The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 12, 2024, 09:50:32 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Net Melee Balance Mod: ALL ABOARD
« previous next »
Pages: 1 2 3 [4] 5 6 ... 11 Print
Author Topic: Net Melee Balance Mod: ALL ABOARD  (Read 39791 times)
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #45 on: May 25, 2009, 12:14:22 pm »

If so how, does that translate into Resh Aleph’s numbers? Surely if the 1st chance of re-spawn is 75% why does Resh give 25%?

You are right in that 75% is the chance for respawning at least once. I should've clarified that what I calculated in the table (except the last column) is the chance for respawning exactly x times. So 26.25% is the chance for respawning exactly once: 75% (success at first respawn) times 55% 35% (failure at second respawn).

I'm not sure how to calculate the average case though.

Edit: I ran a little simulation. When examining a large number of Fury matches, the number of respawns appears to average at 1 for vanilla UQM and a bit over 1.68 for the mod.

Edit #2: Fixed 55% to 35% (thanks Luki!).
« Last Edit: May 25, 2009, 09:01:30 pm by Resh Aleph » Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
jaychant
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 432


Please visit my homepage


View Profile WWW
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #46 on: May 25, 2009, 06:05:22 pm »

I guess I just don't understand how probability works.
Logged

Please visit my homepage.
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #47 on: May 25, 2009, 06:47:20 pm »

You are right in that 75% is the chance for respawning at least once. I should've clarified that what I calculated in the table (except the last column) is the chance for respawning exactly x times. So 26.25% is the chance for respawning exactly once: 75% (success at first respawn) times 55% (failure at second respawn).

If think you've got a slight misstatement there even though your math is right. For the benefit of jaychant (in case this makes it any clearer) I'll walk through it, as I understand it. The probability for resurrecting once is 0.75. The probability for dying after that is 1-0.65=0.35. So the probability of respawning once and then dying should be 0.75*0.35=0,2625 or 26,25%. But the probability of dying after your first respawn is 35% (you have a 65% chance of respawning), not 55% as you wrote. That might confuse people a bit, it sure confused me to begin with. Unless I'm wrong, in which case I suppose I'll eat crow.
Logged

What's up doc?
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #48 on: May 25, 2009, 08:35:46 pm »

The probability for resurrecting once is 0.75.

Yes, if by "resurrecting once" you mean "resurrecting at least once", which I suppose is the intuitive interpretation of those words. The number in my table is the probability for resurrecting exactly once, which is a stricter interpretation.

Cedric's table has the correct "at least" probabilities (though he didn't do tildes, which might awake the wrath of the Gods of Mathematics...... or something).


Edit: By the way, I just learned how to find the "averages" mathematically. For vanilla UQM, the expected value for the first failure is 1 / 0.5  =  2, meaning 1 resurrection. For the mod:

0.2625*1 + 0.219375*2 + 0.147469*3 + 0.078427*4 + 0.031672*5 + 0.008974*6 + 0.001504*7 + 0.000079*8 = 1.680729 (approx.)

A nice exercise in probablity, this has been. Cheesy
« Last Edit: May 25, 2009, 08:53:36 pm by Resh Aleph » Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #49 on: May 25, 2009, 08:46:28 pm »

Yeah, sorry, that was badly formulated. The chances of resurrecting after being killed for the first time are 0.75, the chances of not resurrecting again after that are 0.35. Regardless, that doesn't invalidate my point at all. You either pulled that 55% out of some strange quasispace portal or I'm not understanding something.
Logged

What's up doc?
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #50 on: May 25, 2009, 08:57:49 pm »

Oh, sorry about that. Let's edit! I think I've edited every single post I made in this thread. Tongue

Edit: Editing this post too just to be consistent.

Edit #2: Man, we've sure made a mess of Shiver's thread, haven't we.
« Last Edit: May 25, 2009, 09:21:10 pm by Resh Aleph » Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Cedric6014
Enlightened
*****
Offline Offline

Gender: Male
Posts: 701



View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #51 on: May 25, 2009, 10:19:34 pm »

Edit: I ran a little simulation. When examining a large number of Fury matches, the number of respawns appears to average at 1 for vanilla UQM and a bit over 1.68 for the mod.

Isn't this EXACTLY what I said in my earlier post??

No one listens to me (except Jaychant who doesnt believe me)
Logged

Play online melee here! http://irc.uqm.stack.nl/
jaychant
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 432


Please visit my homepage


View Profile WWW
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #52 on: May 25, 2009, 10:39:48 pm »

Edit: I ran a little simulation. When examining a large number of Fury matches, the number of respawns appears to average at 1 for vanilla UQM and a bit over 1.68 for the mod.

Isn't this EXACTLY what I said in my earlier post??

No one listens to me (except Jaychant who doesnt believe me)

I believe you, I just don't understand why.
Logged

Please visit my homepage.
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #53 on: May 26, 2009, 11:16:09 am »

I believe you, I just don't understand why.

Because, while 0 resurrections and 1+ resurrections indeed have the same chances, when you do get 1+ resurrections, you have a fairly good chance of getting more than just 1. So while the weight of the 1+ resurrections group is the same as 0's, its "center of gravity" is higher than 1, which raises the average a bit from 0.5.

Why is it exactly 1? Well...


Let's list all possible results for a match. I choose to represent each result as the number of the first resurrection attempt that fails. So 1 represents a match where the first resurrection fails (meaning 0 resurrections), 2 represents a match with a single resurrection, and so on.

The possible match results are 1, 2, 3, 4, 5, ...

Their corresponding probabilities: 1/2, 1/4, 1/8, 1/16, 1/32, ...


It turns out that if you want the average result over a large number of matches (the so-called expected value), you simply sum all possible results multiplied by their chances. Makes sense. Let's do it then:

1*(1/2) + 2*(1/4) + 3*(1/8) + 4*(1/16) + 5*(1/32) + ...   =

=   1*(1/2)1 + 2*(1/2)2 + 3*(1/2)3 + 4*(1/2)4 + 5*(1/2)5 + ...


Now, for reasons beyond me, it holds that for all -1 < p < 1,

p + 2p2 + 3p3 + 4p4 + 5p5 + ...   =   p / (1-p)2.

------------------------------
UPDATE - proof:

For all -1 < p < 1 it holds that

1 + p + p2 + p3 + p4 + p5 + ...   =   1 / (1-p)

(Just your everyday geometric series.) Now, differentiate both sides as functions of p:

0 + 1 + 2p + 3p2 + 4p3 + 5p4 + ...   =   1 / (1-p)2

And multiply both sides by p to get the equation.  Q.E.D.

------------------------------

In our case p = 1/2, so we get  (1/2) / (1/2)2  =  2.

So the average result (first-failed-attempt) is exactly 2, making the average number of resurrections exactly 1. Crystal clear now, isn't it? Cheesy


By the way, the calculation for the mod is simpler:

1*0.2625 + 2*0.219375 + 3*0.147469 + 4*0.078427 + 5*0.031672 + 6*0.008974 + 7*0.001504 + 8*0.000079   =   1.680729

The match results I used here are the number of successful resurrections, not the first failed one. So the average resurrection count is approximately 1.680729.


(Talk about thread derailment...)
« Last Edit: May 26, 2009, 09:57:36 pm by Resh Aleph » Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Cedric6014
Enlightened
*****
Offline Offline

Gender: Male
Posts: 701



View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #54 on: May 26, 2009, 01:27:25 pm »

In other words, just toss a coin a few times
Logged

Play online melee here! http://irc.uqm.stack.nl/
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #55 on: May 28, 2009, 04:13:28 pm »

Pretty much, yeah.


(BTW, these probabilities we've been calculating are not exactly for resurrecting x times, they are for resurrecting x times out of x attempts. In practice you sometimes defeat the last opposing ship with a Fury, so the expected value will actually be a tiny bit less than 1.)


Aaaaaaanyway... Back on topic, I have a bug to report. The mod seems to crash quite often when playing Dreadnought vs. cyborg (happened once vs. cyborg Broodhome and then again vs. cyborg Terminator). I know the mod is designed for PvP games, but cyborg mode is still useful for basic practice.

Oh, and my fighters seem to crash into DOGIs and die. Is that supposed to happen? Undecided
« Last Edit: May 28, 2009, 04:49:45 pm by Resh Aleph » Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Shiver
Guest


Email
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #56 on: May 28, 2009, 05:53:31 pm »

Aaaaaaanyway... Back on topic, I have a bug to report. The mod seems to crash quite often when playing Dreadnought vs. cyborg (happened once vs. cyborg Broodhome and then again vs. cyborg Terminator). I know the mod is designed for PvP games, but cyborg mode is still useful for basic practice.

I had that crash, but it was a long time ago and hasn't happened to me since I applied something that might possibly fix it. I played a bunch of games against the cyborg and it isn't crashing at all. I don't think that's a cyborg-related bug, at any rate.



Quote
Oh, and my fighters seem to crash into DOGIs and die. Is that supposed to happen? Undecided

Yes. DOGIs and marines will smash a fighter apart if they get close to them.


Alephresh: Are you playing v1.10? Have you got the effects package working properly? What color are those Ur-Quan fighters?
« Last Edit: May 28, 2009, 05:59:18 pm by Shiver » Logged
jaychant
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 432


Please visit my homepage


View Profile WWW
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #57 on: May 28, 2009, 09:23:34 pm »

Another reason for playing against the cyborg is there just never seems to be someone (active) at #uqm-arena. I've gone there at least 5 times in the past week, and was never able to play a game with someone. Sad

I have noticed that when a Chenjesu finishes off a Dreadnought, the game often crashes (usually when the photon shard actually hits), but I have also noticed this in vanilla UQM and it has been happening ever since I made my stupid mod, so it doesn't look like it's really a bug in the balance mod.
Logged

Please visit my homepage.
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #58 on: May 29, 2009, 03:32:59 am »

Alephresh: Are you playing v1.10? Have you got the effects package working properly? What color are those Ur-Quan fighters?

Yes, yes, lime.

("alephresh" was in reverse order. I fixed it. Sad)
Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Gekko
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 199


Arena regular


View Profile
Re: Net Melee Balance Mod: ALL ABOARD
« Reply #59 on: May 29, 2009, 12:48:22 pm »

Another reason for playing against the cyborg is there just never seems to be someone (active) at #uqm-arena. I've gone there at least 5 times in the past week, and was never able to play a game with someone. Sad

00:15 -!- jaychant [n=julian@adsl-75-45-186-9.dsl.sfldmi.sbcglobal.net] has joined #uqm-arena
00:16 < jaychant> Hey Elvish_Pillager, how about a game?
00:17 < jaychant> OK, roflcat, are you here?
00:17 < jaychant> How about you Gekko?
00:18 < jaychant> AmonX?
00:18 -!- jaychant [n=julian@adsl-75-45-186-9.dsl.sfldmi.sbcglobal.net] has left #uqm-arena []
00:20 < Gekko> ... I was going to play with him


23:06 -!- jaychant [i=4b2dba09@gateway/web/ajax/mibbit.com/x-275131b01af3446e] has joined #uqm-arena
23:07 < jaychant> Shiver_ I don't suppose you're here?
23:08 < jaychant> OK then... AmonX, Gekku, TheMisterCat?
23:09 < jaychant> Oh well...
23:09 -!- jaychant [i=4b2dba09@gateway/web/ajax/mibbit.com/x-275131b01af3446e] has quit [Client Quit]
23:27 < Shiver_> If he won't read the topic, I can't help him

13:47:15 -!- Topic for #uqm-arena: Welcome to The Ur-Quan Masters netplay arena. Activity in this channel is low these days.  If you're looking for a game, ask and wait at least 10 minutes. || Visit http://wiki.uqm.stack.nl/Netplay_howto for information about connecting to other players. || Problems with netplay? The tutorial at http://www.gekko.frud.biz/uqmtutorial/ may solve your problem.

I was going to play with you a few days ago, but didn't make it in time. It's not like we are staring at our irc clients, just waiting for games Smiley

Stay there a bit longer next time.
« Last Edit: May 29, 2009, 12:53:56 pm by Gekko » Logged

Visit #uqm-arena and play a game of Net Melee!
Try the Net Melee Improvement mod
Pages: 1 2 3 [4] 5 6 ... 11 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!