cracker
Gil Favor's Sidekick
The mathematical basis for the comparative length of the streakiness would be the divided size of the probabilty space.
The outcome function is using the terrain adjusted combat statistics ratio from the combatants to determine where the dividing point should fall in the probability space. In the case of the war chariots from the first edo table, the dividing point was at 61.5%. With a perfect RNG, 61.5% of the outcomes would favor the attacking war chariots. The chances that the second outcome would favor the war chariots would be 61.5% vs 38.5 for the Japanese units. The ratio there is 2 to 1. So it is a little less than twice as likely that a streak of wins will continue to favor the war chariots as opposed to switching to a win for the Japanese. (the actual expected average ration would be about 1.65) This is an independent test, but it does indicate that we should expect winning streaks of consecutive events that on the average are twice as long for the war chariots as they are for the Japanese.
If you took this to the extreme and just had the combat trade hits it would go something like 0-1-1-0-1-1-0-1-1-0-1-0-1-1 you could see that the forced circumstances would be the expected 1.6 to 1 ratio.
If the RNG is truly random but will still pass the uniform distribution test, then you would expect a similar prevalence of streaks on the high and low side. The streaks would randomly occur, but on the average their length would be in ratio to the probability space.
There are some test statistics that get applied to RNGs to measure things like streakiness and the nominal sample size that can be expected to produce an average sample set. I am not too familiar with these factors but I was still very amazed at how often the actual stroke results watched with the expected statistics.
Yes that one table is a small sample of only 34 events but there were 17 other table event sets that all matched fairly close to the expected statistics. I only formatted 8 of those event tables for the website because I thought a little of this topic would be interesting but if we went too far towards this statistical analysis stuff, then we would just alienate the majority of the readers and invite diatribes from the fanatics who feel the combat event system is totally screwed up.
I think it works great for standard slugfest land units like these examples it just starts to fall apart when you begin to add in units from the other genre (bombardment, naval, and air). But that is another set of topics that belong in another forum.
The outcome function is using the terrain adjusted combat statistics ratio from the combatants to determine where the dividing point should fall in the probability space. In the case of the war chariots from the first edo table, the dividing point was at 61.5%. With a perfect RNG, 61.5% of the outcomes would favor the attacking war chariots. The chances that the second outcome would favor the war chariots would be 61.5% vs 38.5 for the Japanese units. The ratio there is 2 to 1. So it is a little less than twice as likely that a streak of wins will continue to favor the war chariots as opposed to switching to a win for the Japanese. (the actual expected average ration would be about 1.65) This is an independent test, but it does indicate that we should expect winning streaks of consecutive events that on the average are twice as long for the war chariots as they are for the Japanese.
If you took this to the extreme and just had the combat trade hits it would go something like 0-1-1-0-1-1-0-1-1-0-1-0-1-1 you could see that the forced circumstances would be the expected 1.6 to 1 ratio.
If the RNG is truly random but will still pass the uniform distribution test, then you would expect a similar prevalence of streaks on the high and low side. The streaks would randomly occur, but on the average their length would be in ratio to the probability space.
There are some test statistics that get applied to RNGs to measure things like streakiness and the nominal sample size that can be expected to produce an average sample set. I am not too familiar with these factors but I was still very amazed at how often the actual stroke results watched with the expected statistics.
Yes that one table is a small sample of only 34 events but there were 17 other table event sets that all matched fairly close to the expected statistics. I only formatted 8 of those event tables for the website because I thought a little of this topic would be interesting but if we went too far towards this statistical analysis stuff, then we would just alienate the majority of the readers and invite diatribes from the fanatics who feel the combat event system is totally screwed up.
I think it works great for standard slugfest land units like these examples it just starts to fall apart when you begin to add in units from the other genre (bombardment, naval, and air). But that is another set of topics that belong in another forum.