Which is to be expected, frankly; the main bonus that uniques have to their drops is that they bypass the roll to see if the item is good (i.e. they can't drop average or cursed gear), which happens more or less automatically by 1000' or so anyway. Otherwise, they're vastly outnumbered by the normal monsters.
Monte Carlo Level Simulation
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the monster total includes unique drops as well. However, the unique total *may* be inflated since each time a level is generated, no uniques have been killed yet. Something that's not true in an actual game. I have no way of getting around this.Comment
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Without wishing to oversimplify things, is it much more than a 1-100 loop over the individual level generation?"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Instead of generating individual levels, why not generate a whole dungeon, levels 1-100? Then if a unique is killed at level 23, it can't be generated again later.
Without wishing to oversimplify things, is it much more than a 1-100 loop over the individual level generation?Comment
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I'll think about how to do a 1-100 simulation result. In the meantime, I have a fairly completed version up on git. I ran a 5000 iterations per level sim (takes about 5 minutes) for a standarts case, and the results are included here.
Everything is in expected value/level.
My sim found the one ring 0.92% of the time at dlevel 100 and at no shallower levels.Attached FilesComment
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Hmm, it seems a messed up the gold, and forgot to include prayer/spell books. I guess there's still some more work to be done.
@magnate: I thought about your cycling through the levels, an I think I can implement it with some (relatively) minor changes. There are two possibilities:
1: change all the data storage elements to arrays (there are a lot of them)
2: Open and rewrite the log file. (is this slow? requires some code that I'm not sure how to do...yet)
Both also need stuff to keep artifacts lost and uniques dead (easy) and a reset of all the artifacts to available when we go back to dlevel 1 (probably easy?)
I'm leaning towards approach 2...but with either approach I don't think I'll get to it this week... (I will try to fix the gold problem and add spell books though.)
edit: fixed gold and added books during lunch break. Included a new randart sim.Attached FilesLast edited by fizzix; December 13, 2010, 19:40.Comment
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Hmm, it seems a messed up the gold, and forgot to include prayer/spell books. I guess there's still some more work to be done.
@magnate: I thought about your cycling through the levels, an I think I can implement it with some (relatively) minor changes. There are two possibilities:
1: change all the data storage elements to arrays (there are a lot of them)
2: Open and rewrite the log file. (is this slow? requires some code that I'm not sure how to do...yet)
Both also need stuff to keep artifacts lost and uniques dead (easy) and a reset of all the artifacts to available when we go back to dlevel 1 (probably easy?)
I'm leaning towards approach 2...but with either approach I don't think I'll get to it this week... (I will try to fix the gold problem and add spell books though.)
edit: fixed gold and added books during lunch break. Included a new randart sim."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Unfortunately, the output file now has 100 levels instead of one and I cannot attach it here because of size constraints.
I'll write some basic post-processing routines soon. Probably tomorrow, too tired tonight... I actually planned to *play* some angband...that sure didn't happen.Comment
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added an option to regen randarts after each sim. I truly didn't trust Magnate that it was going to be as slow as it is. Damn.
50 iterations took 15 s without randart regen and 285 seconds with randart regen. That's almost 20 times longer!
Also fixed a couple bugs and pushed to git. Probably won't be doing any serious work on this for a while. Although I don't consider tracking new items to be serious work. That can be done in about 2-3 minutes.Last edited by fizzix; December 15, 2010, 22:43.Comment
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Similar to what I posted in the stat-swap thread. Here are the same results for various other resists. (assuming standart set) I can generate this fairly easily for any other res/ability/effect anyone might be curious about.Attached FilesComment
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You guys complaining about too many randarts before the last change may have forgotten how many standarts are typically produced.Comment
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Probably won't get to this today though. Sorry d_m.Comment
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