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Mar 5, 2015 at 19:27 vote accept Sonaten
Mar 3, 2015 at 16:52 comment added Sonaten @DMGregory The chances are not meant to be equal. An example would be: Four different enemies can spawn (mutually exclusively). The enemy 'A' needs to spawn 70 % of the time, enemy 'B' and 'C' 12% of the time each and enemy 'D' spawns 6% of the time. These should be the average spawn rates.
Mar 1, 2015 at 13:22 comment added Tony Ennis @R.. That's exactly why it is illegal to count cards at casinos.
Mar 1, 2015 at 2:37 comment added R.. GitHub STOP HELPING ICE Note that if the player is aware that their game actually exhibits the behavior one (usually wrongly) expects as the Gambler's Fallacy, they can game this. After a long string of no misses for example, they know they're more likely than usual to miss, and can attempt to compensate for this by choosing to make different actions.
Feb 28, 2015 at 16:18 comment added Tony Ennis It would be helpful if we knew why you wanted to do this.
Feb 27, 2015 at 14:13 comment added DMGregory As I've been running the numbers on some of the answers here, I'm finding there are a number of different constraints, and that a solution that solves all of them might me more complex than what you need. Some more specifics on your use case might help narrow-in on the best options. For instance, are the probabilities of your events fairly similar (eg. 5 diffetent outcomes with 20% chance each), or very different (eg. 10% miss 80% hit 10% critical)? Do you want to minimize runs (eg. 3 misses in a row) or clumps/waits (eg. 3 misses out of 8 tries, or 20 tries before I get a critical)?
S Feb 27, 2015 at 13:02 history suggested Damian Nikodem CC BY-SA 3.0
Fixed spelling errors that were burning my brain.
Feb 27, 2015 at 12:22 review Suggested edits
S Feb 27, 2015 at 13:02
Feb 26, 2015 at 23:31 history notice added user1430 Needs detailed answers
Feb 26, 2015 at 23:13 answer added David C Ellis timeline score: 1
Feb 26, 2015 at 20:35 answer added Tobias Kienzler timeline score: 3
Feb 26, 2015 at 15:05 comment added nwellcome I agree with Kevin and Lilienthal that you might get a better answer there, but reading mklingen's answer I realized what is being described here can be modeled as a Markov chain and that might be a handy tool for game developers to know about. I'll try to write that up in more detail later.
Feb 26, 2015 at 8:28 comment added Lilienthal An alternative to the Mathematics site where you'd be more likely to understand the answers is Programmers.SE. Algorithm design is not particularly on-topic on Math and you'd probably need to come up with an initial design to get useful input.
Feb 26, 2015 at 4:06 comment added Jon PRNG
Feb 26, 2015 at 1:12 answer added Superdoggy timeline score: 3
Feb 25, 2015 at 23:05 comment added Kevin If you want a highly nuanced or sophisticated answer, you might have more luck asking at Mathematics.SE. The mathematicians there are comfortable answering complicated questions about probability. math.stackexchange.com
Feb 25, 2015 at 20:25 answer added Ilmari Karonen timeline score: 20
Feb 25, 2015 at 19:38 answer added BlueRaja - Danny Pflughoeft timeline score: 1
Feb 25, 2015 at 18:09 answer added PearsonArtPhoto timeline score: 0
Feb 25, 2015 at 17:41 history tweeted twitter.com/#!/StackGameDev/status/570639790422544384
Feb 25, 2015 at 16:26 answer added mklingen timeline score: 17
Feb 25, 2015 at 16:21 answer added erikgaal timeline score: -1
Feb 25, 2015 at 15:56 answer added Philipp timeline score: 52
Feb 25, 2015 at 15:55 history edited user1430 CC BY-SA 3.0
edited title
Feb 25, 2015 at 15:47 review First posts
Feb 25, 2015 at 17:45
Feb 25, 2015 at 15:45 history asked Sonaten CC BY-SA 3.0