MikeC_81 wrote: ↑Wed Jun 10, 2020 8:55 pm
MikeMarchant wrote: ↑Wed Jun 10, 2020 8:53 am
Having thought on the issue of Poisson distribution, which I can't enageg with from a mathematical point of view but can from a philosiphical viewpoint, I ask the following: Statistical clumping is a phenomenon which can and does occur naturally. Statistical clumping is also a phenomenon which can and does occur as a result of a fault in the system responsible for generating the data. How, as an observor of the data, can one determine whether the statistical clumping is the result of a natural phenomenon or as a result of a fault in the system?
This is a complicated topic. It will never be possible to be sure whether any generator of random events or selection is truly random or not with 100% confidence. This is why you see polls conducted, even when meeting the strict scientific definition of a random selection of participants, always is qualified with the statement of 'accurate to within plus or minus x percentage points, y% of the time. Then we get into how most computer games generate random numbers. Most engines use some form of Psuedo Random Number Generator program or subroutine. It usually an arithmetic formula that spits out a number based on an initial seed parameter. It is called "psuedo" because the sequence of numbers that the formula spits out is entirely dependant on the initial seed value. Indeed you can reconstruct the entire sequence of numbers the formula spits out as long as you know the formula and have possession of the initial seed value. The seed value could be anything. For example, some PRNGs simply use the time and date when the request for a number or series of numbers is asked for as the initial seed value. I am unaware of how the PRNG works in FoG2 but it is most likely some tried and true formula.
It is important to note that they are not "truly" random since they are deterministic. You literally feed values into the generator and you know exactly what comes out as long as you know how it works. What is important to note though is that they are generally good enough with respect to what games are trying to accomplish. A lot of FoG2 is dice rolling with the exception of the rather opaque and complex combat calculator. But for the purposes of the discussion at hand, rallying troops is literally rolling two 2d6 and seeing if it meets or exceeds a required number based on various factors. The expected frequency of outcomes for 2d6 is child's play and everyone in this forum knows it (1/36 for 2 and 12, 2/36 for 3 and 11, etc etc). If you believe the PRNG is broken in this game, you can set up very simple tests for this, log results, and compare them against the distribution of outcomes. The Law of Large Numbers will kick in very quickly and expose any weakness in either the PRNG or the code using the PRNG (ex say RBS messed up and things are rallying on rolls of 3 rather than 4).
I think 12 months ago we had another RNG discussion where it was charged that Double Drops were occurring more often than the underlying formula should say it should be happening. I sat down with the rules and figured out what the percentages should be and Pete provided the raw data by smashing hundreds of Warbands against each other. The result was that there was no noticeable weakness in either the PRNG generator or the morale calculation code. You can find my conclusion here.
viewtopic.php?p=775756#p775756
If there was a weakness in the PRNG, it should have shown up in these tests but it doesn't. We rapidly got results that converged to the best theoretical results we could come up with, given win/draw/loss percentages are not 100% known and only approximated through empirical means. I find it unlikely that FoG2 would randomly use two different PRNGs in the game so that half is safe. If rallies are happening too often beyond what the code says should happen then the error would be with the rally calculation. You can sit down and test this too. Ask Pete to whip up a scenario for you and simply grind the numbers and see if they fit.
PRNGs do have weaknesses in that they are not truly random and for people in the scientific fields with super-precise measurements and predictions, they have to rely on a very solid one, and their work needs to be rigorously tested by others to make sure PRNG weakness didn't taint results. But for the purposes of rolling two dice, inherent PRNG misbehaviour is a nonissue.
MikeMarchant wrote: ↑Wed Jun 10, 2020 8:53 am
As Pete commented, by 'sufficiently large' I didn't mean to imply large, because I simply don't know how many people feel the same way I do. The reason that the game has such a large number of very positive reviews on Steam is because it's an excellent game, I am not arguing the contrary. I am simply arguing that it could, and should, be better. Having just spent a little time skimming through the reviews, I do notice that there are comments about the luck factor being too great, and comments about specific flaws in the game that I would agree with. Not all of the complaints about the luck factor are from negatvie reviews, some are also in the positive reviews. But, when all is said and done, we only know the views of those who speak out. We can neither of us claim that those who don't speak out are on our side.
Surely there's nothing intiniscally wrong with being a vocal minorty, is there? Vocal minorities won the vote for the common man and for women. Vocal minorities abolished slavery, established equal rights in many areas, won the right for same sex marriage, etc. Of course vocal minorities have also influenced directions we migh not approve of, but that is not the consequence of being a vocal minority.
Best Wishes
Mike

You are trying to equate vocal minorities with respect to moral judgements vs empirical truth?

There is a vocal minority for the earth being flat too!
Yes, it is a complicated subject. I don't know how FoG generates its random number, but I would guess it requests a random number from the OS. Most computers these days have chips that have RNG generated by the hardware. All modern Intel chips have this functionality built in. Some more sophisitcated chips use light levels or humidity levels, or some other non-deterministic influence to increase the degree of randomness. This is becoming ever more important with regards encryption.
The empirical testing you've done, with data from Pete, is a powerful argument and I am happy to accept that. It doesn't contribute anything to the argument about whether double drops are too common in the game, but it does convincingly end the argument that double-drops occur too often as a result of a faulty RNG process. So, I suppose, the question now is whether the objection to the frequency of double-drops is based on an ignorance of the historical form or whether it's based on its influence on an anjoyable game. Either way, it seems to me wrong that player A can completely outplay player B and then the dice are rolled...
I am not objecting to luck being a part of the game. I'm not sure how the game could work without it. The argument for me, and I suspect for others, is about how much luck is good and how much is bad, and I also suspect there as many different views on this as there are players. My view is not the
right view, nor is it superior to anyone else's view, but it is, crucailly,
my view and it would make no sense for me to argue any other.
I wasn't intending to associate vocal minorites with moral judegements, it's just that those examples sprange to mind first. I might have mentioned any number of Humanists or Tycho Brahe or Copernicus, or Einstein or Bohr or many, many others. A vocal minority for the Earth being flat is fine. I am happy to argue the case with them.
Having said all that, I am not entirely sure what you mean by empirical truth. The empirical method denies the possibility of truth, doesn't it? It allows only for increasingly convincing hypothesese; truth is not within its jurisdiction.
Best Wishes
Mike