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Unread 16-11-2016, 13:27
Andrew Schreiber Andrew Schreiber is offline
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Re: Average score per match and cycle times

Quote:
Originally Posted by dardeshna View Post
How did you determine the different distributions and timing of various actions? Other folks have mentioned having humans simulate the action, so just curious.

Another thought that someone on our team brought up was the idea of numbers in the game manual hinting at how many cycles would be done per match. For example, a capture requires (required) 8 goals, which might point to an average of 3 high goals per bot (which is about where we ended up at least).
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.

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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