Showing posts with label statistic. Show all posts
Showing posts with label statistic. Show all posts

16 August 2023

Guild Wars 2 WvW - True Camp Value - Part 2

It's been a long time, but I finally found the motivation and time to work down my list. Last time we looked at the true camp value based on the actual points camps produce in the Guild Wars 2's World versus World game mode. You can read up and refresh your knowledge over here. One of the follow-up topics I wanted to go over is the balance aspect, specifically whether or not one team's camps provide a significant advantage over the others.

Answering this requires three equally strong teams. Environmental advantages are hard to quantify. Thus, to reduce complexity, we will assume that landscape plays no role. Under these circumstances, the teams will own structures by distance primarily. The resulting structure ownership will look like this:

Ill. 1: Guild Wars 2 World vs World Theoretical Objective Ownership in an equal match by GreenyNeko (Some graphical elements by ArenaNet)

Notice that the map's owner typically conquers the bordering keeps due to increased priority. Now, we can calculate each camp's true value using our dataset. For this, we consider objects connecting to camps and their color. Applying the dataset yields the following result:

Ill. 2: Guild Wars 2 World vs World Dolyak Points Per 5 Minutes by GreenyNeko

We analyze the balance by summing each team's points from our setup. Shared objects yield a percentage of their points to each relevant team. We will use the unbuffed walking speed values because the speed multipliers become irrelevant and for consistency. The result is:

TeamTotal PointsDesertGreenBlueEternal
Green35.3322.97510.794.07517.383
Blue38.3552.943.57510.7921.05
Red41.56713.5074.0753.57520.41

We already see an advantage in the matchmaking system. As a reminder, we explained that matchmaking ranks servers from highest to lowest: green, blue, and red. The table reflects this, empowering the lower-ranked teams. The big question is whether or not this is confirmation bias, measurement errors, or fact.

To check this via the null hypothesis. We assume equal team points, and the difference is error based. Thus, the scores' average is close to the truth. Finding a significant deviation from the average disproves the null hypothesis confirming our previous supposition. For significance, we will use an alpha value of 0.05. The mean of the scores is (35.332+38.355+41.567)/3 = 38.418. Thus, we get the following deviations:
  • 1-35.332/38.418 = 0.0803 (8.03%)
  • 1-38.355/38.418 = 0.0016 (0.16%)
  • 1-41.567/38.418 = 0.0820 (8.20%)
Apparently, the difference is significant enough to consider it more than an error. Therefore, we conclude that the teams gain a significant advantage from Dolyaks d inversely proportional to their matching rank r. (d ∝ 1/r)

Lastly, I apologize for having taken so long. I needed more time and motivation to write between theses and seminar papers. Since I swapped to Lost Ark, I probably won't post about Guild Wars 2 for now. I hope you will continue to read my blog to learn about the kinds of stuff I present. :3

19 July 2018

Guild Wars 2: Danger Level at Desmina's Platform - Part 2

Okay, I had a change of heart. I'm going to release the Desmina research results now because I still can't find the time to continue and secondly because I want to keep any following data for different research.

Procedure

What I did was the following. I looked at the two wall spawns, three wall spawns and four wall spawns differently and tracks them separately. Then I added them all together but also looked at them added together keeping the duration of their phases in mind, created a weighted result basically.
I also calculated the percentage of coverage using the number of walls appearing at one point and dividing it by the amount of total wall spawns.

The Result

Size of Data

I have accumulated a total amount of 266 two sized waves which means 532 wave parts in the first phase. I've tracked 1201 three sized waves which consist of 3603 wave parts and I have tracked 444 four sized waves which are 1776 wall pieces. In total it accumulates to 1911 waves and 5911 wave parts. The first phase is weighted at 0.1, the second phase takes 57% of the fight assuming constant damage and the third phase is 33%. The weighted count results in 857.69 waves.

Two Wall Spawn

108113110122111
101106103105104
92979410695
104109106118107
9710299111100
40.60%42.48%41.35%45.86%41.73%
37.97%39.85%38.72%39.47%39.10%
34.59%36.47%35.34%39.85%35.71%
39.10%40.98%39.85%44.36%40.23%
36.47%38.35%37.22%41.73%37.59%

266 or 532 may not be a big data set, yet it does not seem to try to reach an equal amount in every field. This has been confusing me. If we assume that it is completely random shouldn't each field have the same amount in the long run? That's not the case here though. There are what seems like random oddities all over it. Of course, I might have made some mistake here and there but none that should affect the result by that amount. Apparently, there are a few safer places as shown by the darker green in the percentage view.

Three Wall Spawn

732729715711706
723720699693699
726715694686693
692692669672676
752759738729735
60.95%60.70%59.53%59.20%58.78%
60.20%59.95%58.20%57.70%58.20%
60.45%59.53%57.79%57.12%57.70%
57.62%57.62%55.70%55.95%56.29%
62.61%63.20%61.45%60.70%61.20%

Looking at this result... okay, seriously. Is this generated using Perlin noise? If you assume this to be a height map, it could be some area straight out of Minecraft. That's soo weird. Nevertheless, it shows the safer places during the longest phase turn out to be in the lower right part of the platform. Now, this might have been the result of how we pulled her,  however, I've checked fifteen different days for between half an hour to three hours and our tanks start off with a pattern but switch to going wherever the walls and exploding deads lead us to. Usually, when something is random there is still a pattern behind it. For example, when throwing a dice randomly each side should appear an equal amount of times at some point.

Four Wall Spawn

444376366372444
368298290296368
361291283289361
377308299305377
444376367372444
100.00%84.68%82.43%83.78%100.00%
82.88%67.12%65.32%66.67%82.88%
81.31%65.54%63.74%65.09%81.31%
84.91%69.37%67.34%68.69%84.91%
100.00%84.68%82.66%83.78%100.00%

Here, we can see that 2 pieces are always forced to spawn in the corners resulting in the corners being covered by each wall that spawns at some point. This also - due to the nature of how the walls or waves move - results in very dangerous corners. This doesn't matter too much since the outer ring should be nearly impossible to touch without dying as the platform has been decreased to more or less a 3x3 area. Obviously, the middle is safer now. Besides from this fixed field, it seems like the corners and edges are yet a tiny bit safer than the middle. Whether or not this matter depends on how much you believe in numbers. I don't think this is the case though. We have three safe fields and two walls will always occupy two of those three safe fields at some point. That means 33% of a lane is going to be safe while the rest - the 66% - are covered by a wave. If this is completely random each area in the middle should end up with a coverage of 66%.

Total Coverage

12841218119112051261
11921124109210941171
11791103107110811149
11731109107410951160
12931237120412121279
67.19%63.74%62.32%63.06%65.99%
62.38%58.82%57.14%57.25%61.28%
61.70%57.72%56.04%56.57%60.13%
61.38%58.03%56.20%57.30%60.70%
67.66%64.73%63.00%63.42%66.93%
If we sum up all the walls and touched areas we get this total coverage. So, if you're interested in an overall that does not care about the length of each phase this is the result. The safest area in the middle, still. Obviously, since the last phase strictly prohibits us from moving into the outer ring. Is this the reason people came up with the idea that big walls spawn when you go outside? To scare people from staying in the middle without explaining it mathematically? Hmm...

Weighted Coverage

623.04576.69563.67567.17612.16
567.55519.86505.17506.81557.53
563.25512.12497.43499.21549.36
560.55514.82498.6505.11553.97
630.54588.49573.13573.81623.53
72.64%67.24%65.72%66.13%71.37%
66.17%60.61%58.90%59.09%65.00%
65.67%59.71%58.00%58.20%64.05%
65.36%60.02%58.13%58.89%64.59%
73.52%68.61%66.82%66.90%72.70%
For the weighted coverage, we consider the length of each phase as well. This means the first phase plays hardly to no role and the last phase only a bit. We still get a result similar to the total coverage, however. There are some slight changes in percentages here and there, overall nothing new.

So, There We Have It!

An analysis of which area of the platform is the safest and whether or not there is a pattern to the coverage. The end results show that there's more at play than just randomness. At least that's what it seems like to me. Except for the fourth phase, the total coverage and weighted coverage, it pretty much seems like some kind of noise function.

Fun

I've created this height map from the three-wave data using Python and Matplotlib. It's always fun to do these things. Seriously, Python is awesome.


29 June 2018

100th Blog Post - Self-Analysis

I've been thinking about half a week on what I'm gonna do on my 100th blog post. Is it gonna be just another blog post? Will it feature every topic I've covered so far, will it be about me personally, will I do something self-aware or am I going to post something about how certain numbers seem just nice to us.

Well, I've decided it's going to be something self-aware. Particularly, I'm going to analyze what people who visit the blog are most interested in. Well, since I make more "advertisement" about certain topics there - of course - is a greater amount of views on those featured posts. These are mostly theorycrafting that I share on Reddit.

Blogs Topics

First of all, let's look at what my blog has the most. In the beginning, I tried to balance everything with a higher focus on theorycrafting but it all kinda crumbled down over time so it's much more mixed or monotone in comparison with before. Yet, looking at the labels we can easily see what the most topics focus on and what the least topics do.

The Top 10 Tags Are:
  1. Theorycrafting - 42 posts
  2. MMORPG - 39 posts
  3. gaming - 35 posts
  4. thoughts - 32 posts
  5. math - 31 posts
  6. guild wars 2 - 26 posts
  7. game design - 24 posts
  8. magic - 21 posts
  9. spiritualism - 20 posts
  10. spirituality - 18 posts
The Least 10 Tags Are:
  1. yoshisisland (my old username, I assume) - 1 post
  2. training - 1 post
  3. superstition - 1 post
  4. stone - 1 post
  5. speedrun - 1 post
  6. slice of life - 1 post
  7. sleep paralysis - 1 post
  8. sexuality - 1 post
  9. reason - 1 post
  10. puzzle - 1 post

Popular Posts and Unpopular Posts

Next up we have the posts that are the most popular. The top three are always shown in the right column, but here are the top 10 in all time.
This is gonna be a bit tougher. The way I'm going to determine this or these are by checking how many views the posts have gotten and how old they are, the more recent and the more views the more relevant. This is because older posts can accumulate more views over time in comparison to fresher newer ones.

An easy way to do this is changing the current and the posts date to a number that can be divided from each other. I'm counting in days so we have the year being on average 365 days, months being on average - let's say - 30 days and the days being days, duh. So when this post was written it's the 29th 6th of 2018. That's 2018 * 365 + 6 * 30 + 29 = 736779. The first post I'm comparing this to is from the 24th, 6th of 2018. So that's 2018 * 365 + 6 * 30 + 24 = 736774. This is a difference of 5 and it got 9 posts in those 5. That's a view to recency rate of 9 / 5 = 1.8. The post with the highest view to recency rate wins. So, here's the resulting list.
  1. Guild Wars 2: Legendary Armor - How Long? (Part 1 - PvE) [28.2222 views/recency]
  2. Guild Wars 2: Fractal Grind - How Long? [8.8537 views/recency]
  3. Guild Wars 2: Time Consumption of WvW Pips [6.1640 views/recency]
  4. Guild Wars 2: Damage Increase Part 1: Gear [4.3810 views/recency]
  5. Guild Wars 2: Magic-Warped Packet - Worth It? [4.2704 views/recency]
  6. Guild Wars 2: Magic-Warped Bundle - Worth [3.4067 views/recency]
  7. Guild Wars 2: Legendary Armor - How Long? (Part 2 - PvP) [2.875 views/recency]
  8. Guild Wars 2: Christmas Without Procrastination [2.8535 views/recency]
  9. Guild Wars 2: Lunar New Year Without Procrastination [2.789 views/recency]
  10. Guild Wars 2: Velocity [2.4294 views/recency]
Congratulations to Guild Wars 2 for dominating this category completely.

Earnings & Total Stats

It's no secret I'm running google ads. Well, so how much did I make? It's just 0.27€. So since the blog has been running I've made 0.00€ on average. Much much more interesting the blog has gotten 14,958 views in total that's 70.89 views a day on average. Well, disregarding the spikes it's probably around 20 views a day. Feels good. Now if only I had a way to receive criticism, aside from other sites I post in. (e.g. Reddit)

For the next special blog post which will probably be either 500 or 1000, I need to do something else though. Don't want statistics to be the only bonus when I'm posting about such a broad area of subjects. Well, "GreenyNeko out, for now" and "Good-Bye Sapient Being"!


About Me

My photo
I'm a B.Sc. Games Engineer and I created this blog to share my ideas, theorycrafting, thoughts and whatever I'm working on or doing.