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The fine line between a game and a simulation

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X3M
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This got me to thinking while tinkering with numbers.

When is a game, a game?
And when is a game more of a simulation?

What counts as a game?
And not just as a oversized "calculator" for an outcome?

I always knew that I needed to make sure that a die roll was short, fast, effective, and a gamble for the player.
But what about the long run?
How can we make sure that in the long run, the outcome is vague and unsure. Despite players applying strategy. Let's say, the Standard Deviation of the entire game. How "big", should it be?

questccg
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I'm not 100% sure...

But I am using the following "concept" in my Battle Card Game "Battle Botz".

questccg wrote:
Each Bot has a "Depth" of the Stack. The "Depth" is a value between 1 and 6 (or 1D6 if you prefer). Combined with this is "Focus" which determines the WEIGHT of an "Action". "Focus" is a value between 1 and 4 (or 1D4 if you prefer). Lastly we have "Energy" which is the total amount of energy available. "Energy" is a value between 1 and 8 (or 1D8).

I had to explain that in order to explain the DICE OUTCOMES.

So IF you have "Energy" = 8 and "Focus" = 4... This means 8 DIV 4 = 2 ACTIONS per turn. But let me get to the interesting part which is in relation to your question.

"Focus" can ALSO be a DICE ROLL: 1x D4. Means that you MUST ROLL the D4 ONCE. And each subsequent card in your STACK which has a DICE ROLL MUST BE ROLLED.

So if I have 2x (1x D4)... It means you MUST ROLL TWICE.

What's the relevancy???

Well it's a bit PUSH-YOUR-LUCK. Rolling a "4" SUCKS and rolling a "1" IS AWESOME... 8 DIV 1 = 8... This means 8 ACTIONS on your turn. They can't all be ATTACKS because of HEAT... But never the less, you can use "Coolant" to lower your HEAT per ACTION. So IF an ATTACK causes "+4 HEAT", you can use the "Coolant" which could be "+2" ... Meaning with 2 ACTIONS you reduce your Heat to the START LEVEL on your TURN. Using more of it ... Can DRAMATICALLY LOWER your Heat Level... Making more ATTACKS possible.

The only PROBLEM with the PYL dice rolling... Is IF on Dice Roll #1 you get a "1" and then you MUST roll again for Dice Roll #2 and you get a "4"... Well you get the idea. You're screwed.

It can go EITHER way: POSITIVE or NEGATIVE in terms of the outcome.

In any case you can see that using PYL with Dice Rolling ... Can be beneficial or it can ruin a turn (or at least make it LESS "effective").

I dont know how to compute the AVERAGE or STANDARD DEVIATION but I guess it averages out to the outcomes of the D4. I'm not sure HOW(?) to compute this ... My Math is not exactly my strong suit... But I'm sure you COULD compute both given a STANDARD 1D4 roll... I guess with 4 VALUES the odds are 1 in 4 or 25% of getting any value...

Anyways you're better at the math than I am. But I'm sure you understand the PYL mechanic and how it's a risky thing introducing TOO MANY "Random" Rolls (RNG) because they can go either way.

Maybe you can computer an AVERAGE and STANDARD DEVIATION...?

But the point I wanted to make is LUCK is mitigated but there is still an AVERAGE roll. I'm sure you understand... This is something simple for you to think about and compute.

Let me know if this helps you SEE potential in the PYL mechanic. And see if this is something that you would like to introduce for "better or worst". Because it really is a DOUBLE-EDGE sword.

Cheers!

X3M
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Some randomness

For a certain game. I have been calculating how long targets live. My goal is to have several paths laid out for the player to choose from. At a certain level, the choice is balanced. Of course, when the level is too low. One path will be slower than the other. Or vice versa when a level is higher.

Not sure if my calculations are correct here:
https://boardgamegeek.com/thread/869326/post-probability-questions-here/...

But it turns out that a creature has a durability in a number of die rolls. Which costs time in the game. 2/3rd of the time, these results are happening.

Goblin is 2 to 6 rolls, average of 4.
Orc is 3 to 9 rolls, average of 6.
The player has a d6-3 for these encounters.

At the end the Warlord has to be defeated with a d6-5.
The number of die rolls are this time 7 to 11, average of 9.

It is NOT a co-op.
Players can stop each other.
Fight each other.
And then the target can either escape or get hyjacked/stolen.
The thing is, I am not sure about the size of the standard deviation in the number of rolls.

Not only do I want the player to feel the rush of having to run to a nice target. I want the player to feel secure when they take the journey. And I want the player to actually see in time that, there is a chance or not, to their goal.

I am trying to see if it still feels right by also looking at how strong the SD is compared to the average.

The Goblin has a SD=2 on average=4. This is 50%.
The Orc has a SD=3 on average=6. This is again 50%.
But the Warlord (in that stage) has an SD=2 on average=9. This is only 22%.

Should I look at this percentage SD effectivness? Or should I look at the absolute numbers? I don't know to be honest.

I mean, having a SD being relatively low means that a player needs to think less on the decision. There is less room for a gamble. And if the gamble is not existing, then it is simply running a simulator in my eye's.

Although 22% is still big. Especially for that last event.

At what "percentage", do you think a game is no longer a game?

questccg
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i don't think its about "percentage" ...

It's more in HOW(?) the dice rolling operates. Meaning if there is a sort of Push-Your-Luck mechanic it is closer to a "Board Game" than a Simulation. PYL is invariably a GAME MECHANIC which relies on taking RISK when rolling dice. I guess in some ways it could be a way to MITIGATE BAD ROLLS but then you are tempting fate and maybe(?) you might get LUCKY. But it's a bit RNG (Random).

Where I would say it would be a SIMULATION is if its DETERMINISTIC.

Like if you have STATs ONLY that determine the OUTCOME of combat... I see that as MORE being a SIMULATION.

For one minute... Just look at Magic: Arena (MagicA). The way the DECK is constructed for 90% of games determines who will win given the better strategy of the Deck. And that to ME feels (TO ME!) more like a SIMULATION. Since the outcome of the Deck determines who wins and HOW.

So while everyone will say MagicA is a Collectible Card GAME ... It's more of a SIMULATION because even if you don't deploy your cards as intended ... Eventually as the game moves forwards, the ODDS are HIGHER that the Deck's STRATEGY WILL play out.

I don't think it's really about "percentages" because not ALL percentages for each UNIT is the same when it comes to Dice and STATs.

questccg wrote:
I think if you have a kind of REWARD to your Dice rolling... Or maybe an INVERSE reward ... That affects the game will add dimension to the GAME (not the simulation)

What do I mean???

Like if you ROLL 1D6 ONCE ... Maybe there is a BONUS like +3. So 1D6 + 3. And if you PYL, you try to roll AGAIN and your BONUS is +2.

Something like this affects the ROLL and the PYL makes it harder to determine IF you are going to ROLL again.

Something like that... Clearly this is a GAME concept not a SIMULATION one. But it means that the GAME is more RNG but there are consequences to making an additional ROLL. I think you will understand what I mean...!

X3M
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Percentage...

Well. I am looking into how deterministic something is. Because if something is too deterministic, you might as well remove the randomness. This is a nod to the RTS that we are working on. Why having a random damage per bullet of 0 to 50 if the health is 800 at least? That is 32 hits on average. Way too many "dice" if you ask me. And if you look at the last ones to hit, it is a difference of miliseconds. But also, that one soldier may hit once more on the next one.

Overkill too, makes randomness obsolete. So....
If the 1 on 1 battle reaches a point where it is no longer a game, but a simulation. I don't see the point.

Perhaps "game" is a wrong word? Idk.

On a side note:
That 22% means a lot for me. It means that it is still a gamble for 2 balanced forces to fight each other. In this case, that 22% also doubles for a 1 on 1 battle with 2 units in a ratio 8 system.

7 to 11 hits needed per soldier.... with bigger armies, there will be a small difference popping up after 1 round already. These can grow too. But that is something for another time.

Either way, when is a game more of a simulation?
Your answer was that you think MtG is more of a simulation.

questccg
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Let me clarify a bit...

X3M wrote:
...Either way, when is a game more of a simulation?
Your answer was that you think MtG is more of a simulation.

My answer is that when the game is pre-determined given the way the game is designed ... Then it can be more (or less) of a simulation. I gave you MtG because this is a game you know and understand. And Yes I feel like MtG is MORE of a simulation since the strategy is determined by your Deck. How that Strategy compares with the opponent's Deck (or Strategy) determines who is the winner.

That TO ME, sounds more like a simulation.

To further complete my response is IF you ADD another Game Mechanic to your COMBAT (like PYL in my comment), that shifts the game away from being purely deterministic and forces MORE RNG (Randomness). When you add this specific Mechanic, I would say the LUCK that emerges makes the game LESS of a Simulation and more like a GAME.

You didn't seem to grasp the 2nd point I was making. It's more about HOW you introduce RNG into COMBAT which makes it LESS of a simulation and more like a GAME.

You seemed to not consider that point and it's the other 50% of the answer which leads to a GAME and not a simulation.

Cheers!

questccg
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To me, simulation is about OUTCOMES

So whatever COMBAT experience you HAVE... Given "X contingent of Troops" VS. "Y contingent of Troops", the OUTCOME is ALWAYS THE SAME. That is simulation.

It has nothing to do with ODDS, PROBABILITIES, RNG, etc.

Quite the CONTRARY... SIMULATION leads to the SAME OUTCOME given the SAME INPUT.

THAT IS WHAT I CALL A "SIMULATION".

IF however your COMBAT mechanic relies on DICE and RNG (Random) well then the OUTCOME of the "X contingent of Troops" VS. "Y contingent of Troops" can YIELD different OUTCOMES ... Then this is a GAME.

So IF I have "6 Riflemen vs. 2 Tanks" and the OUTCOME is ALWAYS "3 Riflemen die" and "1 Tank dies" NO MATTER WHAT... Then this IS a "simulation".

If you have dice rolls with probabilities, averages and standard deviation ... But the OUTCOME of this same COMBAT UNITS yields DIFFERENT results... That to me is a GAME and NOT a simulation.

I guess this is a better explanation than before. But it was generally the SAME point I was trying to make.

Sincerely.

Note #1: Ergo that I feel like MtG is more of a SIMULATION because in most situations the OUTCOME will be based on the strategies given and defined by each player's DECK. So yes, you partially understood but perhaps my example was not clear enough in explaining that RNG is not what controls the outcome it's the overall "arching" strategy of a Deck... So that's why I feel like MtG is more of a simulation.

And this can be PROVEN with MagicA (Arena) given that the tutorials set out to help you learn the game and the simulation leads to different results (win or loss) but the DECK makes it that one DOMINANT strategy is the one that will 9 time of of 10 will WIN the DUEL.

Note #2: When you earn a Deck in MagicA (Arena) you're not too sure about the WAY to PLAY this Deck. The game does a good job of explaining via single player games on how to use your deck versus various enemies (computer) and they too have their OWN strategies (given their Decks).

I hope I have expressed myself clearly enough. There is some RNG in MagicA but for the most part, it's all about understanding a Deck's strategy and playing that strategy to WIN. Ultimately it depends on the opponent's Deck but then again I would be that some kind of odds like 1 in 10 Player #2's Deck wins given that Player #1's Deck is STRONGER (better strategy... however you want to define this)!

X3M
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Well, i understood mostly i think

The question though, where does the game end, and where does the simulation start?

Would it be possible to set some levels to it?
In a sense, for a wargame, the SD compared to the average result is a good way for me to calculate how strong the randomness even is.

For MtG....well, in a sense, this is more or less impossible. But yeah, simulation, totally.
Just like chess. The randomness is mostly, what is your opponent going to do.
The difference with MtG and chess is. Will the opponent have 20 pawns, or 4 queens? You don't know that.

Still, the gaming part is the unknown. Chess is a puzzle battle as how i see it. And the best brain wins.
Stratego has a FOW, and thus hidden information. Which is also a puzzle battle, with a gamble portion. Thus more of a game now. It doesn't look like a simulation to me at all.

In a sense, Stratego has several different pieces. And there is a chance on meeting certain pieces when moving. We can assign a chance and thus also an "average" and "standard deviation" to a situation.
Thus a game.

questccg
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Yes Chess is another good example!

Well I guess the "lowest" (or starting) point for a Simulation is that when you have a battle, all you solely rely on is "STATs". And if Combat is a FORMULA whereby the Victories and Losses are all computed, well that's a "simulation".

Do I know of such computer games?

IDK to be exact... I'm wondering if Civilization by Sid Meier is a simulation. I know from one aspect in terms of "simulating" evolving races it is. But I wonder if the COMBAT is also a "simulation"?! What do you think???

I'm sure I've seen games that were simulations when it came to combat. I was going to say Warlords (google: "warlords pc game")... But I think the combat is more RNG (ergo the need to save and reload if you have a bad battle... I THINK?)

Heroes of Might & Magic 3 could be a simulation (especially in Combat) if you can do a "Quick Combat"...

google wrote:
Just get HotA. Among other things there's a great quick combat feature which lets you either keep the AI result or replay the battle yourself.

Meaning there is some COMPUTATION that goes on behind the scenes and RESOLVES combat. How does it take into the various troops, spells and other variables, that IDK. But I'm leaning towards it being a complex "simulation" for sure.

So I think it WOULD NOT have ANY DICE. But be FORMULAIC in nature.

That makes a LOT of sense when you think about "Wargames". It would need to be all MATH and the results identical between the same battle fought twice (2x).

I'm stating Video Games ... Because most "simulations" I have played and know of are on PCs not physical. But I am positive a "Wargame" can be a simulation too... Guaranteed.

It just relies on the APPROACH being more MATHEMATICAL and formulaic than RNG.

I'm sure I've seen TURN-BASED games which are "simulations" (100% I just can't think of any of them at the top of my head...)

It's just the approach taken. And I'm sure there are VARIABLES you can define which create one giant mathematical formula and produce the results for each player ... If there is a ceiling to the simulation, well then BOTH parties can survive an attack and still have troops left over. If there is no ceiling, well the the outcome is one player survives over the other and one they have a specific amount of units.

That's also something interesting: the formula has a LIMIT!

Meaning you can only INPUT "X" units and apply the formula. So in TRUTH the "simulation" could yield different results given the units involved in battle. And if there is some kind of "ceiling", it also determines how each side reacts and the results (or losses) for BOTH sides.

It doesn't mean all-or-nothing results. The results can be PARTIAL.

So taking my earlier example... Give that there is NO CEILING, the result of "6 Riflemen" vs. "2 Tanks" results in Player #2 (Tanks) always winning the battle with "1 Tank" left over.

But given some kind of LIMIT or CEILING... The result could be "3 Riflemen die" and "1 Tank dies"... The battle is decided but neither side results in an absolute OUTCOME (decisive). Both sides survive but both sides have losses.

I'm sure you understand what I mean. All of this is to me a "simulation". And it's ALL "mathematical" (which you would probably LIKE - Hehehe)!

Cheers @Ramon.

Note #1: Total Battle:

https://www.bgdf.com/forum/general/water-cooler/total-battle-if-you-ever...

This is a "simulation" at the GRANDEST scale. It is similar to "Lords of Ultima" and "Evony" ... All three (3) being city building games. Total Battle uses 100% MATH and is a "simulation" both GAME and BATTLES. It's a FREE to PLAY MMO and you can give it a TRY to see how COMBAT is done. But BOTTOM LINE these three (3) GAMES are "simulations" when it comes to combat.

Note #2: All three (3) of the MMO Turn-Based Strategy Games all HEAVILY rely on CALCULATIONS and MATH for Combat. It's ALL MATH. Definitely COMBAT too!

X3M
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indeed

MtG has these battle's like a 1/1 vs 1/1 creature.
The result if one attacks and one blocks is always the same. Both perish.

Ogame has battle's with a random factor in it. If a certain ship hits another certain ship, it may attack again.
With only a few ships. If a cruiser attacks, it has a rapid fire against light fighters. The RPS here is that heavy fighters are thus slighlty better than cruisers in the long run. The light fighters are really just fodder and can nullify the biggest attacks. But at the first 3 ships, the cruiser attacks. Let's say a defender has 3 light fighters and 3 heavy fighters. The cruiser has a 50% chance it can attack again. On average, 2 attacks can happen by the cruiser.
The game rolls this, so there are situations that the cruiser hits only once. But 3, 4 or the maximum of 5 are also possible. So the true average is 1.94. And the funny part is, if sufficient cruisers attack. The light fighters go down faster than the heavy fighters in the 3 sub battle rounds. (i think there were 3)
Thus the average attack of the cruisers goes down with more cruisers.
But the game doesn't stop at less than 10 ships in a battle. There are battle's where a player has over 1000 ships. Some even have this in the millions, depending on how long the game runs.
So, the randomness.....simply dissappears. And it is more of a simulation than a game now.

***

Here is some math I wanted to redo. And others can take note of the method and use it to their own. Although I did not had the confirmation yet that this is correct.

Now that I have more "info" on how to calculate the SD for more rolls, based on 1 roll. I could take a look again at Warcraft2.

This game "rolls". Between 50% and 100% of an attack. And it only yields whole numbers.
If an attack is 6 basic, 3 piercing. And the target has 2 armor. The damage is 7 in total. Rounded to the next even number, 8. The roll is between 4 and 8. But the die here, due to rounding: has 1x 4, 2x 5, 2x 6, 2x7, 1x8 as faces. The target has 60 health.

First you determine the average and SD of 1 roll.
Average = 6
SD = 1.225

For the formula later on, we use:
u1 = 6
o1 = 1.225

The most difficult step is to determine how many rolls on average you need. And you cannot round this yet. The number of rolls is most certainly higher than just dividing the health by the average. This is specially true for having low yield dice, including zero's. And low health value's. I still remember that my 3 health soldier actually had 3.662 hit points

Either way, there are 2 methods for determining this.

1. Excel worksheet.
This requires a lot of knowledge and pretty big table's depending on how much health you target. I once went to 20 health for a d6. But now we need 60 health and a d8. And much more copies of a table per round. Since the average seems to be 10 rolls. Here I need to go for option 2.

2. AnyDice. With tracking in Excel.
What you do is you roll x number of dice. You start at the lowest expected possibility of your target being destroyed.
In this case, it is 60/8=7.5 or 8 dice.
You roll them in anydice, take note of [at least] reaching 60 and the chance for it. Lucky you, you can also divide the roll by 60 and get the same result here.
Then you work your way up until the chance is 100% on at least 60 damage. In this case, we can expect to stop at 60/4=15 dice.

The table will be big depending on the number of rolls. Especially if you have 0's in the attack damage. But the bigger the table, the bigger the SD. This is the first sign that the battle is a game and not just some computing for the outcome. 8 to 15 rolls is just a sad little table. Still a lot of work for getting an individual result for every roll. And we aren't there yet.

In order to get the average rolls. We need to first see how much the chance increases per extra die. We take the chance and subtract the previous one. For the roll of 8 dice here, we subtract 0. For the 9 dice, we subtract the [at least] chance of 8 dice. Etc.

We get a list of chances that we need x dice for defeating the enemy. If done correctly, we see that 10 and 11 are both pretty big chances. Multiply the number of dice needed with the chance for those dice. Then sum up all the results. I got to an average number of rolls of 10.438. (This is 11 attacks on average, not 10)

For the formula we use:
a = 10.438

In order to calculate the average TOTAL damage for all possible number of dice. We use the next formula:

ux = u1 x a
ux = 6 x 10.438 = 62.628

62.628 is a bit more than 60. I don't know why...but it seemed important. It means that if you roll the average number of dice. You actually deal more damage. Not that this is true, but you need this result for later.

Now to calculate the TOTAL standard deviation that belongs to this average damage.

ox = o1 x sqrt(a)
ox = 1.225 x sqrt(10.438) = 3.958

And that.... is ridiculous low.

What we want is to know what 2/3rd of the time is happening here. What is the total damage happening from low to high...that is needed to destroy the target. Note, this is lower and higher than the health of the target. But....it is still destroyed. It is math...vague math. But it seems to work.

The damage needed goes from:
(62.628-3.958) to (62.628+3.958)
or
58.670 to 66.586

Now, we divide this by the average damage per die. In order to see how many attacks we need in 2/3rd of the time. And round this upwards.

I get 10 to 12 rolls, or attacks. Although that 12 is a big rounding. It still happens in the 2/3rd of the time.

What I didn't do in the BGG probabilities questions topic is. Dividing the SD by the average damage as well.
Here we have only 0.66 rd as a roll. This on top of 10.44 rolls. Which leads us to that same 10 to 12 rolls. But also shows us that the 12 is a very small chance. Either way, dividing the total SD by the total average rolls gives me a percentage of:
0.66/10.44 = 6%
I would like to call this the Individual Gamble Chance Level or IGCL.

This 6% is too low for my taste... In a sense, there is only a 2x 6%^2 = 0.7% chance that the outcome of this 1 on 1 battle is in favor of 1 of the 2 fighters in either direction. This is a simulation from my point of view. And the whole randomness is rather useless.
I think I like to call this number the Duel Gamble Chance Level or DGCL.

In that BGG topic. The 3 targets have:

Attacking a Goblin with a d6-3 weapon.
3 health,
3.556 average health,
1 average damage,
1.155 SD,
3.556 total average damage
2.178 total SD
61% IGCL
75% DGCL (interesting, this is higher than the IGCL)

Attacking an Orc with a d6-3 weapon.
5 health,
5.654 average health,
1 average damage,
1.155 SD,
5.654 total average damage
2.746 total SD
49% IGCL
47% DGCL

Attacking a Warlord with a d6-1 weapon.
20 health,
8.534 average health,
2.5 average damage,
1.708 SD,
21.335 total average damage
4.989 total SD
23% IGCL
11% DGCL

While the targets in the BGG are not in a real duel. And the player has much more life. The IGCL are in place here. As for that last one, the warlord. I need the DGCL for my ratio 8 wargame. This means that it is only 11% of a gamble when having a 1 on 1 fight.

X3M
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Summing and simping it up

Now then, I created for myself IGCL and DGCL.
IGCL is for when you target something.
DGCL is for when you are equally strong and that thing returns fire.

As for what you are playing.
Is it a game, gamble, simulation or...?

I think that 100% or higher levels are a gamble. You don't know the outcome at all.
Obviously 0% is a simulation.
So that leaves us with 0% to 100% to being what you play, a game.

However, close to 100% is thus more a gamble. And close to 0% is a simulation.

While I calculated it all for myself for certain games. I think that you could ignore it all.... And simply consider how much a game is a gamble or simulation.

50% obviously is the perfectly balanced game.
But to what borders can we assume that the players consider something to be a game and not a gamble or simulation?

That is THE question for me, in this topic.

Is it 10.0% to 90.0%? (9)
Is it 12.5% to 87.5%? (7)
Is it 16.7% to 83.3%? (5)
Is it 25.0% to 75.0%? (3)
Is it 33.3% to 66.7%? (2)

At what percentage do we drop the dice mechanics?
At what percentage do we nerf the dice mechanics?

X3M
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The last attack

One thing I forgot to mention is "the last attack".
If a game is more of a simulation than a gamble.
You run the simulation. But you look at what decision you make at the end.
Now, if the 2 fighters are at their last health. The outcome is more of a gamble if you decide to continue the fight.

If you retreat, you can heal up/repair. No matter what game, if it is a dungeon crawler, wargame or any other combat related game.

Of course, if the targets have less health than the minimum damage, it is a simulation where the outcome is a certain defeat. If the targets have the health equal to the average damage roll, it is as close as possible to a gamble.

In case of Warcraft 2. If the fighters have 6 health remaining. There are only (mostly) 1 to (rarely) 2 rolls left.

6 health,
1.375 average health, (i just realized that this is named wrong, "average hits needed")
6 average damage,
1.225 SD,
8.250 total average damage
1.436 total SD
17% IGCL
6% DGCL

6% DGCL for the last exchange... not sure how I feel about this.
Edit: The AI reacts a bit slow in some games. So, that 17% is still valid. Especially for when the game is turn based like a Catapult against a melee target. If it fails in killing in 1 shot, it is "over".
So, let's say, it is 17% on the moment the player makes a decision for a final exchange. And 6% for when the battle is already taking place.

questccg
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I couldn't understand that wall of text but...

What I did understand is that IF there is an AVERAGE which is "6" and has a STANDARD DEVIATION of "3", we would get a result of "3 to 9". If there are sufficient UNITS ... Well then the value result will be much CLOSER to the AVERAGE (which in this example is "6") and the STANDARD DEVIATION becomes closer to "0" (or a fractional value).

If you use the STANDARD DEVIATION and make that a ROLL (+/-) well then I guess what you could do is have DICE with various values like this:

-3, -2, -1, 0, +1, +2, +3... which could determine the RATE OF SUCCESS.

If you did something like this... I think your game would be closer to a "simulation" since the RNG over a large population of DATA is the MEAN or AVERAGE and therefore the results are CLOSER to being identical in most cases.

But this does introduce some VARIABILITY all the while preserving MATH and of course the method which could be described as a "simulation".

At least that is my personal experience.

Okay... How do you make DICE like this? SIMPLE: You used CARDS instead.

So if you have VALUES -10 to 0 to +10... You can build the DECK to suit your STANDARD DEVIATION, compute your AVERAGE (or MEAN) and then DRAW as many cards as needed to determine the RESULTS of combat.

But you will have to make some APPROXIMATIONS too. This is just presented to you in the simplest way for you to comprehend HOW to make it work.

Let me know if any of this makes ANY sense and if I can be USEFUL to you!

questccg
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How would that affect a BATTLE???

Well I'm not sure how to make this work with all kinds of UNITs ... Remember the goal would be to have some kind of FORMULA. And if you use CARDS to choose the STANDARD DEVIATION, that will determine how EACH unit performs.

Perhaps one of the KEY point to look at is a GROUP which is defined by a TROOP type. So IF I have RIFLEMEN AND TANKS... Group #1 are the RIFLEMEN and Group #2 are the TANKS.

If each group has an ATTACK VALUE (and therefore it is the SAME), the STANDARD DEVIATION can determine how well that GROUP "performs". And if you DRAW A +3 means that Tanks do +3 DAMAGE (as a GROUP). If you DRAW A -! means that Riflemen do -1 DAMAGE (as a GROUP).

I'm not a MATH guru... So this is a bit hard to explain. I'm trying to make it as SIMPLE as possible (the opposite of all the other MATH).

So if RIFLEMEN deal 1 DAMAGE EACH and you have "6" of them... you would deal 6 x 1 = 6 - 1 (STD DEV) = 5 DAMAGE. Where as the TANKS can do "10 x 2" = 20 + 3 (STD DEV) = 23 DAMAGE. With OVERKILL ... This means that 2 RIFLEMEN would die and both Tanks would survive (assume that a Tank has > 5 HP).

This is very SIMPLE MATH that everyone can understand.

This is probably NOT what @X3M is going (in this direction) But that's his own decision in how he approaches the subject matter on this topic.

I'm just saying if I boils down to some simple MATH that factors in the GROUP's STANDARD DEVIATION it could be on the whole group or per unit. That's another possibility but makes it more complicated because you could have Riflemen that produce 0 DAMAGE or even NEGATIVE (<0) DAMAGE.

Again it's the idea of find the RIGHT FORMULA to use time and time again.

This METHODOLOGY (or approach) can be seen more as a SIMULATION because the MATH is controlling the results and the results are MORE OR LESS the same. It just varies according to the population size and if it were GREATER there would be next to no STANDARD DEVIATION and ergo ... The reason I would call the FORMULA route a "simulation"...

These are just some of my observations.

Cheers!

X3M
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Math

The examples you showed are close indeed to what I usually did.

As for cards that would change the outcome. In the long run, if the deck gets depleted. The SD would go from an assumed maximum, down to reach 0.
If a card gets returned to the deck and reshuffled. (Which is a tedious task to do with every battle if you ask me.) Then the SD would remain at its maximum. Even if a relative small portion is taken from a deck to work with (lets say, 3 to 5 out of 60), the SD still remains rather large compared to the 1 card only deck.

Using cards for getting variation is a very bad idea imho. A bag with pebbles is much better.

***

As for the variation getting closer to the average of 6. Indeed, the total variation grows with more dice. But the total average grows too with more dice. If I understood correctly, the total average is 6 times the number of dice. While the total variation is 6 times the square root of the number of dice.

So, with 4 dice, the total average is 24. While the variation of 3 would then become 6. Counting backwards to just 1 die would mean dividing both with 4. Thus 6 and then a variation of only 1.5.

***

Henceforth I decided on getting some sort of SD score for my own purposes and understanding. Which is 100%x SD/Mean.

A SD can be bigger than the mean value. So, higher than 100% is possible. A SD can never be lower than 0. So 0% is the lowest score.
I consider everything at 0% to be absolutely a simulation.
And 100% or above is certainly a gamble.
Now, my question is, at what score would the game no longer be considered a simulation?
10%? 20%? 30%?
I feel that 50% is somehow the perfect balance between a simulation and a gamble.

The longer a game can drag on, the longer the game will feel like a simulation. So, the game needs to be cut into smaller portions on which a player has a say.
Attack/Retreat. As simple as that. Thus, I could consider the score at a full attack. But I can also consider a situation that one or both parties retreat at a certain ammount of survivors. The SD for this is always higher than the SD for a total battle.

***

I looked at my hobby game. It looks like the lowest score ends up at the IGCL of 10% for a big battle, 3 attacks, between 36 vs 36. But only based on damage. The expected survivors now go from 3 to 9 for both sides. Per attack, the player looses roughly 8 to 12 soldiers. But this is where I drew the line.

Other armies would take much longer since the RPS would be lower. Thus, those definately felt like simulations.

Then we have the less units; the tank battles. And then, a 6 vs 6 battle would yield me a damage IGCL of 25%. So, for that reason, my game, even though lots of dice. Still felt like a game.

The public version with sort of 1/6th of the number of units. And a different die roll mechanic. Would have a damage IGCL of 38% for the 6 soldiers, 3 attacks. And with only 2 tanks, 3 attacks, it would be a damage IGCL of 66%.

Note, I am doing my IGCL here based on damage. The number of losses would yield roughly the same IGCL. However, based on true durability and losses and the last portion of a die mechanic, plus a bigger number of units, it is very hard to calculate.

Either way, my hobby game score in damage is below 50%. My public version dances around the damage IGCL of 50%. But still, only based on damage.
My hobby game doesn't feel like a simulation to me either. Perhaps because there is still variation in the number of survivors after a full attack. This is however a ratio of 3 game. So for myself, I need to find a way to calculate the GCL for an entire army.

questccg
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Please do as I do...

The first time I use an Acronym or Abbreviation like "MagicA"... I say "Magic: Arena" (MagicA) to ensure everyone understands what it is that I am talking about.

It KNOW "SD" = "Standard Deviation" but maybe not everyone does. So in EACH POST if you use an Acronym or Abbreviation use the full term followed by the shortened version is Parenthesis...

Like "Standard Deviation" (SD) ...

So what the hell is IGCL??? I googled it and nothing came up. This is something you invented, PLEASE do NOT invent Acronyms or Abbreviation BEFORE not stating the FULL and COMPLETE meaning of the shortened version...

So what is "..." (IGCL)???

Because nobody understand whatever you posted just because you used made up acronyms and/or abbreviations.

Thank you.

questccg
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Oversized "calculator" = SIMULATION for certain!

X3M wrote:
This got me to thinking while tinkering with numbers.

When is a game, a game?
And when is a game more of a simulation?

What counts as a game?
And not just as a oversized "calculator" for an outcome?

Oversized "calculator" = SIMULATION for certain!

Like I explained there are several MMOs (Massive Multi-player Online) simulations like "Lord of Ultima" (LOU), "Total Battle" and "Evony" as examples that use by formulas to resolve Battles. I'm sure there is a random element and it probably has to do with "Standard Deviation" (SD) which can be positive or negative giving varying results when it comes to Battles.

So the SD is the source of RNG when it comes to these formulas.

Anyhow ... That's my input ... But you knew it already!

X3M
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Same with RNG.... But I

Same with RNG....
But I described IGCL and DGCL in this topic :D

Individual Gamble Chance Level:
A score in percentage of how big the Stardard Deviation (SD) is compared to the average outcome. When all actions of randomness are summed up for a certain set or situation. Of 1 player.

Duel Gamble Chance Level:
Same score, but then there are 2 players involved. Calculating this is different for the game mechanics. The score can be calculated from the game, or from the IGCL.

questccg
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Sorry I thought you knew what RNG was...

"Random Number Generation" (RNG) ... Like anyone was going to figure out what those Acronyms or Abbreviations were! IGCL and DGCL...?

X3M
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I did explain... Somewhere in

I did explain... Somewhere in this topic at their first mention...

questccg
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Too complicated for me.

X3M wrote:
I did explain... Somewhere in this topic at their first mention...

I had to review all of the comments to read the following (which is equally confusing):

X3M wrote:
Now then, I created for myself IGCL and DGCL.
IGCL is for when you target something.
DGCL is for when you are equally strong and that thing returns fire.

Which doesn't say much... And then you posted (to my response):

X3M wrote:
Individual Gamble Chance Level:
A score in percentage of how big the Standard Deviation (SD) is compared to the average outcome. When all actions of randomness are summed up for a certain set or situation. Of 1 player.

Duel Gamble Chance Level:
Same score, but then there are 2 players involved. Calculating this is different for the game mechanics. The score can be calculated from the game, or from the IGCL.

Either way ... I don't understand. And TBH I don't think I ever will because you are talking about decimal values and such. I don't understand how a Wargame can work with those kinds of figures. Usually Wargame use whole numbers much like most games and if they do any division it's usually a clear method. Not things like 0.12345%

Anyhow... Maybe you'll find someone else to comment. I have nothing to add at this point in time.

X3M
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It is rather easy though

I created a score for myself to see how much randomness there is in relative terms. For specific situations.

If your average roll is a 1. This is also your goal. And your standard deviation (SD) of that roll is 1. Your IGCL is 100%.
You either roll 0, 1 or 2 at 2/3rd of the times. A gamble in my eyes.

If your goal is 4 hits. Yet your total SD is 2 at this point. Your IGCL is now 50%. This is a game in my eyes.

If your goal is 400 hits. Your total SD will probably be 20 here. Your IGCL will become 5%. Which is very low. And thus more of a simulation to me.

The relative part would be based on the fact that soldiers and tanks are actually the same type of units in my game. A soldier works with lower numbers, a tank with higher numbers. 20 hits with a SD of 1 compared to 400 hits with a SD of 20 is the same. Both yield a IGCL of 5%. Simulation.
4 hits with a SD of 2 and 400 hits with a SD of 200 are also the same. Both yield a IGCL of 50%. Game.
1 hit with a SD of 1 and 400 hits with a SD of 400 are the same once more. Both yield a IGCL of 100%. Gamble.

X3M
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Coefficient of

Coefficient of variation...

Never mind how I called it.

F...why does no one correct me? Is it really just because a topic always gets derailed here?

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