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Re: Random Magic Paths - is it truly random?
Sorry, It was me who overreacted.
Turms |
Re: Random Magic Paths - is it truly random?
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<font class="small">Code:</font><hr /><pre> p(missing at least one of the paths) = = p(missing path A) + p(missing path B) - p(missing path A and path B) + p (missing path C)+ ... = = sum[i=1..8]((-1)^(i+1)*C(i,8)*p(i)), where p(i)= ((8-i)/8)^20. </pre><hr /> This comes to around 46.94%, which is even "relatively higher" http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Random Magic Paths - is it truly random?
So has anybody here managed to create an infinite improbability drive yet? http://forum.shrapnelgames.com/images/smilies/smirk.gif
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Re: Random Magic Paths - is it truly random?
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"20 sages in a row with exactly 1 path missing": (7/8)^20 *8 = 0.554 Explanation: the (7/8) is the chance of getting one of the 7 "good" paths when you hire a sage. ^20 is just 20 such sages in a row. *8 stems from the fact that you can choose your pool of 7 "good" paths from the 8 possible paths in 8 different ways. General formula: (chance of one good)^(number in a row) * (ways to make a good pool) Getting 20 in a row with exactly 2 paths missing: (6/8)^20 * 28 = 0.0888 (28=(8!)/(6!2!) is the number of ways of taking 6 from a sample of 8) Getting 20 in a row with 1 or more paths missing: ~65% Surprisingly high ? or ? |
Re: Random Magic Paths - is it truly random?
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Re: Random Magic Paths - is it truly random?
Based on his knowledge of statistics he made an estimate, thats what the ~ is for.
The exact value is given by ((7/8)^20 * 8c7) + ((6/8)^20 * 8c6) + ((5/8^20 * 8c5) + . . . + ((1/8^20 * 8c1) = .647163 If he didn't figure it out exactly he's a pretty good guesser. And he did say it properly: Probability of not getting 1 or more paths after recruiting 20 random paths. *8c5 = 8 combinataion 5 (ways to get 5 out of 8 with replacement) = 8!/5!3! |
Re: Random Magic Paths - is it truly random?
@Alexti
Ahhhh yeah - that was sloppy. (7/8)^20*8 is NOT the probality of getting exactly one path missing. You are absolutely right about it not garanteeing that the other 7 paths are present. Back when I have had time for a better look (sorry 'bout posting too hastilly http://forum.shrapnelgames.com/image...es/biggrin.gif ) |
Re: Random Magic Paths - is it truly random?
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If you've missed my point, consider the case of getting random out of 3 magic paths and doing just 3 rolls. Ivan's formula gives (2/3)^3*3c2 + (1/3)^3*3c1 = 3*8/27 + 3/27 = 27/27 = 1 - probability of missing 1 or more paths, which is clearly wrong because you have positive probability of getting 3 different paths in 3 rolls. Note. Number of combinations of N out of M is notorious for having many different notations (like McN, C(N,M) (M,N) etc). So we're all talking about the same coefficients |
Re: Random Magic Paths - is it truly random?
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Re: Random Magic Paths - is it truly random?
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The alternating signs are introduced when probabilities of non-independent events are added. Same as when non-disjoint sets are unified: U(A,B) = A + B - I(A,B) U: unified I: intersection (written as an upside-down "U") With 3 sets A,B, and C you get: U(A,B,C) = A + B + C - I(A,B) - I(A,C) - I(B,C) + I(A,B,C) With 8: U(all eight) = A + B + ... + H - I(all with two) + I(all with three) - I(all with four) and so on with plus and minus alternating between the groups of intersections. One of the ones in the group called I(all with four) could be: I(A,B,C,D) or I(A,B,D,F) or ... well anyone with four letters http://forum.shrapnelgames.com/images/smilies/happy.gif - - - - we'll use the above stuff now - - - - "A" above could mean no FIRE pick in 20 sages in a row. "B" no AIR and so on. Then U(A,B,C,D,E,F,G,H) is all the sets that can be constructed with 20 sages where any one path is missing. P(getting one of the sets in U(A,B,C,D,E,F,G,H)) is then the probability of getting a row of 20 sages with any one path missing. But as Alexti said, if you add together P(A)+P(B)+ ...+P(H) you will NOT get P(getting one of the sets in U(A,B,C,D,E,F,G,H)). Because P(A) is the the probability of getting 20 sages without seeing any FIRE paths. But a series of 20 with all sorcery paths will then be a part of A, B, C, and D and would thus get counted 4 times instead of only once. The alternating signs ensures that these "extra countings" gets added and deducted correctly, in order to only count the relevant contributions once. The above describes how P(getting one of the sets in U(A,B,C,D,E,F,G,H)) should be calculated. P(A) = (7/8)^20 (so are P(B) and P(C) and so forth) so the first part (the one with A + B + C...) is thus: 8*(7/8)^20 P( I(A,B) ) = (6/8)^20 (and so are P( I(A,C) ) and bla bla) the re are 28 ways to make these parings, so the second part is: - 28*(6/8)^20 The third part is ( 8!/(5!3!)=8*7*6/(3*2)=56 ways to combine three letters from the eight available): + 56*(5/8)^20 And so on and so on... resulting in: ((7/8)^20 * 8c7) - ((6/8)^20 * 8c6) + ((5/8^20 * 8c5) - . . . + ((1/8^20 * 8c1) = 0.4694 As stated by Alexti and misunderstood by me, but now hopefully clear to all http://forum.shrapnelgames.com/image...es/biggrin.gif |
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