bergerd12
The problem is that pseudo random number generators are not truly random and when you are using 4 (in the case of 3 v 1) or 5 (in the case of 3 v 2) pseudo random number generators, you are increasing the chances of seeing outliers by a factor of five and that disproportionally impacts attackers since outliers that hurt a defender are more likely to be irrelevant based ont the fact that a tie goes to the Defender.
This makes quite some assumptions on the nature of the bias, which you haven't shown. Do you have data to show this? That's probably the easiest way to figure whether or not this is just a theoretical difference or something with a big impact.
bergerd12
I have proposed the following solution in a private message:
"As a final suggestion, which I will share add to the forum, would be to instead of using a random number generator for each die, you use a random number generator for each system as follows:
A) 3 v 2 battles use a random number generator between 1 and 7,776 (6x6x6x6x6) where each number corresponds to a system result with the first three numbers representing the attackers rolls and the last two digits representing the defenders: 1 = 11111 (attacker rolls 1,1,1 and defender rolls 1,1); 2 = 11112 (attacker rolls 1,1,1 and defender rolls 1,2); 36 = 11166 (attacker rolls 1,1,1 and defender rolls 6,6); 216 = 11666 (attacker rolls 1,1,6 and defender rolls 6,6); 217 = 12111 (attacker rolls 1,2,1 and defender rolls 1,1); etc.
3 v 1 battles use a random number generator between 1 and 1,296 (6x6x6x6) where each number corresponds to a system result with the first three numbers representing the attackers rolls and the last digit representing the defenders: 1 = 1111 (attacker rolls 1,1,1 and defender rolls 1); 13 = 1131 (attacker rolls 1,1,3 and defender rolls 1); etc.
C) 2 v 2 battles also use a random number generator between 1 and 1,296 corresponding to a system result where the first two integers are the attacker rolls and the last two integers are the defender rolls etc.
D) 2 v 1 battles use a random number generator between 1 and 216 (6x6x6) etc.
This could work, and if you can show that the impact of this bias is sufficient, then I'll implement a test for this.
But note that currently
our dice get pretty close to the expected results and are pretty good already, so I doubt this will actually matter (of course, since this is true randomness, it'll never be perfect (unless by insane chance)).
So far you only say things that might have an impact, but then might not.
AlexCheckMate
Question: How did you come up with the numbers for the amount of RNG? I would assume that in the case of 3v1, it wouldn't be 3+1 = 4 RNGs in play, yet 2+1 (1 remains as a defender on that territory and can't attack), similarly, with 3v2 => would make 4?
He's referring to the situations where the attacker would roll 3 dice, and the defender would roll 2 dice (or 1 die).
So it's not 3 troops vs 1 troop, but 3 dice vs one dice (which means the attacker has to have at least 4 troops on his territory).
Hoodlum
what about a simulator with the algorithm for the math nuts to keep them entertained? didn't vexer do one of some sorts? would be cool to have one in one of the tabs to test your dice
this open source thingy could give ya some ideas. programmers
https://ryanxzhu.github.io/RiskCalculator/We have a simulator (see the link earlier in this post for the results), however I'd rather not allow everyone to run it, as it'll be a bit of a load on our server, and we have plenty of that already
[quote=bergerd12]The problem is that pseudo random number generators are not truly random and when you are using 4 (in the case of 3 v 1) or 5 (in the case of 3 v 2) pseudo random number generators, you are increasing the chances of seeing outliers by a factor of five and that disproportionally impacts attackers since outliers that hurt a defender are more likely to be irrelevant based ont the fact that a tie goes to the Defender.[/quote]
This makes quite some assumptions on the nature of the bias, which you haven't shown. Do you have data to show this? That's probably the easiest way to figure whether or not this is just a theoretical difference or something with a big impact.
[quote=bergerd12]I have proposed the following solution in a private message:
"As a final suggestion, which I will share add to the forum, would be to instead of using a random number generator for each die, you use a random number generator for each system as follows:
A) 3 v 2 battles use a random number generator between 1 and 7,776 (6x6x6x6x6) where each number corresponds to a system result with the first three numbers representing the attackers rolls and the last two digits representing the defenders: 1 = 11111 (attacker rolls 1,1,1 and defender rolls 1,1); 2 = 11112 (attacker rolls 1,1,1 and defender rolls 1,2); 36 = 11166 (attacker rolls 1,1,1 and defender rolls 6,6); 216 = 11666 (attacker rolls 1,1,6 and defender rolls 6,6); 217 = 12111 (attacker rolls 1,2,1 and defender rolls 1,1); etc.
B) 3 v 1 battles use a random number generator between 1 and 1,296 (6x6x6x6) where each number corresponds to a system result with the first three numbers representing the attackers rolls and the last digit representing the defenders: 1 = 1111 (attacker rolls 1,1,1 and defender rolls 1); 13 = 1131 (attacker rolls 1,1,3 and defender rolls 1); etc.
C) 2 v 2 battles also use a random number generator between 1 and 1,296 corresponding to a system result where the first two integers are the attacker rolls and the last two integers are the defender rolls etc.
D) 2 v 1 battles use a random number generator between 1 and 216 (6x6x6) etc.
[/quote]
This could work, and if you can show that the impact of this bias is sufficient, then I'll implement a test for this.
But note that currently [url=https://dominating12.com/forums/2/general-discussion/879/the-sites-dice-are-accurately-pseudorandom/post/56667#post-56667]our dice get pretty close to the expected results[/url] and are pretty good already, so I doubt this will actually matter (of course, since this is true randomness, it'll never be perfect (unless by insane chance)).
So far you only say things that might have an impact, but then might not.
[quote=AlexCheckMate]Question: How did you come up with the numbers for the amount of RNG? I would assume that in the case of 3v1, it wouldn't be 3+1 = 4 RNGs in play, yet 2+1 (1 remains as a defender on that territory and can't attack), similarly, with 3v2 => would make 4?[/quote]
He's referring to the situations where the attacker would roll 3 dice, and the defender would roll 2 dice (or 1 die).
So it's not 3 troops vs 1 troop, but 3 dice vs one dice (which means the attacker has to have at least 4 troops on his territory).
[quote=Hoodlum]what about a simulator with the algorithm for the math nuts to keep them entertained? didn't vexer do one of some sorts? would be cool to have one in one of the tabs to test your dice ^^
this open source thingy could give ya some ideas. programmers
https://ryanxzhu.github.io/RiskCalculator/[/quote]
We have a simulator (see the link earlier in this post for the results), however I'd rather not allow everyone to run it, as it'll be a bit of a load on our server, and we have plenty of that already ;)
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria