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CatoTheConquerer wrote:Or let's start with How Should the dice work?
BaldAdonis wrote:CatoTheConquerer wrote:Or let's start with How Should the dice work?
Check the wikipedia Risk entry, there's a chart with all the rolls and the probability of winning each one. Using these and some simple Markov chains, you can work out the odds of winning at any time of any battle. For example, say that all you want to do is take over one territory, and you don't care how many men you lose. If the defender has 3 armies, then you have
a 2.7% chance with 2,
a 20.61% chance with 3,
a 47.03% chance with 4,
a 64.16% chance with 5,
a 76.94% chance with 6 and
a 85.69% chance with 7, courtesy of Open Office Calc.
Metaphore wrote:I'm not suggesting a different generator, I'm suggesting getting every die from the generator and not de-randomizing it with a shrinking list of dice rolls.
As an example, picture this:
You pull a line out of the file at random. That line has 5 numbers, A1, A2, A3 and D1, D2. Even if (big IF) the numbers within the line are random, say they are sorted - A1 largest to A3 smallest and D1 larger of D1, D2. Even if all the numbers are randomly generated, the sort will throw rolls needing less than 5 dice way off. If there is only 1 defender, then you're not rolling 1 die, you're rolling 2 and picking the larger. I don't know if that is how it works, just giving an example how an algorithm BASED on a random number can be not random.
RANDOM.ORG in this instance is nothing more than name dropping - you're getting 1 random number and generating all others yourself. At best, this algorithm is unproven. At worst it is responsible for the number of 6's rolled by defenders with 1 army.
max is gr8 wrote:way back in my early games I won a battle against 80 with 2
I never complain anymore
even though my dice analyzer says I have 40% 1s
put it this way That one roll won me the game
Metaphore wrote:AK_iceman wrote:FAQ wrote:The dice are based on high quality random numbers from Random.org. The numbers are read from a large file containing columns of numbers from 1 to 6, in the format A1 A2 A3 D1 D2. When the dice are rolled, the game engine reads a line from the file and discards it. The appropriate numbers are used and the others are ignored. The file contains 500,000 lines of dice rolls and is re-loaded when all the lines are used up. As of November 2006 we consume 125,000 lines of dice rolls per day.
Sounds pretty random to me.
Actually, it doesn't... The original random number might be random, but the latter playing with it, especially preventing lines from repeating and reducing the sample set in the process is highly suspect.
A long time ago in a distant laboratory I coded what's known as a Chi-squared test for randomness and distribution. All I remember from those days is if you f*ck with a random number it ceases to be random in most cases.
The right thing to do would be to get 5 random numbers. Generating 5 random numbers using an algorithm would be better and surely much faster than getting 1 from random.org plus file i/o anyway.
Metaphore wrote:AK_iceman wrote:FAQ wrote:The dice are based on high quality random numbers from Random.org. The numbers are read from a large file containing columns of numbers from 1 to 6, in the format A1 A2 A3 D1 D2. When the dice are rolled, the game engine reads a line from the file and discards it. The appropriate numbers are used and the others are ignored. The file contains 500,000 lines of dice rolls and is re-loaded when all the lines are used up. As of November 2006 we consume 125,000 lines of dice rolls per day.
Sounds pretty random to me.
Actually, it doesn't... The original random number might be random, but the latter playing with it, especially preventing lines from repeating and reducing the sample set in the process is highly suspect.
A long time ago in a distant laboratory I coded what's known as a Chi-squared test for randomness and distribution. All I remember from those days is if you f*ck with a random number it ceases to be random in most cases.
The right thing to do would be to get 5 random numbers. Generating 5 random numbers using an algorithm would be better and surely much faster than getting 1 from random.org plus file i/o anyway.
NESconqueror wrote:max is gr8 wrote:way back in my early games I won a battle against 80 with 2
I never complain anymore
even though my dice analyzer says I have 40% 1s
put it this way That one roll won me the game
WHOA!That is enough to put me out of the waters.
Levezinho wrote:We, members, think that allready exists suficient maps to play the game.
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