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Please help me!
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Mickey
science forum beginner


Joined: 18 May 2005
Posts: 14

PostPosted: Wed May 18, 2005 6:22 pm    Post subject: Please help me! Reply with quote

I am creating a simple adventure game and I need help with some math
formulas. I would truly appreciate any help.

In my game I have 28 different monster types. I have arranged them so
that monster number one is the weakest and monster 28 is the most
powerful. The player begins with a dexterity attribute of 10 and can
obtain a maximum of 100. I need a formula that determines whether or not
a player strikes a monster when they attack one. I would like the
formula to work with the following rules:

If the player dexterity is equal to 10 and the monster type is equal to
1, then the chances of striking the monster should be 50%

If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%

If player dexterity is equal to 100 and monster type is equal to 28,
then the chances of striking the monster should be 50%

Using the above data, I also need a formula to fairly determine whether
or not a monster strikes the player when they attack him.


Thank you for your help!

-Mickey
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T Rig
science forum beginner


Joined: 06 May 2005
Posts: 13

PostPosted: Wed May 18, 2005 7:29 pm    Post subject: Re: Please help me! Reply with quote

Quote:
If the player dexterity is equal to 10 and the monster type is equal to 1,
then the chances of striking the monster should be 50%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%

C = 50 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .

Quote:
If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%
If player dexterity is equal to 100 and monster type is equal to 28, then
the chances of striking the monster should be 50%


C = 100 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .
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Bill McCray
science forum beginner


Joined: 18 May 2005
Posts: 44

PostPosted: Wed May 18, 2005 7:37 pm    Post subject: Re: Please help me! Reply with quote

On Wed, 18 May 2005 16:22:40 -0400, Mickey
<REMOVETHISTEXT.portillas@hotmail.com> wrote:

Quote:
I am creating a simple adventure game and I need help with some math
formulas. I would truly appreciate any help.

In my game I have 28 different monster types. I have arranged them so
that monster number one is the weakest and monster 28 is the most
powerful. The player begins with a dexterity attribute of 10 and can
obtain a maximum of 100. I need a formula that determines whether or not
a player strikes a monster when they attack one. I would like the
formula to work with the following rules:

If the player dexterity is equal to 10 and the monster type is equal to
1, then the chances of striking the monster should be 50%

If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%

If player dexterity is equal to 100 and monster type is equal to 28,
then the chances of striking the monster should be 50%

Using the above data, I also need a formula to fairly determine whether
or not a monster strikes the player when they attack him.

Since you've given four data points, I included a term with the
product of the Play and Monster values. It turns out to vanish. The
percent value is given by:

aP + bM + cPM + d

10a + b + 10c + d = 50
100a + b + 100c + d = 100
10a + 28b + 280c + d = 0
100a + 28b + 2800c + d = 50

90a + 90c = 50
90a + 2520c = 50

2430c = 0
c = 0

90a = 50
a = 5/9

50/9 + b + d = 50
50/9 + 28b + d = 0

-27b = 50
b = -50/27

150/27 - 50/27 + d = 50
100/27 + d = 50
d = 1350/27 - 100/27
d = 1250/27

(15/27)P - (50/27)M + 1250/27 =
(15P - 50M + 1250)/27 =

Checking:

P 10 100
15P 150 1500
M 1 28
50M 50 1400

P= 10, M= 1 (150 - 50 + 1250)/27 = 1350/27 = 50
P=100, M= 1 (1500 - 50 + 1250)/27 = 2700/27 = 100
P= 10, M=28 (150 - 1400 + 1250)/27 = 0/27 = 0
P=100, M=28 (1500 - 1400 + 1250)/27 = 1350/27 = 50

Bill

Swap first and last parts of username and ISP for address.
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Mickey
science forum beginner


Joined: 18 May 2005
Posts: 14

PostPosted: Wed May 18, 2005 8:43 pm    Post subject: Re: Please help me! Reply with quote

Thank you very much, Bill, that is exactly what I was looking for and it
works GREAT! Could you please help me derive a similar formula for the
monster hitting the player?

Thanks again, I appreciate your help.

-Mickey



Bill McCray wrote:
Quote:
On Wed, 18 May 2005 16:22:40 -0400, Mickey
REMOVETHISTEXT.portillas@hotmail.com> wrote:


I am creating a simple adventure game and I need help with some math
formulas. I would truly appreciate any help.

In my game I have 28 different monster types. I have arranged them so
that monster number one is the weakest and monster 28 is the most
powerful. The player begins with a dexterity attribute of 10 and can
obtain a maximum of 100. I need a formula that determines whether or not
a player strikes a monster when they attack one. I would like the
formula to work with the following rules:

If the player dexterity is equal to 10 and the monster type is equal to
1, then the chances of striking the monster should be 50%

If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%

If player dexterity is equal to 100 and monster type is equal to 28,
then the chances of striking the monster should be 50%

Using the above data, I also need a formula to fairly determine whether
or not a monster strikes the player when they attack him.


Since you've given four data points, I included a term with the
product of the Play and Monster values. It turns out to vanish. The
percent value is given by:

aP + bM + cPM + d

10a + b + 10c + d = 50
100a + b + 100c + d = 100
10a + 28b + 280c + d = 0
100a + 28b + 2800c + d = 50

90a + 90c = 50
90a + 2520c = 50

2430c = 0
c = 0

90a = 50
a = 5/9

50/9 + b + d = 50
50/9 + 28b + d = 0

-27b = 50
b = -50/27

150/27 - 50/27 + d = 50
100/27 + d = 50
d = 1350/27 - 100/27
d = 1250/27

(15/27)P - (50/27)M + 1250/27 =
(15P - 50M + 1250)/27 =

Checking:

P 10 100
15P 150 1500
M 1 28
50M 50 1400

P= 10, M= 1 (150 - 50 + 1250)/27 = 1350/27 = 50
P=100, M= 1 (1500 - 50 + 1250)/27 = 2700/27 = 100
P= 10, M=28 (150 - 1400 + 1250)/27 = 0/27 = 0
P=100, M=28 (1500 - 1400 + 1250)/27 = 1350/27 = 50

Bill

Swap first and last parts of username and ISP for address.
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Mickey
science forum beginner


Joined: 18 May 2005
Posts: 14

PostPosted: Wed May 18, 2005 8:44 pm    Post subject: Re: Please help me! Reply with quote

T Rig wrote:
Quote:
If the player dexterity is equal to 10 and the monster type is equal to 1,
then the chances of striking the monster should be 50%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%


C = 50 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .


If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%
If player dexterity is equal to 100 and monster type is equal to 28, then
the chances of striking the monster should be 50%



C = 100 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .



Thank you for your help, T Rig.
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Jim Spriggs
science forum Guru


Joined: 24 Mar 2005
Posts: 761

PostPosted: Wed May 18, 2005 9:16 pm    Post subject: Re: Please help me! Reply with quote

Mickey wrote:
Quote:

I am multi-posting

See my reply in alt.math.
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Jim Spriggs
science forum Guru


Joined: 24 Mar 2005
Posts: 761

PostPosted: Wed May 18, 2005 10:00 pm    Post subject: Re: Please help me! Reply with quote

T Rig wrote:
Quote:

If the player dexterity is equal to 10 and the monster type is equal to 1,
then the chances of striking the monster should be 50%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%

C = 50 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .

If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%
If player dexterity is equal to 100 and monster type is equal to 28, then
the chances of striking the monster should be 50%


C = 100 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .

I suspect that the op wants a formula that works for all monster types
and degrees of dexterity. I recommend a look-up table.
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Bill McCray
science forum beginner


Joined: 18 May 2005
Posts: 44

PostPosted: Wed May 18, 2005 10:34 pm    Post subject: Re: Please help me! Reply with quote

On Wed, 18 May 2005 18:43:39 -0400, Mickey
<REMOVETHISTEXT.portillas@hotmail.com> wrote:

Quote:

Thank you very much, Bill, that is exactly what I was looking for and it
works GREAT!

I'm happy that I could help.

Quote:
Could you please help me derive a similar formula for the monster hitting
the player?

You'll have to specify the attributes you want in it.

Quote:
Thanks again, I appreciate your help.

-Mickey

Bill McCray wrote:
On Wed, 18 May 2005 16:22:40 -0400, Mickey
REMOVETHISTEXT.portillas@hotmail.com> wrote:


I am creating a simple adventure game and I need help with some math
formulas. I would truly appreciate any help.

In my game I have 28 different monster types. I have arranged them so
that monster number one is the weakest and monster 28 is the most
powerful. The player begins with a dexterity attribute of 10 and can
obtain a maximum of 100. I need a formula that determines whether or not
a player strikes a monster when they attack one. I would like the
formula to work with the following rules:

If the player dexterity is equal to 10 and the monster type is equal to
1, then the chances of striking the monster should be 50%

If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%

If player dexterity is equal to 100 and monster type is equal to 28,
then the chances of striking the monster should be 50%

Using the above data, I also need a formula to fairly determine whether
or not a monster strikes the player when they attack him.


Since you've given four data points, I included a term with the
product of the Play and Monster values. It turns out to vanish. The
percent value is given by:

aP + bM + cPM + d

10a + b + 10c + d = 50
100a + b + 100c + d = 100
10a + 28b + 280c + d = 0
100a + 28b + 2800c + d = 50

90a + 90c = 50
90a + 2520c = 50

2430c = 0
c = 0

90a = 50
a = 5/9

50/9 + b + d = 50
50/9 + 28b + d = 0

-27b = 50
b = -50/27

150/27 - 50/27 + d = 50
100/27 + d = 50
d = 1350/27 - 100/27
d = 1250/27

(15/27)P - (50/27)M + 1250/27 =
(15P - 50M + 1250)/27 =

Checking:

P 10 100
15P 150 1500
M 1 28
50M 50 1400

P= 10, M= 1 (150 - 50 + 1250)/27 = 1350/27 = 50
P=100, M= 1 (1500 - 50 + 1250)/27 = 2700/27 = 100
P= 10, M=28 (150 - 1400 + 1250)/27 = 0/27 = 0
P=100, M=28 (1500 - 1400 + 1250)/27 = 1350/27 = 50

Bill

Swap first and last parts of username and ISP for address.

Swap first and last parts of username and ISP for address.
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Mike
science forum Guru


Joined: 11 May 2005
Posts: 543

PostPosted: Thu May 19, 2005 12:16 am    Post subject: Re: Please help me! Reply with quote

In article <pJSdnfUt7MmHWBbfRVn-jg@speakeasy.net>,
REMOVETHISTEXT.portillas@hotmail.com says...
Quote:

Thank you very much, Bill, that is exactly what I was looking for and it
works GREAT! Could you please help me derive a similar formula for the
monster hitting the player?

Thanks again, I appreciate your help.

-Mickey

....(with snipping)..
Since you've given four data points, I included a term with the
product of the Play and Monster values. It turns out to vanish. The
percent value is given by:

Strike% = aP + bM + cPM + d

c = 0
a = 5/9
b = -50/27
d = 1250/27

....and you may want to add a check to ensure that Strike%
doesn't fall below zero if the player drops below 10.For
example:

% = Max(0,Strike%)

Mike
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T Rig
science forum beginner


Joined: 06 May 2005
Posts: 13

PostPosted: Thu May 19, 2005 4:20 am    Post subject: Re: Please help me! Reply with quote

I recently implemented a parabolic curve fit including 3x3 matrix
elimination so I'll try a curve fit:

Level 10

Quote:
C = 50 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .


For an x,y of 1,50 , 14,25 , 28,0 that's

y = 50.90551 - 1.65062*x - 0.00687*x^2 .


Level 100

Quote:
C = 100 - ((50*Monster) / 2Cool ...with a little error near monster type 1 .


For an x,y of 1,100 , 14,75 , 28,50 that's

y = 100.90551 - 1.650662*x - 0.00687*x^2 .
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Mickey
science forum beginner


Joined: 18 May 2005
Posts: 14

PostPosted: Thu May 19, 2005 1:11 pm    Post subject: Re: Please help me! Reply with quote

Bill,

I tried the following, but my results are skewed by -5. Where did I go
wrong?

If the monster type is equal to 1 and the player dexterity is equal to
10, then the monster has a 50% chance of striking the player.

If the monster type is equal to 28 and the player dexterity is equal to
10, then the monster has a 100% chance of striking the player.

If the monster type is equal to 1 and the player dexterity is equal to
100, then the monster has a 0% chance of striking the player.

If the monster type is equal to 28 and the player dexterity is equal to
100, then the monster has a 50% chance of striking the player.


aP + bM + cPM + d

a + 10b + 10c + d = 50
28a + 10b + 280c + d = 100
a + 100b + 100c + d = 0
28a + 100b + 2800c + d = 50

27a + 270c = 50
27a + 2600c = 50

2330c = 0
c = 0

27a = 50
a = 50/27

50/27 + 10b + d = 50
50/27 + 100b + d = 0

-90b = 50
b = -5/9

50/27 - 15/27 + d = 50
35/27 + d = 50
d = 1350/27 - 35/27
d = 1315/27

(50/27)P - (15/27)M + 1315/27 =
(50P - 15M + 1315)/27 =


-Mickey
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Mickey
science forum beginner


Joined: 18 May 2005
Posts: 14

PostPosted: Thu May 19, 2005 1:36 pm    Post subject: Re: Please help me! Reply with quote

I found one error, but it doesn't fix the result...

27a + 2600c = 50

2330c = 0

should be:

27a + 2700c = 50

2430c = 0


-Mickey
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John Bailey
science forum addict


Joined: 05 May 2005
Posts: 72

PostPosted: Thu May 19, 2005 4:39 pm    Post subject: Re: Please help me! Reply with quote

On Wed, 18 May 2005 18:43:39 -0400, Mickey > wrote:

Quote:
In my game I have 28 different monster types. I have arranged them so
that monster number one is the weakest and monster 28 is the most
powerful. The player begins with a dexterity attribute of 10 and can
obtain a maximum of 100. I need a formula that determines whether or not
a player strikes a monster when they attack one. I would like the
formula to work with the following rules:

If the player dexterity is equal to 10 and the monster type is equal to
1, then the chances of striking the monster should be 50%

If player dexterity is equal to 100 and monster type is equal to 1, then
the chances of striking the monster should be 100%

If player dexterity is equal to 10 and monster type is equal to 28, then
the chances of striking the monster should be 0%

If player dexterity is equal to 100 and monster type is equal to 28,
then the chances of striking the monster should be 50%

Not trying to be a WA, but I sought an answer that did not require 4
simultaneous equations. I think it allows reuse of the relations in
other situations.

If we invent two intermediate variables, call them q and r.

We can write a payoff equation directly from knowing the payoffs at
the four points you gave:

P = 0(1-q)(1-r)+50(1-q)r+50q(1-r)+100qr

Now make q= (d-10)/90 and r=(m-1)/27 where d is the dexterity of the
player and m is the strength of the monster. This just converts the
dexterity and strength values to values between 0 and 1.

Thats it!
Checking these results:
q has value 0 if d=10, q has value 1 if d=100
r has value 0 if m=1, r has value 1 if m=28

P has value 100 if both q and r are 1 (m=28,d=100)
P has value 50 if only 1 of q and r are 1, the other 0
P has value 0 if both q and r are 0 (m=1,d=10)

Obviously some algebra might reduce the number of terms in the
equation, but for a computer program, these steps may be as logical
and simple as anything.

The visualization concept that supports this view is treating the
Payoff as the payoff surface for a 2 player, zero sum game.
To see it go to http://tinyurl.com/96x6j



John Bailey
http://home.rochester.rr.com/jbxroads/mailto.html
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Bill McCray
science forum beginner


Joined: 18 May 2005
Posts: 44

PostPosted: Thu May 19, 2005 4:54 pm    Post subject: Re: Please help me! Reply with quote

On Thu, 19 May 2005 11:11:47 -0400, Mickey
<REMOVETHISTEXT.portillas@hotmail.com> wrote:

Quote:

Bill,

I tried the following, but my results are skewed by -5. Where did I go
wrong?

If the monster type is equal to 1 and the player dexterity is equal to
10, then the monster has a 50% chance of striking the player.

If the monster type is equal to 28 and the player dexterity is equal to
10, then the monster has a 100% chance of striking the player.

If the monster type is equal to 1 and the player dexterity is equal to
100, then the monster has a 0% chance of striking the player.

If the monster type is equal to 28 and the player dexterity is equal to
100, then the monster has a 50% chance of striking the player.


aP + bM + cPM + d

First thing is that you've put the player's dexterity in the monster
variable and the monster type in the player's variable, so let's
change the formula to aM + bP + cPM + d to match what you have below.

Quote:
a + 10b + 10c + d = 50
28a + 10b + 280c + d = 100
a + 100b + 100c + d = 0
28a + 100b + 2800c + d = 50

27a + 270c = 50
27a + 2600c = 50

2330c = 0
c = 0

27a = 50
a = 50/27

Okay so far.

Quote:
50/27 + 10b + d = 50
50/27 + 100b + d = 0

-90b = 50
b = -5/9

50/27 - 15/27 + d = 50

Here you should be substituting a and b into

a + 10b + d = 50

which you give you

50/27 - 150/27 + d = 50

Solving this for d gives

d - 100/27 = 50
d = 50 + 100/27
d = (1350 + 100)/27
d = 1450/27

Quote:
35/27 + d = 50
d = 1350/27 - 35/27
d = 1315/27

(50/27)P - (15/27)M + 1315/27 =
(50P - 15M + 1315)/27 =

(50M - 15P + 1450)/27

Quote:


-Mickey

Bill

Swap first and last parts of username and ISP for address.
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Mickey
science forum beginner


Joined: 18 May 2005
Posts: 14

PostPosted: Thu May 19, 2005 5:13 pm    Post subject: thanks to all Reply with quote

I had noticed the player - dexterity swap error and also the error I had
in the calculation for c. I now see where I went wrong in calculating b,
forget to multiply by 10. Thanks very much Bill, your breakdown of
everything made it clear. Thanks to everyone who replied.


-Mickey



Bill McCray wrote:
Quote:
On Thu, 19 May 2005 11:11:47 -0400, Mickey
REMOVETHISTEXT.portillas@hotmail.com> wrote:


Bill,

I tried the following, but my results are skewed by -5. Where did I go
wrong?

If the monster type is equal to 1 and the player dexterity is equal to
10, then the monster has a 50% chance of striking the player.

If the monster type is equal to 28 and the player dexterity is equal to
10, then the monster has a 100% chance of striking the player.

If the monster type is equal to 1 and the player dexterity is equal to
100, then the monster has a 0% chance of striking the player.

If the monster type is equal to 28 and the player dexterity is equal to
100, then the monster has a 50% chance of striking the player.


aP + bM + cPM + d


First thing is that you've put the player's dexterity in the monster
variable and the monster type in the player's variable, so let's
change the formula to aM + bP + cPM + d to match what you have below.


a + 10b + 10c + d = 50
28a + 10b + 280c + d = 100
a + 100b + 100c + d = 0
28a + 100b + 2800c + d = 50

27a + 270c = 50
27a + 2600c = 50

2330c = 0
c = 0

27a = 50
a = 50/27


Okay so far.


50/27 + 10b + d = 50
50/27 + 100b + d = 0

-90b = 50
b = -5/9

50/27 - 15/27 + d = 50


Here you should be substituting a and b into

a + 10b + d = 50

which you give you

50/27 - 150/27 + d = 50

Solving this for d gives

d - 100/27 = 50
d = 50 + 100/27
d = (1350 + 100)/27
d = 1450/27


35/27 + d = 50
d = 1350/27 - 35/27
d = 1315/27

(50/27)P - (15/27)M + 1315/27 =
(50P - 15M + 1315)/27 =


(50M - 15P + 1450)/27



-Mickey


Bill

Swap first and last parts of username and ISP for address.
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