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Originally Posted by Andrew Schreiber
Gut feel and experience? Obviously for things like travel times you can compute that.
Distributions - Again, gut feel. I really alternate between 3. Normal in which I'm specifying the 95th percentile edges and the average is between them. Long tail in which I assume it'll take about the minimum number but could have a longer tail out to the max. And equal where it's just an equal distribution between all possible values (I don't use this one much for obvious reasons, though if I wanted to have a non-constant lift time for totes in 2015 I could have done that)
But, as I said, I don't so much use them to compute scores I focus more on interactions between actions and outcomes.
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Ah okay that makes sense. I like your idea of looking at when a higher scoring option becomes less effective. Could definitely see how that could have been very useful this year with high/low goals.
Now I think about it from that perspective, our off season robot that was a low goaler was significantly quicker in cycles than our high goaler build season robot, so it did end up doing better.
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Edit: Numbers in manuals are based on what the GDC thinks things should be worth. They may be based on their simulations but, let's be honest, this is a group that didn't see the rain of frisbees at the end of the match in 2013... so, uh, use with caution.
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Rain of frisbees at the end of the match in 2013? Before my time
