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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 2:49 pm 
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I mean for example look at this Goborab... with over 40 games in the sample where he drew 12 out of 12 lands and lost (surely a concession, but that doesn't really matter). Note: that he basically never drew 0 lands. That on it's own is a shocking result - as I would expect a lower amount of games lost for 12 out of 12 lands than lost for 0 out of 12 lands. Probability of 0 is supposed to be much higher.

In any case, even if I remove the low end tails I get similar results - e.g.: games where he drew too few cards.

If I cut every trial below 16 cards (inclusive) the data still rejects the true mean with 99% confidence.

Mean: .4678754
SError: .008845
Confidence Interval (.443495 .4922557)

1059 Observations btw in that sample.

Probability true mean is .43333333 is basically 0

That should be impossible.


Last edited by DJ0045 on Sun Feb 19, 2017 3:03 pm, edited 7 times in total.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:22 pm 
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Ugh I'm no math guy but I am trying to keep up with this thread as best I can (I'm always curious about the shuffler and like reading information on it especially if it has some sort of measured data).

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Last edited by GobO_Stasis on Mon Feb 20, 2017 11:27 pm, edited 2 times in total.
Continuity


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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:24 pm 
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DJ0045 wrote:
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I mean for example look at this... with over 40 games in the sample where he drew 12 our of 12 lands and lost (surely a concession, but that doesn't really matter). Note: that he basically never drew 0 lands. That on it's own is a shocking result - as I would expect a lower amount of games lost for 12 out of 12 lands than lost for 0 out of 12 lands. Probability of 0 is supposed to be much higher.

In any case, even if I remove the low end tails I get similar results - e.g.: games where he drew too few cards.

If I cut every trial below 16 cards (inclusive) the data still rejects the true mean with 99% confidence.

Mean: .4678754
SError: .008845
Confidence Interval (.443495 .4922557)

1059 Observations btw in that sample.

Probability true mean is .43333333 is basically 0

That should be impossible.


I have a hard time reading your graph on the x axis DJ.. the 20 games in that sample, did he draw less than 10% lands or 15 % lands for example? The expected value for a n = 12 drawing strictly less than 2 land is 0,002 , whilst strictly less than 3 is 0,036, so you can see that it is quite important to represent those percentages accurately, to see how much they are skewed from the expected results; the mean gets incredibly twisted from the top end flood, but the screw ratio also seems off, but without understanding your x axis better, no way to be sure.



LSO : Dmann and Eon, i've reported both of you, this is ludicrous.


Last edited by Goblin Rabblemaster on Sun Feb 19, 2017 3:30 pm, edited 1 time in total.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:29 pm 
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This is beyond weird. I was prepared to analyze the tails of the distribution, and try to determine whether or not the frequency of low probability events was high - which is the general claim from people who complain about the RNG. I was still expecting to find the mean to be roughly right. The mean of this data set is clearly above the true mean of the deck, and not just by a small amount.

Here's a different view of the same histogram - it's less ridiculous looking, but it's still way off:

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:31 pm 
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DJ0045 wrote:
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I mean for example look at this... with over 40 games in the sample where he drew 12 our of 12 lands and lost (surely a concession, but that doesn't really matter). Note: that he basically never drew 0 lands. That on it's own is a shocking result - as I would expect a lower amount of games lost for 12 out of 12 lands than lost for 0 out of 12 lands. Probability of 0 is supposed to be much higher.

In any case, even if I remove the low end tails I get similar results - e.g.: games where he drew too few cards.

If I cut every trial below 16 cards (inclusive) the data still rejects the true mean with 99% confidence.

Mean: .4678754
SError: .008845
Confidence Interval (.443495 .4922557)

1059 Observations btw in that sample.

Probability true mean is .43333333 is basically 0

That should be impossible.


I have a hard time reading your graph on the x axis DJ.. the 20 games in that sample, did he draw less than 10% lands or 15 % lands for example? The expected value for a n = 12 drawing strictly less than 2 land is 0,002 , whilst strictly less than 3 is 0,036, so you can see that it is quite important to represent those percentages accurately, to see how much they are skewed from the expected results; the mean gets incredibly twisted from the top end flood, but the screw ratio also seems off, but without understanding your x axis better, no way to be sure.



LSO : Dmann and Eon, i've reported both of you, this is ludicrous.


Each band is an additional land (n = 12 here, so out of 12 draws)... so the first band is 0 lands, second is 1, 13th is 12 out of 12. In other words, in over 40 trials he drew 12 out 12 lands. He did so with much higher frequency than any other result - including the by far more likely result of drawing 0 lands at all.


Last edited by DJ0045 on Sun Feb 19, 2017 3:36 pm, edited 1 time in total.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:32 pm 
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Well if so, your plots confirm what I stated earlier, that it's clear that they managed to both screw up the manascrew and the extreme flood... both are off by alot.

The mean is skewed because of the extreme likelihood of flood, but the screw is also higher than expected.

I would like someone else to chip in though, It's been years since I had to interpret these type of results.


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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:38 pm 
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Thanks for doing this to everyone involved though. I am interested to see how everything comes together once we have a good number of reliable data points.

Here is an interesting theory. The data that was gathered was done so by just taking whatever opening hand we were dealt and keeping track of total number of land drawn throughout the course of the testing period correct?

Could it be that the algorithm has been tweaked somehow to accommodate the fact that we get that extra full/free mulligan? Could it be the other way around, that the whole extra free mulligan thing is just a band-aid fix to accommodate a flawed system that got passed off as a "feature"?

Like I said, interested to see the end results of all of this and to get the thoughts of you mathematics gurus after interpreting the data.

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Last edited by GobO_Stasis on Mon Feb 20, 2017 11:28 pm, edited 1 time in total.
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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:38 pm 
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Well if so, your plots confirm what I stated earlier, that it's clear that they managed to both screw up the manascrew and the extreme flood... both are off by alot.

The mean is skewed because of the extreme likelihood of flood, but the screw is also higher than expected.

I would like someone else to chip in though, It's been years since I had to interpret these type of results.


That's not exactly the right way to analyze this... That's not out of every game he played... we don't have that data - at least not in that way. These are only games that ended on draw 12... the vast majority of which would end because of mana failure. You'd expect a high amount of mana screw/flood in those games. But the mana flood incidence should be less not more than the mana screw incidence. Remember that many of the remaining 1700 games also drew 12 cards, but did not end on that turn because (for example) he didn't have 12 out of 12 lands.


Last edited by DJ0045 on Sun Feb 19, 2017 3:46 pm, edited 1 time in total.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:42 pm 
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yes that's true, duels is rarely over by t5 due to having a BUSTED hand, so I'm guessing what you say represents a majority of games within that sample. What's the sample size for my initial proposed n of 16/17?


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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:44 pm 
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So the conclusion is to build decks that can work with few lands and have ways to cycle excess lands or include large amounts of fixing/ramp. That's kind of what most people actually do already.
But good work Dj!

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:51 pm 
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yes that's true, duels is rarely over by t5 due to having a BUSTED hand, so I'm guessing what you say represents a majority of games within that sample. What's the sample size for my initial proposed n of 16/17?


Fwiw, 40 out 1700 is way too many already. So you weren't totally crazy with what you said.

Anyway, we have 160 trials that end on 16 and 17 (total). Again, their mean 54% and thus way above 43%. Again the data rules out the possibility that the deck had 26 lands in it. I have no idea what's going on here. This data is not even remotely centered around it's true mean.


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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:52 pm 
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As DJ said, he showed 1000 games where the 26 land deck got flooded way more often than expected by the 12th drawstep (this includes the opening hand) and we imagine that in the more extreme cases of those games he would concede. I'll try to be clearer : it floods in the majority of games, but not always concession-worthy :p

That sentence alone should be enough to indicate that if you are going to run an amount of land that corresponds to the common wisdom in magic, that is, piles of cards that give you lands at a frequency that approaches a hypergeometric distribution in DUELS, you better run a **** of cheap draw/cantrips/manasinks or you gonna be flooded bad very often.

It might also mean that people running dual colored 23 land 12 4+ drops midrange decks have gotten great results consistently compared to what a normal situation would predict. But I think we'd need to look at more samples to conclude this :p


Last edited by Goblin Rabblemaster on Sun Feb 19, 2017 3:57 pm, edited 6 times in total.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 3:52 pm 
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Haven_pt wrote:
So the conclusion is to build decks that can work with few lands and have ways to cycle excess lands or include large amounts of fixing/ramp. That's kind of what most people actually do already.
But good work Dj!


The conclusion is to cut 3-4 lands from every deck. lol. This data makes no sense to me.

I even just tried removing all of the observations where % = 0 or 100, just to see if the RNG generates those results too often, and in inappropriate amounts... Even after doing so I'd still reject a 26 land deck at 99% confidence.

VT2WA, you should send this data to WotC. Forget the part about your own shuffling though, it's meaningless.


Last edited by DJ0045 on Sun Feb 19, 2017 4:05 pm, edited 1 time in total.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 4:01 pm 
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Quote:
Could it be that the algorithm has been tweaked somehow to accommodate the fact that we get that extra full/free mulligan? Could it be the other way around, that the whole extra free mulligan thing is just a band-aid fix to accommodate a flawed system that got passed off as a "feature"?
These are good questions, and that's kinda the impression that I got. If they're trying to teach people to play, why include a free mulligan that potentially builds bad deck-building and mulligan habits? Imagine if this game had no free mulligan. It would nearly be unplayable! Seriously. :takei:


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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 4:08 pm 
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Call me crazy but I wouldn't be surprised if each deck you make has a random value attached to it which influences how well the deck draws ( flooding , screw etc).

No seriously.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 4:09 pm 
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@ Dmann/Epoc : But why would you do that ? It's perfectly trivial for them to use code that is capable of approaching 'predicted' distributions... I mean WOTC runs magic online which never displayed these issues, and ffs, code that comes close to randomization is free ???


Last edited by Goblin Rabblemaster on Sun Feb 19, 2017 4:13 pm, edited 2 times in total.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 4:10 pm 
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@ Dmann : But why would you do that ? It's perfectly trivial for them to use code that is capable of approaching 'predicted' distributions... I mean WOTC runs magic online which never displayed these issues, and ffs, code that comes close to randomization is freely available ???


They're trolls.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 4:15 pm 
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DJ0045 wrote:
VT2WA wrote:
DJ0045 wrote:

Pm sent.


Raw data sent.


Okay, so some things that come off immediately. We can reject with 99% confidence that the true mean of the population is .43 at basically every level of n except a couple. That's an odd finding, since we know that the true mean is .43. This isn't an indication of a broken shuffler with fat tails, this is an indication that the shuffler consistently prefers to put land toward the top of the deck - in other words a 26 land deck is closer in terms of its performance to a 30 land deck.

That's not just a problematic shuffler, that's a complete systematic failure.

I'm not trying to start trouble here, but are you sure the deck had 26 lands in it? And no ways to consistently draw additional lands. Because if not, the duels shuffler doesn't work at all. And I don't mean slightly broken, I mean completely and obviously broken.

If you hadn't told us that the deck had 26 lands in it I would reject that possibility with near certainty. The minimum number of lands I'd even believe (had you not explicitly told me otherwise) is 28, but the data indicates 30.

Mean:.4956765
SError:.0124345
99% CI: (.4619118 .5294411)

FYI, I clustered the data by cards drawn, as it was supposed to be, in case you want to find how I got the exact numbers - doing so increases the Confidence Interval, so if we don't think it's necessary, then the rejection is even stronger.

For the record, these are shocking results.

Let's be a little more clear here: this absolutely suggests that you would always expect to draw too much land. It's not suggesting that low lands lead to few land draws, or high lands lead to high land draws - it's suggesting that no matter what you'll draw too many lands. It damn near suggests that mana screw (not flood) is extremely unlikely - should basically never happen.


I've never made a deck with more than 26 lands, so I can assure you that's not it. I played some gruul ramp decks a year ago, but I'm 99% confident I never included any of them (sure maybe I was tired one day and one snuck in). But I've never played a ramp deck in the last 6 months, so I can attest that's not it.

I enjoy midrange and control decks, so I'm usually running 26 lands. Even my RW aggro deck runs 23 lands, I hate being mana screwed. But I've been careful in making sure this data is only 26 land decks. Keep in mind, all this data is only based on keeping the opening hand.

I don't have opening hand data, but it would be interesting to compare what happens when including mulligans. Maybe I should start a new set of data including all that.

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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 4:23 pm 
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@goblin rabblemaster: I don't know why they would do that. And because producing a good "RNG" code is so trivial, people are inclined to believe that its an impossible thing to mess up.
I played mtgo for a couple months a few years ago, and had absolutely no complaints about their shuffling algorithm. But then my computer blew up and I was back to playing dotp. Lo and behold, the same noticeable pattern came back and I became extremely frustrated. That was years ago, and the problem still persists. In fact, it seems worse. Thank you to DJ for remaining objective while analyzing this data.


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 Post subject: Re: Land Count Odds
PostPosted: Sun Feb 19, 2017 4:26 pm 
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@ VT2WA

You don't really need new data... Short of a systematic problem with the way you collected your data (like you accidentally added 2 lands to every land count or something ridiculous like that), this is more than sufficient to prove that the shuffler is messed up. You really should send your results over to WotC. Literally state that it's data from 1700 trials, and leave it at that. You can send some of the summary statistics from this thread, but it doesn't take long to generate them, so they are of limited value, IMO.

Tell them, 'My deck has 26 lands, and in 1700 trials, I drew close to 50% land on average (a statistical impossibility if the shuffler isn't broken). Here's the data backing it up (explain what the columns are). Your shuffler is broken with probability close to 100%, and you should fix it. Thanks, VT2WA'


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