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Diminishing Returns in Game Engineering...

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AngleWyrm...
Posted: Sun Jun 08, 2008 6:16 am
Guest
Hi,
I've been working on a web-page that shows some rather amazing findings
about how 'Diminishing Returns' works/fails within the game programming
context.

http://home.comcast.net/~anglewyrm/diminishing_returns.htm

What do you think?
 
John Nagle...
Posted: Mon Jun 09, 2008 11:51 am
Guest
AngleWyrm wrote:
Quote:
Hi,
I've been working on a web-page that shows some rather amazing findings
about how 'Diminishing Returns' works/fails within the game programming
context.

http://home.comcast.net/~anglewyrm/diminishing_returns.htm

What do you think?

We have no idea what you're talking about, and neither do you.
Nice graphics, though. Try peddling that in some management forum.

John Nagle
 
AngleWyrm...
Posted: Tue Jun 10, 2008 2:17 am
Guest
"John Nagle" <nagle at (no spam) animats.com> wrote in message
news:484ccf75$0$17153$742ec2ed at (no spam) news.sonic.net...
Quote:
AngleWyrm wrote:
http://home.comcast.net/~anglewyrm/diminishing_returns.htm

We have no idea what you're talking about, and neither do you.
Nice graphics, though. Try peddling that in some management forum.

The greatest discoveries of mankind are not heralded by "Eurika, I've found
it!", but are instead heralded by "Hmm...That's odd."
 
Geoffrey Summerhayes...
Posted: Tue Jun 10, 2008 6:59 pm
Guest
On Jun 9, 5:17 pm, "AngleWyrm" <anglew... at (no spam) yahoo.com> wrote:
Quote:
"John Nagle" <na... at (no spam) animats.com> wrote in message

news:484ccf75$0$17153$742ec2ed at (no spam) news.sonic.net...

AngleWyrm wrote:
http://home.comcast.net/~anglewyrm/diminishing_returns.htm

    We have no idea what you're talking about, and neither do you.
Nice graphics, though.  Try peddling that in some management forum.

The greatest discoveries of mankind are not heralded by "Eurika, I've found
it!", but are instead heralded by "Hmm...That's odd."

Well you've certainly got the odd part down. Unfortunately,
99.9999% of the "Hmm...That's odd." herald little more than
muddy thinking.

----
Geoff
 
Nathan Mates...
Posted: Thu Jun 12, 2008 6:16 am
Guest
In article <CYqdnbyEZ8ypPc3VnZ2dnUVZ_j6dnZ2d at (no spam) comcast.com>,
AngleWyrm <anglewyrm_nospamthanks at (no spam) yahoo.com> wrote:
Quote:
Well you've certainly got the odd part down. Unfortunately,
99.9999% of the "Hmm...That's odd." herald little more than
muddy thinking.

Oh, I agree whole-heartedly!
Black holes for instance: If we were just to compress the mass of a planet
into the space of a pinhead, then...
Or gravity wells for instance: If the entire mass of a planet were to
suddenly vanish from the universe, or be suddenly altered in direction,
then...

Here's the problem: you seem to think you've made some profound
insight. The rest of us are saying "if you get in the same timezone as
a point, make it." To me, your posts need a lot more thought before
they'll have any useful content.

Nathan Mates
--
<*> Nathan Mates - personal webpage http://www.visi.com/~nathan/
# Programmer at Pandemic Studios -- http://www.pandemicstudios.com/
# NOT speaking for Pandemic Studios. "Care not what the neighbors
# think. What are the facts, and to how many decimal places?" -R.A. Heinlein
 
AngleWyrm...
Posted: Thu Jun 12, 2008 6:16 am
Guest
"Geoffrey Summerhayes" <sumrnot at (no spam) gmail.com> wrote in message
news:081a5212-6fbc-47b2-9c95-c7fca5905896 at (no spam) m44g2000hsc.googlegroups.com...
On Jun 9, 5:17 pm, "AngleWyrm" <anglew... at (no spam) yahoo.com> wrote:
Quote:
AngleWyrm wrote:

The greatest discoveries of mankind are not heralded by "Eurika, I've
found
it!", but are instead heralded by "Hmm...That's odd."

Well you've certainly got the odd part down. Unfortunately,
99.9999% of the "Hmm...That's odd." herald little more than
muddy thinking.

Oh, I agree whole-heartedly!
Black holes for instance: If we were just to compress the mass of a planet
into the space of a pinhead, then...
Or gravity wells for instance: If the entire mass of a planet were to
suddenly vanish from the universe, or be suddenly altered in direction,
then...
 
AngleWyrm...
Posted: Fri Jun 13, 2008 6:17 am
Guest
"Nathan Mates" <nathan at (no spam) visi.com> wrote in message
news:fsSdnTAJaMKcNc3VnZ2dnUVZ_vSdnZ2d at (no spam) posted.visi...
Quote:
In article <CYqdnbyEZ8ypPc3VnZ2dnUVZ_j6dnZ2d at (no spam) comcast.com>,

Here's the problem: you seem to think you've made some profound
insight. The rest of us are saying "if you get in the same timezone as
a point, make it." To me, your posts need a lot more thought before
they'll have any useful content.

This study shows the effect of using more stats. We can see how quickly the
product drops away from max, as the number of stats increases. If the stat
average takes even a tiny step to the left, the product plummets.
Also, as the number of stats increases, the product hangs around the bottom
until the very end. The situation devolves into a set of boolean
maxed/not-maxed prerequisites, making the individual stat ranges rather
pointless.

So if many variables are desired, then it's probably best to just model them
as a set of boolean prerequisites. This eliminates the false sense of a
range of values, for both the designer and the player.

I would describe the previous paragraph as containing both a point, and
useful content, the two metrics you proposed. However, since you didn't pick
up on it the first time through, I must ask you: (1) Why not? and (2)
Anything you can think of that would have gotten you to see it better the
first time?
 
Russ Whiteman...
Posted: Fri Jun 13, 2008 12:55 pm
Guest
Your "study" makes the assumption that the product of all stats is
somehow meaningful in terms of game balance, and that all stats are
equally important, and that maxing everything is the only valid "best".
That's one amazingly huge set of assumptions.

Support that claim, and it -may- be worth paying attention to...until
that is done, it's just random noise.

AngleWyrm wrote:
Quote:
"Nathan Mates" <nathan at (no spam) visi.com> wrote in message
news:fsSdnTAJaMKcNc3VnZ2dnUVZ_vSdnZ2d at (no spam) posted.visi...
In article <CYqdnbyEZ8ypPc3VnZ2dnUVZ_j6dnZ2d at (no spam) comcast.com>,

Here's the problem: you seem to think you've made some profound
insight. The rest of us are saying "if you get in the same timezone as
a point, make it." To me, your posts need a lot more thought before
they'll have any useful content.

This study shows the effect of using more stats. We can see how quickly the
product drops away from max, as the number of stats increases. If the stat
average takes even a tiny step to the left, the product plummets.
Also, as the number of stats increases, the product hangs around the bottom
until the very end. The situation devolves into a set of boolean
maxed/not-maxed prerequisites, making the individual stat ranges rather
pointless.

So if many variables are desired, then it's probably best to just model them
as a set of boolean prerequisites. This eliminates the false sense of a
range of values, for both the designer and the player.

I would describe the previous paragraph as containing both a point, and
useful content, the two metrics you proposed. However, since you didn't pick
up on it the first time through, I must ask you: (1) Why not? and (2)
Anything you can think of that would have gotten you to see it better the
first time?

 
AngleWyrm...
Posted: Fri Jun 13, 2008 4:18 pm
Guest
"Russ Whiteman" <russw99 at (no spam) swbell.net> wrote in message
news:5Kp4k.3058$cW3.841 at (no spam) nlpi064.nbdc.sbc.com...
Quote:
Your "study" makes the assumption that the product of all stats is somehow
meaningful in terms of game balance, and that all stats are equally
important, and that maxing everything is the only valid "best". That's one
amazingly huge set of assumptions.

Support that claim, and it -may- be worth paying attention to...until that
is done, it's just random noise.

1). "The product of all stats"
This is somewhat of an exageration. All products of stats is more to the
point. As in any time multiplication is used. And products are quite often
meaningful.

2). "That all stats are equally important"
This is the primary reason for using a range that goes from 0 to 1. It can
be easily scaled to any desired range, and may be scaled differently for
each variable. The result is still the same: All that has happened is that
the box is stretched/squished along one or more dimensions. The shape and
proportions remain intact, relative to the newly distorted box. I should
probably illustrate this point, because it's not obvious.

3)."That maxing everything out is the only 'best'"
Unfortunately, maxing everything out is often over-used. For instance, tech
trees are almost universally a 'bigger is better' affair. IMO that isn't
necessarily true, and it would be great to have some better models.
Character skill trees are another example where the 'bigger is better'
philosophy is again out of it's element. It forces a character down a path
without the possibility of 'forgetting' a skill, in order to re-use the
skill point elsewhere. So I agree that maxing everything out is not the best
solution to even some common situations.
 
Geoffrey Summerhayes...
Posted: Fri Jun 13, 2008 5:06 pm
Guest
On Jun 13, 7:18 am, "AngleWyrm" <anglew... at (no spam) yahoo.com> wrote:
Quote:
"Russ Whiteman" <russ... at (no spam) swbell.net> wrote in message

news:5Kp4k.3058$cW3.841 at (no spam) nlpi064.nbdc.sbc.com...

Your "study" makes the assumption that the product of all stats is somehow
meaningful in terms of game balance, and that all stats are equally
important, and that maxing everything is the only valid "best". That's one
amazingly huge set of assumptions.
Support that claim, and it -may- be worth paying attention to...until that
is done, it's just random noise.

1). "The product of all stats"
This is somewhat of an exageration. All products of stats is more to the
point. As in any time multiplication is used. And products are quite often
meaningful.

Ok, here's an example of a damage model that
uses a lot of stats

average damage=

(max 0,
((max((minimum chance to hit),
min((maximum chance to hit),
(base % to hit for class and level)+
(agility bonus)+
(equipment hit bonus))))*
((average weapon damage)+
(strength bonus)+
(equipment damage bonus)+
((critical %)*
(average critical damage)))*
(100% -
(shield block %)+
(enemy agility bonus)+
(enemy equipment block bonus)))-
((enemy armour absorption)+
(enemy constitution bonus)))

And of course a lot of them are limited,
the shield block % might typically range
from 0% (for no shield) to 25% (tower shield).

Simply multiplying stats is over-simplistic
at best, unless you have a specific game in
mind that actually simply multiplies the whole
whack together.

Quote:
2). "That all stats are equally important"
This is the primary reason for using a range that goes from 0 to 1. It can
be easily scaled to any desired range, and may be scaled differently for
each variable. The result is still the same: All that has happened is that
the box is stretched/squished along one or more dimensions. The shape and
proportions remain intact, relative to the newly distorted box. I should
probably illustrate this point, because it's not obvious.

Bull. This simplification merely serves to make your
argument appear valid.

Quote:
3)."That maxing everything out is the only 'best'"
Unfortunately, maxing everything out is often over-used. For instance, tech
trees are almost universally a 'bigger is better' affair. IMO that isn't
necessarily true, and it would be great to have some better models.
Character skill trees are another example where the 'bigger is better'
philosophy is again out of it's element. It forces a character down a path
without the possibility of 'forgetting' a skill, in order to re-use the
skill point elsewhere. So I agree that maxing everything out is not the best
solution to even some common situations.

A lot of games have a tendency to follow the D&D
model as a base for doing things which was never
really connected well to any form of reality.
So, Ok, over the course of the month to two years
that pass in the typical adventure game, I suppose
I could suddenly forget how to use an axe in order
to become a better negotiator.

There are alternates out there, the C&S book rules
didn't have much variation in hp as you gained levels,
you started of with, say 50, and at a really high level
you might reach 57.

As for experience, both Dungeon Siege and The Elder Scrolls
series have a better model, where skill improvements increase
the most in areas where you've actually been using them.
Not perfect by any means, but better than improving at lock
pick because you've defeated hordes of rats.

But I'm wandering off a bit here. Even assuming every
word you've said is gospel, how does it connect to improving
game balance? How does pointing at a curve and chanting
"Ohhh, game balance!" do anything?

---
Geoff
 
AngleWyrm...
Posted: Sun Jun 15, 2008 4:50 pm
Guest
"Geoffrey Summerhayes" <sumrnot at (no spam) gmail.com> wrote in message
news:16b1f2f7-5b28-452d-8175-a7fbb5d46e4d at (no spam) r66g2000hsg.googlegroups.com...
Quote:
On Jun 14, 5:03 am, "AngleWyrm" <anglew... at (no spam) yahoo.com> wrote:
"Geoffrey Summerhayes" <sumr... at (no spam) gmail.com> wrote in message
news:0dd22911-c0fa-4762-a012-bf1f85d5941f at (no spam) z72g2000hsb.googlegroups.com...
Ok, here's an example of a damage model that uses a lot of stats
average damage=
(max 0,
((max((minimum chance to hit),
min((maximum chance to hit),
(base % to hit for class and level)+
(agility bonus)+
(equipment hit bonus))))*
((average weapon damage)+
(strength bonus)+
(equipment damage bonus)+
((critical %)*
(average critical damage)))*
(100% -
(shield block %)+
(enemy agility bonus)+
(enemy equipment block bonus)))-
((enemy armour absorption)+
(enemy constitution bonus)))

The problem is that the full range is obfiscated. It is no longer clear
what
the maximum 'average damage' is, even though of course there is one.

If you want obfuscated, look at look at quantum physics, this is basic
high school algebra, it doesn't even require Newton's method to find
the minimum and maximum. And the curve is no where near the
"scary" seven stats line you posit.

Really? Ok, what's the maximum value of the above "average damage"?
 
Miss Elaine Eos...
Posted: Sun Jun 15, 2008 7:56 pm
Guest
In article <2Y6dnWFvmZudn8jVnZ2dnUVZ_ovinZ2d at (no spam) comcast.com>,
"AngleWyrm" <anglewyrm at (no spam) yahoo.com> wrote:

Quote:
"Geoffrey Summerhayes" <sumrnot at (no spam) gmail.com> wrote in message
news:16b1f2f7-5b28-452d-8175-a7fbb5d46e4d at (no spam) r66g2000hsg.googlegroups.com...
On Jun 14, 5:03 am, "AngleWyrm" <anglew... at (no spam) yahoo.com> wrote:
"Geoffrey Summerhayes" <sumr... at (no spam) gmail.com> wrote in message
news:0dd22911-c0fa-4762-a012-bf1f85d5941f at (no spam) z72g2000hsb.googlegroups.com...
Ok, here's an example of a damage model that uses a lot of stats
average damage=
(max 0,
((max((minimum chance to hit),
min((maximum chance to hit),
(base % to hit for class and level)+
(agility bonus)+
(equipment hit bonus))))*
((average weapon damage)+
(strength bonus)+
(equipment damage bonus)+
((critical %)*
(average critical damage)))*
(100% -
(shield block %)+
(enemy agility bonus)+
(enemy equipment block bonus)))-
((enemy armour absorption)+
(enemy constitution bonus)))

The problem is that the full range is obfiscated. It is no longer clear
what
the maximum 'average damage' is, even though of course there is one.

If you want obfuscated, look at look at quantum physics, this is basic
high school algebra, it doesn't even require Newton's method to find
the minimum and maximum. And the curve is no where near the
"scary" seven stats line you posit.

Really? Ok, what's the maximum value of the above "average damage"?

Start with:

Quote:
(max 0,
((max((minimum chance to hit),
min((maximum chance to hit),
(base % to hit for class and level)+
(agility bonus)+
(equipment hit bonus))))*
((average weapon damage)+
(strength bonus)+
(equipment damage bonus)+
((critical %)*
(average critical damage)))*
(100% -
(shield block %)+
(enemy agility bonus)+
(enemy equipment block bonus)))-
((enemy armour absorption)+
(enemy constitution bonus)))

And eliminate all the bottom-edge cases and assume that all the "minus"
factors are 0. This brings you to:

Quote:
((max((minimum chance to hit),
min((maximum chance to hit)*
((average weapon damage)+
(strength bonus)+
(equipment damage bonus)+
((critical %)*
(average critical damage)))*
(100%

Which, reformatted for clarity, is:

Quote:
(maximum chance to hit)*

((average weapon damage)+
(strength bonus)+
(equipment damage bonus)+

((critical %)*
(average critical damage)))

Substitute numbers for variables, and you're done.

--
Please take off your pants or I won't read your e-mail.
I will not, no matter how "good" the deal, patronise any business which sends
unsolicited commercial e-mail or that advertises in discussion newsgroups.
 
Mike...
Posted: Mon Jun 16, 2008 4:06 am
Guest
In article <O9qdnXnuktvjFM7VnZ2dnUVZ_s_inZ2d at (no spam) comcast.com>, anglewyrm at (no spam) yahoo.com says...
Quote:
"Geoffrey Summerhayes" <sumrnot at (no spam) gmail.com> wrote in message
news:0dd22911-c0fa-4762-a012-bf1f85d5941f at (no spam) z72g2000hsb.googlegroups.com...
Ok, here's an example of a damage model that uses a lot of stats
average damage=
(max 0,
((max((minimum chance to hit),
min((maximum chance to hit),
(base % to hit for class and level)+
(agility bonus)+
(equipment hit bonus))))*
((average weapon damage)+
(strength bonus)+
(equipment damage bonus)+
((critical %)*
(average critical damage)))*
(100% -
(shield block %)+
(enemy agility bonus)+
(enemy equipment block bonus)))-
((enemy armour absorption)+
(enemy constitution bonus)))

This example displays a firm grasp of what these values are generally used
for. I just want to make it clear that I'm not implying anything less. But
the general use pattern -- not the designer -- has a problem.

The problem is that the full range is obfiscated. It is no longer clear what
the maximum 'average damage' is, even though of course there is one.

Isn't that a little bit like the real world?


Mike
 
Nathan Mates...
Posted: Mon Jun 16, 2008 6:16 am
Guest
In article <862dnVC3MJN6BcjVnZ2dnUVZ_oLinZ2d at (no spam) comcast.com>,
AngleWyrm <anglewyrm_nospamthanks at (no spam) yahoo.com> wrote:
Quote:
A lovely demonstration, which should be sufficient proof that:
[...]
is the same thing as
This * That * Another * YetAnother

Once again, you seem to be convinced that you're making a
point. Yet, I fail to share your enthusiasm that you've communicated
anything. I really encourage you to take a step back, and try to
figure out what you're trying to communicate. Better yet, why don't
you *implement* what you're convinced is so great. If your ideas work
in the cold, harsh, reality of a released title, you've proven your
point. Until then, fancy graphs on blogs mean nothing.

Nathan Mates

--
<*> Nathan Mates - personal webpage http://www.visi.com/~nathan/
# Programmer at Pandemic Studios -- http://www.pandemicstudios.com/
# NOT speaking for Pandemic Studios. "Care not what the neighbors
# think. What are the facts, and to how many decimal places?" -R.A. Heinlein
 
AngleWyrm...
Posted: Mon Jun 16, 2008 6:16 am
Guest
"Nathan Mates" <nathan at (no spam) visi.com> wrote in message
news:A7idne3Hm4-uU8jVnZ2dnUVZ_qLinZ2d at (no spam) posted.visi...
Quote:
In article <862dnVC3MJN6BcjVnZ2dnUVZ_oLinZ2d at (no spam) comcast.com>,
AngleWyrm <anglewyrm_nospamthanks at (no spam) yahoo.com> wrote:

is the same thing as
This * That * Another * YetAnother

Once again, you seem to be convinced that you're making a
point. Yet, I fail to share your enthusiasm that you've communicated
anything.

Ok, the above simplification shows that it is ultimately just
multiplication. The question as I understand it is: So what?

Let's say a character gets stuff/skill up to 90% of max in all four
componants. The outcome is 0.9^4 = 0.6561, or about 66% of the max 'average
damage'.

Only when the player gets the very best stuff will they get into the top
THIRD of damage output. In other words, Common/Uncommon/Rare is already
built into the system.

Does it matter? Yes: Start a new character in the game Hellgate:London, and
go kill the quest monster Moloch. This takes about an hour of gaming, and
takes the PC to around level 8. From that point on, observe how often you
actually swap monster drops into current inventory. The reward frequency is
less than one piece per several gaming hours, even though the player goes
through literally hundreds of monster drops. It is a case of "this feature
is broken as intended"
 
 
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