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Post by thehorrorchord on Jul 28, 2012 18:41:44 GMT
had a game the other day, and my tervigon consistently spawned out 11-12 terms a turn for a whopping 46 termys by end game. pretty good. luckily they were all getting cut down from dark eldar fire, so i had enough models each turn.
anyone else have any epic tervigon spawn numbers?
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Post by wisdomseyes1 on Jul 28, 2012 18:48:46 GMT
3 and 18
3 on the last turn of the game. 18 on the last turn of the game. I can't remember any of my games where I spawned more than once.
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Post by 1b2a on Jul 28, 2012 19:02:32 GMT
I have had the rumored 6 5 4 spawn one time on turn one and slightly less the next two turns but never anything better.
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Post by osirisjdu on Jul 28, 2012 19:05:31 GMT
told my friend first time i used it that the best i could get and not run out was 15 with 4-5-6. rolled it first turn. mentioned the odds of that happening again. rolled 4-5-6 said odds are i should run out next turn. 6-6-6. he hates the thing now.
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Post by lostminds on Jul 28, 2012 20:14:48 GMT
3 tervigons in one game spawned 15 each per turn for 5 turns... and to top it all off it was an objective game.
Usually they stop spawning on 2nd turn for me...
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Post by coredump on Jul 28, 2012 21:04:45 GMT
said odds are i should run out next turn. . [anal retentive math geek = ON] Actually the odds are the same every turn. the odds for making it another turn were no worse on turn 3 then on turn 1. Like flipping a coin. If you flip and get 5 heads in a row, that 6th flip is till 50-50. [=OFF] (ah, who am I kidding, I can never really turn it off.)
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Post by maine on Jul 28, 2012 21:17:14 GMT
I ran the math on Tervigons recently. If we assume that >5 spawns is counted as 5 spawns, and the Tervigons survive 5+ turns, the odds are as such: 1 Tervigon: Spawns | Exactly | Equal or More | 1 | 44% | 100% | 2 | 25% | 56% | 3 | 14% | 31% | 4 | 8% | 17% | 5+ | 9% | 9% |
1 Tervigon will spawn, on average, 2.2 broods/game, of average 11 Gaunts each. 2 Tervigons, the math gets a bit trickier, but it can be done; here we assume >10 is as good as 10 Spawns | Exactly | Equal or More | 2 | 20% | 100% | 3 | 22% | 80% | 4 | 18% | 58% | 5 | 14% | 40% | 6 | 9% | 26% | 7 | 9% | 17% | 8 | 4% | 8% | 9 | 2% | 4% | 10+ | 2% | 2% |
2 Tervigons will spawn an average of 4.4 broods/game, of avergae 11 gaunts each. 3 Tervigons will spawn an average o 6.5 broods/game. Coredump: If you really want to get pedantic, perhaps you should go into the a difference between discrete random variables and continuous random variables. There is a difference between 'likelihood' and 'probability'. The probability of any one roll never changes, but the likelihood of a continuous streak reduces with each subsequent roll. It seems to me you know people are talking about likelihood, and in reality are being critical of their choice of grammar... Edit: My original math used used some rounded numbers, and the original Tervigon odds were slightly off (was using .42 instead of .4444); I increased the precision and re-ran (to 4 total decimal points).
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Post by acmemyst on Jul 28, 2012 21:39:42 GMT
Maine: I've recently been doing the same, and couldn't quite figure out the variance on the total number of Gants spawned for one Tervigon over the course of a game (i.e., all the information for the complete distribution). Any suggestions? As an aside, the thing about continuous streaks in terms of gaming is of course that "whatever happened, happened". Which is to say, it is more useful to consider the odds of getting any particular roll on your next throw, and this is obviously not influenced by what happened before. That being said, I very much had the urge to post the same remark as coredump on my initial reading osirisjdu's post [Edit] Also, I'm not quite sure if your math is correct, actually. I got the same figure (.42) on the odds that you run dry after one roll, when solving it analytically. However, bruteforcing the numbers through code gave me .44, and I can't figure out what I'm doing wrong in either case. Just throwing that out there.
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Post by maine on Jul 28, 2012 21:53:43 GMT
acmemyst: I had a bad input value (I had .42 originally, I'm not sure where I got that value). Re-ran my program with .44, and updated the values above, also using more precision on the input values. I wrote up a Python program to calculate the number of spawns using recursive functions. import math
numTervigons = 4
tervigonStopOdds = .4444 tervigonContinueOdds = 1.0 - tervigonStopOdds
def pmf(k,n): return math.factorial(n) / (math.factorial(k) * math.factorial(n-k)) def pm(k,n,p): return pmf(k,n) * math.pow(p,k) * math.pow(1.0-p,n-k)
numSpawns = {} numSpawnsOccurences = {} def Turn(turnNum, spawns, odds, numProducing): if numProducing == 0 or turnNum > 6: numSpawns[spawns] = numSpawns.get(spawns, 0) + odds numSpawnsOccurences[spawns] = numSpawnsOccurences.get(spawns, 0) + 1 else: spawns += numProducing for i in range(numProducing + 1): newOdds = odds * pm(numProducing - i, numProducing, tervigonContinueOdds) Turn(turnNum + 1, spawns, newOdds, numProducing - i)
Turn(1, 0, 1.0, numTervigons)
for spawns,odds in numSpawns.iteritems(): print "%d = %f" % (spawns,odds)
sum = 0 for spawns,odds in numSpawns.iteritems(): sum += spawns * odds
print "Average result = %f" % sum
totalCount = 0.0 sum = 0.0 for spawns,count in numSpawnsOccurences.iteritems(): sum += spawns * count totalCount += count
mean = sum / totalCount
sumDiffSq = 0 for spawns,count in numSpawnsOccurences.iteritems(): sumDiffSq += math.pow(spawns - mean, 2) * count
popStdDev = math.sqrt(sumDiffSq / totalCount)
print "StdDev = %f" % (popStdDev)
Edit: Updated using probability mass rather than manually computed odds, supports unlimited numbers of Tervigons. Fun fact: 5 Tervigons can produce an average of 10.9 broods in 6 turns.
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Post by acmemyst on Jul 28, 2012 22:16:27 GMT
Heh, I was just about to comment on those hardcoded magic numbers Also.. Eeeewww, Python. Needs moar C/C++!!1! Seriously though, looks good Anyway, any thoughts on how to compute the variance/standard deviations for this?
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Post by Major Chrispy on Jul 28, 2012 22:54:15 GMT
AAARGH!!! THE MATH! IT BURNS!!!
Seriously looking at it just gave me a headache o.o''
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Post by maine on Jul 28, 2012 23:22:03 GMT
Heh, I was just about to comment on those hardcoded magic numbers Also.. Eeeewww, Python. Needs moar C/C++!!1! Seriously though, looks good Anyway, any thoughts on how to compute the variance/standard deviations for this? Languages are tools, and the more tools one has in their toolchest, the better they will be at their job. Python is excellent for rapid prototyping and scripts. The majority of my work I do in C++, but Python is very handy for short one-offs and small tools. I've added computation of the standard deviation to the post with the source. Tervigons | Avg Broods | StdDev | 1 | 2.18 | 1.81 | 2 | 4.37 | 2.71 | 3 | 6.55 | 3.5 | 4 | 8.77 | 4.24 |
That was a useful exercise, and helps give context to the previous data. Averages can be misleading. 1 standard deviation means that while 2 Tervigons will produce an average of 4.4 broods/game, there is a reasonable chance they will produce many more broods. If you go by the previous chart, 1 in 4 games should see 6 broods produced.
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Post by acmemyst on Jul 28, 2012 23:46:29 GMT
Heh, I was just about to comment on those hardcoded magic numbers Also.. Eeeewww, Python. Needs moar C/C++!!1! Seriously though, looks good Anyway, any thoughts on how to compute the variance/standard deviations for this? Languages are tools, and the more tools one has in their toolchest, the better they will be at their job. Python is excellent for rapid prototyping and scripts. The majority of my work I do in C++, but Python is very handy for short one-offs and small tools. I know, and couldn't agree more. I'm aware that this is exactly one of Python's strong points. It was just meant as banter; I have this ongoing campaign of praising C/C++ to heaven and back, even when context would say I'm wrong. Yeah, that's why I was inquiring. If it wasn't almost 2 AM over here I'd do this myself (blatantly stealing your code), but any chance you could make a table of the variance/std on the average number of Gants also? Would appear to be useful to figure out how much models you'd reasonably need given the number of Tervigons in your collection. PS. It seems that your code never fills numSpawnsOccurences, but that's probably just a slight copy/paste slip-up? PPS. Welcome to the Hive
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Post by maine on Jul 29, 2012 0:31:00 GMT
PS. It seems that your code never fills numSpawnsOccurences, but that's probably just a slight copy/paste slip-up? You are correct, just a copy/paste issue. Fixed. Regarding 3d6 Standard Deviation: en.wikipedia.org/wiki/File:Roll_of_3d6.svgMean = 10.5, StdDev = 2.958. While these numbers are useful for determining a 'most likely maximal number of Gaunts needed', the one thing we can't take into consideration is casualty loss. This is so variable I don't think it's possible to factor in. Anyway, asuming (Mean+StdDev(1)) broods of (Mean+StdDev(1)) Termagants (13.458) produced: (Mean) is using the Mean Broods/Tervigon * Mean Termagants/Brood (10.5) (Mean+StdDev) is using Mean+StdDev Broods/Tervigon * Mean+StdDev Termagants/Brood (13.458) Tervigons | Termagants (Mean) | Termagants (Mean+StdDev) | 1 | 23 | 54 | 2 | 46 | 95 | 3 | 69 | 135 | 4 | 92 | 175 |
A fairly clear progression here: Mean = 23 Termagants per Tervigon Mean+StdDev = Start with 54, add ~40 per Tervigon. .... We can math it out all day, but progression is fairly linear: 2 Tervigons will produce, on average, twice as many Gaunt broods as 1. 3 will produce 3x as many, and so on. Unless you intend to never lose a Termagant to enemy fire, you are probably safe bringing 30 Termagants for your first Tervigon, and 20 more for each additional Tervigon. ... and all our math has seriously deviated from the original point of the thread!
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Post by coredump on Jul 29, 2012 2:05:31 GMT
Someone should have a link to the last time we did this. Would let you compare results.
IIRC, the mean per Terv was about 23 and the median was about 17.
Which was funny, since 17ish is a local minima...
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