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MNDuke wrote:Except that each dice is not independent of each other. What you say would be true if this were the case, but it is not. Each location is chosen at random and a string of 5 numbers is then presented representing the off/def numbers.
JaneM wrote:If there are long strings of certain numbers, and the code is grabbing them, then this effect will happen more often (or with more frequency) with more people playing.
JaneM wrote:Every die gets its own number picked randomly from the string of 50,000 numbers, ideally at the same time. At the very least, the site could confidently claim that the dice are both random and the results probable.
Funkyterrance wrote:Isnt there supposed to be a randomly generated morale of each army? So if u auto assault and the defending army has high morale, ur going to lose a lot on that roll right?
Leehar wrote:1. Pathetic
2. Sad
3. Decent
4. Strong
5. Awesome
6. Heroic
aren't morale levels?
JaneM wrote:
If there are long strings of certain numbers, and the code is grabbing them, then this effect will happen more often (or with more frequency) with more people playing.
Sure, but why would this result in better/worse dice for any of the players? They're still grabbing the numbers from the same dice file, in the same way as any other time.
JaneM wrote:
Every die gets its own number picked randomly from the string of 50,000 numbers, ideally at the same time. At the very least, the site could confidently claim that the dice are both random and the results probable.
How would it be any different from now, except being slower? The site can confidently claim that the dice are random and the results probable right now. There will always be those who disagree with that, though, simply because they can't deal with losing too well.
natty_dread wrote:MNDuke wrote:Except that each dice is not independent of each other. What you say would be true if this were the case, but it is not. Each location is chosen at random and a string of 5 numbers is then presented representing the off/def numbers.
What are you talking about. Once again you make no sense at all![]()
We have a string of 50000 numbers. We have another random stream which chooses a location for each assault. This stream produces numbers between 1 and 50000. Let's say that it chooses number 1000, on a 3v2 assault, numbers 1000, 1001, 1002, 1003 and 1004 are read from the file. If it chooses number 1002 instead, then numbers 1002 - 1006 are read instead.
So there are 50000 possible locations to choose the 5 numbers. They have some overlap, of course, but this doesn't matter, because even if they didn't overlap there'd be 10000 possible locations, which is still more than the 7776 possible combinations of 5 dice.
MNDuke wrote:natty_dread wrote:MNDuke wrote:Note these are examples based off my understanding of the dice. Example A is showing how it would be possible to create streaks by jumping in random locations in the string of random numbers for each assault. If it was a 10 v 10 the attacker would have just went 0-10.
Example B is when the attacks go right down the line. From beginning to end. I chose a random starting point as to not be bias. But it seems to me that probability of a streak occurring increases when random starting locations are chosen vs going right down the line.
This is flawed logic.
We have two random streams, one is used to pick chunks of numbers from the other. The first stream consists of numbers from 1-50 000.
Now, you see, streaks occuring on a random stream of numbers between 1-50000 are a lot less likely than streaks in a narrower stream, where the numbers are between 1 and 6. In other words, it's a lot less likely to get 2 same numbers next to each other when both numbers are between 1 and 50 000 than it is for numbers between 1 and 6. To be precise, the chance to get a streak of n numbers in the first stream is 1 in 50 000 ^ n, ie. 2 consequtive numbers has a chance of 50 000*50 000 of happening. In other words, to get the same number 2 times has a probability of 1 in 2 500 000 000.
So we can say for all practical purposes that each roll gets picked from a different location. Because they do, except for that 1 time in 2,5 million rolls.
Well that's funny. Because In the 20 turns I took today, I managed to roll 111 twice. So what you are saying is that the chance of that happening is 1 in 2,500,000,000 yet it manages to happen all the time....odd. It seems that the title of this thread is strangely appropriate then.
Each set of off/def gets picked from a different location. Not each dice or roll of the dice.
MNDuke wrote:LOL. I know exactly what I am talking about.
MNDuke wrote:You seem confused and can't stay consistent. This is also proves that all you are trying to do is stir the pot and trying to discredit any discussion about the dice being whack.
MNDuke wrote:Pretty sure I understand the concept. The point being is that by jumping into random locations you are increasing the chance that the string of 5 numbers that are chosen could end in the same result as each other. That is the point I am trying to make and you are failing to understand.
mnduke wrote:each dice is not independent of each other. What you say would be true if this were the case, but it is not. Each location is chosen at random and a string of 5 numbers is then presented representing the off/def numbers.
JaneM wrote:It may be equally bad for all players. In that sense, it's fair, but I wouldn't say it enhances gameplay.
JaneM wrote:The dice don't seem particularly probable to me, and I'd tie it to capturing a string of numbers, but that's just my impression. I was particularly impressed by another player (who posted on one of these threads, somewhere) that he had tracked all of his rolls over two or three years on a spreadsheet. He calculated a general probability of winning an attack of about 50/50 when, for example, three dice against two should run a rough probability of 60/40, maybe 65/35 on a good day. (It is chance afterall.)
MNDuke wrote:Woodruff wrote:MNDuke wrote:It seems that by jumping into random locations, you are increasing your chances for streaky dice. By jumping locations you are in essence increasing the chance you can roll in streaks.
I'm curious as to why you believe randomly selecting different locations as the starting point would increase the chance of streaks. I'm not saying it's necessarily wrong, but I don't follow the logic at all. Can you explain why that would be the case?MNDuke wrote:Note these are examples based off my understanding of the dice. Example A is showing how it would be possible to create streaks by jumping in random locations in the string of random numbers for each assault. If it was a 10 v 10 the attacker would have just went 0-10.
Example B is when the attacks go right down the line. From beginning to end. I chose a random starting point as to not be bias. But it seems to me that probability of a streak occurring increases when random starting locations are chosen vs going right down the line.
Ok, I understand what you're thinking with your examples. However, you're not randomly selecting those locations. It's JUST AS POSSIBLE that streaks would be broken up by the jumping around as it would be to create more streaks. It's just (and I hate to put it this way, but it's accurate) random as to which would be the case.
And I understand that it is just as likely as it will cause a streak as prevent it. But, I believe this is the cause for the increase in streaks. That's just my opinion. I don't have enough information to back this up. Yes, those were just examples to try and iterate my point better. Regardless though, I believe the random locations for each assault is the cause for the increase in streaks.
Funkyterrance wrote:Isnt there supposed to be a randomly generated morale of each army? So if u auto assault and the defending army has high morale, ur going to lose a lot on that roll right?
Woodruff wrote:Funkyterrance wrote:Isnt there supposed to be a randomly generated morale of each army? So if u auto assault and the defending army has high morale, ur going to lose a lot on that roll right?
I'm going to presume you're kidding here.
MNDuke wrote:Pretty sure I understand the concept. The point being is that by jumping into random locations you are increasing the chance that the string of 5 numbers that are chosen could end in the same result as each other. That is the point I am trying to make and you are failing to understand.
JaneM wrote:Woodruff wrote:I'm not sure what you mean. Are you saying instead of having the routing grab "five numbers" have it grab only one, and then "go random again"? I'm sure it could do that. The only difference (I would expect) would be that the site would slow down considerably.
Every die gets its own number picked randomly from the string of 50,000 numbers, ideally at the same time. At the very least, the site could confidently claim that the dice are both random and the results probable.
JaneM wrote:A seemingly common reply to complaints about the "new" dice is that people complained about the old dice, too. People will always complain about the fickle nature of chance, but it seems to me that some of these complaints will be inherent in a system that grabs a string of five numbers.
JaneM wrote:
It may be equally bad for all players. In that sense, it's fair, but I wouldn't say it enhances gameplay.
Why would the fact that more assaults are being made per minute result in better/worse dice for any of the players? Please, stop dodging the question and provide an answer. If you can't, just say so.
JaneM wrote:
The dice don't seem particularly probable to me, and I'd tie it to capturing a string of numbers, but that's just my impression. I was particularly impressed by another player (who posted on one of these threads, somewhere) that he had tracked all of his rolls over two or three years on a spreadsheet. He calculated a general probability of winning an attack of about 50/50 when, for example, three dice against two should run a rough probability of 60/40, maybe 65/35 on a good day. (It is chance afterall.)
They don't "seem" probable? Check out the dice analyzer script and the thread where people post dice analyzer results. You'll notice that any results with anywhere near significal sample size have the dice numbers and winning ratios close to the expected results.
Who was this player you speak of, and has anyone seen these spreadsheets? The dice analyzer thread at least has screenshots.
And a probability of winning an attack of 50/50? Wtf does that even mean? The probability varies according to how many dice you are rolling, ie. do you assault 3v2, 2v2 or 1v2 or so on... IIRC none of them is exactly "50/50".
JaneM wrote:
Woodruff wrote:
I'm not sure what you mean. Are you saying instead of having the routing grab "five numbers" have it grab only one, and then "go random again"? I'm sure it could do that. The only difference (I would expect) would be that the site would slow down considerably.
Every die gets its own number picked randomly from the string of 50,000 numbers, ideally at the same time. At the very least, the site could confidently claim that the dice are both random and the results probable.
Statistically, this should make no difference at all to "strings of numbers". Statistically, it is just as likely to grab three 6s in a row by grabbing three separate random locations as it is to grab three 6s by picking one location and going with the next three numbers.
JaneM wrote:
A seemingly common reply to complaints about the "new" dice is that people complained about the old dice, too. People will always complain about the fickle nature of chance, but it seems to me that some of these complaints will be inherent in a system that grabs a string of five numbers.
In my opinion, it's simply a matter of perception. The "bigger hits and bigger misses" are remembered more than what those who complain would call the "normal activity".
ljex wrote:MNDuke wrote:Well that's funny. Because In the 20 turns I took today, I managed to roll 111 twice. So what you are saying is that the chance of that happening is 1 in 2,500,000,000 yet it manages to happen all the time....odd. It seems that the title of this thread is strangely appropriate then.
Each set of off/def gets picked from a different location. Not each dice or roll of the dice.
How is the chance of rolling 111 1 in 2,500,000,000 or are you saying the chance of that happening 2 times is 1 in 2,500,000,000 either way that is not even close to the odds that i would think.
MNDuke wrote:I've never claimed anything as fact. Soley as my opinion and assumptions. I'm tired of repeating myself and done playing your guys' little games. Natty I have expressed my point clearly and concisely time and time again, yet you fail to understand it. You ask the same question repeatedly and no matter how many times and how many ways I give you an answer, you still ask the same question and fail to comprehend. How is it that even Woodruff manages to at least understand the point I am trying to make and you can't?
MNDuke wrote:GFY
MNDuke wrote:imbeciles.
JaneM wrote:I've answered the question, multiple times, in multiple ways. One last time: If a sting of five numbers includes a streak of identical numbers, the more people playing, the frequency of grabbing such a string increases. As you yourself point out, there are only so many permutations; the faster they're shuffled, the more frequently streaks will appear. They're shuffled faster when more people are playing.
JaneM wrote:That's right; they don't seem probable, and really all I've got are my perceptions of the small sample of games I've played. As often as I've lost 6 v 1 or 7 v 1, though, and as often as I've seen my doubles partner or opponent do the same, that impression sticks.
I'll have to check out the dice analyzer thread again, and I'll have to look for those screenshots that have some sort of statistical significance. As I mentioned earlier in this thread, most players aren't going to see the same finite possibilities of the numbers sets that they might in 100 coin tosses.
At any rate, many businesses understand that perception is reality.
MNDuke wrote:I've never claimed anything as fact. Soley as my opinion and assumptions.
MNDuke wrote:Pretty sure I understand the concept. The point being is that by jumping into random locations you are increasing the chance that the string of 5 numbers that are chosen could end in the same result as each other. That is the point I am trying to make and you are failing to understand.
MNDuke wrote:How is it that even Woodruff manages to at least understand the point I am trying to make and you can't?
MNDuke wrote:If anyone besides natty or woodruff would like to chime in, feel free, but I'm done with the 2 imbeciles.
JaneM wrote:I've answered the question, multiple times, in multiple ways. One last time: If a sting of five numbers includes a streak of identical numbers, the more people playing, the frequency of grabbing such a string increases. As you yourself point out, there are only so many permutations; the faster they're shuffled, the more frequently streaks will appear. They're shuffled faster when more people are playing.
JaneM wrote:At any rate, many businesses understand that perception is reality.
JaneM wrote:He posted on one of the numerous and frequent "Dice" threads. Since I'm just having a pleasant conversation, I'm not inclined to search for it, but it's here somewhere.
JaneM wrote:Woodruff wrote:JaneM wrote:Woodruff wrote:I'm not sure what you mean. Are you saying instead of having the routing grab "five numbers" have it grab only one, and then "go random again"? I'm sure it could do that. The only difference (I would expect) would be that the site would slow down considerably.
Every die gets its own number picked randomly from the string of 50,000 numbers, ideally at the same time. At the very least, the site could confidently claim that the dice are both random and the results probable.
Statistically, this should make no difference at all to "strings of numbers". Statistically, it is just as likely to grab three 6s in a row by grabbing three separate random locations as it is to grab three 6s by picking one location and going with the next three numbers.
That's entirely possible, but then one would know that the dice aren't grabbing streaks.
I just wish you'd modify your strategy instead of bitching because your previous strategy no longer seems to work as well as you'd like it to.
If you don't think anything is wrong with the dice, why post at all? Why try to stir up trouble unless that is what you are looking to do?
MNDuke wrote:To all of you who support the dice system...what makes you think there is nothing wrong with it?
MNDuke wrote:OMG! Please go back and read previous posts in this thread. I have no desire to digress and go back over this point again. It's all contained in here.
To all of you who support the dice system...what makes you think there is nothing wrong with it?
MNDuke wrote:So then why find the need to interject in the "dice bitch" threads? If you were really so content with the dice, wouldn't you just let people have a discussion about why they don't like the dice and what they think is wrong with them? Why the need to antagonize and snub? Why try and force people to believe the same as you? Can't you just let the threads exist and ignore them, much the same way you probably would deal with a discussion about religions you don't agree with or people who believe in the supernatural. If you didn't believe in God would you feel the need to try and convince anyone who does that God doesn't exist?
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