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    Unit-strength function

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    • Captain CrunchC Offline
      Captain Crunch Banned
      last edited by Captain Crunch

      I'm sure the devs will give you more information but these games depend on random/variable computer functions known as checksums ... math is in some ways paradoxial (see Nash Embedding Theorem or the Heisenburg Uncertainty Principle for examples) and so my point is I'm not sure if what you are asking for is even possible ...

      that's my best assessment but like I said redrum or some other programming expert might tell you the same thing I just said

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      • alkexrA Offline
        alkexr @VictorIn_Pacific
        last edited by

        @VictorIn_Pacific An army of 10 units with 6 strength beats an army of 2 units with 6 strength and 27 units with 0 strength 100% of the time, which beats an army of 1 unit with 6 strength and 55 units with 0 strength 100% of the time, which in turn beats an army of 10 units with 6 strength 100% of the time. If such a function existed, then the army of 10x 6 would have a higher total value than 2x 6 + 27x 0, which would be higher than the total value of 1x 6 + 55x 0. And so an army of lower total value would beat an army of higher value 100% of the time. No such function exists, not just out of lazyness, but out of sheer logical impossibility. The combat system of TripleA is simple to explain to a human, but mathematically it's very difficult to handle.

        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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        • V Offline
          VictorIn_Pacific
          last edited by

          Impossible ... You keep using that word. I do not think it means what you think it means.

          The difficult, we do immediately. The impossible will take a little longer.

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          • V Offline
            VictorIn_Pacific
            last edited by

            A physics professor was giving a presentation. He put a slide on the projector. "Now, let me explain that", he said, and proceeded to do so. After he was done, he asked "Any questions?" A graduate student in the back of the room put up his hand: "But Professor ... , that slide is upside down!" "Why, so it is!" said the professor, and proceeded to right the slide. He carried on, unfazed: "Now, let me explain that."

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            • CrazyGC Offline
              CrazyG Moderators
              last edited by

              I'm not sure what exactly you are hoping to discuss?

              There was some considerable discussion about this on the older forum and a few other places on the web, such as Axis and Allies forums.

              Hit points are surprisingly valuable, almost everyone overlooks their value as a newer player. Its well established that the 8 PU destroyer (2 attack, 2 defense) was overall a better unit than the 12 PU cruiser (3 attack, 3 defense). Even with cruisers at 11 PUs in some maps, the destroyers remain a good unit to buy.

              The next interesting thing is that extra values tend to be stronger than non-extreme values. A 1 attack, 3 defense unit tends to be better than a 2 attack, 2 defense unit. (Also true with a 3 attack, 1 defense unit). This is because the owner chooses what unit to lose, meaning if you are defending you lose the bad defenders, if you are attacking you lose the low attack units.

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              • RogerCooperR Offline
                RogerCooper @VictorIn_Pacific
                last edited by

                @VictorIn_Pacific In face to face play, the simplest model is combat strength + hit points. A slightly more complex model is total combat strength * total hit points. However a diverse force is somewhat more effective than a force with all units the same strength.

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                • V Offline
                  VictorIn_Pacific @alkexr
                  last edited by

                  @alkexr Seven stars, and seven stones, and one white tree.

                  What you refer to there, surely that is a paradox! And surely it indicates that someone has done a lot of calculations with the combat system, because I cannot believe that that was found on the spur of the moment.

                  Random thought: If red tank (3/2) beats blue tank, and blue tank beats green tank, does that mean that red tank beats green tank?

                  Less random thought: The AAA combat system is deterministic, even if it involves probabilities. Thus a non-deterministic outcome is impossible, even if there is no error in the example you showed. And I could not find an error. But there is a solution to this paradox, and it is that the strength of an army is not a fixed value, but is instead a relative value, thus: red army > blue army > green army > red army. Indeed, there is no paradox.

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                  • V Offline
                    VictorIn_Pacific
                    last edited by

                    Note: What I am talking about in these posts assumes use of the Low Luck system. Results obtained under the ordinary system have larger variations, and for small sample sets, fluctuations (luck) can dominate the major effects.

                    When I ran a few simulations, I found that all it takes to bring a combat result from a 50% chance to win to approximately 100% is ONE extra unit, or even ONE extra combat point. The first seems reasonable, the second less so, until you consider that that single extra combat point can add up to multiple extra hits over multiple combat rounds. Accordingly, I propose the following unit-strength function:

                    P = .5 + .5 U + .5 C ,

                    where P = probability of winning, U = Unit differential, C = combat strength differential.

                    Now, I know that this function is wrong, but it is a good start. I expect it to provide a decent result, as long as the the unit count is 10 or more. You can see that it works for the limiting cases. Results for P > 1 are taken to be P = 1.

                    There are two other factors that should be considered: the Average combat strength, although this may already be accounted for by unit count and combat strength, and Skewness, which is a measure of the deviation of the unit strengths from the average. I would expect one point of Skewness to have almost the same effect as an extra combat point.

                    Ultimately, I will try to solve the differential equations governing the combat. (I'm sure someone has already done this.) Basically, there are two linked differential equations that describe the situation; they state that the reduction in strength of an army is proportional to the strength of the opposing army. This problem could also be solved using the finite-difference approach, and even a program as simple as Excel can handle that.

                    Spoiler alert: My second-stage test function, which incorporates Skewness and a fudge factor, can predict the result A > B > C > A. I will post that when I have more time.

                    alkexrA 1 Reply Last reply Reply Quote 0
                    • alkexrA Offline
                      alkexr @VictorIn_Pacific
                      last edited by

                      @VictorIn_Pacific Impossibility... I do not think it means what you think it means. Mathematical impossibility simply means that the negation of a given statement is true under certain axioms.

                      You were looking for a function that gives back the strength of a unit. What I have shown is that you were asking the wrong question. You cannot evaluate the value of a unit, not even that of an army.

                      Linear formulas will also break down. If the value of a unit is scalar1 * hp + scalar2 * power, then the unit will, under its lifetime, kill expected_combat_rounds_survived * power / dicesides hitpoints, so you can write the equation expected_combat_rounds_survived * power / dicesides * scalar1 = scalar2 * power. But expected_combat_rounds_survived depends both on the average power and the deviation of power of ALL units on the board, and so does the ratio of scalar1 and scalar2.

                      In short, if all units have 1 power, then 1 power is worth X utilons. If all units have 2 power, then 1 power is worth X/2 utilons.

                      As for the differential equations for which I admittedly do not have a great affinity, my attempts at giving any sort of useful general solution failed miserably, so did those of others I asked about it. The simplified case where every unit has the same power is clearly solvable, but uninteresting, so I decided not to bother.

                      Anyway... I really shouldn't be spending time writing comments here. Or if I focused my attention on TripleA, I could at least get back to working on my map. So... good luck with those nasty differential equations.

                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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                      • Captain CrunchC Offline
                        Captain Crunch Banned
                        last edited by Captain Crunch

                        wow Victorin_Pacific has now brought deontic logic into this! Hint, knowing deontic logic will boost your IQ test score 5-10 points ez believe me!

                        Oh by the way, I learned from a great tv show years ago back when tv shows were actually educational that the Nash Embedding Theory proved the paradox that "linear equations are modular" ... which won Nash a Nobel and shows OBVIOUS paradox

                        annyways, I'm waiting for redrum's final word since he programs the battle calculator logic and would know for sure what is and what isn't possible with this game engine

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

                          hey how come we can't see who downvotes?

                          prastleP alkexrA 2 Replies Last reply Reply Quote 2
                          • prastleP Offline
                            prastle Moderators Admin @Captain Crunch
                            last edited by prastle

                            @Captain-Crunch Pokes for a test @ Cap 😉
                            Interesting you are correct

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

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

                              @prastle si

                              prastleP 1 Reply Last reply Reply Quote 0
                              • prastleP Offline
                                prastle Moderators Admin @Captain Crunch
                                last edited by

                                @Captain-Crunch just made all votes public interesting @RoiEX ideas?

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

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

                                  @prastle I still can't see who is downvoting -.-

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                                  • Captain CrunchC Offline
                                    Captain Crunch Banned
                                    last edited by

                                    @Victorin_Pacific hey whats next ... the Bell Inequalities??

                                    😜

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                                    • alkexrA Offline
                                      alkexr @Captain Crunch
                                      last edited by

                                      @Captain-Crunch I downvoted. That comment didn't appear to be very useful, since to my understanding, checksums have little to do with the topic, math is never paradoxical, the Heisenburg Uncertainty Principle is actually called Heisenberg Uncertainty Principle, and that's not even mathemathics, it's quantum physics.

                                      "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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                                      • CrazyGC Offline
                                        CrazyG Moderators @Captain Crunch
                                        last edited by

                                        @Captain-Crunch said in Unit-strength function:

                                        annyways, I'm waiting for redrum's final word since he programs the battle calculator logic and would know for sure what is and what isn't possible with this game engine

                                        The battlcalculator just simulates the battle and tells you the % won and lost. Which is an accurate (though sometimes time consuming way) to get a decent prediction. What I (and I think other experienced players) often do is just open the battlecalc to check how many units each side would have, and after seeing the unit numbers the answer is sometimes obvious. Its not 100% accurate with more complex units, but that's okay.

                                        I don't think you can make an equation that produces a single number for the strength of an army (or a unit), because its dependent on your opponent's forces. Its been explained pretty well why. You can't make an equation for individual units either (I tried a while ago), its just not the correct approach.

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

                                          @CrazyG so his question isn't about the engine but about some chart to help him predict his chances in a battle?

                                          Ok thanks!

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                                          • V Offline
                                            VictorIn_Pacific
                                            last edited by

                                            Ah, I see there is a miscommunication here. When I wrote unit-strength function at the top, I did not mean "strength of a unit", but "strength of an army as a function of its number of units and combat strength", shortened to unit-strength function. I considered using the header unit/strength function instead, and for this very reason, but decided it wasn't that important, and that the specific meaning would come out in the discussion. In any case, I was myself only starting to think about the concepts and develop the required language.

                                            So let's call it the "stack power function" instead.

                                            There is a practical purpose to this. Supposing you have some collection of units, and some territory to defend, and the bad guys could attack you with some other collection of units. How much do you need to put there to secure the territory? Or a similar question. Now, you could eyeball it and hope you are right. Or you could move a tentative stack there and then run the Battle Calculator with hypothetical enemy attack stacks, that would be all possible hypothetical attack stacks, unless you want to trust to luck. OK, that may be doable, but it could take a long time. But what if the hypothetical attack is going to happen 3 turns in the future, and it's your capitol, and the outcome of that future hypothetical battle will be used to decide your strategy for the next few turns? Pretty hard to use the Battle Calculator in such a situation, and remember, if you get it wrong, you're out of the game.

                                            So what we seek is some sort of a "stack power function" that will give an approximate but very good estimate of whether your stack will beat the enemy stack. That's what I'm trying to do here. And I think I have something useful - stay tuned.

                                            Now, before I get into more detailed calculations, I will show a graphical solution to the paradox A > B > C > A. In the context of the AAA combat system, we know that both number of hit points and combat power are essential in evaluating an army. Thus we are looking at 2-D vectors, and perhaps higher dimensionalities. Add 3 vectors together: you can easily form a triangle, and in fact, in the context of this problem, the evaluation A->B, B->C, C->A must form a triangle. However, it can be seen that if you add only the lengths of these vectors (i.e. attempting to express the values as scalars, you get no useful result.0_1544507867903_triangle.jpg

                                            Next, let me show a "stack power" function that can properly solve the paradox Alkexr posed in post 3 of this thread.

                                            Stack A is 10x6. Stack B is 2x6 plus 27 padding. Stack C is 1x6 plus 55 padding. A beats B, B beats C, and C beats A.

                                            Now, it may be obvious, but this is a clear example of the competition between combat power and hit points. Thus I propose a "stack power" function P = U + C, where U = Unit differential, C = combat strength differential. But wait, you say! You promised that you would consider Skewness as well. I won't do that yet, but I will introduce a new term R to express the relative Reduction in the combat strengths as the rounds progress. Let P = U + C - R. It is important, as you know, because if you bring a whole bunch of padding to your gunfight, the other guy can shoot and shoot, and have no effect on your combat strength. On the other hand, the unpadded stack suffers near-linear reduction in its combat power over time. For a linear decrease, the effective combat strength is just 1/2 of the maximum. But wait, you say! The combat strength acts over a number of combat rounds. Of course; my test function is actually P = U + N*(C - R)/6. N is the number of combat rounds; division by 6 is necessary because it takes 6 combat points to get a hit.

                                            The calculations: Stack A has zero padding, and thus suffers a linear strength decrease. Stacks B and C suffer no decrease over time. In the BC combat, the relative strength reduction is zero. In the CA combat, stack C shoots at padding only, so the Reduction factor is applied to every combat round. The effective value of C is 5.5x6 (R = 27). In the AB combat, stack C shoots at padding for 4 rounds. The effective value of C is 7x6 (R = -18).

                                            In the AB combat, there are 5 rounds. In the BC combat, it takes 27 rounds to hack through the padding, and there are 28 rounds. In the CA combat, there are 10 rounds. In each case, the winner has exactly one unit left.

                                            P(A->B) = -19 + 5*(48 - 18)/6 = + 6
                                            P(B->C) = -27 + 28*(6 - 0)/6 = + 1
                                            P(C->A) = 46 + 10*(-54 + 27)/6 = + 1

                                            You will note that all the U's sum to zero, all the C's sum to zero, and all the S's sum to zero, but the weighting of the factors differs in each case.

                                            But mostly, you will note that all the relative stack power functions evaluate positive, which means that A > B > B > C.

                                            Still, although I have showed that it is possible to construct a function that models several situations correctly, this is not the real stack power function that I will be proposing. More later.

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