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MNDuke wrote:A file of 50 000 random numbers from random.org is acquired. This file functions, basically, as an array. At each assault, a random location is chosen in the file, and as many numbers as are needed are read from that location. The file is updated to a new file every hour.
However, if it is a string of 50,000 random numbers, what is the point of choosing a random location for each assault. Why not just go right down the line? There is no need to hop into random locations if the numbers you are pulling from are already random. 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. Yes it is possible that you could if you were to go down the line you could hit a spot that is 66666 66666 or 11111 11111, but then those dice would be more likely to get dispersed between the attacker and defender vs dropping into a location that is 11166 then hopping to another location that is 23466 then to 43564. From my understanding, the jumping to a random location could be creating the streakiness in the dice. It would be randomly unlucky or lucky to hop from the right/wrong location. As to where if it were in one continuous string you would reduce the chance of hopping in one of these unlucky streaks.
however when coherent rational thought is put on the table,
nikola_milicki wrote:oh boy oh boy I just had me a 8vs1 > 3vs1 autoattack against 6 6 6 6 6![]()
if it is a string of 50,000 random numbers, what is the point of choosing a random location for each assault.
By jumping locations you are in essence increasing the chance you can roll in streaks.
natty_dread wrote:nikola_milicki wrote:oh boy oh boy I just had me a 8vs1 > 3vs1 autoattack against 6 6 6 6 6![]()
What do you think this posting of hand-picked battle results proves?if it is a string of 50,000 random numbers, what is the point of choosing a random location for each assault.
It doesn't matter. Whether you choose the location from the beginning or from the middle, the numbers are random. I know it's a tough concept to grasp, but you should give it a shot.By jumping locations you are in essence increasing the chance you can roll in streaks.
How do you figure that? What is this assumption based on?
By jumping locations it is increasing the probability that you will land on the same numbers vs running through the string from start to end. Thus creating streakier dice.
JaneM wrote:I also wonder if there's any way to correlate times of high usage with overall probability of the dice. To me, it seems like periods of high activity also favor the defender.
natty_dread wrote:By jumping locations it is increasing the probability that you will land on the same numbers vs running through the string from start to end. Thus creating streakier dice.
Incorrect. In order to pick the same location twice, there needs to be a streak of two of the same numbers in the stream of random numbers that are used to choose the location. Therefore, streaks only happen when there are alreay streaks. No increase.
Woodruff wrote:JaneM wrote:I also wonder if there's any way to correlate times of high usage with overall probability of the dice. To me, it seems like periods of high activity also favor the defender.
I don't understand what you're trying to get at here. Why would the level of activity have any affect on whether the attacker or defender does better?
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.
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.
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.
JaneM wrote:Woodruff wrote:JaneM wrote:I also wonder if there's any way to correlate times of high usage with overall probability of the dice. To me, it seems like periods of high activity also favor the defender.
I don't understand what you're trying to get at here. Why would the level of activity have any affect on whether the attacker or defender does better?
It seems to me (highly anecdotal) that periods of high use seem to favor the defender. It sems to me (highly anecdotal) that, at these times, single troops are the most difficult to conquer, no matter the number of opposing troops.
JaneM wrote:But, apologies, I was imprecise; it seems high activity would increase the chance of grabbing a string of improbable numbers. Though the numbers be random, the string decreases probability.
JaneM wrote:Someone used a coin toss analogy earlier. Sure, in 100 tosses, you'll probably get 50/50 head/ tails.
JaneM wrote:But you might also get a string of 12 heads in a row (among other strings).
JaneM wrote:The more often you pick a string of five containing those 12 heads, the less random the tosses will appear, even though they are random.
JaneM wrote:Is it even possible to grab individual numbers for each die rather than a string?
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.
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.
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.
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.
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.
JaneM wrote:Woodruff wrote:JaneM wrote:I also wonder if there's any way to correlate times of high usage with overall probability of the dice. To me, it seems like periods of high activity also favor the defender.
I don't understand what you're trying to get at here. Why would the level of activity have any affect on whether the attacker or defender does better?
It seems to me (highly anecdotal) that periods of high use seem to favor the defender. It sems to me (highly anecdotal) that, at these times, single troops are the most difficult to conquer, no matter the number of opposing troops.
How are you determining when is a "period of high use"?
JaneM wrote:But, apologies, I was imprecise; it seems high activity would increase the chance of grabbing a string of improbable numbers. Though the numbers be random, the string decreases probability.
But WHY? I'm just not seeing the point you're making (which may well be my own issue, but maybe you can explain it in a different way).
JaneM wrote:Someone used a coin toss analogy earlier. Sure, in 100 tosses, you'll probably get 50/50 head/ tails.
I disagree - you probably WON'T get 50/50 of heads/tails. The odds of it being 50/50 aren't particularly high.
JaneM wrote:But you might also get a string of 12 heads in a row (among other strings).
This is certainly true - I see it all the time at the roulette wheel. NOT THAT I PLAY ROULETTE...I ONLY WATCH IT FOR EDUCATIONAL PURPOSES!
JaneM wrote:The more often you pick a string of five containing those 12 heads, the less random the tosses will appear, even though they are random.
Sure, but by the same token, the random starting location may mean that the 12 heads are avoided entirely for long stretches at a time.
JaneM wrote:Is it even possible to grab individual numbers for each die rather than a string?
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.
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?
Funkyterrance wrote:Hmm maybe im thinking of a different game...
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