etj4Eagle
ACME Salesman
I have been thinking about why for some the RNG appears "streaky." A post from someone complaining that my examinations of the combat is useless because I have too large of a sample size got me thinking. What if the required sample size for statistical significance is larger than what a player will see in the course of one game. Hence the cause of the "streakyness" may be nothing more than an artifact of the size of the population that the random number is being returned from.
From a post in Dan's combat test map thread, we know that the RNG returns a 10 bit number (0-1023). That gives a population size of 1024 of possible numbers that can be returned. Now I assume that required size of a sample to be statistically significant is depent on the population size that you are pulling from. Ie you need to roll a 6 sided dice less times than a 20 sided one to see a normal distribution.
Now someone with formal statistical training should be able to give the rule of thumb formula that is used. However, from experience with rolling dice I would say that I would not expect to see an even distribution till on average each side had come up at least 4 times. Now for a population size of six this means you would need a sample size of 24 to expect an even distribution.
Now extend that to a population size of 1024 and well that gives 4096 sample events. For combat lets assume an average of 6 rounds for each engagement, well that is 682 2/3 engagements. Quite a bit.
Or for a different way of looking at it. The poster who reported 100 elite victories with no leaders. Well that is only 9.77% of the population, somehow I don't see that as a statistically significant sample size.
What this means is that for combat engagements and especially leader creation we are not working with a statistically significant sample size over the course of a game. Consequently statisics and the rules of randomness have no effect with the sample size that we are looking at.
The only way I really see to "fix" this problem is to reduce the size of the source population. If a 7-bit number is used instead that would reduce the possible numbers being returned by almost a factor of 10 and would at the same time still hopefully retain enough information to avoid negating the modifiers.
I hope that made enough sense. If not I will try to explain my thinking another way. BTW this is also why upping the number of hitpoints removes the "streaky" results as well, since it increases the sample size.
From a post in Dan's combat test map thread, we know that the RNG returns a 10 bit number (0-1023). That gives a population size of 1024 of possible numbers that can be returned. Now I assume that required size of a sample to be statistically significant is depent on the population size that you are pulling from. Ie you need to roll a 6 sided dice less times than a 20 sided one to see a normal distribution.
Now someone with formal statistical training should be able to give the rule of thumb formula that is used. However, from experience with rolling dice I would say that I would not expect to see an even distribution till on average each side had come up at least 4 times. Now for a population size of six this means you would need a sample size of 24 to expect an even distribution.
Now extend that to a population size of 1024 and well that gives 4096 sample events. For combat lets assume an average of 6 rounds for each engagement, well that is 682 2/3 engagements. Quite a bit.
Or for a different way of looking at it. The poster who reported 100 elite victories with no leaders. Well that is only 9.77% of the population, somehow I don't see that as a statistically significant sample size.
What this means is that for combat engagements and especially leader creation we are not working with a statistically significant sample size over the course of a game. Consequently statisics and the rules of randomness have no effect with the sample size that we are looking at.
The only way I really see to "fix" this problem is to reduce the size of the source population. If a 7-bit number is used instead that would reduce the possible numbers being returned by almost a factor of 10 and would at the same time still hopefully retain enough information to avoid negating the modifiers.
I hope that made enough sense. If not I will try to explain my thinking another way. BTW this is also why upping the number of hitpoints removes the "streaky" results as well, since it increases the sample size.