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Strategy to the Casino Event! Don't lose your money!

STAR WARS: The Old Republic > English > General Discussion
Strategy to the Casino Event! Don't lose your money!

Malastare's Avatar


Malastare
06.11.2014 , 10:40 AM | #21
Quote: Originally Posted by NobleSpec View Post
Basic math, if something has a basic average it is not randomized.
False. Randomized events have intrinsic distributions over sufficiently large samples.

This is basic probability/statistics.

If you roll a die 60 times, you'll roll a 6 about 10 times.
If you flip a coin 100 times, it'll land on heads about 50 times.
If a hit an RNG (range: 0 <= float < 1) 20 times, the value will be between 0 and 0.4 about 8 times.

Quote: Originally Posted by NobleSpec View Post
50 smuggler tokens = 7-10 KP tokens.
Apply basic probability: A smuggler token has 1-chance-in-6.5 (give or take), or 16% chance to generate a KP token. The random formula behind that would be: if (rand() <= 0.16) win();

Random events. Intrinsic distribution. Expected average results over significant sample set.

Quote: Originally Posted by NobleSpec View Post
7-10 KP tokens = better chances to win something than despite 3-4 KP tokens.
Nope. This would be a perception failure based on a misunderstanding of probability. (It is very, very, very likely that) The odds are the same whether you have 1 KP or 40 KP. However, you would be twice as likely to "win" with 8 KP than you would with 4 KP... because you're going to try twice as many times.

Otherwise, you're suggesting that Bioware coded up their slot machines to inspect your inventory, count up the number of KP, then skew the RNG based on the count. Furthermore, it would skew it in favor of people winning more stuff. (If more KP means better odds, then more attempts compounded by better odds means drastically more stuff) That's pretty much the opposite of how gambling is normally set up.

DOHboy's Avatar


DOHboy
06.11.2014 , 10:43 AM | #22
Quote: Originally Posted by BuriDogshin View Post
Actually, most software uses psuedo-random number generators, and a poor PRNG can have some amount of correlation between one result and the next. So how fast you click might matter, depending on the quality of the PRNG. By analogy, it's not like rolling two dice, it's like rolling the same die twice, and the die might not be fair.

Crypto software uses high quality PRNGs to prevent such correlations making cracking the code easier, but crypto-strength PRNGs are more computationally expensive and not really worth doing for a game that does not involve real money.

I used to work on cryptosystems, BTW.
there is a 5 second cooldown between the same slot machine being used, there is a 1.5 second GCD on using ANY slot machine, i dont care HOW fast you click it. it is still a cooldown into the RNG.

problem here is op doesnt understand what RANDOM means vs a long term average.

in case op missed my previous rant

Random = a random event has any number of unpredictable outcomes based on % chance of something occuring, just becuse something is more likely to occur does not mean it is not random

average = the # occurrence of an event out of 'n' number of random events. This becomes the x/n = % equation
if you have multiple possible events, x(i) the sum of %x(i) must sum to 100% i.e 10% chance for x1, 50% chance x2 and 40% chance for x3 X1 + x2 + x3 = 100%

Transcendent's Avatar


Transcendent
06.11.2014 , 10:46 AM | #23
Quote: Originally Posted by NobleSpec View Post
it's based on set %
With the RNG on my toons, that percentage is about 0.0001% with the buff. Same percentage each time you roll, same as RE stuff, same each and every time.

Still, i've gained certs from the smug slots, which have gained me legacy weapons for my toons. Not a complete and utter waste of time, just wish Bioware would bother to add legacy off-hand weapons (because yet again they haven't bothered.... ).

Warrgames's Avatar


Warrgames
06.11.2014 , 10:50 AM | #24
Quote: Originally Posted by Transcendent View Post
With the RNG on my toons, that percentage is about 0.0001% with the buff. Same percentage each time you roll, same as RE stuff, same each and every time.

Still, i've gained certs from the smug slots, which have gained me legacy weapons for my toons. Not a complete and utter waste of time, just wish Bioware would bother to add legacy off-hand weapons (because yet again they haven't bothered.... ).
They are going to be part of the next Gree event
"I don't like Tatooine, but I do like saying Tatooine." Theron Shan
Referral link: http://www.swtor.com/r/fSvsyK Click for free stuff.
"Nonsense repeated doesn't make it truth." Arcaan

DOHboy's Avatar


DOHboy
06.11.2014 , 10:51 AM | #25
Quote: Originally Posted by Malastare View Post
False. Randomized events have intrinsic distributions over sufficiently large samples.

This is basic probability/statistics.

If you roll a die 60 times, you'll roll a 6 about 10 times.
If you flip a coin 100 times, it'll land on heads about 50 times.
If a hit an RNG (range: 0 <= float < 1) 20 times, the value will be between 0 and 0.4 about 8 times.



Apply basic probability: A smuggler token has 1-chance-in-6.5 (give or take), or 16% chance to generate a KP token. The random formula behind that would be: if (rand() <= 0.16) win();

Random events. Intrinsic distribution. Expected average results over significant sample set.



Nope. This would be a perception failure based on a misunderstanding of probability. (It is very, very, very likely that) The odds are the same whether you have 1 KP or 40 KP. However, you would be twice as likely to "win" with 8 KP than you would with 4 KP... because you're going to try twice as many times.

Otherwise, you're suggesting that Bioware coded up their slot machines to inspect your inventory, count up the number of KP, then skew the RNG based on the count. Furthermore, it would skew it in favor of people winning more stuff. (If more KP means better odds, then more attempts compounded by better odds means drastically more stuff) That's pretty much the opposite of how gambling is normally set up.
guild member last night was spouting it as a 'game of skill" clicking it at a certain place made it more likely to "win" so he hit it once 'where he wanted" and won 'hit it once where i didn't" and lost so point proven -.-

I rolled my eyes and went yup you're right they either coded a very complex mechanic where they registered where the inner circle was in relation to the outer circle when you clicked (ignoring the fact that each time you clicked it 'reset the animation") or they used current RNG to implement a simple "when clicked, get RNG and check value against range" mechanic.

I know what route I would go as a developer to simplify my life and make it less likely to exploit. very hard to exploit a RNG, even pseudo-RNG

Malastare's Avatar


Malastare
06.11.2014 , 10:53 AM | #26
Quote: Originally Posted by BuriDogshin View Post
Actually, most software uses psuedo-random number generators, and a poor PRNG can have some amount of correlation between one result and the next. So how fast you click might matter, depending on the quality of the PRNG. By analogy, it's not like rolling two dice, it's like rolling the same die twice, and the die might not be fair.
A couple notes here:

1) Even if we assume Bioware is using a "default" PRNG, the most likely implementation is the Mersenne Twister. The MT is still sufficiently random from one number to the next that a user would be unlikely to be able to either tell the current state of the PRNG, or exploit some manner of periodicity based on the current PRNG state. It's more likely that Bioware is actually using a faster and slightly better PRNG than the MT.

2) The PRNG lives on the server. Even if the user clicks fast, the server may generate 20 or 2000 PRNGs between clicks. The user has no idea how many. It's Nar Shaddaa. Every time any user on the server hits a mob, at least one PRNG is generated. A user at a slot machine cannot control or even know how many other PRNGs are being generated over a segment of time. There is virtually no chance that "fast clicking" will produce numbers that exhibit any sort of predictable periodicity or serial-similarity, based entirely on the fact that the user cant even know how many numbers are generated between the two they saw.

3) Compounding Item 1 and 2: A server-based PRNG can be easily seeded with or outright tied to an actual crypto-strength randomized pool. Many default implementations of PRNGs now use OS-based entropy pools. They still might not be crypto-strength, but we're still far, far beyond the "click faster to exploit the PRNG" point.

NobleSpec's Avatar


NobleSpec
06.11.2014 , 11:16 AM | #27
Quote: Originally Posted by DOHboy View Post
two dice are 100% random, but the AVERAGE Sum of the two dice thrown will be 7 its called a bell curve (gaussian distribution, normal distribution etc), where something like 90% of the outcomes will be withing a standard deviation from the center (in this case 7).

the game will have a chance of winning a jackpot 1% of the time. each roll (press) of the machine gives you a 1% chance of hitting a jackpot. at that point it just becomes a war of attrition and how much you are willing to put into it to "get lucky" that 1%

i give you 49% chance to get your money back. in the end you will over the long term end up going broke, it will just take a very long time. Of those 49% chance to win, i give you 5% chance to get a "bonus" and win double your money, over a long term you will still lose since you have a 51% chance of losing and a 2.5% chance of doubling your bet.

you win a jackpot if you roll 100
51<99 you win 1 token, if you hit a 60,70,80,90 you win double your bet
if you roll less than 51 you lose.

your roll will be a RANDOM number between 1 and 100. nothing you do will change these ratios or payouts
if you get lucky and get more whole numbers you'll "win more" than you lose, but over a million rolls you'll lose it all eventually.

now tell me, given the above, how your description "changes" anything for any given roll?
It doesn't change, I see what you're saying, however the given percentages are on Reddit, where they were "swtor mined" and those percentages are final, I'm basing my post on that particularly. Now if your basing your percentage or "dice" on those, I can see what your saying. However it confuses me on how you base this casino on an example of rolling a dice for example, the casino options do not have a limited 6 sides, but I can see if you determine EVERY possible outcome you can determine on each chance ( hard to explain) I can see that..

Thoop's Avatar


Thoop
06.11.2014 , 11:24 AM | #28
if you take off all your armor and enhancements the game thinks your a homeless space bum and will give out rancor's much more frequently
Quote: Originally Posted by JeramieCrowe View Post
I've been waiting for you, Thoop. We meet again, at last. The circle is now complete. When I left you, I was but the poster; now *I* am the troll!
#myfreeswagreferallink- > http://www.swtor.com/r/4cqDGG

Warrgames's Avatar


Warrgames
06.11.2014 , 11:25 AM | #29
DOHboy and Malastare
You guys are making my head hurt.
"I don't like Tatooine, but I do like saying Tatooine." Theron Shan
Referral link: http://www.swtor.com/r/fSvsyK Click for free stuff.
"Nonsense repeated doesn't make it truth." Arcaan

NobleSpec's Avatar


NobleSpec
06.11.2014 , 11:28 AM | #30
Quote: Originally Posted by Malastare View Post
False. Randomized events have intrinsic distributions over sufficiently large samples.

This is basic probability/statistics.

If you roll a die 60 times, you'll roll a 6 about 10 times.
If you flip a coin 100 times, it'll land on heads about 50 times.
If a hit an RNG (range: 0 <= float < 1) 20 times, the value will be between 0 and 0.4 about 8 times.



Apply basic probability: A smuggler token has 1-chance-in-6.5 (give or take), or 16% chance to generate a KP token. The random formula behind that would be: if (rand() <= 0.16) win();

Random events. Intrinsic distribution. Expected average results over significant sample set.



Nope. This would be a perception failure based on a misunderstanding of probability. (It is very, very, very likely that) The odds are the same whether you have 1 KP or 40 KP. However, you would be twice as likely to "win" with 8 KP than you would with 4 KP... because you're going to try twice as many times.

Otherwise, you're suggesting that Bioware coded up their slot machines to inspect your inventory, count up the number of KP, then skew the RNG based on the count. Furthermore, it would skew it in favor of people winning more stuff. (If more KP means better odds, then more attempts compounded by better odds means drastically more stuff) That's pretty much the opposite of how gambling is normally set up.
Again, the percentages that was data mined out of the patch are what should base this on. 3 out of 5 people recieved a total of 9 KP tokens out of 50 smugglers, the other two scored 8. I base my theory on the average outcomes. I'm saying that whatever these percentages are that Bioware implemented are chance-based. For example : You have 9 KP tokens, you put one in, say you get it back. Your chances to win have just increased. To save money, and maybe increase the speed of the process, you are better off to have a larger amount of KP tokens then lesser. I just urge you to try my theory, go buy 50 smuggler tokens exactly then tap it until you run out, how fast you do it doesn't matter.