Adventure Queue: Difference between revisions

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Details on how adventures are chosen
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Table of probabilities
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{{rewrite|comment=Needs further investigation.}}
##TOC##
 
The adventure queue is a feature in the game coding that makes high occurances of the same adventure in a short period of time less likely.  For example, if you head to the goatlet for the first time and fight a [[dairy goat]], [[dairy goat]]s will be slightly less frequent for the next several adventures.
The adventure queue is a feature in the game coding that makes high occurances of the same adventure in a short period of time less likely.  For example, if you head to the goatlet for the first time and fight a [[dairy goat]], [[dairy goat]]s will be slightly less frequent for the next several adventures.


==Choose Your Own Adventure==
Specifically, the way an adventure is chosen is
Specifically, the way an adventure is chosen is
* Roll for a [[Combat Frequency#Superlikely|Superlikely]] adventure.  If not,
* Roll for a [[Combat Frequency#Superlikely|Superlikely]] adventure.  If not,
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Note that once you enter the queue-elimination process, you don't reroll for superlikely or the type of encounter: if a non-combat is first selected you only examine non-combats against the non-combat queue, and similarly for combats.  Also be aware that the rejection probability, given above as 75%, is not totally nailed down.  It could be more or less than that fraction.
Note that once you enter the queue-elimination process, you don't reroll for superlikely or the type of encounter: if a non-combat is first selected you only examine non-combats against the non-combat queue, and similarly for combats.  Also be aware that the rejection probability, given above as 75%, is not totally nailed down.  It could be more or less than that fraction.


==Equations for Encounter Frequency==
For one type (combat or non-combat) of encounter, with
For one type (combat or non-combat) of encounter, with
*<var>E</var> total encounters in a zone, all equally likely,
*<var>E</var> total encounters in a zone, all equally likely,
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   outq(e,j,u) = ---------
   outq(e,j,u) = ---------
                 e - j u
                 e - j u
   
The adventure queue is 5 encounters long (it was changed from 3 encounters to 5 encounters in Fall of 2006).
 
==Table of Encounter Frequency==
For <var>j</var>=75%:
{| cellpadding="4" cellspacing="3" border="0px"
|+ Percent chance to draw an encounter that is <strong>not</strong> in the queue.
|- | style="background-color: #EFEFEF"
! <var>u</var> \ <var>e</var>
! 3 enc. <br/>in zone
! 4 enc. <br/>in zone
! 5 enc. <br/>in zone
! 6 enc. <br/>in zone
! 7 enc. <br/>in zone
! 8 enc. <br/>in zone
! 9 enc. <br/>in zone
|----
!0 zone enc. in queue || 33.33% || 25.00% || 20.00% || 16.67% ||  14.29% || 12.50% || 11.11%
|----
!1 zone enc. in queue || 44.44% || 30.77% || 23.53% || 19.05% ||  16.00% || 13.79% || 12.12%
|----
!2 zone enc. in queue || 66.67% || 40.00% || 28.57% || 22.22% ||  18.18% || 15.38% || 13.33%
|----
!3 zone enc. in queue ||        || 57.14% || 36.36% || 26.67% ||  21.05% || 17.39% || 14.81%
|----
!4 zone enc. in queue ||        ||        || 50.00% || 33.33% ||  25.00% || 20.00% || 16.67%
|----
!5 zone enc. in queue ||        ||        ||        || 44.44% ||  30.77% || 23.53% || 19.05%
|}
 
 
==Notes==
*The adventure queue is thought to reset at rollover (although this has not been tested).


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Revision as of 04:10, 10 November 2006

    1. TOC##

The adventure queue is a feature in the game coding that makes high occurances of the same adventure in a short period of time less likely. For example, if you head to the goatlet for the first time and fight a dairy goat, dairy goats will be slightly less frequent for the next several adventures.

Choose Your Own Adventure

Specifically, the way an adventure is chosen is

  • Roll for a Superlikely adventure. If not,
  • Decide on either combat or non-combat.
  • (c) If combat: choose a combat encounter.
  • If it's not in the combat queue, that's the encounter.
  • If it is in the combat queue,
  • 25% of the time: accept the encounter.
  • 75% of the time: go to (c) and choose a new combat encounter, subjecting that choice to the combat queue as well.
  • (nc) If non-combat: choose a non-combat encounter.
  • If it's not in the non-combat queue, that's the encounter.
  • If it is in the non-combat queue,
  • 25% of the time: accept the encounter.
  • 75% of the time: go to (nc) and choose a new non-combat encounter, subjecting that choice to the non-combat queue as well.

Note that once you enter the queue-elimination process, you don't reroll for superlikely or the type of encounter: if a non-combat is first selected you only examine non-combats against the non-combat queue, and similarly for combats. Also be aware that the rejection probability, given above as 75%, is not totally nailed down. It could be more or less than that fraction.

Equations for Encounter Frequency

For one type (combat or non-combat) of encounter, with

  • E total encounters in a zone, all equally likely,
  • j fractional chance of rejecting an adventure in the queue (assumed to be 3/4 or 75%), and
  • u unique encounters from this zone in the adventure queue,

The chance of drawing an encounter that is present in the queue is

                 1 - j
 inq(e,j,u)  = ---------
                e - j u

The chance of drawing an encounter not present in the queue is

                   1 
 outq(e,j,u) = ---------
                e - j u

The adventure queue is 5 encounters long (it was changed from 3 encounters to 5 encounters in Fall of 2006).

Table of Encounter Frequency

For j=75%:

Percent chance to draw an encounter that is not in the queue.
u \ e 3 enc.
in zone
4 enc.
in zone
5 enc.
in zone
6 enc.
in zone
7 enc.
in zone
8 enc.
in zone
9 enc.
in zone
0 zone enc. in queue 33.33% 25.00% 20.00% 16.67% 14.29% 12.50% 11.11%
1 zone enc. in queue 44.44% 30.77% 23.53% 19.05% 16.00% 13.79% 12.12%
2 zone enc. in queue 66.67% 40.00% 28.57% 22.22% 18.18% 15.38% 13.33%
3 zone enc. in queue 57.14% 36.36% 26.67% 21.05% 17.39% 14.81%
4 zone enc. in queue 50.00% 33.33% 25.00% 20.00% 16.67%
5 zone enc. in queue 44.44% 30.77% 23.53% 19.05%


Notes

  • The adventure queue is thought to reset at rollover (although this has not been tested).