Clusters of rod/staff fails

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  • grumbleguts
    Scout
    • Oct 2010
    • 35

    Clusters of rod/staff fails

    This was discussed in the 90s, but it still seems to be relevant today.

    If you use a rod or staff which fails on the first attempt it seems more likely to fail on the second and subsequent attempts than the failure chance would imply.

    So you have this rod with a 15% failure rate, and you zap it because you can't see a damn thing because you are blinded but the bloood pouring into your eyes from the deep gash which is seeping poison, and a little curing never hurt anyone.

    You fail to zap the rod properly. OK fine, I still have some HP I can survive another hit
    You fail to zap the rod properly.
    You fail to zap the rod properly.
    You fail to zap the rod properly.
    You die.

    Then there'll be 12 times in a row where it will work as advertised.

    Has anyone else noticed this? Or is it confirmation bias?
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    4 failures in a row is a 1 in 2000 chance. That is expected roughly every 5 games, assuming
    a. you use devices about 400x per game.
    b. You retry the device on failure.

    A more useful estimate is 1 in 300 conditional chance of 3 failures in a row, following the first failure in the sequence. Not a bad risk, but still something you can't mess around with as a matter of course. Anything near 1% is a risk you should only take with deliberation. 4 fails in a row doesn't qualify. You had plenty of chances to heal, and certainly on the last fail you'd have died even if it was successful: the monster attack still would have killed you.

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    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      #3
      I've failed 1% fail spell 5 times in a row once. An average is an average on infinite tries, you can't expect x% fail to fail x times out of 100 for every 100 tries you do.
      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

      Comment

      • grumbleguts
        Scout
        • Oct 2010
        • 35

        #4
        The was brought up in the usenet group rec.games.rogue.angband, or whatever it was called, in the mid nineties, it seems a lot of people noticed failures come in clusters, I am well aware of the maths involved in calculating the probabilities, and strings of failures still today appear more often than their theoretical probabilities would suggest.

        I got 11 failures in a row which is approximately 1 in 10.5 million.

        Now I get that a 1 in 10.5 million still has that chance. But it happened twice in 45 minutes. And it was a phenomenon that people have noticed in the past.

        Comment

        • takkaria
          Veteran
          • Apr 2007
          • 1951

          #5
          Originally posted by grumbleguts
          The was brought up in the usenet group rec.games.rogue.angband, or whatever it was called, in the mid nineties, it seems a lot of people noticed failures come in clusters, I am well aware of the maths involved in calculating the probabilities, and strings of failures still today appear more often than their theoretical probabilities would suggest.

          I got 11 failures in a row which is approximately 1 in 10.5 million.

          Now I get that a 1 in 10.5 million still has that chance. But it happened twice in 45 minutes. And it was a phenomenon that people have noticed in the past.
          The RNG totally changed since the r.g.r.a days. Maybe twice. It's just confirmation bias.
          takkaria whispers something about options. -more-

          Comment

          • Pondlife
            Apprentice
            • Mar 2010
            • 78

            #6
            Testing RNGs is quite difficult. A couple of test suites are:

            Dieharder: A Random Number Test Suite:


            TestU01:
            random and number, random and generators, tests and battery, tests and suite


            Running the angband RNG through something like the dieharder suite might give some assurance that there are no serious problems.
            Playing roguelikes on and off since 1984.
            rogue, hack, moria, nethack, angband & zangband.

            Comment

            • takkaria
              Veteran
              • Apr 2007
              • 1951

              #7
              Originally posted by Pondlife
              Testing RNGs is quite difficult. A couple of test suites are:

              Dieharder: A Random Number Test Suite:


              TestU01:
              random and number, random and generators, tests and battery, tests and suite


              Running the angband RNG through something like the dieharder suite might give some assurance that there are no serious problems.
              Angband uses the WELL1024a RNG. It is generally considered a pretty decent non-secure PRNG based on what I've read online, though admittedly I'm barely even an amateur when it comes to RNGs.
              takkaria whispers something about options. -more-

              Comment

              • Pondlife
                Apprentice
                • Mar 2010
                • 78

                #8
                Yes, WELL looks fairly reasonable. I've used the similar but older mersenne twister in my own projects.

                The fact that the Angband maintainer has taken the time to choose an independent RNG function is a good sign in itself. IME many software RNG problems stem from one of two causes:

                a) The developer uses the languages' own rand() function, which is often poorly implemented with a linear congruential generator; or

                b) They write their own random function, which is often poorly implemented with an LCG.
                Playing roguelikes on and off since 1984.
                rogue, hack, moria, nethack, angband & zangband.

                Comment

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