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Doc_Brown wrote:I don't have an extensive statistics background, though I do have a math degree, so I can usually follow the mathematics pretty well. One thought on looking at what you wrote here in the forums: You said you had 2893 throws with an expected result being .5711. I'm assuming that this is a weighted average of the expected wins from each type of throw (3v2, 3v1, etc...). I think you may be better off calculating your z-score for each type of throw individually, because I suspect you have very few 1v1, 1v2, or 2v2. A small sample size for these values may be enough to skew your results a good bit.
Well, technically, they should happen about 1% of the time. Technically.Georgerx7di wrote:In about 1 in every turns I get these really bad dice. The odds of them being that bad are about 1%. That's ridiculous, that should never happen. How can they call the dice random.
You can't have a tie when the defender only rolls a single die. The only possible outcomes are: 1) Defender loses 1 (attacker wins) or 2) Attacker loses 1 (defender wins).army of nobunaga wrote:-how do you not have any ties in 3 vs 1 and 2 vs 1 ?
Actually, I think he is getting an effective weighting. The W and L columns are the total number of armies lost from a given set of rolls. Since he only rolled the 2v2 14 times, it only contributes 11 of the 1601 total wins and 17 of the 1292 total losses.army of nobunaga wrote:in other words its the 2 vs 2 throws that are messing up the z score, Im not saying the data are wrong, just saying at the end you treat the 2vs2 the same weight as the other throws. And with even distribution that would throw your z score out of wack.
holy shit dudeAAFitz wrote:Well, technically, they should happen about 1% of the time. Technically.Georgerx7di wrote:In about 1 in every turns I get these really bad dice. The odds of them being that bad are about 1%. That's ridiculous, that should never happen. How can they call the dice random.
I do have to admit ive seen far more 5s and 6s losing to ones lately, but I honestly think Im just looking for it. I find if I dont focus on the bad rolls too much, the game goes along fairly randomly. If I look for bad rolls, then they all seem impossible.
I cleaned up my simulation during lunch this morning and took out the approximation part. As before, I'm only considering the cases with 3 attacking dice since they're the only ones that have sufficient rolls for any meaningful analysis. I ran a Monte Carlo simulation using the same number of rolls of 3v2 and 3v1 as the OP was and calculated the total number of defending armies killed. The standard deviation (with 5000 runs) was 28.74. The OP ended up killing 48.045 fewer armies than would be expected, which has a likelihood of 4.7%. I'd say it would be worth collecting more data for another few days or a week and see if the numbers start to average out.Doc_Brown wrote: Now, I may not know the standard statistical approaches, but I do know simulations. I pulled up a Monte Carlo simulation in matlab and rolled 986 3v2 battles 5000 times. I calculated the total armies killed and compared that to the ideal number (1064.1) and drew a histogram of the difference between the actual and expected values which had a nice normal distribution. The OP got a difference of -27.1 which I get at the point (x-mu) = -1.06sigma. Running 820 3v1 simulations and drawing the appropriate curve, I can pick the OP's result of a -20.9 difference off at about the -1.57sigma position. I don't think there's enough test cases to worry about the other values. The combined results for these two cases falls approximately at -1.59sigma, which has a likelihood of about 5.6%. So it is an unlikely result, but maybe not quite so much as originally suggested.
Doc_Brown wrote:You can't have a tie when the defender only rolls a single die. The only possible outcomes are: 1) Defender loses 1 (attacker wins) or 2) Attacker loses 1 (defender wins).army of nobunaga wrote:-how do you not have any ties in 3 vs 1 and 2 vs 1 ?
What is the true standard deviation then?tscott wrote:Thanks for everybody's comments. i will certainly be updating the numbers as I get more rolls in. A few thoughts though: I had initially considered the low numbers of 2v1, 1v1, etc. throwing off the calculations, but I convinced myself (albeit intuitively) that my sample is all dice rolls, and that it shouldn't matter of what variety of dice battle they come from. Now I know intuition can be wrong, especially in statistics, so to me the jury is still out on this matter. But I will update the spreadsheet so that it will show a z-score for each type of battle. Another point which seems to be coming up is the issue of sample size (I don't mean to be rude armyofnobunaga, but what you keep referring to as power is actually sample size. The power of a test is a proportion, and thus will be between 0 and 1. Although it is related to sample size, it is somewhat of a different concept and not really applicable to what we are doing here). A large sample size is certainly better, but the z-test takes sample size into consideration.
@jrh_cardinal: You said that you thought we should be doing a t-test instead. I have to disagree though because we do know the true standard deviation and are not estimating it. With the sample size as high as it is, though, it shouldn't make much of a difference.