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Invention Probability: Bang Head Here

Author
Tre Avoiak
BrainBox
Blades of Grass
#1 - 2013-05-31 14:51:55 UTC
CCP constantly speaks of immersion - but there is a jarring disconnect every time an invention job is completed.

There is eye candy ranging from: "This job was so easy you feel you could do it again in your sleep" to "You feel a bit out of your league, succeeding at this job requires a fair bit of luck."

It is difficult to comprehend how one can get both messages while inventing the *same* BPC. If it was so easy I could do it in my sleep, why do I need luck to succeed on any other BPC of the same type?

I propose that CCP adds a mechanism to account for experience.

This mechanism should:

  • Account for experience gained from successes and failures
  • Track experience within each specific BPC
  • Track experience across all invention attempts


For any given attempt at invention, the BPC-specific and BPC-agnostic experience figures would serve as additional modifiers to current probability calculation.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2013-05-31 17:30:41 UTC
Tre Avoiak wrote:
CCP constantly speaks of immersion - but there is a jarring disconnect every time an invention job is completed.

There is eye candy ranging from: "This job was so easy you feel you could do it again in your sleep" to "You feel a bit out of your league, succeeding at this job requires a fair bit of luck."

It is difficult to comprehend how one can get both messages while inventing the *same* BPC. If it was so easy I could do it in my sleep, why do I need luck to succeed on any other BPC of the same type?

I propose that CCP adds a mechanism to account for experience.

This mechanism should:

  • Account for experience gained from successes and failures
  • Track experience within each specific BPC
  • Track experience across all invention attempts


For any given attempt at invention, the BPC-specific and BPC-agnostic experience figures would serve as additional modifiers to current probability calculation.


Each invention job is treated as an independent event. Allowing a cumulative effect, so future attempt success probabilities are influenced by past success rates would be complicated to program & balance, while unnecessarily significantly alter the invention process.

If those messages bug you so much, how about we simply disable the cute "flavor lines" and simply tell you success or failure. No major coding needed, no major changes to invention, and then you can enjoy the immersion more!

Hell, I don't even read the lines, I just hit enter, enter, .... , enter until the jobs are delivered, and then install the new jobs!
Teckos Pech
Hogyoku
Goonswarm Federation
#3 - 2013-05-31 18:08:32 UTC
Gizznitt Malikite wrote:
Tre Avoiak wrote:
CCP constantly speaks of immersion - but there is a jarring disconnect every time an invention job is completed.

There is eye candy ranging from: "This job was so easy you feel you could do it again in your sleep" to "You feel a bit out of your league, succeeding at this job requires a fair bit of luck."

It is difficult to comprehend how one can get both messages while inventing the *same* BPC. If it was so easy I could do it in my sleep, why do I need luck to succeed on any other BPC of the same type?

I propose that CCP adds a mechanism to account for experience.

This mechanism should:

  • Account for experience gained from successes and failures
  • Track experience within each specific BPC
  • Track experience across all invention attempts


For any given attempt at invention, the BPC-specific and BPC-agnostic experience figures would serve as additional modifiers to current probability calculation.


Each invention job is treated as an independent event. Allowing a cumulative effect, so future attempt success probabilities are influenced by past success rates would be complicated to program & balance, while unnecessarily significantly alter the invention process.

If those messages bug you so much, how about we simply disable the cute "flavor lines" and simply tell you success or failure. No major coding needed, no major changes to invention, and then you can enjoy the immersion more!

Hell, I don't even read the lines, I just hit enter, enter, .... , enter until the jobs are delivered, and then install the new jobs!


What Gizznitt said. Right now spreadsheets for invention are fairly complicated due to the i.i.d. probabilities associated with the invention process. Adding in some sort of probability process that actually has a memory would make such cost-benefit calculations more complicated and talk about banging your head against the wall then...

You'd have to deal with conditional probabilities and you'd have to learn how those conditional probabilities work through trial and error and that would likely mean you'd have to do a number of rounds of invention, gather the data and then try to infer what the conditional probabilities are.

Consider this fairly simple example. You are going to draw two cards from a standard deck of cards (52) without replacement. What is the probability that you draw a queen on your first draw and jack on the second?

The queen part is easy, that is 4/52 or 1/13. But the second one is less easy. Now you only have 51 cards, and the probability that you will draw a jack, given you drew a queen is 4/51. The probability that you get a jack and a queen is now, 1/13*4/51 = 4/663.

But that isn't quite how the process you are describing will work. Suppose the problem is amended as follows:

You are drawing cards from a standard deck. If you draw a queen you draw again, but without replacing the queen. But if you don't draw a queen you replace the card. Now, what is the chance you'll draw a queen and then a jack? Now you'll have to do two probability calculations. The first is as above, 4/663. The other is 12/13*1/13 or 12/169 (i.e. the probability you don't draw a queen, 12/13. And the probability of drawing a jack from a full deck, 1/13)--assuming I did the math right P.

And you'll have to keep going and keep a record of this so that your cost benefit calculations contain the appropriate probability. And you can't use the probabilities above, BTW. That is for a deck of cards, CCP would come up with the new probabilities and how each success will change your chances of future successes. Too estimate those you'll need an actual history of successes and failures, then you'll have to take that data and come up with a statistical model to estimate the conditional probabilities. Also, my guess is it wont be a simple process like with the card example above since eventually if you keep drawing cards you'll get to a point where there are no more queens or jacks and the probabilities will be trivial.

Basically, it is much easier to work with a memoryless process.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tre Avoiak
BrainBox
Blades of Grass
#4 - 2013-05-31 18:51:33 UTC
Both posts so far seem to imply that my concern is the difficulty in calculating probability; and if so the fault is mine for not stating what I am looking for more clearly.

To be clear, the messages don't bother me, and I could care less about being able to calculate the probability.

The premise is simple:

1. By performing any sort of research, I should be learning something that can be broadly applied to all future research.
2. By researching a specific BPC, I should be learning something that can be specifically applied to future research of that type of BPC

The implementation isn't rocket science either. Only two pieces of data need be tracked:
1. BPC ID: 0 = generic, any other value is the BPC ID
2. Experience (decimal)

This can be plugged directly into the existing probability equation, and could be capped (at least initially) while the impact is evaluated.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2013-05-31 19:09:33 UTC  |  Edited by: Gizznitt Malikite
Calculating Invention costs is simple when you understand the probability function (currently its a Geometric distribution).
Then determine the expected number of trials to ascertain a success (currently = 1/p).
Then determine the Variance (currently = (1-p)/p**2 = Sigma squared).

Assume success rate is normally distributed with the above mean and variance.
95% of the time it will take less than Mean + 2 Sigma attempts to create a BPC.
99.7% of the time it will take less than Mean + 3 Sigma attempts to create a BPC.

Multiply by cost of a single BPC run...

Your suggestion makes calculating the expected number of trials and variance non-trivial, as your "experience level" will continually improve your success rate as you "learn how to invent the item".

You could still use the above/current formula as a excellent estimate to price your BPC's, you'll just end up with more profit in the end.

Now, lets actually review your suggestion:

Increase the probability of success on an invention job based on your character's historical attempts inventing said BPC:

  • Where is the middle ground? Does the old character, with 10k+ attempts/failures/successes, get a big advantage over the new guy just starting out? I personally think the current setup, where skills modify the results somewhat, allow older players to have a small skill-based advantage, while still maintaining an equal playing field because the new guy can "catch up" by devoting time to skilling.
  • Why is this dev work needed? You claimed it was because you feel a lack of immersion from the messages that pop up. It would be much less time & effort to simply remove the messages, than create a counter for each BPC, on each character, that tracks your historical invention rates. It would be much less effort than creating a new invention algorithm that is balanced so new players and old players can compete.

  • These are the points I was trying to make!
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #6 - 2013-06-02 08:20:56 UTC
    Tre Avoiak wrote:
    Both posts so far seem to imply that my concern is the difficulty in calculating probability; and if so the fault is mine for not stating what I am looking for more clearly.

    To be clear, the messages don't bother me, and I could care less about being able to calculate the probability.


    I thought you cared about the messages as they upset your immersion experience. And you should care about the probability because it would determine whether or not inventing a specific item is worthwhile or not.

    Quote:
    The premise is simple:

    1. By performing any sort of research, I should be learning something that can be broadly applied to all future research.
    2. By researching a specific BPC, I should be learning something that can be specifically applied to future research of that type of BPC


    Yes, we got that.

    Quote:
    The implementation isn't rocket science either. Only two pieces of data need be tracked:
    1. BPC ID: 0 = generic, any other value is the BPC ID
    2. Experience (decimal)


    The second one is what I was talking about in terms of keeping track of your successes and failures. You'd have to know how many succes, how many attempts. We get that.

    Quote:
    This can be plugged directly into the existing probability equation, and could be capped (at least initially) while the impact is evaluated.


    Yes, we get this too. The issue is for the typical player trying to discern this probability equation, unless CCP releases it, could be a challenge. Unless you have access to the data in item 2 above, you yourself would have to keep a running track of it.

    Another problem, Malcanis' law....

    "Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players."

    I know you aren't proposing this on the behalf of "new players" but if your suggestion is not done carefully, then older players who have the skills already trained continue to do invention and get "better at it" over time, then competition within this group of older players may preclude entry by younger players who wont have the higher probability of success (i.e. the newer players to invention will face a higher expected cost function).

    What I'm saying is your suggestion could be rather unbalancing.

    "The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

    8 Golden Rules for EVE Online

    Hopelesshobo
    Hoboland
    #7 - 2013-06-03 17:43:11 UTC
    You are an employer that is employing different groups of scientists to invent your BPCs for you. Sometimes you get the MIT grads, sometimes you get University of Phoenix grads.

    Lowering the average to make you look better since 2012.