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New Dice Algorithm / True dice rolls

Game does not use true dice roll probabilities. Many, many times I've had 97-99% chance to win and dont.


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I'm willing to bet that doing a million dice rolls didn't take long.  There's no reason that true dice rolls should impact performance on any mobile device built in the last 20 years.  I don't have the old code to look at, but I'm guessing their implementation was broken.  Moving away from "true dice rolls" for performance reasons doesn't make sense.


I don't have time to mess around with the code right now but I'm 99% sure that I could modify the code to use true rolls for both normal and blitz attacks and the performance delta would be undetectable to a human.



Would love to see if you can. Back 2 years ago, if you did blitz with a large army against a somewhat large army, my device would freeze for about a second before the result came in. I ended up getting a more powerful tablet and it was better for still noticeable. My phone was the only device where it would not really do that. And then they changed the code to where it's not noticeable at all.

I noticed the same thing back in the day. With my simulations I could see that true dice are slower when doing one million large battles. But in game you do one battle at a time so it should be ok. Of course seeing it tested on the actual app would be better.

Dudes, the most important question is this... 


Does anybody think SMG (Shockingly Mediocre Games!) gives a damn, and will try to fix the problems?


SMG can't even be bothered to reply to posters here ffs!


(Yet they have plenty of time to post nonsense on their facebook/twitter feed lol!)


All we can do is hope Hasbro dumps these losers, and gives the game to a professional company who know what they are doing... Amen!

Aitch, I personally think SMG are doing a great job, over all the app is great (better than many out there) it just needs a little refinement but that's the way it goes in development, debugging takes most of the time, and everything can be improved. Furthermore, many "feature" requests are subjective at best and not every idea should be listened to, because it can break other things, etc. And in my experience they respond in a timely manner.

 

Wow, man you have no business on this forum being so negative. If you don't like the game, don't play it. Simple. I've seen nothing but positive comments here in the forums (until yours) and people usually make good points.

 

Why should they be responding to the forums anyways? If you have a bug or feature request, put in a ticket. The forums are for discussions and has little to do with reporting to SMG, getting feedback, or etc. I'm just going to chalk your comment up to to you not knowing how the website works. For future reference, again if you have a gripe, issue or bug to report, submit a ticket. Don't be a dick.

Thank you very much, Micheal, actually we are currently preparing the next version which comes with a ton of bugfixes and memory consumption polishing.

Most new features, tweakes and changes are actually implemented because of ideas from the community, coming in via here, email, Facebook messenger e.t.c. (and someone even found out my phone number, I am impressed).

And we are reading here and checking the the findings versus our own knowledge of the code and our own simulations. Actually, the current dice roll implementation has in our tests versus real dice simulations AND Riskodds website calculations never shown a difference beyond 0.X %.

But we are curious and more than happy to discuss, because we believe we are as close to the real thing as possible. Always willing to improve, though.

Best,

Ivan @ SMG

Hi Ivan thank you very much for all the hard work you and everyone at SMG puts into the game. I have some questions that I hope you’ll take the time to answer. First does SMG use the algorithm Ryan described on reddit to generate the battle outcomes? Second are outcomes generated by the client instead of the server? Third what specifically are you referring to when you say you are within 0.X percent? Is that win probability, troops remaining or something else? Thanks again for the hard work Risk is my favorite game and I appreciate all the hard work that goes into the app.

Hi SectaOne,


pelase understand that some of the questions, properly and detailed answered, would help potential cheaters and hackers and therefore are under wraps.

"First does SMG use the algorithm Ryan described on reddit to generate the battle outcomes?"

This is one of them, but Ryan is not entirely wrong. No detawils here, however, we are glad that FINALLY someone confirmed we don't favor anyone and that the rules are the same for all, AI and Human, Novice and Expert, Freebie and Premium user.

"Third what specifically are you referring to when you say you are within 0.X percent?"

When we tested our algo against

http://riskodds.com/index.php

and a test system written here,

our outcomes in 10.000, 100.000 and more battles were always less then 1% off the value there (fluctuating in both directions), referring to WHO WINS.
Troop losses were within 5% +/- of those there.

One problem we found with using ANY RNG system, no matter which (tried several industry standard ones) is that users experience unlikely cases more often than they would expect in real life. It's partially Voodoo.

Best,

Ivan

Yeah It was always absurd to hear the accusations of bias in favor of or against just about every possible segment of the player base. Thanks for the reply. I am using a RNG for my “true dice” simulator. I still use an rng in my implementation of Ryan’s algorithm just not as often and it is noticeablely different from the true dice version in general being more favorable to the underdog then the true dice simulator. The RNG I use is just the one in java’s java.util.Random (specifically Random.nextInt()) perhaps not particularly well regarded, I actually don’t know, but since I use it across both simulators I think it should provide some insight.
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