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Metalopolis prone to close positions, why? - Page 6

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I apologize to everyone in this thread for taking the OP seriously. My mod senses are definitely off today.

-- Chill
motbob
Profile Blog Joined July 2008
United States12546 Posts
February 15 2011 20:43 GMT
#101
The sample size is plenty big enough to show a statistically significant conclusion. I'll run the relevant t-test later.
ModeratorGood content always wins.
Krissam
Profile Joined April 2010
Denmark189 Posts
February 15 2011 20:46 GMT
#102
On February 16 2011 04:52 magha wrote:
Show nested quote +
On February 16 2011 04:50 Toast.yum wrote:
nkr: Yes it is


Taking sample sizes of 100 would prove that nobody in history has ever won a lottery.


but the lottery has a fuckton more outcomes than metal spawns

User was warned for this post
If you can chill, chill!" - TLAF-Liquid´Tyler
Isomer
Profile Joined November 2010
United States186 Posts
February 15 2011 20:46 GMT
#103
In statistics, there are methods to compute precisely how likely our OP's distribution is. Let's define our terms:

S is the "sample space," or the outcomes you can have. So, that's close-ground, close-air, cross. S={G, A, C}

An "event" is an outcome or set of outcomes of a random phenomenon. In this case, it's the 72 close, 17 air, 11 cross. We can call OP's event OP= {CCCC...AAA...GGGG}

There are obviously millions of possible events given 100 outcomes and a sample space of 3 equally likely outcomes. To find out how likely getting 72 close positions is, one might simply use the following formula:

(total games)! / (number of positions^number of games) (close positions!) (total games-close positions!)

This gives us:

100! / 3^100 (72!)(28!) = 9 x 10^-24

So, it's highly unlikely that if these three outcomes are equally probable, then there will be an event with 72 of one outcome.

Not to reduce the sort of "legitimacy" of this discussion, but I don't know that we should necessarily put that much stock in the experience of one person. It is unverifiable that OP got 72 - he can claim it, but we all know of the existence of trolls. If we want this to be legitimate, maybe 10-15 other people can load up a few games to see what they get.





There's nothing cooler than being proud of what you love
hypercube
Profile Joined April 2010
Hungary2735 Posts
Last Edited: 2011-02-15 20:49:05
February 15 2011 20:47 GMT
#104
On February 16 2011 05:40 TBO wrote:

My bad should read have read the thread more careful. However my statement is still partly true, at least if he has not been the only person doing the test. But just the only person posting it because he got this extreme results. And the results isn't too extreme btw, cumulated probability for close spots being 72 when probability for close spot being 1/3 in a sample size of 100 is 0,1066.


Can you check your math? I got a z value of >8 (EV=33, SD=4,71), haven't looked up the actual probability but it must be really, really low. Someone posted 1:10^16 which sounds about right.
"Sending people in rockets to other planets is a waste of money better spent on sending rockets into people on this planet."
DiaBoLuS
Profile Joined September 2010
Germany1638 Posts
February 15 2011 20:47 GMT
#105
i think its totally random spawn, I actually have the feeling my spawns are most of the time close air @ lt and meta - no idea why.

want to see real proof.
European Ranking: http://www.teamliquid.net/blogs/viewblog.php?topic_id=182293
philcorp
Profile Joined August 2010
Canada32 Posts
February 15 2011 20:48 GMT
#106
On February 16 2011 05:43 motbob wrote:
The sample size is plenty big enough to show a statistically significant conclusion. I'll run the relevant t-test later.



It really isnt. Go and ask a full lecture hall full of first year undergraduates to go and flip a coin 100 times. By the central limit theorem you expect a gaussian distribution about a mean of 50%. If your class is big enough you will get people who flipped a coin 80 or even 100 heads in a row. Funnily enough, if you actually carry out this experiment the students will fake the data and the distribution ends up being much more sharply peaked than it should.

User was warned for this post
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
February 15 2011 20:48 GMT
#107
I did a simple Binary Test on the data p00n provided. I considered the probability that close positions are more likely against the probability of close air and cross-map. Even allowing for a probability of such an event occurring as high as 0.65, your p value (0.038) would still suggest rejection of the hypothesis for a one-tail test and instead suggest that the true probability is much higher at the α=5% level. A probability of 0.7 gives a p value of 0.11 and so seems much more likely.

How to replays save positioning data? It'd be really time consuming to try and load up the same map constantly. Would it be possible to data-mine replays?

It may simply be the case that the algorithm for allocating spawn positions is skewed towards close positions. Since Blizzard can force no close positions on Shakuras Plateau, it stands to reason that it might be part of the map data itself. I don't know how to use the Map Editor. But perhaps someone could do some investigation to see if there are hard values encoded into the map?
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
fiolek616
Profile Joined February 2011
Poland2 Posts
February 15 2011 20:48 GMT
#108
Hey i check my metal reps in scgears and the results are:
31 reps tottal
7 close air
10 close ground
14 cross
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
February 15 2011 20:48 GMT
#109
either have pepole join/leave telling them what spawn position they got

or try to make a computer program that picks positions (which i think is impossible since you need blizzard's code, which is what we're questioning)
I'm like badass squared | KeitZer.489
BoxedLunch
Profile Joined January 2011
United States387 Posts
Last Edited: 2011-02-15 21:21:18
February 15 2011 20:48 GMT
#110
hey i have an idea. let's each do 10 or 20 games against a.i. on metal. post your spawn results here and we can collaborate. this way everyone will participate and no one person has to do massive amounts of work alone. go teamwork!

edit: my results
3 cross postion
4 close ground
3 close air

In theory, practice and theory are the same. In practice, they are not
aristarchus
Profile Blog Joined September 2010
United States652 Posts
February 15 2011 20:49 GMT
#111
On February 16 2011 05:47 hypercube wrote:
Show nested quote +
On February 16 2011 05:40 TBO wrote:

My bad should read have read the thread more careful. However my statement is still partly true, at least if he has not been the only person doing the test. But just the only person posting it because he got this extreme results. And the results isn't too extreme btw, cumulated probability for close spots being 72 when probability for close spot being 1/3 in a sample size of 100 is 0,1066.


Can you check your math? I got a z value of >8 (EV=33, SD=4,71), haven't looked up the actual probability but it must be really, really low. Someone posted 1:10^19 which sounds about right.


The calculator at http://stattrek.com/Tables/Binomial.aspx gave me a p value of about 10^-15. (That's the probability of getting 72 or more close positions on 100 tries, and I believe it's done with precise binomial distribution calculations rather than approximations. Definitely the number should be some tiny decimal of that sort.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 15 2011 20:50 GMT
#112
um you people know how computer randomizer work do you? 70% can be miss all the time because the randomizer has a like to hit the other 30% at that moment. Soooo if you want to test this, try it every week over a few month heh.

I played random a while and got 70% terran. made a break and 2 weeks later i got 70% of the time zerg. (custom games not ladder if you want to argue bnet would set the random races, could be the start posis as well !)
You should have also noticed that you get some maps alot on some days. (has other issues but randomizes plays the biggest role imo)

Have a few good examples about computer randomness.
Wesnoth: 70% hit chance for me 40% hit chance for the opponent. (was abusing save and load hehehe ) did about 20 save and loads until i hit more often then the opponent.
Ragnarok Online: upgrading items, there was even a rumor a specific class would have better success, but that was only due to some people testing if the randomizer for the success chance was above or below normal, with cheap npc items. If it was favorable they upgraded the good stuff and made lot of profit that way.
(guess the person with the comic wanted to show that, which was a good job !)

anyway get down your calc and randomize it from including 1 till 4. You could end up with 70% on 1 number after 10k tryes. Dependend on how your randomizers mood is today.
Seronei
Profile Joined January 2011
Sweden991 Posts
February 15 2011 20:51 GMT
#113
BTW OP, did you play Multiplayer or Singleplayer against A.I? I just played 11 games of singleplayer vs AI on Meta and got 9 close by air and 1 cross 1 close. Going to keep on going for a while.
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
February 15 2011 20:51 GMT
#114
On February 16 2011 05:42 sob3k wrote:
We just need to talk to the SC2GEARS dude (Dakotafanning?) and ask him if its possible to whip up a position analyzer bit in the next release. Compared to what he's already done it should be simple and once run on even one regular players replay library you should have solved the issue.


If someone who was good at this stuff could make something like that it would make such a difference. We could get through a huge number of games.

P.S. To people testing vs A.I., is it quicker to scout with one of your spawning workers to check or quicker to instantly surrender and load the replay? I've stuck to scouting so far (can read TL whilst it travels and stuff).
hypercube
Profile Joined April 2010
Hungary2735 Posts
February 15 2011 20:52 GMT
#115
On February 16 2011 05:48 philcorp wrote:
Show nested quote +
On February 16 2011 05:43 motbob wrote:
The sample size is plenty big enough to show a statistically significant conclusion. I'll run the relevant t-test later.



It really isnt. Go and ask a full lecture hall full of first year undergraduates to go and flip a coin 100 times. By the central limit theorem you expect a gaussian distribution about a mean of 50%. If your class is big enough you will get people who flipped a coin 80 or even 100 heads in a row. Funnily enough, if you actually carry out this experiment the students will fake the data and the distribution ends up being much more sharply peaked than it should.


FFS, just run any statistical test, instead of relying on your (flawed) intuition. If you took statistics in college or university you have the tools, so just use them.
"Sending people in rockets to other planets is a waste of money better spent on sending rockets into people on this planet."
Chriamon
Profile Joined April 2010
United States886 Posts
Last Edited: 2011-02-15 20:55:28
February 15 2011 20:52 GMT
#116
On February 16 2011 05:00 eLiE wrote:
If my research class taught me anything, it's that you need a significantly high value to assume that you're getting close positions based on something other than chance. The book said 90% and up, and it's common to go as high as 95%.

I'll give the book example for clarity. If you flip a coin and it lands on one side 9 times out of 10, you can assume that the coin is likely rigged. Any less, and it's more likely that the coin landed the way it did due to chance.

EDIT: frozenserpent beat me to it, but a higher sample size always improves generalizability

What if I flip a coin once and it lands heads, That is 100%, much higher than your 90% requirement. This arguement is rediculous of course, but it just shows that your arbitrary '90%' requirement is completely pointless. What if blizz programmed it to be 70% chance for close spawns? Thats less than 90%, but it is obviously not "due to chance"

EDIT: Also, to be on topic, wouldn't there be something in the map file itself were the map actually skewed towards close spawns? perhaps someone should open the file in the map editor and check it out.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Lobo2me
Profile Joined May 2010
Norway1213 Posts
February 15 2011 20:52 GMT
#117
I assumed a binomial distribution and calculated the cumulative chance of getting 72 or more close spawn given that it's 1/3 for close spawn and 2/3 for not close spawn.

P(X=x)=(1/3)^X * (2/3)^(100-X) * (100 X)
where (100 X) is the binomial coefficient. That's the chance of getting X amount of close spawn, 100-X amount of non close spawns and 100 choose X permutations. Do a sum formula for that from 72 to 100 and I got 3,213 * 10^15, which is about the same chance of happening as getting head 48 times in a row.
Bad manners are better than no manners at all.
Ihle
Profile Joined October 2010
Norway36 Posts
February 15 2011 20:52 GMT
#118
On February 16 2011 05:48 philcorp wrote:
Show nested quote +
On February 16 2011 05:43 motbob wrote:
The sample size is plenty big enough to show a statistically significant conclusion. I'll run the relevant t-test later.



It really isnt. Go and ask a full lecture hall full of first year undergraduates to go and flip a coin 100 times. By the central limit theorem you expect a gaussian distribution about a mean of 50%. If your class is big enough you will get people who flipped a coin 80 or even 100 heads in a row. Funnily enough, if you actually carry out this experiment the students will fake the data and the distribution ends up being much more sharply peaked than it should.


Do you really mean that you have met people who have gotten 80 or 100 heads in a row, then you are very gullible, the likelihood that this will happen is easy to calculate:

0.5^80 = 8.27*10^-25, if a friend of you did that he is one lucky guy!

People suck at statistics.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2011-02-15 21:27:14
February 15 2011 20:53 GMT
#119
Has nobody even questioned whether or not the OP is telling the truth? smells like bs/trolling. can someone check his match history for 100 games on metal recently? he claims he's HUARGH (http://sc2ranks.com/eu/717496/HUARGH) on EU, division Scion Uncle http://sc2ranks.com/div/67191/division-scion-uncle

his most recent match history (http://eu.battle.net/sc2/en/profile/717496/1/HUARGH/matches) doesn't show any metalopolis games.

sure seems he's full of it. also I really doubt someone actually hosted a game, waited 10 seconds for it to start, scouted close positions (sent OL to close-air), or instead left and loaded replay, rinse and repeat 100 times.

edit: someone pointed out that singleplayer games wouldn't show up in match history. true. but replays would autosave, if he wanted to prove he could post a rep pack. another person points out that if he put himself as an obs watching 2 ai's on metal then it would be very quick to see spawn locations, but then it could just be a bug with how the computer generates 2 AI spawns, not related to how players spawn
ModeratorBlame yourself or God
space_yes
Profile Joined April 2010
United States548 Posts
Last Edited: 2011-02-15 20:54:57
February 15 2011 20:53 GMT
#120
On February 16 2011 05:48 MoonBear wrote:
I did a simple Binary Test on the data p00n provided. I considered the probability that close positions are more likely against the probability of close air and cross-map. Even allowing for a probability of such an event occurring as high as 0.65, your p value (0.038) would still suggest rejection of the hypothesis for a one-tail test and instead suggest that the true probability is much higher at the α=5% level. A probability of 0.7 gives a p value of 0.11 and so seems much more likely.

How to replays save positioning data? It'd be really time consuming to try and load up the same map constantly. Would it be possible to data-mine replays?

It may simply be the case that the algorithm for allocating spawn positions is skewed towards close positions. Since Blizzard can force no close positions on Shakuras Plateau, it stands to reason that it might be part of the map data itself. I don't know how to use the Map Editor. But perhaps someone could do some investigation to see if there are hard values encoded into the map?


Yes. You could potentially check thousands of games this way.
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