![]() |
Re: Random Magic Paths - is it truly random?
Quote:
Quote:
Consider the original post with those dwarven smiths. Assuming that randoms are uniformly distributed, probability that 2 particular paths won't appear in a sequence of 14 smiths is (6/8)^14 = 0.0178. There 7+6+...+1 = 28 different pairs of 2 paths. So probability of not getting some 2 paths in a sequence of 14 smiths is 0.0178*28=0.4989. Just about like flipping that famous two-sided coin. So the examples that the poster has shown falls well within expected results. So after doing these calculations, original example looks like: "I've flipped coin and got tails 4 times in a row. Is it a buggy coin or am I missing something?" Now consider that there're few hundreds people playing Dominions here (some of them are quite familiar with probability theory, so we exclude them from this consideration) who do our "flips". It is very probable that few of them will get quite a few tails in a row. So one of them has posted his question (remember that in the actual case it is not immediately obvious that the probability of that outcome is 50%) Quote:
Btw, I've noticed that you were not losing time meanwhile and have expanded your knowledge from over a half of PC games to the whole universe http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Random Magic Paths - is it truly random?
Graeme, I read it was 95%.
Tauren, even just using rand() is pretty damn good. It's not perfect; if you look closely, you can tease out a little bit of structure from it... But it's nothing that you'd notice by playing a game. What IS noteworthy is the human brain's ability to find structure and pattern... even when it's not there, or when it's there only by chance. Once we've convinced ourselves it's there, another one of our great skills is disregarding evidence to the contrary. To make it concrete: there's an enormous amount of variability and complexity in Dominions (and, to some extent, most video games). Just by chance, sometimes things that look like patterns emerge (just like, if you flip a coin long enough, you'll see a run of ten heads; if you flip a thousand coins, you'll probably see such a run pretty frequently). Those tend to stand out, and we look for them. When we see them again, the tendency is to say "See? This isn't random!", while missing (because they're not salient) all the times we could have seen them but didn't. |
Re: Random Magic Paths - is it truly random?
I once thought I had a random thought, but then it turned out to be improbable...
That aside, I have felt the same way as Bummer Duck. However, I suspect that's just a perception thing, rooted in my own desperation to get whatever I'm not getting. When I get what I'm looking for the first time, I spend a lot less time thinking about how unlikely that was--I just pack up my army and march out to whip whatever booty I can find nearby! |
Re: Random Magic Paths - is it truly random?
Yes, I realize the earth3 is standard, and drawfs only get 1 random.
It could very well be a perception thing. It is true that I have probably gotten a complete random distribution, if I add all the test bed games together. However, I find it strange that in each game I tested, the majority of the dwarves random picks are in 2 paths. I have testbeded at least 8 games, and have *never* gotten representation of all magic paths in 1 game. I find this, in and of itself, questionable. Perhaps I just don't understand RNG? |
Re: Random Magic Paths - is it truly random?
Quote:
|
Re: Random Magic Paths - is it truly random?
Quote:
I do believe that pseudo-random number generation is generally good enough for games like Dom2. I also believe that "Murphys Law" is mostly due to the fact that oddities and failures are far easilier remembered than average things. I also recall a newspaper report about traffic-jams on multi-lane motorways and lane-hopping: People will always believe that they are in the one wrong lane which is progressing slowest. The report said that this is due to the fact that people who are waiting will notice each car that overtakes them, whereas overtaking others is far less memorizable. Generally, each car that you overtake gives much less satisfaction than the annoyance pereceived by each other car that overtakes oneself... |
Re: Random Magic Paths - is it truly random?
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Random Magic Paths - is it truly random?
I totally agree that 8 smiths is too small of sample. I believe I stated 14+ earlier, but perhaps not. In my current game, I will be recruiting my 15th drawf this year, and I am still missing representation of 2 magic paths. 3 paths represent 71.4% of the mages, with 3, 3, and 4 mages per magic path, respectively (3 magic paths have 1 representative each). This is the widest distribution of paths I can remember in all my tests. So...turn those equations around for me. How likely is it that in each game or test, that ~3 paths would represent +71% of the mages? shouldn't it approach 3/8? or 37.5% the larger the sample is? What am I missing here?
|
Re: Random Magic Paths - is it truly random?
Quote:
Quote:
|
Re: Random Magic Paths - is it truly random?
Here is some data for you number crunchers:
First game (three types of mages with randoms) A: 0,3,0 - 3 E: 2,6,2 - 10 W: 2,8,0 - 10 F: 2,6,0 - 8 D: 1,1,0 - 2 S: 0,3,0 - 3 N: 1,4,0 - 5 B: 2,3,2 - 7 Looks pretty random to me. Second game: (three types of mages with randoms) A: 0,0,1 - 1 E: 2,3,8 - 13 W: 1,6,2 - 9 F: 2,3,2 - 7 D: 2,2,2 - 6 S: 4,4,2 - 10 N: 4,0,1 - 5 B: 2,3,2 - 7 A bit light on air... and frankly, I had not noticed, because I am Vanheim in both games (the mage types are smith, vanadrott and sage, of course) Speaking of things I just realized, I guess I am hurting for cash in the first game http://forum.shrapnelgames.com/images/smilies/frown.gif |
All times are GMT -4. The time now is 08:49 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.