The word distribution is bandied
about a lot, and it is not always clear what is intended by its use. When we
are talking about probability distribution, we are looking at the likelihood of
a number of outcomes for a certain experiment (the set of all possible outcomes
is called the sample set). Distribution is also used in statistics to describe
the shape of data, often in a graph. Most people are familiar with the normal
distribution (bell curve) and skewed distributions, which have a “tail”. There
is also the uniform distribution, which is what I will be focusing on when I
start talking about dice, at first. It is important to note, there is a statistical
theorem, the law of large numbers, which states that after a large number of
experiments are performed, the outcome should be close to what was expected
according to the theoretical probability. There are many misunderstandings
regarding this application of statistics. One that I have seen come up often is the expectation
that previous outcomes have an effect on future outcomes in independent events.
I will discuss this in the dice section. Note, I tend to use experiment and
event interchangeably, and this is not entirely appropriate. An event is
defined as a subset of the sample space, but event is a lot easier to read and
write than experiment. It shouldn’t be too confusing I hope.
Understanding the difference between
independent and dependent events is essential to being able to properly apply
probabilities in a gaming environment. Two events are independent if the outcome
of the first does not affect the outcome of the second. An event is dependent
on another if the outcome of the first experiment affects the conditions of the
second. In general, when we are looking at dice, we are considering independent
events. When we are drawing from a deck of cards, without replacing cards
drawn, we will be talking about dependent events. In either case, the
probabilities of all possible outcomes should add up to one (we express
probability as a ratio of number of events/size of sample space).
Basic Scenarios with Dice
Dice are pretty easy to talk about
with regard to probability, largely due to the fact that we are considering
independent experiments. Here I will refer to six-sided dice, but the methods
can be applied to other types. Say we are rolling one die. The probability of
rolling any of the six numbers is 1/6. What if we roll one die and get a 4.
What is the probability of getting a 4 if we roll a second die? Well, it is still 1/6. If we are rolling two
dice, the probability of rolling two 4’s is 1/36. So many people assume that the
chance of rolling the second 4 is somehow lessened. IT IS NOT! This is one of
the most common misconceptions I have seen. If we continued rolling a (fair) die
many, many times, it will be the case that the number of 4’s rolled/total rolls
will approach 1/6, but the die does not care what you just rolled.
Say you are rolling 5 different
colored dice. There are 7776 unique outcomes, with respect to the color of the
dice and the numbers given. However, since what we usually care about is simply
how many x’s are rolled, many of these outcomes are in effect the same. How did
I arrive at 7776? Imagine that you write five blanks on a page to record each
roll. There are 6 possible outcomes for each die; we multiply these together
(6*6*6*6*6 or 6^5). If anyone asks, I can post a diagram to give a better idea of
why (or you can look it up).
In a lot of games, we are not
concerned with one specific number, rather we want to know how many of a certain
number or greater we can expect. This is easy – we just take the probability of
rolling the least number we want (say we want 3 or better, then there are 4/6 outcomes
that will work) and multiply it by the total number of dice rolled. Note, this
is just an expected outcome based on the probability – it is possible to roll
all 1’s and 2’s, just less likely. So this method works for the purpose of estimation, but it is not entirely accurate mathematically. I will write about this idea again with more detail, specifically the notion of using a subtractive method to gain a better idea of the actual theoretical probability distribution.
Another situation that comes up in wargames is
when two dice are rolled and we want a certain total (or better). Assume we use
two different colored dice. The sample space is the same as the previous
examples, where we want a certain number, but the way we calculate the probabilities
is different because we are asking a different question. There are still 36
possible arrangements, but with this question a red 3 and black 5 is the same
result as a red 5 and a black 3 is the same result as a red 4 and a black 4,
because they all sum to 8. The possibilities for the sums range from 2 to 12,
with 1/36 the probability of rolling a total of 2 or 12, while a sum of 7 is
most likely as it occurs in 6/36 arrangements. But trying to estimate based only on what one number is most likely is not terribly accurate. A 7 total is only slightly more probable than 6 or 8. And there is a 5/6 probability of not rolling 7. Which again, leads to a topic worthy of further discussion, the most likely range of outcomes.
I’m not going into great detail
here, and it is easier to see what is going on with a diagram (maybe I can work on that in future). But the
important lesson here is, in independent probability your next roll absolutely
does not influence your next. Period. Never.
Cards Are Different, Usually
If we want to draw a card from a
deck of 54, then put it back in the deck and draw again, then we are talking independent
probability still. However, this is not how we tend to use cards. Recall with
the dice, if we rolled 5 different colored dice, there were 6*6*6*6*6 possible
arrangements, many of which were essentially the same. If we draw 5 cards from
a deck, without replacement, then there are 54*53*52*51*50 possible
arrangements, for just the first 5 cards drawn. If we want to know the total
possible arrangements in a deck of 54, it is 54! (! is read factorial). The
reason for this is there are 54 possibilities for the first draw. Once we have
drawn a card, it is removed, so the next draw has 53 possibilities, and so on,
until we come to the last card. If we know the first 53 draws, we can be
certain that there is only one specific card left. By the way, 54! is a really
huge number. This is one of the things that makes talking about probability
with cards so much more difficult – what we might draw next depends a great
deal on what has already drawn. And the enormous number of possible arrangements
makes it very difficult to calculate on the fly.
We can rather easily calculate the
probabilities of getting a certain type of hand at the initial draw, but to
talk about the possibilities for gameplay in general, it is near impossible, as
so much depends on what cards have been drawn, played, are being held, etc.
What is possible, if you are any good at card counting, is to estimate the possibility
of drawing a certain card that you know has not been drawn yet.
The intial draw: How many different 6
card hands are there given a deck of 54 cards? Well earlier I said there would
be 54*53*52*51*50*49. But this is not exactly the answer to the question. This
is the number of arrangements, where order matters. In our hand, we generally
don’t care in what order cards are drawn. So, given 6 cards, there are 6!
(6*5*4*3*2*1) different arrangements, so we want to divide out this number. The
way we write this mathematically would be 54!/(48!6!).
What if you are in game and you have
drawn half the cards (27). You know for a fact that you have not drawn the Little
(Red) Joker – I use big and little joker because I’ve played spades a lot, and in Malifaux Black trumps Red. For
those who play Malifaux, you should be familiar with the red and black joker.
There is a 1/27 chance that the next card drawn will be the Red Joker. As your
remaining deck dwindles, if you have still not drawn it, the chance of doing so
will increase. What if you want to know the possibility that it will be among
the next three cards drawn? Well, that would be 3/27. There is also a 3/27
chance that it will be one of the last three cards, or any three cards of those
remaining.
That is as far as I am willing to go
with the card probabilities at the moment. Because it is entirely situational. Remember that there
are 54! different arrangements? Well, let me know when you’ve played that many
games. And note, it is far more likely if you could play that many games (you
can’t by the way) that you would have had the exact same arrangement twice or
more, rather than having each arrangement exactly once.
The main point here: the more cards
drawn during the turn, the more cards you are likely to see (shocking!). And as your draw
pile gets lower, the probability increases that a certain card will come up. In
a game like Malifaux, looking at probabilities is further complicated by the
fact that different masters and minions have different card requirements (and
that sometimes you want “good” cards and other times you don’t), which
influences the percentage of your deck that is desirable (or not). I will try to go into more detail on much of this in future.
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