![]() |
#51
|
||||
|
![]() Quote:
Is there any mathematically-based school of thought, of which any of you are aware, that challenges the very concept of "random"? I ask because of just another gut reaction (instinct): When I observe things occur that seem random, I can always break down the event in hindsight to see the root cause. It's like finding the source of a software bug... It didn't just happen. There was a cause, to which there was a cause, to which there was a cause... Could I not challenge the assertion that the example of coin-flipping students represents truly random sequences? It seems more random than the kids just stating their "random" sequences. If we could know all physical properties as they have existed from a "beginning" to the moment of the coin flip, could we predict with certainty the result of the flip? My gut tells me "Sure. You know all that has come before. Use that knowledge, with your understanding of physics, calculate what happens next." Hell, you'd have to account for your own thoughts in such a hypothetical, as the chemical reactions might have a bearing on the flip. Aw hell. I've begun puking out another wall of prose. Hopefully, there are enough thought crumbs above for anyone that might care to revisit the thread.
__________________
Lagaidh Smif
Proud Paladin of the Rathe | |||
|
#52
|
||||
|
![]() Quote:
Hehe, this reminds me of the time I kept trying to say that dividing by zero should be equal to infinity. Derp: Hey, if I can divide a group of 6 units 3 separate times and arrive at 2 units per 3 new sub groups. If I divide that original group 0 times, why don't I have an infinite number of new sub groups consisting of 0 elements each. I was told that my idea was fine, but in the scenario where I divide by zero, sure, you can say there are an infinite number of sub groups each containing zero elements, however, that original group of 6 is still sitting there. GRAH!
__________________
Lagaidh Smif
Proud Paladin of the Rathe | |||
|
#53
|
|||
|
![]() Most of the % values (unless edited after creation) that appear in the wiki are pulled from this website: http://mqemulator.net/
Now I'm pretty new to the emu scene and project 1999 but I wouldn't take those values very seriously. As if you check up the Rotting Skeleton on that site right now the spawn rate is listed at 20%. Unless whoever added the Rotting Skeleton has updated it the page would just list that default value. My guess is mqemulator is some kind of default value used in the eq emulator or something? not sure... And on truly random numbers I don't believe they exist. Which is why we have pseudo random numbers. Everything has a cause so you would just look at the cause as to why something happened. In the case of random numbers generated through computers you could essentially predict the random number if you had all the variables, could you not? The fact that there is such a large degree of variance which makes it nearly impossible for a human to predict makes it appear to be random. You could apply this to anything, even rolling a die. If you had all of the variables at that one point you could predict the result, but there are so many variables involved (that you would also need to have the variables to predict them) it appears random. For example if you roll a die you would need:
Anyhow just my two cents on the subject. [You must be logged in to view images. Log in or Register.] | ||
|
#54
|
||||
|
![]() Quote:
In general some simple formulas to use are: If the chance of spawning on any single occurence is "p", then: 1.) Chance you have to wait more than "N" number of spawns before succeeding = 1-(1-p)^(N+1) Using this you can match the above numbers. 2.) Average #kills required before succeeding = 1/p For anyone interested, distribution associated with "the waiting time until the first success" is the geometric distribution: http://en.wikipedia.org/wiki/Geometric_distribution | |||
|
#55
|
|||
|
![]() also, does anyone know the lower bound on the spawn rate of any mob in eq?
is there any mob with a less than 5% spawn rate? It owuld seem to me that 5% is already pretty danr rare - do any mobs really have less than a 5% spawn rate? | ||
|
#56
|
|||||
|
![]() Quote:
__________________
Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
Quote:
| ||||
|
#57
|
||||
|
![]() Quote:
__________________
Lagaidh Smif
Proud Paladin of the Rathe | |||
|
#58
|
||||
|
![]() Quote:
| |||
|
#59
|
||||
|
![]() Quote:
When you flick a coin you are imparting a force upon it. The force is applied non-uniformly and usually causes a spin. So, there is rotation happening and, if a traditional coin flip, there is an upward force. It is experiencing other forces as well.. Gravity, air friction (drag), etc. If there was no rotation and it was a fixed point it is easy to calculate how high the coin will rise, and then at what speed it will be when it hits the ground. You can add the air resistance, and the rotation to this formula, and, theoretically you can determine the angle of incidence of first contact as well as the speed of rotation, and the velocity of the coin as it strikes the surface. So, now you have the hardness of the coin and that of the table, and how it strikes. You should be able to calculate the impetus impacted upon the coin and where that impetus strikes. This creates another equation as the coin will now more than likely experience an upward force. This is the same as the first problem, except less force being applied. Rinse and repeat, eventually there won't be enough force to cause a full translation and you get to 'heads' or 'tails'. It's really hard to do all that math for any given environment. As such, we consider it 'random' because all that really matters is the force imparted to the object when we first 'toss'. This is a pretty good analogy for why nothing is random. Quantumly speaking, you can use radioactive decay to producea random event, but even then it's been said that it is not the event that is random, but our ability to measure it. | |||
|
#60
|
|||
|
![]() Quantum mechanically speaking, all events are random, and fall into different probability distributions... if that's a fundamentally correct view of the universe is debatable.
The best way to view individual events, when trying to perceive this, is as part of a larger probability surface or distribution. Remember that game at arcades where you dropped a ball, and it would plink through a ton of metal pegs, and you'd get tickets based on how far from the center it landed? This is very similar. Assuming 100 flips of a coin, there are a lot more "paths" to 50 heads and 50 tails, then there are to 100 heads. You could get 50 heads in a row, then 50 tails, 1 head, 49 tails, 50 heads, 1 head, 48 tails, then 51 tails... just how large of a number of paths is incredibly mind bogglingly large. On the other side of the coin (no pun intended), there's only 1 possible way you can get 100 heads in a row. This is why distributions look and work the way they do. Check this for visual reference: http://www.nitinh.com/2011/01/facebo...blem-solution/ | ||
|
![]() |
|
|