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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    Hm, maybe my memory is faulty then. I mostly just remember not finding the really big artifacts at all often, and all three of those are what I'd call "big artifacts". Oh well.

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #17
      Originally posted by PowerDiver
      Even in 3.0 I tended to find the equivalent in most winning games, and artifacts are substantially more prevalent in 3.1+. Now that you can't help tripping over powerful vaults, that set is quite ordinary. If I play a char to CL50, I am disappointed if I do not find 2 elven rings, and I half expect to find all 3.

      I guess a diving game in 3.0- with autoscum off might produce less in the way of artifacts. Could that be what you are remembering?

      I clicked on Angband dumps, set to show winners, went to #500 and looked for an old one. http://angband.oook.cz/ladder-show.php?id=129 That's 2.9.3, and better stuff than the dump in this thread.
      Kind of hard to get a good comparison unless you have kill counts. I have no idea how long that player spent scumming for those items. They could have spent 4-5 million turns on dlevel 99 alone.

      Comment

      • myshkin
        Angband Devteam member
        • Apr 2007
        • 334

        #18
        Originally posted by Timo Pietilä
        Nothing out of ordinary there except that ring. It must have got a lot of supercharges to get that high value. Someone familiar with the code should calculate how rare that actually is.
        This is not a simple calculation. The value for a speed ring is 5 + MB(5) + supercharges. MB(5) is a pseudo-normal distribution capped at four standard deviations. At dlvl 91, where his ring dropped, its mean is 3 with probability 71/128 and 4 with probability 57/128, while its standard deviation is 1 with probability 3/4 and 2 with probability 1/4. The code then supercharges the value by one every time it passes a one-in-two test.

        I am presently too lazy to run an exact calculation, but some Monte Carlo tests indicate that the probability that a speed ring dropped on dlvl 91 has pval >= 21 is about 0.0002. (By comparison, P(pval >= 15 | dlvl 91) is about 0.0136.)

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #19
          Originally posted by myshkin
          I am presently too lazy to run an exact calculation, but some Monte Carlo tests indicate that the probability that a speed ring dropped on dlvl 91 has pval >= 21 is about 0.0002. (By comparison, P(pval >= 15 | dlvl 91) is about 0.0136.)
          So one in 50000 speed rings get that value. I'd say that's pretty rare :-)

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #20
            Originally posted by Timo Pietilä
            So one in 50000 speed rings get that value. I'd say that's pretty rare :-)
            I think you miscounted the 0s and it is 1 in 5000. Still pretty rare.

            Comment

            • camlost
              Sangband 1.x Maintainer
              • Apr 2007
              • 523

              #21
              Originally posted by myshkin
              This is not a simple calculation. The value for a speed ring is 5 + MB(5) + supercharges. MB(5) is a pseudo-normal distribution capped at four standard deviations. At dlvl 91, where his ring dropped, its mean is 3 with probability 71/128 and 4 with probability 57/128, while its standard deviation is 1 with probability 3/4 and 2 with probability 1/4. The code then supercharges the value by one every time it passes a one-in-two test.

              I am presently too lazy to run an exact calculation, but some Monte Carlo tests indicate that the probability that a speed ring dropped on dlvl 91 has pval >= 21 is about 0.0002. (By comparison, P(pval >= 15 | dlvl 91) is about 0.0136.)
              Assuming random number generation. IIRC, an old version of Angband had some trouble with getting trapped in a low-probability loop.
              a chunk of Bronze {These look tastier than they are. !E}
              3 blank Parchments (Vellum) {No french novels please.}

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #22
                Originally posted by PowerDiver
                I think you miscounted the 0s and it is 1 in 5000. Still pretty rare.
                Oops, so I did. So not that rare, but still rare. I think The One Ring had once rarity of 1/1000000. Literally. It basically existed in game, but nobody found it. Since then artifact generation has been revised several times.

                Comment

                • myshkin
                  Angband Devteam member
                  • Apr 2007
                  • 334

                  #23
                  Originally posted by camlost
                  Assuming random number generation. IIRC, an old version of Angband had some trouble with getting trapped in a low-probability loop.
                  My simulation used the actual random number code that the latest Angband has, although an actual game would have less predictable numbers of RNG calls between speed rings. A few months ago, d_m converted z-rand.c to the WELL1024a RNG (see this paper for a description), and it seems pretty solid.

                  Comment

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