cRPG

cRPG => General Discussion => Topic started by: Panoply on August 19, 2011, 02:45:51 am

Title: Average multiplier as a function of win rate
Post by: Panoply on August 19, 2011, 02:45:51 am
The internet went down at my work today, so I decided to see if I couldn't come up with the equation that describes the relationship between average multiplier and the probability of winning a round. I've been working on a tool for players to calculate upkeep and equipment, and I wanted to be able to determine average multiplier if given a certain win rate. In my previous encounters with this problem, I've either programmed a simulation, or I've used simple cases, such as a win rate of 50%.

Today, however, I decided to generalize it. Worse yet, I would do it by hand, without the aid of WaltF4's previous posts, which when I look at now, would have given me some solid hints on how to proceed. The algebra was a bitch by hand, but it was all worth it, when all the terms canceled out to yield this gem:

y = x^4 + x^3 + x^2 + x + 1

y is your average multiplier
x is your win rate, eg. if you win 50% of the time, x = 0.5; at 87.22%, x = 0.8722, etc.

So at 50% win rate, your average multiplier (not including valour) would be 1.9375. This is well established and simple to do by hand, since x = 1 - x.

I ran a simulation over 100,000 rounds at each percentile, and the data matches up perfectly with the above equation, so I can say it is correct with confidence.

Most of you are likely indifferent to this information, and some of you will hopefully have a passing curiosity, but I thought I'd share it anyway. Personally, I'm pretty proud, as probability often makes my head spin.

TL:DR Latest Recommendation: Only quit on x1.
Title: Re: Average multiplier as a function of win rate
Post by: Christo on August 19, 2011, 02:47:14 am
y = x^4 + x^3 + x^2 + x + 1

wat
Title: Re: Average multiplier as a function of win rate
Post by: Casimir on August 19, 2011, 03:06:20 am
visitors can't see pics , please register or login
Title: Re: Average multiplier as a function of win rate
Post by: Kaelaen on August 19, 2011, 03:16:34 am
wat

I believe that is what could be considered as 'l33t speak.'  I understand it to have been popular with internet users a couple of years ago, though it seems to have fallen with style as people have grown older.
Title: Re: Average multiplier as a function of win rate
Post by: Christo on August 19, 2011, 03:27:46 am
I believe that is what could be considered as 'l33t speak.'  I understand it to have been popular with internet users a couple of years ago, though it seems to have fallen with style as people have grown older.

I just did it for fun.

Obviously the post was well written, and is informative. You can see the effort put into it.

Hence my +1 on the OP's post.

Better, now?
Title: Re: Average multiplier as a function of win rate
Post by: Belhade on August 19, 2011, 03:44:04 am
I was told there would be no math.   :mad:
Title: Re: Average multiplier as a function of win rate
Post by: Paul on August 19, 2011, 04:09:27 am
Average multiplier depends on the average amount of rounds played in succession but goes rather quickly(after 4 rounds) towards to aforementioned 1.9375 (50% win chance). So just playing 1, 2 or 3 rounds and then quitting is bad for the average multiplier but I guess that's common sense.

So more interesting is a formular that contains the average amount of rounds(n) played in succession as a parameter instead of just assuming the case n->∞.
Title: Re: Average multiplier as a function of win rate
Post by: Panoply on August 19, 2011, 05:29:57 am
EDIT AGAIN: Apparently my initial intuition was correct, and this post actually does have the correct math.

This post contains flawed reasoning, but I've kept it here for posterity.

(click to show/hide)
Title: Re: Average multiplier as a function of win rate
Post by: Paul on August 19, 2011, 07:33:45 am
I posted wrong average earlier. But yours seem wrong too for small n. If you write down round results in a tree diagramm it looks like this:

1)                                   1
2)             1                                       2
3)     1                2                    1                 3
4)  1      2      1        3           1        2       1         4
5)1 2    1 3   1 2      1 4       1 2      1 3    1 2      1 5
.
.
n)

a=average multiplier
n=1: a = 1
n=2: a = ((1+1)/2 + (1+2)/2)/2 = (1+1 + 1+2)/(2*2) = 1.25
n=3: a = (1+1+1 + 1+1+2 + 1+2+1 + 1+2+3)/(3*4) = 17/12≈1.42
n=4: a = (1+1+1+1 + 1+1+1+2 + 1+1+2+1 + 1+1+2+3 + 1+2+1+1 + 1+2+1+2 + 1+2+3+1 + 1+2+3+4 )/(4*8) = 49/32≈1.53

To explain the easy case of n=2 in words for better understanding. Let's assume we play only 2 round for each session. With a win chance of 50% there are 2 possible cases with the same likeliness. I can win the first round and get x2 multi in the second. That way I have an average multiplier of 1.5 for this session. The second case is that I lose the first round and play both rounds with x1. So I have an average multi of 1. Because both cases happen with the same likeliness my overall average multiplier is then (1.5+1)/2 = 1.25. If I had a win chance of 60% my average would be (1.5*0.6 + 1*0.4)=1.3.
Title: Re: Average multiplier as a function of win rate
Post by: Vibe on August 19, 2011, 07:35:34 am
Feels like high school again, yawn
Title: Re: Average multiplier as a function of win rate
Post by: Byrdi on August 19, 2011, 07:49:56 am
This is great fun, I wish I could patitiepate in this "math duel".
Anyway nice job there.
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 19, 2011, 08:44:01 am
Average multiplier depends on the average amount of rounds played in succession but goes rather quickly(after 4 rounds) towards to aforementioned 1.9375 (50% win chance). So just playing 1, 2 or 3 rounds and then quitting is bad for the average multiplier but I guess that's common sense.

So more interesting is a formular that contains the average amount of rounds(n) played in succession as a parameter instead of just assuming the case n->∞.

Many people only quit at x1, and if you have x1 after 3 rounds, it doesnt matter if you quit or stay - you'll still start the next played round with x1.

The fact that you can choose servers freely and quit whenever you want also allows people who want to, to get ahead of the statistics.
Title: Re: Average multiplier as a function of win rate
Post by: Paul on August 19, 2011, 09:03:21 am
It's actually true. If you have the discipline to only quit at x1 then it is the same as n->∞ and we get an average multi of 1.9375 (or 2 if multi wasn't capped at x5).
Title: Re: Average multiplier as a function of win rate
Post by: Panoply on August 19, 2011, 09:03:50 am
This post isn't actually that useful since it only really describes the situation if you're just starting out c-rpg, or if you like to quit randomly regardless of whether or not you have a multiplier. That said, I'm keeping it here for posterity.

(click to show/hide)
Title: Re: Average multiplier as a function of win rate
Post by: Siiem on August 19, 2011, 09:05:50 am
 :shock:
Title: Re: Average multiplier as a function of win rate
Post by: Dooz on August 19, 2011, 09:21:26 am
Me likey. Me appreciatey.
Title: Re: Average multiplier as a function of win rate
Post by: Panoply on August 19, 2011, 09:30:39 am
Oh! It should be noted that the actual practical implications of these calculations, namely that you should play more games in one sitting, have been previously outlined by the meticulous and brilliant WaltF4, when he analyzed the special case with a 50% win rate. Quitting at x1 is just common sense.

All I've done is generalize it across all win rates. So, yeah, I have to admit, these equations aren't that useful unless you need precise figures. At least they serve to amuse mathheads, and I had fun figuring it out.
Title: Re: Average multiplier as a function of win rate
Post by: Teeth on August 19, 2011, 09:32:56 am
I'm impressed by both the OP and Paul's reasoning. But judging from the OP, for me to calculate my average multiplier, I would have to know my win rate. So if I required to keep track of my win rate, why won't I just keep track my average multiplier instead, which isn't that much harder.

50k gold to the guy who manages to accurately display valour in a calculation of average multiplier.
Title: Re: Average multiplier as a function of win rate
Post by: Spawny on August 19, 2011, 09:39:16 am
Playing battle you have a 50% winrate when you play an infinite number of rounds.

Playing siege is a whole different matter though. I rarely get past x3 on a siege server UNLESS there's a clan steamrolling the server and I'm lucky enough to be in their team for some rounds.
Some clans can hold a an x5 for hours on end by playing well together.

Overall, I make much less gold/exp on siege compared to battle.
Title: Re: Average multiplier as a function of win rate
Post by: BlackMilk on August 19, 2011, 09:39:23 am
I understand..
Title: Re: Average multiplier as a function of win rate
Post by: Panoply on August 19, 2011, 09:41:11 am
I'm impressed by both the OP and Paul's reasoning. But judging from the OP, for me to calculate my average multiplier, I would have to know my win rate. So if I required to keep track of my win rate, why won't I just keep track my average multiplier instead, which isn't that much harder.

Yup, that's a great point. I figured this out because I'm trying to make a tool for people to use to figure out how much money they'll make or lose based on the equipment they're wearing. While it's true that if you want exact values of either win rate or average multiplier, neither is particularly preferable since the same recorded data would tell you both.

However, I was more thinking along the lines of someone who was guesstimating, and it's much more intuitive for a player to estimate their win rate than their average multiplier. Most people won't know their average multiplier off the top of their head, but they can reason out a win rate.

Eg. I'm an ok player, but I'm in a top notch clan that lets me stack teams in battle, so I probably win about 60-65% of the time.
I'm a pretty good player, but I'm not in a clan, and I mostly play siege with a lot of players, so my individual impact is small, so I probably win about 50-55% of the time.
I'm not that great a player, but I'm a natural leader in siege, so I probably win about 60% of the time.

Playing battle you have a 50% winrate when you play an infinite number of rounds.

Playing siege is a whole different matter though. I rarely get past x3 on a siege server UNLESS there's a clan steamrolling the server and I'm lucky enough to be in their team for some rounds.
Some clans can hold a an x5 for hours on end by playing well together.

Overall, I make much less gold/exp on siege compared to battle.

Actually, siege is a closer approximation to my calculations than battle, for the reasons you stated. You might have an overall win rate of 50% on both battle and siege, but still get a higher average multiplier on battle. The reason for this is that the probabilities across rounds are not independent in battle, especially with heavy banner balance effects. That is to say, when you get your x2, usually you have a higher than 50% chance of continuing the trend and going up to x3, x4, and x5.

Siege team swaps like no other, so your probabilities are more likely to be independent between rounds. Of course, I don't actually have any empirical evidence that battle gives a higher average multiplier than siege, it may well be that the probability linkage balances out multiplier sprees of x2, x3, x4, x5 with bouts of x1, x1, x1, x1. Without meticulous data gathering, the impression that battle gives more gold/exp than siege for the same win rate can easily be chalked up to psychological bias, and a tendency to make a note of x5 sprees, given their salience.
Title: Re: Average multiplier as a function of win rate
Post by: Captain_Georges on August 19, 2011, 10:56:42 am
So I hurd u like math
Title: Re: Average multiplier as a function of win rate
Post by: Corrado_Decimo on August 19, 2011, 11:50:25 am
The internet went down at my work today, so I decided to see if I couldn't come up with the equation that describes the relationship between average multiplier and the probability of winning a round. I've been working on a tool for players to calculate upkeep and equipment, and I wanted to be able to determine average multiplier if given a certain win rate. In my previous encounters with this problem, I've either programmed a simulation, or I've used simple cases, such as a win rate of 50%.

Today, however, I decided to generalize it. Worse yet, I would do it by hand, without the aid of WaltF4's previous posts, which when I look at now, would have given me some solid hints on how to proceed. The algebra was a bitch by hand, but it was all worth it, when all the terms canceled out to yield this gem:

y = x^4 + x^3 + x^2 + x + 1

y is your average multiplier
x is your win rate, eg. if you win 50% of the time, x = 0.5; at 87.22%, x = 0.8722, etc.

So at 50% win rate, your average multiplier (not including valour) would be 1.9375. This is well established and simple to do by hand, since x = 1 - x.

I ran a simulation over 100,000 rounds at each percentile, and the data matches up perfectly with the above equation, so I can say it is correct with confidence.

Most of you are likely indifferent to this information, and some of you will hopefully have a passing curiosity, but I thought I'd share it anyway. Personally, I'm pretty proud, as probability often makes my head spin.

really nice! but... there is a but. for instance if i know i'll have a free hour to play, i'll play for an hour and i'll probably leave only when my multiplier goes back to x1 (as most of us do). so, sometimes, i hop in, win 5 rounds and when i get x1 again i'll leave instead trying to regain multi (stuff to do outside the games).

and i still think people with really good teamwork skills have a higher average multiplier. even with a unlucky unbalanced random team, can flip the tide of battle. or for instance, if a full clan will only jump in a server when they can bannerstack will probably have a higher multiplier than the average player.

so.. i really don't know.. it's not just a matter of probability. only devs can tell if it's right or wrong by looking at the stats to see who is in the top for round won and how much is the average multy.

not to mention the win probability grows as a player usually roll in full gear even when the team is losing. this add some little chance to win the round (equip give you better chances yes. countless times i end a round alive with something like 5% hp and if i didn't took my jarids with me, that cav i killed probably would have killed some infantry on my team so...).

Playing siege is a whole different matter though. I rarely get past x3 on a siege server UNLESS there's a clan steamrolling the server and I'm lucky enough to be in their team for some rounds.
Some clans can hold a an x5 for hours on end by playing well together.

Overall, I make much less gold/exp on siege compared to battle.

exactly. often clans like to steamroll sieges because with good numbers and teamwork you can set up a rock defence, or in attack you can quietly ninja the backdoor or use ladders, or in overall set up a 6-10 players commando to steamroll and push in one side instead of random swarming ladders, siege tower, backdoor, walls, flag...

i had good balanced and funny matches with 2 or 3 clans in sieges... but the steamroll occurs when there is a clan alone.

this rarely happens in battle. for instance, when 5-6 mercs go in a server, usually there are also some 22nd, some greys, some fallens, risens.

but siege is really more teamwork based so... a good elite random pubbers can go kill half server but with no coordination will still fail against a good coordinated but average skilled clan with teamspeak. and the multi with it.

also to note that in siege, upkeep is higher (higher chance to break items) because round duration is in average longer. but some easy ninjable maps, often rounds ends in 1min and in about 15 min you can lose something like 8-10k.
Title: Re: Average multiplier as a function of win rate
Post by: Teeth on August 19, 2011, 03:16:45 pm
(click to show/hide)
Yeah, there are differences between average multipliers between players, thats exactly why win rate is a variable :wink:
Title: Re: Average multiplier as a function of win rate
Post by: Warpeasant on August 19, 2011, 03:40:21 pm
 :rolleyes: Spelling Bee goes as follow's

WTF?!?
 
Can you give me an example:

What the fuck, why did i drop out of high school now i can not play mount and blade and be more effectiv...

Can you tell me the origin please:

No i can not! You sux, because you don't play the game as a math whizz and quit whenever your down to x1 but you quit anytime you don't feel like playing anymore... Anyways ask Stephen Hawkins he will know the origin....



Title: Re: Average multiplier as a function of win rate
Post by: Panoply on August 19, 2011, 07:13:27 pm
really nice! but... there is a but. for instance if i know i'll have a free hour to play, i'll play for an hour and i'll probably leave only when my multiplier goes back to x1 (as most of us do). so, sometimes, i hop in, win 5 rounds and when i get x1 again i'll leave instead trying to regain multi (stuff to do outside the games).

and i still think people with really good teamwork skills have a higher average multiplier. even with a unlucky unbalanced random team, can flip the tide of battle. or for instance, if a full clan will only jump in a server when they can bannerstack will probably have a higher multiplier than the average player.

so.. i really don't know.. it's not just a matter of probability. only devs can tell if it's right or wrong by looking at the stats to see who is in the top for round won and how much is the average multy.

Actually, the equations only work if you leave with an x1 multiplier. This is because multipliers do not carry over between sittings, but this equation assumes that they do. So the fact that you only leave with a x1 multiplier actually *helps* this equation be more accurate in describing your average multiplier over time.

The rest of the points in your post seem to just say, "a lot of factors affect win rate". Win rate is exactly accounted for in the equation. If you only play when your clan can stack teams, then you'll have a higher win rate, and so a higher x. If you wear better equipment, you'll have a higher win rate, and so a higher x. If you're a good leader in siege, you'll have a higher win rate, and so a higher x, etc. I don't need to know exactly what factors are affecting win rate, I just need to know that win rate varies, and with it, average multipliers. So these concerns are accounted for in the equation.

You've started talking about upkeep, which I haven't even mentioned yet. However, you should know that upkeep is NOT higher in siege than battle. Yes, the longer rounds mean that there's more chance your items will break in one round, but they also mean you get more ticks, so you get more gold per round too. If you average out gold gained per tick and gold lost per tick to upkeep, they are the same in both battle and siege. There are a LOT of misconceptions regarding upkeep floating around, which is a big reason why I'm planning on making a tool for people to calculate their upkeep.
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 19, 2011, 07:22:55 pm
The biggest problem is not calculating your gold/exp gain as a function of win rate, the real hard stuff is calculating your win rate since it depends on so many things.

The only way to do it accurately is by simply playing alot and counting your wins and losses... but you'll have to do it for a lnog time since you will play in different gear at different times and play with your clan sometimes and sometimes you won't, which also affects your multiplier.

For a skilled player who minds his multi, chooses servers wisely and plays with his clan often/once in a while, i dont see the problem in getting n average multi above 2.
Title: Re: Average multiplier as a function of win rate
Post by: The_danish_lost_viking on August 19, 2011, 08:07:00 pm
The internet went down at my work today, so I decided to see if I couldn't come up with the equation that describes the relationship between average multiplier and the probability of winning a round. I've been working on a tool for players to calculate upkeep and equipment, and I wanted to be able to determine average multiplier if given a certain win rate. In my previous encounters with this problem, I've either programmed a simulation, or I've used simple cases, such as a win rate of 50%.

Today, however, I decided to generalize it. Worse yet, I would do it by hand, without the aid of WaltF4's previous posts, which when I look at now, would have given me some solid hints on how to proceed. The algebra was a bitch by hand, but it was all worth it, when all the terms canceled out to yield this gem:

y = x^4 + x^3 + x^2 + x + 1

y is your average multiplier
x is your win rate, eg. if you win 50% of the time, x = 0.5; at 87.22%, x = 0.8722, etc.

So at 50% win rate, your average multiplier (not including valour) would be 1.9375. This is well established and simple to do by hand, since x = 1 - x.

I ran a simulation over 100,000 rounds at each percentile, and the data matches up perfectly with the above equation, so I can say it is correct with confidence.

Most of you are likely indifferent to this information, and some of you will hopefully have a passing curiosity, but I thought I'd share it anyway. Personally, I'm pretty proud, as probability often makes my head spin.

Are you sure with that math?
Title: Re: Average multiplier as a function of win rate
Post by: Jacko on August 19, 2011, 08:12:41 pm
My head hurtz.
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 19, 2011, 09:32:20 pm
I was just thinking about something... Each tick gives you 50x gold and 1000x exp (at gen 1 with x being multi)... and gives you y% chance of each item breaking... But do those break chances add up and give you 4Y% break chance in a 4 minute round, or is it calculated each minute? cause if it's calculated each minute the total break cost would be lower since the same item cant break twice, and if it breaks during the first minute, it cant break again.
Title: Re: Average multiplier as a function of win rate
Post by: Teeth on August 19, 2011, 09:36:08 pm
I was just thinking about something... Each tick gives you 50x gold and 1000x exp (at gen 1 with x being multi)... and gives you y% chance of each item breaking... But do those break chances add up and give you 4Y% break chance in a 4 minute round, or is it calculated each minute? cause if it's calculated each minute the total break cost would be lower since the same item cant break twice, and if it breaks during the first minute, it cant break again.
I believe the breaking chance increases with every minute that passes and your items are subjected to this chance at the end of the round.
Title: Re: Average multiplier as a function of win rate
Post by: Panoply on August 19, 2011, 10:18:22 pm
The biggest problem is not calculating your gold/exp gain as a function of win rate, the real hard stuff is calculating your win rate since it depends on so many things.

You can't really calculate this, you can only record it over time. However, you should be able to give a ballpark estimate, which in turn gives you a reasonable estimate of your average multiplier.

Are you sure with that math?

Yes. Like I said before, I ran a simulation of 100,000 rounds at each win rate percentile (eg. 0.01, 0.02, 0.03... 0.99, 1.00), and the simulated data matches up perfectly to the theoretical predictions of my equation.

I was just thinking about something... Each tick gives you 50x gold and 1000x exp (at gen 1 with x being multi)... and gives you y% chance of each item breaking... But do those break chances add up and give you 4Y% break chance in a 4 minute round, or is it calculated each minute? cause if it's calculated each minute the total break cost would be lower since the same item cant break twice, and if it breaks during the first minute, it cant break again.

It shouldn't matter either way. If you look at the round as a whole, it doesn't matter if the break chances are added up and used to determine if an item breaks at the end of a round, or if the break chance simply has a chance to flag an item as broken every minute. The probabilities add up to be the same. In neither system would an item break twice. Break chance for most items is 3%, so in a 5 minute round, overall there's a 15% chance that a particular item will break. Even if the item break flag is checked every minute, there would be 5 chances to break at 3%, which comes out to 15%. This is an average over the longer term.
Title: Re: Average multiplier as a function of win rate
Post by: Kafein on August 19, 2011, 10:21:50 pm
For n = 3, x = 0.5
y = (x^2 + 2*x + 3) / 3 = (0.5^2 + 2*0.5 + 3) / 3 = 1.41667

For n = 6, x = 0.6
y = (2x^4 + 3x^3 + 4x^2 + 5x + 6) / 6 = (2*0.6^4 + 3*0.6^3 + 4*0.6^2 + 5*0.6 + 6) / 6 = (0.2592 + 0.648 + 1.44 + 3 + 6) / 6 = 1.8912

For n = 1000, x = 0.5
y = (996x^4 + 997x^3 + 998x^2 + 999x + 1000) / 1000 = (62.25 + 124.625 +  249.5 + 499.5 + 1000) / 1000 = 1.935875
Getting damn close to the n->∞ of 1.9375

After a little thought, I have come to the conclusion that is it false that longer sessions will get you more multi. As long as the player only quits the game when he looses his multi, his situation is exactly the same as the infinite playing session situation. Imagine two players that loose their multi. One continues the game and starts over from x1. The other one quits. When the second player joins a server again, he will start from x1 just like the guy that didn't quit the game, so their average is the same.

The formula you are using here doesn't take into account that people don't quit when they have a multiplier. Therefore the only case of difference in multi average compared to the infinite playtime is for people that played a total of less than 5 rounds.

Furthermore, you could easily tweak your simulation program to show that this is true : loop the simulation a small (10) number of times then wait for a multi loss and calculate the average multi. Repeat this simulation a big number of times, make an average and I'm pretty sure you'll find the same average as in the infinite case. It seems very simple to do so I'm coding it right now (EDIT : actually, forget this, I got to reinstall all the crap and I'm lazy :x )

Also, there ARE a lot of misconceptions about upkeep vs ticks. If the what the dev said about it's calculation is correct, I know at least 2 very serious ways of reducing it a little for the same equipment set. But I prefer keeping this secret :p Actually I prefer you thinking I'm lying here.

Title: Re: Average multiplier as a function of win rate
Post by: Kafein on August 19, 2011, 10:44:44 pm
It shouldn't matter either way. If you look at the round as a whole, it doesn't matter if the break chances are added up and used to determine if an item breaks at the end of a round, or if the break chance simply has a chance to flag an item as broken every minute. The probabilities add up to be the same. In neither system would an item break twice. Break chance for most items is 3%, so in a 5 minute round, overall there's a 15% chance that a particular item will break. Even if the item break flag is checked every minute, there would be 5 chances to break at 3%, which comes out to 15%. This is an average over the longer term.

Actually, I think it changes everything (but the trick to increase gold-upkeep profit related to this doesn't really change).

Let's say we have only one item and that the breaking state is a flag that can be set each tick with a 3% probabilty. A broken item can't break again (except if taken multiple times which is not the case here).

So after one tick, he has 97% chances of staying ok. After the second tick he has only 97% of the earlier 97% chances of being intact, which equals 94,09%, which is more than the 94% of the simple break chance adding calculation. Let's continue with the third tick. Now only 97% of the 94.09% of "not broken after two ticks" items will not break, which means 0.97*0.9409 = 0.912673, slightly more than 0.91.

The difference can reach 4% for rounds longer than 10 minutes.

Furthermore, I think 3% isn't the base break chance per tick, It seems to me it's closer to 5%. If we consider 10 ticks, we have 0.95^10 = 0.5987 probability of staying intact for the "possible break each tick" calculation and 0.50 probability of staying intact for the "break chance adding each tick" case. The difference is nearly 10% and increases if the round is longer. If we take it to the extreme, for 20 minutes rounds, in one case the break is certain and in the other it is only ~36%.
Title: Re: Average multiplier as a function of win rate
Post by: Cosmos_Shielder on August 20, 2011, 01:06:02 am
It's hollyday so i'm not gonna do maths
But info is not a problem !
Code: [Select]
> roll := rand(0 .. 1);
proc()  ...  end;
>
                               1
> A := matrix(1, 1000, [seq(roll(), i = 1 .. 1000)]);


> MULTI := matrix(1, 1000);

> MULTI[1, 1] := 1;
for i to 999 do
if A[1, i] = 0 then MULTI[1, i+1] := 1 end if;
 if `and`(A[1, i] = 1, MULTI[1, i] < 5) then MULTI[1, i+1] := MULTI[1, i]+1 end if;
 if `and`(A[1, i] = 1, MULTI[1, i] = 5) then MULTI[1, i+1] := 5 end if end
 do;
                               1
> print(MULTI);
                             MULTI
> Somme := 0; for i to 1000 do Somme := Somme+A[1, i] end do;
                               0
> Somme1 := 0; for i to 1000 do Somme1 := Somme1+MULTI[1, i] end do;
                               0
> print(Somme);
                              513
> print(Somme1);
                              1991
>

I'm getting a win average of 0.513 (close to 0.5) and a multiplier average of 1.991 which is close to 2
So correct formula seems to be 
Code: [Select]
y= sum(x^n with n from 1 to +inf) and don't bother calculating it there is a forumula which is
Code: [Select]
(1-x^n)/(1-x)so (1-0)/(1-0.5)= 1/0.5=2
Damn i said i will not do maths....
For people interested here are the matrix
(click to show/hide)



(click to show/hide)
Title: Re: Average multiplier as a function of win rate
Post by: Cosmos_Shielder on August 20, 2011, 01:18:49 am
It seems that 1000 is not enough.
I done it with 5000 :
Average of 2515/5000
and multiplier average 1.9436

I'm trying with 100 000

[edit]
Tried with 100 000 . It got my processor a bit warm but it worked :
Average win as expected of 0.50135
Average multiplier of 1.94047

So previous maths was wrong i'm keeping this multiplier as the correct average multiplier
[edit2] rerunned twice again the 100 000
average win of 0.50003 (got lucky) and second time of 0.50007
and average multiplier of 1.93774 and second time 1.93925
Title: Re: Average multiplier as a function of win rate
Post by: Panoply on August 20, 2011, 01:59:37 am
After a little thought, I have come to the conclusion that is it false that longer sessions will get you more multi. As long as the player only quits the game when he looses his multi, his situation is exactly the same as the infinite playing session situation. Imagine two players that loose their multi. One continues the game and starts over from x1. The other one quits. When the second player joins a server again, he will start from x1 just like the guy that didn't quit the game, so their average is the same.

This was exactly my initial intuition. Urist's posts made me question that intuition, and hence my second batch of formulas. I should have done it to begin with, but I ran a simulation similar to the one you described where you only quit at x1 and after playing at least 5 rounds in one sitting, and you are exactly right. As long as those conditions are fulfilled, you get the theoretical average multiplier predicted by my first equation. It seems I must revise my posts again such that the earlier post, with its recommendation of playing at least five games a sitting and only quitting on x1, is correct, while the later one following Urist's model.

I've updated the original post accordingly to make clear the practical implications that can be drawn from this.

Actually, I think it changes everything (but the trick to increase gold-upkeep profit related to this doesn't really change).

Argh! Such an amateur mistake. I did say earlier I wasn't very good with probabilities. You're absolutely right again. It would seem that the longer the rounds, the more money you can expect to make as the average break chance per tick is less the more ticks their are in a round. As described by this equation:

y = (1- (1-x)^n)/n

Where:
y - average break chance per minute
x - break chance
n - length of the round in minutes

What makes you say that the base break chance is 5% and not 3%? It should be 3% for all items except arrows and low wpf weapons. Previously, upkeep used to be 4% chance to break with a 5% repair cost. With this latest patch and its upkeep increase, they claimed that break chance was reduced by 1% but repair cost was increased by 2% to yield a 5% increase in upkeep. So, comparing 0.04*0.05 = 0.002, and 0.03*0.07 = 0.0021, and 0.0021/0.002 = 1.05, representing the 5% increase in upkeep. Do you have reason to doubt this? It wouldn't be the first time the upkeep rates were not as advertised.

Also, I'm curious as to this "trick" you keep mentioning. :P

It's hollyday so i'm not gonna do maths

Haha, thanks for your input. However, I already ran a simulation with 100 000 and 1 000 000 rounds. As you can see if you plug your win rates into the equation in my OP, the average multipliers are very close.
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 20, 2011, 06:20:58 am
Actually, I think it changes everything (but the trick to increase gold-upkeep profit related to this doesn't really change).

Let's say we have only one item and that the breaking state is a flag that can be set each tick with a 3% probabilty. A broken item can't break again (except if taken multiple times which is not the case here).

So after one tick, he has 97% chances of staying ok. After the second tick he has only 97% of the earlier 97% chances of being intact, which equals 94,09%, which is more than the 94% of the simple break chance adding calculation. Let's continue with the third tick. Now only 97% of the 94.09% of "not broken after two ticks" items will not break, which means 0.97*0.9409 = 0.912673, slightly more than 0.91.

The difference can reach 4% for rounds longer than 10 minutes.

Furthermore, I think 3% isn't the base break chance per tick, It seems to me it's closer to 5%. If we consider 10 ticks, we have 0.95^10 = 0.5987 probability of staying intact for the "possible break each tick" calculation and 0.50 probability of staying intact for the "break chance adding each tick" case. The difference is nearly 10% and increases if the round is longer. If we take it to the extreme, for 20 minutes rounds, in one case the break is certain and in the other it is only ~36%.

this is exactly why i said it was important, i was just too lazy to come with a long explanation.

You can also explain it with gold amounts; say you have total equipment worth 100k.
If the break percentages adds up, you would, in a 5 minute round with 4 % break chance have a total break chance of 20%, on average giving you 20k worth of broken items. If you paid 5% equipment cost, that would cost you an average of 1k per round.

If they dont add up, you would in the first minute have 4% break chance, giving you, on average, broken equipment worth of 4k. That means 200 gold in upkeep for that minute (on average with a 5% upkeep cost)
That means you will only have 99,8k of equipment that can break at the next tick, lowering the upkeep cost for that minute by 0,2%, and it would keep lowering by 0,2% per tick for the rest of the round, giving you a lower total upkeep cost.

I don't know the exact numbers for break chance and upkeep cost after the patch, and i don't have a calculator atm so i'm not gonna do the big math and give upkeep costs as a function of your equipment if it don't add up, and i won't come with a final comparison of a 5 min round with and without adding up; the important thing here is that there is a difference.

EDIT: didnt read previous post which says pretty much the same (lazy and jst had a drink), sorry for that.

Also; if you only quit on x1, the equations based on the number of rounds you play will start from the very first round of warband you played (since december patch) instead of the number of games in your playing session since you would start with x1 the next round no matter what. That means that since people have played very high number of rounds since then, the average multi will be very close to the multi you would have if you played an infinite number of rounds.
Title: Re: Average multiplier as a function of win rate
Post by: Teeth on August 20, 2011, 09:13:02 am
Also, there ARE a lot of misconceptions about upkeep vs ticks. If the what the dev said about it's calculation is correct, I know at least 2 very serious ways of reducing it a little for the same equipment set. But I prefer keeping this secret :p Actually I prefer you thinking I'm lying here.
PM me this info!  8-)
Title: Re: Average multiplier as a function of win rate
Post by: WaltF4 on August 20, 2011, 09:52:25 am
It would seem that the longer the rounds, the more money you can expect to make as the average break chance per tick is less the more ticks their are in a round. As described by this equation:

y = (1- (1-x)^n)/n

Where:
y - average break chance per minute
x - break chance
n - length of the round in minutes

What makes you say that the base break chance is 5% and not 3%? It should be 3% for all items except arrows and low wpf weapons. Previously, upkeep used to be 4% chance to break with a 5% repair cost.



The data collected for my more recent upkeep study (http://forum.c-rpg.net/index.php/topic,8400.0.html) (unfortunately, done before the latest patch) suggests that the breakage checks are calculated as:

chance to break per round = chance to break per tick * ticks per round

without additional complications from a decaying chance to break per tick. From the upkeep post:

starting experience: 1041390 exp
ending experience: 9853970 exp
starting gold: 1499164 gold
ending gold: 1771701 gold
generation: 12
average multiplier: 2.23
equipment cost (buying price): 9686 gold

My character gained 8812580 experience and 272537 gold over this period. This amount of gold gain has been reduced due to maintenance. The gold gain without maintenance is proportional to experience gain and character generation such that:
gold gain/exp gain = 50 gold/(1000 exp+30 exp*(generation-1))

With a values of generation greater than 16 counting as 16. For my character:
gold gain/exp gain = 50 gold/1330 exp = 0.0376 gold/exp

So without maintenance I would have gained: 
8812580 exp * 0.0376 gold/exp = 331353 gold

Therefore, over this period I lost 58816 gold to maintenance. As gold gain, experience gain, and equipment breakage are incremented at regular intervals, or clock ticks, it is easier to look at these “tick” time units instead of number of rounds. The number of ticks included in this set of games can be determined as:
Number of ticks = (end exp-start exp) /((1000 exp+30 exp*(generation-1))*average multiplier)

Again, values of generation greater than 16 count as 16. For this set of data:
Number of ticks = 8812580 exp/ (1330 exp * 2.23) = 2971.3 ticks

And the amount of gold lost to maintenance per tick is:
58816 gold / 2971.3 ticks = 19.79 gold/tick

To determine the rate of maintenance, that is the gold lost to maintenance each tick per gold worth of equip items, the following equation is used:
rate of maintenance per tick = (gold lost to maintenance per tick)/(equipment cost)

Using my values:
rate of maintenance per tick = 19.79 gold / 9686 gold = 0.0020

At the time, the cost per repair was 5% of the buying price and all items had the same chance to break, so:

breakage chance = rate of maintenance per tick / fraction of equipment cost spent per repair
breakage chance = 0.0020 / 0.05 = 0.04

which is in agreement with the 4% breakage chance per tick that the development team had stated. This can be taken further since it is know that the data was collected over 913 rounds. With the assumption that all equipped items broke the same number times, we can combined all of the equipped items into a single entity with a value equal to the sum of the component item values, which in this case was 9686 gold and such an item would have a repair cost per breakage of 0.05 * 9686 gold = 484.3 gold. With a known total gold lost to maintenance of 58816 gold, the total number of breakages for the equipped item set can be calculated as:

number of breakages = total gold lost to maintenance / cost per breakage
number of breakages = 58816 gold / 484.3 gold = 121.4

With 121.3 breakages over 913 rounds, the chance for a breakage per round is 13.3%. The average number of ticks per round is also known to be 2971.3 ticks / 913 rounds = 3.25 ticks per round. Assuming that the chance to break per round is proportional to ticks per game:

chance to break per round = chance to break per tick * ticks per game
chance to break per round = 0.04 breakages per tick * 3.25 ticks per round= 0.130 breakages per round

Assuming that the chance to break per tick decays with increasing numbers of ticks:

chance to break per round = 1 - ( 1 - initial chance to break per tick ) ^ ticks per game
chance to break per round = 1 - ( 1 - 0.04 ) ^ 3.25 = 0.124 breakages per round

The proportional model yields a better fit (2% error vs 6% error) and is also the less complex option.
Title: Re: Average multiplier as a function of win rate
Post by: Kafein on August 20, 2011, 12:47:43 pm
(click to show/hide)

tl;dr : So you mean the system is likely working with breakage chances per item that add up each tick and are tested when the round ends ? Btw : Thanks a lot, collecting all that data must be tiresome.

Also, @Panoply : I think you don't need to play at least 5 rounds per session. If you already played 5 rounds in your entire cRPG gaming history, then you only need to quit when you loose your multi to be in the optimal infinite gaming session case. For example, you can play one round, win it, then play at x2 during one round, loosing it and quitting.

About the "tricks", both are relatively easy to find out if you analyse everything upkeep and gold income related (equipment, round length, multiplier) very precisely. You can imagine a profit function of many variables. If you find it out correctly and don't forget anything, good approximations to maximise it are quite simple to state intuitively.



Title: Re: Average multiplier as a function of win rate
Post by: Paul on August 20, 2011, 01:35:09 pm
It's actually true. If you have the discipline to only quit at x1 then it is the same as n->∞ and we get an average multi of 1.9375 (or 2 if multi wasn't capped at x5).
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 20, 2011, 05:31:37 pm
It's actually true. If you have the discipline to only quit at x1 then it is the same as n->∞ and we get an average multi of 1.9375 (or 2 if multi wasn't capped at x5).

not true, the number of rounds is just counted from your very first warband round with this system instead of the number of rounds in a play session - you still had to start at x1 in the very beginning

Also, thanks for the info Walt, that pretty much puts an end to that discussion :)

Edit: i have thought about something for some time; is the upkeep based on the items you are using when the tick hits? Or does it give each item you've had that round the same breakage chance per tick even if some of it had been dropped?
and what about killed horses and broken shields?

SO i think we need Paul to answer this: Which items gets an increased breakage chance per tick?
Title: Re: Average multiplier as a function of win rate
Post by: Paul on August 20, 2011, 06:24:35 pm
No, you are wrong. When quitting from time to time (disconnect, have to got, etc.) with a multi of >1, the theoretical average multiplier is lower than the 1.9x value.
Title: Re: Average multiplier as a function of win rate
Post by: Overdriven on August 20, 2011, 06:33:42 pm
I don't understand half this stuff. But I'm curious...would it be possible to add an ability for the website to record wins/losses/streaks under your character page?
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 20, 2011, 06:35:14 pm
No, you are wrong. When quitting from time to time (disconnect, have to got, etc.) with a multi of >1, the theoretical average multiplier is lower than the 1.9x value.

yes, but everything i've said has been assuming you only leave on x1. When you disconnect etc., your counting session will start all over again.

Edit; do you know which items has a break chance at each tick?
Title: Re: Average multiplier as a function of win rate
Post by: Paul on August 20, 2011, 06:41:05 pm
No and I'm too lazy to check the code.
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 20, 2011, 06:50:49 pm
No and I'm too lazy to check the code.

please? :D
Title: Re: Average multiplier as a function of win rate
Post by: Paul on August 20, 2011, 08:05:45 pm
Even if I would take a look I wouldn't be allowed to tell.
Title: Re: Average multiplier as a function of win rate
Post by: Torp on August 20, 2011, 08:17:47 pm
Even if I would take a look I wouldn't be allowed to tell.

derp, then i hope walt will just do it for us :)
Title: Re: Average multiplier as a function of win rate
Post by: MeevarTheMighty on August 23, 2011, 05:38:11 pm
No, you are wrong. When quitting from time to time (disconnect, have to got, etc.) with a multi of >1, the theoretical average multiplier is lower than the 1.9x value.
You mean "can be" lower? If I always leave in my first round, I will only have an average of 1x, but if I play for thirty days and nights and then leave on a 2x, I think it will be >1.9x.

I don't know how useful it would be to assume that people will leave on their average multi (or anywhere between that and 1x without better data); I think most people would at least make some effort to saboutage their team to 1x if they want to leave.  :mrgreen:
Title: Re: Average multiplier as a function of win rate
Post by: Torost on August 23, 2011, 07:51:16 pm
Have you accounted for the stalling and running , hiding, tie shenanigans that starts when one side has x3 x4 ..x5?
It will probably skew the numbers abit.

 I wish the reward was just dealt whenever the battle ended.

And only the winner gets gold + xp. Loser only gets xp.
Maybe adjust goldwin for cost of gear worn, not in full , but some.
PLayers risking expensive gear gets a larger share of the loot (fixed size)

Scale for battlesize.
Title: Re: Average multiplier as a function of win rate
Post by: Corrado_Decimo on August 27, 2011, 09:14:52 pm
i just did 2 days of sieges with some infamous clan banners and i rarely had a multiplier lower than x5.  :mrgreen:

every round in top gear (rus lamellar cuirass, scale gauntlets, mail boots, klappvisier, morningstar, backup shield... total gear value, 52k) and 80k gold gain (from 230k to 310k) + 2mil xp. all in something like 6-7 hours.

i really like "autobalance by banner" now  :mrgreen:
Title: Re: Average multiplier as a function of win rate
Post by: Brrrak on August 27, 2011, 09:29:23 pm
(words)
y = x^4 + x^3 + x^2 + x + 1
(another collection of words)
TL:DR Latest Recommendation: Only quit on x1.

Wasn't this something that is already common sense?