probability and gaming
PostPosted:Mon May 10, 2010 2:10 pm
I was reading some gaming conference when Sid Meier was explaining probability. So let's say you got you got one side with a strength of 1, and the other side has a strength of 3. Civilization handles odds by (your strength/total strength) so the side with the strength of 1 has a 25% chance to beat the side of 3. So then someone asks what if I got a big army on both sides so it's 10 versus 30, and Sid Meier said well it's still 25% chance for the side with 10 to win, and the fans didn't like that, and then the commentary makes some observation about how people don't get probability. I thought it was funny at first, but then I realized the guy who doesn't get it is Sid Meier and the guy making the comment. If 10 versus 30 represents 10 times the troops one each side (which I assume it is, since this is Civilization), then the chance of the side with 30 losing is next to nothing.
Let's keep things simple and assume that there's a 25% chance 1 will take out the 3 without dying, and 75% chance represents all the way the side with the 3 can win (they might lose some guys versus the 1), then the side with the 10 has to get at least 7 of the 25% events in a row to have a 50/50 chance to be on equal ground after the first round (that'd leave them with a strength of 7 versus whatever an expected 6.75 strength left on the side of 30). I know it's more complicated than this to calculate but you basically have to come pretty close to repeating the original event X times when you multiply both sides by X.
I checked the 2008 election and Obama has 53% of the popular vote versus 46% for McCain, but this doesn't mean if you run the 2008 election 10 times you expect McCain to win about 4 times. An 8% deficit, when multiplied over millions of votes, becomes an insurmountable deficit.
It's interesting that it's Sid Meier who made this mistake since that is the foundation of his games. It also highlights why strategy games are hard to balance. Bigness absolutely trumps any element of chance, and while strategy should not be about luck, it's not exactly an interesting model when the bigger side has a 99.99% of winning and then you end up with just an empire building game. Note that bigness can factor in technology and other factors. 2 Battleships in any Civ game is a lot *bigger* than say, 10 Knights, due to their superior combat values. While it feels pretty stupid in Civ 1 when your Battleship loses to a Knight, I'm not sure having 99.999% a Battleship winning is much better. Yes it makes sense, but if the outcome is certain 99.999% of the time then you might as well call it a building game. Build more units than the other side and then you win the game. It might be true so far as strategy goes, but it doesn't make a very interesting game.
Let's keep things simple and assume that there's a 25% chance 1 will take out the 3 without dying, and 75% chance represents all the way the side with the 3 can win (they might lose some guys versus the 1), then the side with the 10 has to get at least 7 of the 25% events in a row to have a 50/50 chance to be on equal ground after the first round (that'd leave them with a strength of 7 versus whatever an expected 6.75 strength left on the side of 30). I know it's more complicated than this to calculate but you basically have to come pretty close to repeating the original event X times when you multiply both sides by X.
I checked the 2008 election and Obama has 53% of the popular vote versus 46% for McCain, but this doesn't mean if you run the 2008 election 10 times you expect McCain to win about 4 times. An 8% deficit, when multiplied over millions of votes, becomes an insurmountable deficit.
It's interesting that it's Sid Meier who made this mistake since that is the foundation of his games. It also highlights why strategy games are hard to balance. Bigness absolutely trumps any element of chance, and while strategy should not be about luck, it's not exactly an interesting model when the bigger side has a 99.99% of winning and then you end up with just an empire building game. Note that bigness can factor in technology and other factors. 2 Battleships in any Civ game is a lot *bigger* than say, 10 Knights, due to their superior combat values. While it feels pretty stupid in Civ 1 when your Battleship loses to a Knight, I'm not sure having 99.999% a Battleship winning is much better. Yes it makes sense, but if the outcome is certain 99.999% of the time then you might as well call it a building game. Build more units than the other side and then you win the game. It might be true so far as strategy goes, but it doesn't make a very interesting game.