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AngleWyrm

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About AngleWyrm

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  1. The point seems to be discussing what are called Runs, run lengths, and run frequencies. A random number generator produces runs with specific set of runs-up and runs-down lengths and frequencies, and the output can be tested to make sure that it conforms to mathematical definitions of randomness.   A good article on this topic is Non-Parametric Tests for Randomness by Ying Wang.
  2. You can determine quite precisely "when" a standard loot drop will occur, given it's rarity. You are only required to decide how often you want to be wrong. Let's say we wish to be right 19 times out of 20, so we'll be wrong 1 in 20.   Given a loot drop chance of 1/10 000, how many tries will it take to get that loot drop? log(1/20) / log(9999/10000) =29956 tries   After approximately 30 000 tries, 19 out of 20 players will have that loot drop.
  3. I would propose an addition to your "three primary purposes" a videogame can serve: A videogame conveys the developer's wishes about their vision of how the world works. Through interaction with games, we arrive at morals -- the correct behaviors within the game -- such as "kill anything that moves," "steal anything that's not nailed down," and "the hero spends his life scavanging through dumpsters for trinkets." The design of video games defines what is right and wrong within it's universe.
  4. AngleWyrm

    Embedding Math Equations in Articles

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