Forum Discussion

CG_Kozispoon's avatar
8 years ago

MobileGamer Rey's Hero's Event w/CrazyExcuses

MobileGamer

https://youtu.be/Vvbo6o0wr9w
  • "Ender22;c-1333105" wrote:
    "Neo2551;c-1333040" wrote:
    Although I respect her theory and I even support it, having a coding hack for simming is not that hard: the server receives a request for a number of trials, nothing prevent the servers to have different distribution of rewards for number received.

    In a more technical terms, nothing prevents devs to create conditional distribution given the number of sims and make sure that the join distribution still has an overall drop rate of 1/3 by punishing even numbers of sims.

    I agree it would totally silly and unprofessional to do it, but this is not impossible, differential pricing exists after all.

    And if you really want a code snippet (in R as I assume she uses it):


    # Let's say you get a shard if the sample gives a 1
    compute_shard_rewards <- function(sim, p) {
    rewards <- rep(0, sim)
    if (sim == 3) {
    rewards <- c(1, rbinom(2, 2/3*p)) # make sure you have 1 shard but scale down the odds to not make it too obvious
    return(sum(rewards))
    }
    return(sum(rbinom(sim, 19/20*p))) # max number of sim is 20 so
    }


    I did not tune it to have expected value of one third, but I guess you can do with a bit more of time :-)

    I still say this is complete non sense and my guess devs just draw from multiple random independent coin flip.


    She did mention that she believed the only way this was possible was if it was hard coded in. Which is exactly what you’re suggesting with that code


    Yeah, but that would mean actually listening to a woman instead of just assuming they don't know what they're talking about and correcting them by just restating what they said.

    Got to love the internet, am I right?
  • "Ender22;c-1333105" wrote:
    "Neo2551;c-1333040" wrote:
    Although I respect her theory and I even support it, having a coding hack for simming is not that hard: the server receives a request for a number of trials, nothing prevent the servers to have different distribution of rewards for number received.

    In a more technical terms, nothing prevents devs to create conditional distribution given the number of sims and make sure that the join distribution still has an overall drop rate of 1/3 by punishing even numbers of sims.

    I agree it would totally silly and unprofessional to do it, but this is not impossible, differential pricing exists after all.

    And if you really want a code snippet (in R as I assume she uses it):


    # Let's say you get a shard if the sample gives a 1
    compute_shard_rewards <- function(sim, p) {
    rewards <- rep(0, sim)
    if (sim == 3) {
    rewards <- c(1, rbinom(2, 2/3*p)) # make sure you have 1 shard but scale down the odds to not make it too obvious
    return(sum(rewards))
    }
    return(sum(rbinom(sim, 19/20*p))) # max number of sim is 20 so
    }


    I did not tune it to have expected value of one third, but I guess you can do with a bit more of time :-)

    I still say this is complete non sense and my guess devs just draw from multiple random independent coin flip.


    She did mention that she believed the only way this was possible was if it was hard coded in. Which is exactly what you’re suggesting with that code


    If you don’t want to hard code it I can come up with another hierarchical model still biased around the inverse of the drop rate.
  • "NicWester;c-1333330" wrote:
    "Ender22;c-1333105" wrote:
    "Neo2551;c-1333040" wrote:
    Although I respect her theory and I even support it, having a coding hack for simming is not that hard: the server receives a request for a number of trials, nothing prevent the servers to have different distribution of rewards for number received.

    In a more technical terms, nothing prevents devs to create conditional distribution given the number of sims and make sure that the join distribution still has an overall drop rate of 1/3 by punishing even numbers of sims.

    I agree it would totally silly and unprofessional to do it, but this is not impossible, differential pricing exists after all.

    And if you really want a code snippet (in R as I assume she uses it):


    # Let's say you get a shard if the sample gives a 1
    compute_shard_rewards <- function(sim, p) {
    rewards <- rep(0, sim)
    if (sim == 3) {
    rewards <- c(1, rbinom(2, 2/3*p)) # make sure you have 1 shard but scale down the odds to not make it too obvious
    return(sum(rewards))
    }
    return(sum(rbinom(sim, 19/20*p))) # max number of sim is 20 so
    }


    I did not tune it to have expected value of one third, but I guess you can do with a bit more of time :-)

    I still say this is complete non sense and my guess devs just draw from multiple random independent coin flip.


    She did mention that she believed the only way this was possible was if it was hard coded in. Which is exactly what you’re suggesting with that code


    Yeah, but that would mean actually listening to a woman instead of just assuming they don't know what they're talking about and correcting them by just restating what they said.

    Got to love the internet, am I right?


    "Ender22;c-1333105" wrote:
    "Neo2551;c-1333040" wrote:
    Although I respect her theory and I even support it, having a coding hack for simming is not that hard: the server receives a request for a number of trials, nothing prevent the servers to have different distribution of rewards for number received.

    In a more technical terms, nothing prevents devs to create conditional distribution given the number of sims and make sure that the join distribution still has an overall drop rate of 1/3 by punishing even numbers of sims.

    I agree it would totally silly and unprofessional to do it, but this is not impossible, differential pricing exists after all.

    And if you really want a code snippet (in R as I assume she uses it):


    # Let's say you get a shard if the sample gives a 1
    compute_shard_rewards <- function(sim, p) {
    rewards <- rep(0, sim)
    if (sim == 3) {
    rewards <- c(1, rbinom(2, 2/3*p)) # make sure you have 1 shard but scale down the odds to not make it too obvious
    return(sum(rewards))
    }
    return(sum(rbinom(sim, 19/20*p))) # max number of sim is 20 so
    }


    I did not tune it to have expected value of one third, but I guess you can do with a bit more of time :-)

    I still say this is complete non sense and my guess devs just draw from multiple random independent coin flip.


    She did mention that she believed the only way this was possible was if it was hard coded in. Which is exactly what you’re suggesting with that code


    Thanks for your comment I hope your prefer the new version with an approximate Gaussian with a biased mean. I forgot the part she said hard coded, but my initial answer still holds: you can come up with a hierarchical model to bias the rewards depending on the sim number without hard coding number.
  • Okay, cool, but why?

    People are so busy bending over backwards to figure out how this could be possible that they aren’t bothering to think why even make a system that biases towards anything in the first place? How would that be to the benefit of anyone?

    It’s all perception bias and hokum thinking.
  • LOL It is hard coded in the game, all of these mobile games are 1000s of hard coded, if ,then , statement altering the outcome based on user actions. To think it is not, is wishful thinking. I have interviewed for the people who basically invented the mobile platform...they wanted sample code of how to do exactly what is being discussed as "impossible" just to get an interview...the cup is half full for a reason.
  • "Crowtalker;c-1334366" wrote:
    LOL It is hard coded in the game, all of these mobile games are 1000s of hard coded, if ,then , statement altering the outcome based on user actions. To think it is not, is wishful thinking. I have interviewed for the people who basically invented the mobile platform...they wanted sample code of how to do exactly what is being discussed as "impossible" just to get an interview...the cup is half full for a reason.


    Well duh, this website is hard coded, every program is literally hard coded. What is being discussed is wether or not they hard coded a specific piece; because statistically, simming 3 would be no different than simming 1 unless they hard coded that function in. The impossible is referring to simming 3 being a statistical outcome rather than being hard coded in.
  • Probably this video is posted because their guess is right. Yes, Rey, BB-8, Vet Chewie, Vet Han, Finn is more likely than ever to be the specific squad needed to get through the new Rey event.