LevV wrote: ↑Wed Mar 15, 2023 3:22 am
Did i got it right - you are saying that for each bad result there would be a good result later on, that might appear on situation, were its absolutely unnecessary? The way you put it is seem to be beyond the basic statistical variation that evens out on it own (which it probably should be, essentially), to the point of good hits almost stored somewhere...
The hits/misses/suppression results are just categories representing a range of numbers. I do not believe there are hits stored for later use because the RNG is only dealing with numbers relating to it’s prior results (i.e. 10% of a total number of results must be above 90% for 50 rolls). I doubt the RNG even evaluates hits or misses (it might simply provide numbers to the main program).
I am using the terms hits/misses, probably inappropriately, because that is how we view the results but, ultimately, we are talking about probability (the probability of 20% of the results being above 80 as an example). The RNG can give statistically improbable results for 10, 20, or even 30 attacks in my experience. That might mean 80% of the numbers are below 50%. But it will return a higher portion of numbers above 50% in subsequent attacks in order to average all the results out (and I agree with RubyJuno that the results are not saved so restarted games erase prior results).
Your aircraft might have a lot of low rolls, using RubyJuno’s Spitfire example, but the RNG will make up the statistical anomalies during later unit attacks. 3 Me-109s attacks may return 80% of the numbers under 50% but the next attack might return 50% of the numbers above 80% as it begins to average the previous results upward (and it does appear to be about averages instead of modes, etc.). They will most likely be hits (due to their high values) but not definitively (conscripts vs Tiger Tanks in clear terrain as an example). The RNG is unconcerned with hits, misses, etc.
I agree with RubyJuno in regards to the randomness of war. My issue is with the statistical improbabilities that can happen when the RNG is trending downward. Seeing things like 5 consecutive results below 40% (about 1% chance of that happening), 4 consecutive results below 20%, 3 “9’s” in a row, etc. It is frustrating to see even knowing a statistically improbable high value set is in the future (and it may be just one high set, limiting it’s utility, making up for three low). There is no such thing as a real random number generator program (unless we are dealing with quantum computers). All these values are most likely derived from math operations using other numbers (probably primes). There are ways to ensure less anomalous results but those would demand more resources as well.
I did see, with 50 strength units, 10 results in the top 20%, 40 results at 80% and below. The distributions were nearly perfect. Within those 50 results, however, there might be 10 or 20 consecutive results containing statistical anomalies (only 2 results over 60% in a 10 result set, etc.).
The RNG seems to provide nearly perfect distributions after 50 results but can give statistically anomalous results in the short term. It seems accurate to describe dice chess as playing with the same numbers without those anomalous results. The RNG is very accurate in the long term and seems to produce the same distributions as dice chess over an extended period of time.