@froodster:
Bring it on!
So now I look bad, do I? Oh yeah! Let’s frickin get it on like King Kong!
Jer-ry! Â Jer-ry! Â Jer-ry!
(only here do people trash talk each other about stats & probabilities)
Okay, NPB, I’ll try to make it simple so you understand
Ooo! Â If you really want to make me read it enough to understand it, you should put it on a bikini, and put that bikini on Jessica Alba. Â No wait. Â You should PAINT it on Jessica Alba. Â Yeaaaaa.
If you run my sim 10,000x, you’ll see a graph of all the results that occurred and how often they happened. That graph usually forms a bell curve. The fattest part of that curve may only be a 6% probability, but the most likely results will all be grouped around that possibility. And granted, the length of that graph is also an indicator of the “volatility” of a given battle. A battle with a wider range of results is harder to predict, and it is less likely that the median result will occur in a battle with a wide spread of results.
So we agree. Â That Jessica Alba is hawt.
HOWEVER, how do you propose to test a strategy? By simply playing it out and letting the dice fall where they may?
The FIRST way to test a strategy is just to read it (or listen to it), and to listen to critics of that plan. Â The SECOND way to test a strategy is to see what allowances the strategy has for When Things Go Horribly Wrong (if the strategy doesn’t provide for contingencies, it sucks). Â Also in this step is to see what allowances the strategy has for When Things Go Really Right (because if the strategy doesn’t provide for unlooked for luck, it STILL is probably not that great). Â Etc. etc. Â Really, it’s a matter of thinking it out and discussing contingencies. Â A few dozen games wouldn’t hurt either.
If you want to analyze a strategy for future use in future games, what is more reliable? The way it ACTUALLY worked the last time you tried it, or the mathematically demonstrated result with the highest rate of incidence?
I stick with what works. Â Lol.
Granted, my sim can only really show a range of expected results, not THE expected result. However, for planning, is there anything better to use than the result that occurs in the mid-point of that range, where 50% of results are better and 50% are worse? That represents what will happen with medium luck, and that’s how you have to evaluate a strategy.
WHO can visit the most violence on deceased animals of the equine persuasion? Â I said my bit.
If you want to predict what will likely happen, would you rather rely on one sample, or 10,000 samples?
That’s my point. Â But I think I’m the one that’s talking about the 10,000 samples and that you’re the one that’s talking about the one sample. Â Of course, I’m sure you have rather a different understanding of the matter.
Maybe we’re talking about different things… is NPB saying that there is no meaningful way to analyze a strategy in the abstract based on median results?
My god, that is kind of what I’m saying, isn’t it?
Russia has a number of possibilities to choose from first turn. Â One of those possibilities is an attack on three German territories. Â Each single one of those attacks SLIGHTLY favors the Russians. Â If even ONE of those attacks fails, it really sucks for Russia. Â But - if you want to go by the SINGLE most likely outcome, which is what you will get in NoLuck or LowLuck, the Russians should ALWAYS execute those slightly favorable attacks. Â That is, the Russians will WIN 100% OF THE TIME.
However, in REAL life, dealing with REAL probabilities, USUALLY what happens if Russia tries this, is that at LEAST one of those battles fails quite spectacularly. Â And when that DOES happen, it REALLY sucks for Russia.
I think it works out to 52%, 54% and 56% or something like that for Russia winning any particular one of those battles, but for Russia to win ALL of those, the probability needs to be 52% * 54% * 56%, or about 16%.
So if you have somebody that based a strategy on NoLuck, or even LowLuck, that somebody is going to do something that IS going to succeed 100% OF THE TIME in NoLuck, or LowLuck. Â But that SAME strategy is only going to work 16% of the time with real dice. Â That is to say, that strategy is going to FAIL 84% OF THE TIME.