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blakkie
Ok, did an empirical 100,000 interation test of 6 Openning Dice vs 3 Opposing Dice, no TN modifiers. 1 or more successes came in at 39.85%, only +/-.01% off of our calculations.

However 2 or more successes came in at only 12.82% (compare to our sheet's prediction of 18.80%), and 3 or more successe came in at 2.40% (compare to our sheet's prediction of 6.90%). At 100,000 interations i would expect the variation to easily be <1%. Notice how close the first number is.

Everything on that grid above 1 Success needs the formula redone. frown.gif
Lilt
OK. I'll re-do those cells with a more exact (rather than relative) formula and see how things go. It'll have to wait for a bit though as I'm revising for my exam (on tuesday) right now.
gknoy
QUOTE (Lilt)
Unfortunately: it's the 2nd part of the sheet that we really need proven. The 2nd part is on the top right and is where it calculates the probability of achieving a particular number of successes on an opposed roll (IE: Answering your ponderings about the likelyhood of someone with 6 dice trying to sneak past a perception 6 character)

First:

I am embarassed to note that my graph has the labels on its axes BACKWARDS. Crap. This is because I was careless when I re-made the graph to include the log plot. The Y-axis is the avg expectedvalue, and the axis that oes from 1-100 is the number of dice. You all probably noticed it but I thought I'd point it out. smile.gif

re: your problem 2: This should be doable by mad coding skills. wink.gif I'll try playing with it tonight once I get home. Details of strategy will follow later, but basically it's a brute force test with lots of bucket-counting. wink.gif

QUOTE
By our calculations a sneak-fu (12 stealth) adept will be noticed (1 success) by a perception 3 (average intelligence) character around 25% of the time (with no modifiers).


Let's examine this assertion. I think it's false, but I want to check it smile.gif

A 12-dice adept can expect to get ON AVERAGE a result of about 11 (see my graph). Let's be conservative and say AT LEAST 10. This means that they might often roll a bit more, and probably rarely roll less (since all the dice would have to roll less).

Your perception 3 guard would have to roll a 10. let's calculate that by calculating his chance of NOT getting a ten on each die, and AND-ing them toether.

For each die, the chance to not get a 10 is:

5/6 (not a six) +
( 1/6 a six on the first roll * 1/2 (a 1, 2, on 3 on the second roll) )

= 11/12 of a chance to roll less than ten. For each die. When we cube it ...

11^3 / 12^3 = 1331 / 1728 = 77% to fail
--> 23% chance of success vs TN 10.

WOW I didn't believe it, but you're right smile.gif a perception 3 guard appears to have a 23% chance of success vs sneak-fu adepty-guy.

But, what if his TN is 11? or 12?

5/6 (not a six) +
( 1/6 a six on the first roll * 2/3 (a 1, 2, 3, or 4 on the second roll) )
= 5/6 + 2/18 = 17/18 to fail vs 11; 84.2 % chance of failure with 3 dice, or a 15.6% chance of success.

Hmm, maybe I spoke too soon. See, since the adept's avg roll is very close to 11, the chance of guard succeeding is actually much closer to the 15%. I'd say he's in the 15%-17% chance range for noticing the sneak-fu adept.

[edit]
If the adept gets lucky and rolls a 12 (which he is about 4x more likely [I think ...] to get than the guard, due to 4x as many dice), the guard's chance of success is even worse: 91.9 % chance of failure, only an 8% chance of success. Which is pretty slim.
[/edit]
blakkie
The "at least 1 success" calculation in our spreadsheet is dead on, i stand by it. You are merely showing how flawed it is to calculate using the average TN. wink.gif The underlying reason, as far as i can tell, that the simple average doesn't work is because the lower TNs are MUCH more probably for the lower number of dice opposing to make, the average TN is quite tough, and the higher only marginally tougher than the average. So when weighted by that the overall probability raises past what the probability is for the simple average TN.

P.S. Lilt, i've looked into it and figured why the "2 or more success" columns and up don't work with how you are progressively calculating. It is because the "1 or more success" contains the "more" part. If we were using a "1 and only 1 success" calculation we could iterate to get the multiple successes properly. I also figured out how roughly the algorithm required on paper, but haven't translated it into computerese yet. I should be able to do that tomorrow night.
gknoy
QUOTE (blakkie)
The underlying reason, as far as i can tell, that the simple average doesn't work is because the lower TNs are MUCH more probably for the lower number of dice opposing to make, the average TN is quite tough, and the higher only marginally tougher than the average.

What do you mean by "the at least one success" calulation, though? smile.gif

A large number of dice should have a relatively smaller number of low rolls. Why? Because the chances of NOT getting a high roll on ANY die get smaller the more dice you add. As our graph shows, it's a matter of diminishing returns, but it's definitely there.

The more dice are rolled, the higher the chance that they won't roll absurdly low;
I have not yet done a simulation that determines the distribution of TNs that result from a stealth roll; I'll tryit specifically with 12 dice (since that's what a starting stealth-fu adept can roll), and then do the same with the perception-guard-guy.

My plan right now, is to roll a large number of open-rolls for the stealth person (and plot the distribution), and then roll a bunch of perception rolls (and plot the distribution), and see how many of the stealth rolls EACH perception roll beats. Maybe I won't do the last part, dunno. smile.gif

I'll post code and graph when I get done.


I wish i could redo my graph as a graph of shaded areas, where each die-count's graphed area was a greyscale bar that was darker for places with higher frequency.

Shit, I could do that with Matlab if I remembered HOW! =)
gknoy
I ran a simpler test than I described in my previous post, as it was simpler to write and was the basis for the more complicated test. I have updated http://www.anasazisystems.com/~gknoy/sotsw...enTestGraph.xls (1:45 PST) to include my new test data (on the second sheet).

[edit]
Note that using an open-style roll for the guard (4 dice) is the SAME as saying "what's the highest number at which he can make one success". Which is what we care about in thiscase, as 1 success is enough.
[/edit]

I've run a test of 1 million open rolls with 12 dice.

50% of them were an 11 or better.
25% were 14 or better.
10% were 17 or better.
3.7% were 21 or better.

I then ran the same test with only 4 skill dice.

20% were 11 or better.
8% were 14 or better.
3.7% were 17 or better
1.2% were 21 or better.

What does this tell us?

12 dice are 2.4 times more likely to roll a 11 or better than 4 dice.
12 dice are 2.7 times more likely to roll a 14 or better than 4 dice.
12 dice are 2.9 times more likely to roll a 17 or better than 4 dice.
12 dice are 3.0 times more likely to roll a 21 or better than 4 dice.

If we line up by percents >= $roll, we can see that:
12 dice are as likely to roll a 21 as 4 dice are likely to roll a 17.
12 dice are as likely to roll a 15 as 4 dice are likely to roll an 11.

It appears that the highest roll from 12 dice is likely to be about 3 or 4 higher than the highest roll from 4 dice. The "middle" cases, where half are that roll or better, and half are worse, come at 11 and 7 (for 12 and 4 dice, respectively).

If we divide the "% N or better" for 4 dice vs that for 12 dice, we get about 25-30%. Which I think (could be wrong smile.gif) might mean that the 4-dice guard has about a 25-30% chance of beating the adept ... but I might be quite wrong there. In fact, I suspect that that interpretation (one massaged number vs another massaged number?) could be in the category of "damn lies and statistics", and might NOT be the right interpretation. I wouldnt' stake anything of value on that. (what DOES it mean? I don't know.)

I think it's pretty safe to say (without doing a REALLY exhaustive test wink.gif) that your perception 4 guard is not very likely to beat your adept. However, if my guess above is correct, he has a better chance than I previously thought.
blakkie
QUOTE
What do you mean by "the at least one success" calulation, though?


What i mean is download the file http://www3.telus.net/ESc/shadowrun/ShadowRunOdds.xls ( http://www3.telus.net/ESc/shadowrun/ShadowRunOdds.sxc if you don't have Excel, but instead Open Office), and plug in the number of openning dice, the number of opposing dice, the total of the TN modifiers [edit](see example).[/edit]

Then go across to the blue table and to the right of the "1" is the percentage chance the opposing roller has of get 1 or more successes (rolling at least the TN set by the openning dice).

Yes it seems higher than you would have thought. But i've also written the full code to verify these numbers empirically, where it rolls all the openning and opposing dice and tallies up the successes. I'll likely post that up later once i get the rest of that spreadsheet working (the 2+ successes and up results).

EDIT: I think an example is in order to get the signs proper on the TNs.

Sneaking guy is defaulting to Quickness (-4), but being Concealed by a Force 2 spirit (+2). The observing person has the Oblivious flaw (+1).

Total TN modifers = (-4) + (+2) + (+1) = -1

Rev
CODE

Percentage of wins by dice indicated on the left against dice indicated on the bottom in open test (dice on left got higher result):

12   90 82 75 70 66 61 57 54 50 49 46 44
11   89 80 73 68 63 59 55 52 48 46 44 42
10   88 80 71 65 61 56 52 50 47 44 42 40
_9   86 76 68 62 58 53 50 47 43 42 39 37
_8   85 74 66 61 56 50 47 44 41 39 36 34
_7   83 71 63 56 52 47 44 40 38 36 33 31
_6   81 68 60 52 48 44 40 37 34 32 29 27
_5   78 64 55 48 43 40 35 32 30 28 26 25
_4   75 60 49 42 37 33 31 27 25 23 22 21
_3   69 54 42 37 31 27 25 22 20 18 18 17
_2   60 42 33 27 24 19 18 16 15 13 12 12
_1   43 27 20 16 12 11 10  9  8  7  7  6

      1  2  3  4  5  6  7  8  9 10 11 12


CODE

Percentage of wins by dice indicated on the left against dice indicated on the bottom in most 4+'s test (dice of left got more 4+'s):

12   97 95 91 87 82 76 72 64 58 52 46 41
11   96 93 89 84 79 72 65 59 52 46 40 35
10   95 91 85 80 73 67 60 53 45 41 35 29
_9   93 87 81 75 68 61 52 47 40 34 28 24
_8   90 84 77 68 60 53 46 39 33 27 23 19
_7   86 79 71 62 54 45 38 32 27 22 18 14
_6   82 74 62 53 45 37 32 25 20 16 13 10
_5   75 64 54 44 36 30 24 18 14 11  8  6
_4   66 54 45 35 27 22 16 13  9  7  5  3
_3   55 43 33 24 19 13 10  7  6  3  3  2
_2   40 29 21 15 10  7  5  3  2  1  1  1
_1   21 15  9  6  4  2  2  1  0  0  0  0

      1  2  3  4  5  6  7  8  9 10 11 12


Take with a +-20% (of the reported percentage) grain of salt though as I did not rigerously qualify that I am using the random number generator within its limits, but I did make some lackluster effort in that direction and I messed with it a bit and things only changed by about 20%. Used 10k tests per combination.
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