.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #21  
Old September 25th, 2007, 08:29 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: A quick intro to Bayes rule

I agree with thejeff 100%.

The only requirement is that the site-searching algorithm should be good-enough that you don't bother by hand.

I'd propose "priority score" like (4 - sites found) * (4 - level in this path searched)^2, and never searching anything with a score of 0.

The issue with non-standard terrains is that, *I BELIEVE*, they have a linear effect on the site frequency.

If the site frequency is 75%, it's 65% in farmland and 85% in swamps, *I THINK*, and who cares?

OTOH, if the site frequency is 30%, sites are twice as frequent in swamps and that makes a big difference.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #22  
Old September 26th, 2007, 01:52 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
Lieutenant Colonel
 
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
Lazy_Perfectionist is on a distinguished road
Default Re: A quick intro to Bayes rule

Hmm... interesting. With that priority score above...

0/0 = 64
1/0 = 48
2/0 = 32
3/0 = 16

0/1 = 36
1/1 = 27
2/1 = 18
3/1 = 9

0/2 = 16
1/2 = 12
2/2 = 8
3/2 = 4

0/3 = 4
1/3 = 3
2/3 = 2
3/3 = 1

#/4 = 0
4/# = 0

So, the very lowest priority is hunting for ultra-rare level 4 sites. Fine, that. I don't like the rest of it because its not very intuitive. But I do like the results, even if I can't predict where it'll search easily. But the auto searching isn't about predicting anyways. The way the numbers fall is fine enough by me.

I would put in a few additional variables. For Dark Knowledge, for instance, I would heavily favor land provinces over water provinces, though there are a few possibilities...

As there are currently zero underseas blood sites in the game, I'd set the priority to something like 1, (if I boosted all other scores by one, so this would be the lowest). This would allow mod-sites to be found eventually, while keeping in mind nothing will likely ever be found underwater - and they'd be searched dead last.
Reply With Quote
  #23  
Old September 26th, 2007, 09:02 AM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
Default Re: A quick intro to Bayes rule

I don't want it to get too complicated, but yeah, we could have a priority score modifier for terrain, sure:
Farmlands, x0.9
Mountain, x1.2
Mountain + Earth, x2
Forest, x1.2
Forest + Nature, x2
Swamp, x1.2
Swamp + Death, x2
Wasteland, x1.2
Wasteland + Fire, x2
Ocean + Water, x2
Coast + Water, x1.5
Ocean + Blood, x0.1

Something like that?
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #24  
Old September 26th, 2007, 09:44 AM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: A quick intro to Bayes rule

That would be nice, though unlikely to happen. You could tweak the values and calculate the exact chances of a site in a particular path. (And then the chances of VoT or AR if some paths have already been searched?) If I understand the Bayes argument correctly, the chances go up if you've already searched other paths and found nothing, so add that in.

I'm still going to override it to not search provinces I think are vulnerable. And I'm still going to try to search everything I expect to hold.

So I really see this as fiddling with the details of something that remains basically broken. The important part is letting it search provinces with 2 sites and not searching capitals. My next priority would be searching paths that have been partially searched. Order comes a long way after that.
Reply With Quote
  #25  
Old September 26th, 2007, 01:13 PM

Lord_Bob Lord_Bob is offline
BANNED USER
 
Join Date: Aug 2007
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
Lord_Bob is on a distinguished road
Default Re: A quick intro to Bayes rule

It's more obvious if viewed as two marble bags. You have three marbes, 2 black and 1 white. You put one in one bag and two in another. There is a base chance of 33% of the white marble being in bag one and a base chance of it being in bag 2 of 66%. But then you take a black marble out of bag 2(which you will obviously be able to do). Now there is only one marble in each bag. So reaching in will pull only that marble out. But the BAG PROBABILITIES HAVE NOT CHANGED.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:49 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.