode with all players wearing masks, they couldn't find players from the same community for a while, so in the early stages, many players would subconsciously care about the win-loss relationship between the two camps, viewing players from the same camp as a group with common interests.

Additionally, the game constantly displayed camp wins, players from the same camp wouldn't be matched against each other, and players from the same camp could meet in a relaxed situation in the rest room (even if they couldn't speak). All these factors could further draw players from the same camp closer together.

So general players like '↑The Sun' didn't regard players from the opposing camp as potential cooperation partners.

But thinking about it now, this was obviously falling into some kind of mental trap.

Time was running out. '↑The Sun' quickly considered it, then nodded, "Alright, I'm willing to cooperate, as long as it doesn't harm my personal interests or the interests of my community."

'↓Hermit' nodded, "Then, setting aside the game itself, if you were to choose a number most related to your personal interests right now, which one would you choose?"

'↑The Sun' was stunned for a moment, but this time he quickly grasped the other party's meaning and pointed to wooden box number 13 'Death.'

In the game rules, players were strictly forbidden from mentioning real community and player names.

In the spectator rest room, conveying related information to the other party was indeed difficult, but in the game room it was very simple. One just needed to point to the corresponding wooden box—provided the other party also knew this was expressing the concept of 'community.'

'↓Hermit' nodded, "Then I'll now tell you what this algorithm is.

"Actually, the principle is very simple: split the numbers that can be guessed as much as possible into the corresponding attempts.

"First, choose to guess from left to right or from right to left. The principle is the same, choose based on your mood.

"For example, I guessed from right to left.

"The 1st, 2nd, and 3rd attempts can actually cover the range from '16 to 22.'

"The specific guessing method is this:

"First guess 19. If you don't guess it, the range will shrink accordingly.

"If it shrinks to the right, that is, these three numbers '20, 21, 22,' then on the second attempt guess 21, and on the third attempt guess 20 or 22. It can be completely covered within three attempts.

"If it shrinks to the left, that is, the situation of '1 to 18 (inclusive),' then on the second attempt guess 17, and on the third attempt guess 16 or 18. It can also be fully covered within three attempts.

"If the opponent sets the number in these 7 numbers from '16 to 22,' then the first three attempts can secure a win.

"Guessing from the left is the same principle.

"If you haven't guessed it in the first three attempts, then afterwards you need to use the 'middle cut' strategy, trying to narrow the range as much as possible on the 4th, 5th, and 6th attempts, preparing to guess it on the 7th or 8th attempt.

"However, in the process of narrowing the range, you should choose 'safe numbers' as much as possible and avoid 'risky numbers.'"

'↑The Sun' was stunned, "Safe numbers and risky numbers?"

'↓Hermit' explained, "For example, 11 is a risky number.

"Because currently most players will choose the 'middle cut' strategy right away when guessing to quickly narrow the range, so they'll most likely choose one of the two numbers 11 or 12.

"Then any 'Sage' player who understands this point will absolutely not set it to 11, because this number has high risk for them.

"Similarly, 6 is actually also a risky number, because most players executing the 'middle cut' strategy the second time might choose it.

"But precisely because of this point, 6 and 11 become safe numbers for 'Thief' players who must avoid the correct number on the 4th, 5th, and 6th attempts.

"After confirming this point, you can confidently choose this type of number to narrow the range."

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