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Re: Suggestion to autocasting search spells
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Re: Suggestion to autocasting search spells
I don't understand the desire to prioritize searches of provinces with no known sites.
The site placing algorithm, as I understand it is: roll %chance of site if yes, determine which site then roll again if no then exit. Max of 4 sites, but the point is, if there you know there is one site, the chances of another site are just as good as when you didn't know of any. I'd much rather search a Waste site (+20%) that already had 3 sites than a farm (-10%) that had none. Am I missing something? |
Re: Suggestion to autocasting search spells
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For the Waste province, the chance to find a site is 70%. For the Farm, the chance to find 0 sites is 0.6^4 = 13%, so the chance to find 1 or more sites is 87%. Its more complicated when searching with the individual spells (because the Waste site must have already been searched with some). I wouldn't have spent any more than 10 seconds working that out, because I seriously doubt we will ever see a complicated auto-search algorithm. The devs prefer to spend time adding cool new content - and that's fine by me. |
Re: Suggestion to autocasting search spells
No, the chance in the Farm is 40%.
It's not 4 separate checks against the percentage. If there is one site, then the code checks to see if there is another one, and so on, up to 4 sites. If the first check fails, there are no sites there. |
Re: Suggestion to autocasting search spells
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Re: Suggestion to autocasting search spells
I pretty certain that there is four seperate checks for sites.
Try in single player and use the astral spell that searches all sites on all province. You will find that only a few provinces havce zero sites. |
Re: Suggestion to autocasting search spells
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By your explanation, about 1/2 should have had 0 sites, but here's what I got: 0 sites - 6 1 site - 13 2 sites - 29 3 sites - 17 4 sites - 2 |
Re: Suggestion to autocasting search spells
Wiiieeehh!!
My 670th post. |
A quick intro to Bayes rule
Yeah, there are 4 50% chances to have a site, which is why the average is 2.
A brief explanation of what order to search in: Let us pretend that each province has 2 50% chances to have a site, of which half will be fire sites and half will be earth sites. So, if we look at 160 provinces: 40 will have no sites. 40 will have one fire site. 40 will have one earth site. 20 will have one earth site and one fire site. 10 will have two fire sites. 10 will have two earth sites. Now, we've done some earth searching, and we want to know: which provinces should we search for fire? a) Sites which haven't been searched are expected to have: (40 + 20 + 10 * 2) / 160 = 0.5 fire sites each. b) Sites which have been searched, and which contained two earth sites, have 0 fire sites each (guaranteed). c) Sites which have been searched, and which contained one earth site are expected to have: 20 / (20 + 40) = 1/3 fire sites each. d) Sites which ahve been searched, and which contained zero earth sites, are expected to have: (40 + 10 * 2) / (40 + 40 + 10) = 2/3 of a fire site each! So category B is not worth searching at all. Category D > Category A > Category B. This is a particular case of the well-known "Monty Hall" paradox: http://en.wikipedia.org/wiki/Monty_Hall_problem |
Re: A quick intro to Bayes rule
Apparently I was misled by comments from the devs. The game is complex enough, not even they understand it anymore.
I'm not entirely convinced by the (correct) Monty Hall argument. Largely because of the terrain modifiers. Provinces with multiple sites are more likely to be in terrain with better chances and thus may still have a better chance of more. Waste with 2 sites or farmland with none? More importantly, I really care less about the order they're searched in. I don't want to have to come back and check for skipped provinces once the autosearching is done. Once that's hashed out, tweaking for the most efficient order would be appreciated, but I won't really care. |
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