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    "Total Game Report" Option - For Statistical Purpose

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @Gargantua
      last edited by redrum

      @gargantua So decided to spend a little time seeing what it would take to add this. I added an expected hits per dice roll line and then a summary of the turn per nation at the end. Here is an example of what I have so far:

              Combat - Russians
                  Battle in Ukraine S.S.R.
                      Russians attack with 3 armour, 1 artillery, 2 fighters and 3 infantry
                      Germans defend with 1 armour, 1 artillery, 1 fighter and 3 infantry
                          Russians roll dice for 3 armour, 1 artillery, 2 fighters and 3 infantry in Ukraine S.S.R., round 2 :  4/9 hits, expectedHits=3.50
                          Germans roll dice for 1 armour, 1 artillery, 1 fighter and 3 infantry in Ukraine S.S.R., round 2 :  4/6 hits, expectedHits=2.50
                          3 infantry owned by the Russians, 1 artillery owned by the Germans, 1 artillery owned by the Russians and 3 infantry owned by the Germans lost in Ukraine S.S.R.
                          Russians roll dice for 3 armour and 2 fighters in Ukraine S.S.R., round 3 :  3/5 hits, expectedHits=2.50
                          Germans roll dice for 1 armour and 1 fighter in Ukraine S.S.R., round 3 :  2/2 hits, expectedHits=1.17
                          2 armour owned by the Russians, 1 fighter owned by the Germans and 1 armour owned by the Germans lost in Ukraine S.S.R.
                      Russians win, taking Ukraine S.S.R. from Germans with 1 armour and 2 fighters remaining. Battle score for attacker is 5
                      Casualties for Germans: 1 armour, 1 artillery, 1 fighter and 3 infantry
                      Casualties for Russians: 2 armour, 1 artillery and 3 infantry
                  Battle in West Russia
                      Russians attack with 1 armour, 1 artillery and 8 infantry
                      Germans defend with 1 armour, 1 artillery and 3 infantry
                          Russians roll dice for 1 armour, 1 artillery and 8 infantry in West Russia, round 2 :  2/10 hits, expectedHits=2.33
                          Germans roll dice for 1 armour, 1 artillery and 3 infantry in West Russia, round 2 :  2/5 hits, expectedHits=1.83
                          2 infantry owned by the Russians and 2 infantry owned by the Germans lost in West Russia
                          Russians roll dice for 1 armour, 1 artillery and 6 infantry in West Russia, round 3 :  1/8 hits, expectedHits=2.00
                          Germans roll dice for 1 armour, 1 artillery and 1 infantry in West Russia, round 3 :  1/3 hits, expectedHits=1.17
                          1 infantry owned by the Russians and 1 infantry owned by the Germans lost in West Russia
                          Russians roll dice for 1 armour, 1 artillery and 5 infantry in West Russia, round 4 :  4/7 hits, expectedHits=1.83
                          Germans roll dice for 1 armour and 1 artillery in West Russia, round 4 :  1/2 hits, expectedHits=0.83
                          1 infantry owned by the Russians, 1 artillery owned by the Germans and 1 armour owned by the Germans lost in West Russia
                      Russians win, taking West Russia from Germans with 1 armour, 1 artillery and 4 infantry remaining. Battle score for attacker is 6
                      Casualties for Germans: 1 armour, 1 artillery and 3 infantry
                      Casualties for Russians: 4 infantry
      
              Non Combat Move - Russians
                  2 infantry moved from Novosibirsk to Russia
                  2 infantry moved from Evenki National Okrug to Russia
                  2 infantry moved from Kazakh S.S.R. to Caucasus
                  2 fighters moved from Ukraine S.S.R. to Caucasus
                  1 infantry moved from Buryatia S.S.R. to Yakut S.S.R.
                  2 infantry moved from Soviet Far East to Yakut S.S.R.
                  2 infantry moved from Yakut S.S.R. to Novosibirsk
                  1 submarine moved from 4 Sea Zone to 2 Sea Zone
      
              Place Units - Russians
                  1 infantry placed in Caucasus
                  1 infantry placed in Caucasus
                  1 artillery placed in Caucasus
                  1 infantry placed in Caucasus
                  1 artillery placed in Russia
                  1 infantry placed in Russia
                  1 artillery placed in Russia
      
              Turn Complete - Russians
                  Russians collect 29 PUs; end with 29 PUs
      
              Research Technology - Germans
      
      Combat Hit Differential Summary :
      
          Germans : 2.50
          Russians : 1.83
      

      In this revised example, you can see both Russia and Germany had slightly above average luck turn 1 with Germany having a very slight edge.

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

      1 Reply Last reply Reply Quote 2
      • G Offline
        Gargantua
        last edited by

        WOW! That's exactly what I was hoping for! Nicely done! Any chance we could get this formally added to the game? and could the tabulation be continual over the entire game duration? not reset after each post?

        Having it split by nation would be awesome too... looks like you've already done that. The truth about crappy Italian performance will finally be revealed!

        prastleP redrumR 2 Replies Last reply Reply Quote 0
        • prastleP Offline
          prastle Moderators Admin @Gargantua
          last edited by

          @gargantua Red is Zeus!

          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

          1 Reply Last reply Reply Quote 1
          • redrumR Offline
            redrum Admin @Gargantua
            last edited by redrum

            @gargantua Yeah, they are divided by nation. A total for the game could be added as well but most likely would be added somewhere else not in the individual turn summary as it is focused on just that particular turn. There is a menu option "Game" -> "Show Dice Stats" which shows total dice stats for the player's current session (not across save/load). I'd like to eventually change that to be the entire game (across save/load) and include more statistics like Hit Differential. It would also be nice to eventually have some graphs and such that show statistics for nations across turns (production, TUV, etc).

            Edit: The changes I showed above displaying expected hits per turn will become part of the next release unless any issues are found with them.

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

            1 Reply Last reply Reply Quote 1
            • G Offline
              Gargantua
              last edited by

              Yes!!! All of that sounds perfect. Let me know what I can do to help!

              redrumR 1 Reply Last reply Reply Quote 0
              • redrumR Offline
                redrum Admin @Gargantua
                last edited by

                The initial changes to add hit differential to each dice roll line and as a turn summary per nation will be included in this PR: https://github.com/triplea-game/triplea/pull/2807

                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                1 Reply Last reply Reply Quote 1
                • redrumR Offline
                  redrum Admin
                  last edited by

                  @Gargantua You can check out the initial changes that add the hit differential info per turn in the latest pre-release here: https://github.com/triplea-game/triplea/releases

                  I've added the remaining portions of this request for a total game statistics to the feature request list as well: https://forums.triplea-game.org/topic/182/guidelines-and-feature-request-list

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  1 Reply Last reply Reply Quote 0
                  • G Offline
                    Gargantua
                    last edited by

                    So I just tested this out on the pre-release; somethings not right.

                    It lists every battle as expected hits 0.00?

                    Maybe it's because I loaded an old save game and I can only tabulate once I have a new game going forward?

                    I would attach the save file but I don't have priviledges yet. it's game 41042 at Axisandallies.org

                    redrumR 1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin @Gargantua
                      last edited by

                      @gargantua Ah, I forgot to mention that it will only work for new games as old save games don't have all the data fields in the proper places for the calculations.

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      G 1 Reply Last reply Reply Quote 0
                      • G Offline
                        Gargantua @redrum
                        last edited by

                        @redrum

                        Understood Commander Murder.

                        1 Reply Last reply Reply Quote 0
                        • General_ZodG Offline
                          General_Zod Moderators
                          last edited by General_Zod

                          @redrum
                          It would be awesome to have the "Combat Hit Differential Summary: " displayed with the "Battle casualty summary:" for each battle in the history tab (on right). Currently it displays TUV change and casualties only.

                          This would be instant validation of how a battle really went and would alleviate the mostly false complaining about rolls.

                          And then from there one can go look at the detailed summary in actual detailed history display (on left) if they want see exactly what caused the differentials.

                          A bonus feature could be to have a link button at the bottom of "Battle casualty summary:" (on right) to take player to the exact location of the detailed history (on left).

                          redrumR 1 Reply Last reply Reply Quote 1
                          • redrumR Offline
                            redrum Admin @General_Zod
                            last edited by

                            @general_zod So far I've added it to each dice roll battle line and in the end of turn summary. Could consider adding it per battle as well but figure I'll let people test it out first to see what they think.

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            stucarS 1 Reply Last reply Reply Quote 1
                            • stucarS Offline
                              stucar @redrum
                              last edited by

                              @redrum the version I downloaded doesn't have the Expected Hits or Hit Differential summary...do I need to uninstall and re-download?

                              redrumR 1 Reply Last reply Reply Quote 0
                              • redrumR Offline
                                redrum Admin @stucar
                                last edited by

                                @stucar The latest download version from the website should have this feature: http://triplea-game.org/download/

                                If you aren't seeing it then please post your TripleA version.

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                stucarS 1 Reply Last reply Reply Quote 1
                                • stucarS Offline
                                  stucar @redrum
                                  last edited by

                                  @redrum that worked, thank you!

                                  Captain CrunchC 1 Reply Last reply Reply Quote 0
                                  • Captain CrunchC Offline
                                    Captain Crunch Banned @stucar
                                    last edited by Captain Crunch

                                    @Gargantua fyi its interesting that this feature you wanted is very similar to something I suggested for the AI I was calling a "Learning AI" or a file I called "TotalWinnersCapturedTerritoriesTally" that was a saved file for after a match completed that tallies the Winners (1 file for the Axis and 1 file for the Allies ... or whatever Nations/Factions the map uses) top captured Territories after every game and would then be drawn upon and used at the start of the next game for the AI to possibly follow and repeat its path to victory that it did the previous wins!

                                    Make sense? I know the AI devs have a huge list of things to do first but I wanted to throw my idea at yous and mention it again and perhaps there is potentially another layer of improvement to eventually add to the AI?

                                    All fun!

                                    1 Reply Last reply Reply Quote 1
                                    • stucarS Offline
                                      stucar
                                      last edited by

                                      @redrum has anyone also considered a statistic for the differential between the expected outcome of a battle compared to the actual result? I have found the Hit Differential additions that you made to be very helpful, but I feel like it doesn't tell the whole story. Is there an easy way to do the same calculation that would be written into the Battle Calculator and then compare the expected units remaining (for each side) to what actually happened in the battle?

                                      For example, if I am attacking Ukraine and I get zero hits when I should have gotten 6, then six of my opponents infantry (let's assume it's a large battle) will continue to roll and get hits for a couple more rounds than they should have. They might score another three or four hits against me even if they were rolling at average, but the Hit Differential that is currently being used will only reflect the -6 from the first round of dice. I may end up trying to hold Ukraine with only 3 infantry instead of 8 or 9 (just making numbers up) that I should have finished with, but the Hit Differential for my opponent might be 0 because they rolled at average the whole time.

                                      I think this would be a great way to link dice statistics with their true impact on the game (unit attrition) and could really help players who are trying to get better. It would be easier to 'connect the dots' and, combined with the Battle Score calculation, to see how to properly build forces and assess risk. It could just be one line under each battle in the Turn Summary Report and it could be called the Battle Variance or whatever.

                                      0_1522908147868_TripleA.JPG

                                      Something like that...

                                      Captain CrunchC 1 Reply Last reply Reply Quote 0
                                      • Captain CrunchC Offline
                                        Captain Crunch Banned @stucar
                                        last edited by Captain Crunch

                                        @stucar so I can understand better what you would like ... are you asking for

                                        A: a line/axiom that shows there was an error in the Checksum random number generator

                                        or B: just an extra program line to show where there was a statistical advantage for a group of units in a battle to help show the new player what the better group of units to use for a battle looks like?

                                        Just wondered thanks

                                        stucarS 1 Reply Last reply Reply Quote 0
                                        • stucarS Offline
                                          stucar @Captain Crunch
                                          last edited by

                                          @captain-crunch No, I'm just asking for an additional line at the end of each battle, showing the +/- for each nation compared to what the average result would have been in the Battle Calculator (the one that rolls 200 times and gives you a preview of expected results). Then maybe there could be a sum of these results next to the Hit Differential at the bottom of each turn summary.

                                          Does that make sense?

                                          Captain CrunchC 1 Reply Last reply Reply Quote 0
                                          • Captain CrunchC Offline
                                            Captain Crunch Banned @stucar
                                            last edited by Captain Crunch

                                            @stucar um sounds like its the B option ... I only asked because I wondered if you thought the Battle Calculator made errors - I have no idea how random number generators work so I asked my question

                                            So ya it sounds like your idea would help teach the newer players what selection of items works better in battle although it seems like a real nerdy way of doing it but it does sound like a good idea and thanks for the reply!.

                                            stucarS 1 Reply Last reply Reply Quote 0

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