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RNG calls from hits should be included in next estimate #66

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@Amphitryon0

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@Amphitryon0

Each hit can add up to 50 calls, which can increase the required standard deviation for the first interval considerably. Taking these into account (most simply by asking the user to fill in how many they got) could reduce the standard deviation by up to 30 calls. However, note that that's an optimistic estimate that assumes that no two hits are within 10 frames. In reality, many users who are throwing the first board will score a second hit while the screen is still shaking. In fact, if someone throws in less than 4 seconds, the average hit that is followed immediately by another hit adds less than 25 calls. If we assumed it was still 50, we would end up with a worse estimate than ignoring it altogether!

The best approach in my opinion is to stick with 50 as a base but, when the user is throwing, decrease it based on some criteria. If we know the users follow a certain path (or we require them to follow one), and we know approximately how fast they throw, then we can estimate not only which hits' animations were interrupted but also how early on they were interrupted. This process is not needed for non-thrown boards since successive hits tend to be much further apart when trying to win.

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    enhancementNew feature or requestfrontend-functionalityissues related to non-UI portions of the frontendpriority:lowlow priority issues

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