One Hundred Million Characters, Part 1

By Shamus Posted Friday May 12, 2006

Filed under: Tabletop Games 35 comments

A newbie D&D player will usually generate their first character and be disappointed. They roll the dice, add them up, and realize they have a perfectly run-of-the-mill character. They were hoping to get a few lucky rolls and come up with someone really special. Then they get an idea: Maybe I’ll just toss this character and roll up a new one. Maybe this time I’ll get lucky.

There are six attributes that define a character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. You start by rolling four six-sided dice. Discard the lowest die. Add the other three together for a number from 3 (feeble) to 18 (magnificent). Do this once for each of your six attributes, and then you have your character. An attribute of ten is “average” for a human being. However, your character is (hopefully) better than the average human, which is one of the reasons they are a hero in the game world and not milking cows and shoveling dung like everyone else. The rulebooks claim that 12 is the average value of an attribute for a player character, although below I’ll show that it’s actually slightly higher than this.

An attribute of eighteen is hard to come by, since three of the four dice have to come up sixes. But it’s even harder to throw a three, since all four dice would need to come up as ones. (Note that you have to roll up all six stats one after another. Rolling one stat over and over until you get a number you like is cheating. This is important.)

But back to our newbie. They look at the attributes they rolled:

The Newbie
STR 13
DEX 17
CON 9
INT 14
WIS 12
CHA 13
(Average 13)

They see that their character has an average attribute of 13. With a score of 13, they are going to actually be a point stronger than the typical character. But still. That 9 is disappointing. If only they had thrown something higher there! They note that only one number is over 16, which is where the really “good” values are. The newbie looks at the score and starts wondering how much better they could do. How hard could it be, anyway?

I wrote a little program to demonstrate exactly this. I had it roll up 100 million characters and tally the results. It keeps track of how common the various scores are, and how likely it is that you can score at or above a given number. It will also record the best and worst characters. Note that I doubt there have been 100 million characters in the history of Dungeons & Dragons. That’s a third of the population of the U.S. Well under 10% of the population plays D&D, and many that do use prefab stats or point-buy instead of rolling the dice. So even in it’s 30 year history, and even allowing for that fact that some players have several characters, I think the number of legitimate (rolled) characters falls well short of 100 million.

I’m sure most of what I’m doing here is probably available online if I were to google around for it, but it’s far more interesting to go through the steps and see the results myself.

100,000,000 Characters

It turns out that rolling the dice this way produces a bell curve with astoundingly steep sides. An average score of 3 is possible, but to get it, you would need a six-sided die come up with a 1, over and over again, for a total of 24 times times in a row. Over the course of 100 million characters this never happened, which shouldn’t be a surprise. The odds of 24 consecutive 1’s is 1 in 624. More exactly: 1 in 4,738,381,338,321,616,896. I’m sure it’s never been done.

So at least we don’t have to worry about that happening.

All 18’s is a little more likely (1 in 101,559,956,668,416) but that never happened either.

From the list below, we see that 12.3 is the most common score. If our newbie hopes to re-roll his character and get an average score of 14, the odds are against him. 29% of the characters created have a score of 13 or better, but only 7% have 14 or better. If he’s shooting for 15, his chances drop all the way to 0.7%. He’ll probably roll over a hundred characters before he sees one with a score of 15. The odds of throwing a character with a score of 16 or better are an astounding 1 in 4,065. If 16 still isn’t good enough and he wants to hold out for a 16.3, his odds shoot up to 1 in 18,867. Assuming he rolls up a character every minute, he will be at it for over 13 days non-stop to generate 18,867 characters.

Ten might be the normal score for Stableboys and Milk Maids, but only 3.5% of the characters he rolls will be that weak. Note that the rules suggest that you should discard anything with a score of eleven or less, which will happen 16% of the time.

To get these stats the program had to roll the dice 2.4 billion times. Read on to see all the stats and charts in detail…

Continue reading ⟩⟩ “One Hundred Million Characters, Part 1”

 


 

P0rn Storm

By Shamus Posted Friday May 12, 2006

Filed under: Rants 8 comments

Comment spam is indeed like weather. Yesterday I think I got one or two spam comments. Today I have several dozen before the morning coffee is gone. But these ones are “interesting”.

Today’s culprit is CTYNN.com. I’m not about to click, but the spams suggest it’s a multi-service porno site, or perhaps just a porno portal made to make a quick buck with banner ads and referrals. All of the comments follow the same pattern:

  1. The commenter name is some fetish or a genre of porn, and links to a related subdomain. So, I’ll get a comment from someone named SEX-WITH-SOMETHING-GROSS and they will link to SEX-WITH-SOMETHING-GROSS.CTYNN.c0m.
  2. The comment itself is mostly harmless, and made to look like a real comment. An example, “*pass it on…post it to your journal and see what others ask YOU!*”. Not exactly Hemmingway, but it looks passable at first glance. I’d have to visit the post in question to see that it’s a non-sequitur. No two comments have the same text so far.
  3. None of the comments has any links in the text, which is another way they are slipping past the filter.
  4. The CTYNN site is not yet listed in the mu.nu blacklist, which suggests that the site is new, or at least new to spamming.

But what really gets me is that every one of them is from a unique IP. These are coming from all over the place. There is no pattern to the numbers.

So what’s going on here? Suddenly, from all over the world, I’m getting spam comments that all point to the same site that follow the same methodology. None of them are dupes. They all link to different subdomains and use different comment text. All of them came within a few hours of each other.

Are these comments coming from malware-infected zombies? From a single guy who is routing his traffic through various sources? If so, has this guy been spamming for a while and I’m only now making it onto his list, or is this a new spammer?

Inquiring (and vengeful) minds want to know…

I know this topic is dull. It’s like hearing someone complain about how hot it is in August. We all feel it, we all deal with it, and bringing it up all the time gets tiresome. I can hear you saying, JUST DELETE YOUR SPAM LIKE THE REST OF US AND SHUT UP ABOUT IT ALREADY!

I don’t know why this facinates me so much, but it does. I’m bothered by the fact that we don’t know more about how spammers work.

 


 

PC Gamer: The future of the past

By Shamus Posted Thursday May 11, 2006

Filed under: Nerd Culture 11 comments

I have the March 2001 issue of PC Gamer here. In shuffling around old magazines this one caught my eye. I took a peek because it had the 2000 game-of-the-year awards, but then I noticed something even more interesting: An article on the future of gaming that looks back five years to 1996 and then forward five years to 2006. Some of the predictions are amusing in retrospect.

It’s pretty unfair to pick on articles like this. Nothing looks as dated as yesterday’s future, and articles like this are easy targets for derision. But that’s what makes them fun.

So let’s get started!

Prediction: CPU’s will have speeds of around 10GHz.

They give themselves some wiggle-room with this one by saying “in the next five to ten years”. That’s a LOT of wiggle room, and in the world of computers any prediction with that much variance is almost useless.

Prediction: By 2006 we will have real-time PC graphics that exceed the quality we are seeing in movies today.

Toy Story and Final Fantasy movie are cited, as in: By 2006 PC Games will look better than Final Fantasy: The Spirits Within.

You must be joking. Even in 2001, this was clearly preposterous. In fact, in the last five years, the look of those sorts of movies hasn’t seen that much improvement. The newest Final Fantasy movie doesn’t look any better than the one from five years ago.

At any rate, the person who made this prediction clearly didn’t understand the scope of the problem. Twice as much CPU power does not translate into images that are twice as realistic. Not by a long shot. Even if they did: Those movies were made by huge render farms with many, many dedicated computers working together and still producing the movie footage at rates far below real-time. Sometimes as slow as a frame or so an hour. I don’t care how you run the numbers or look at Moore’s law, there was no way you were getting that much power on the desktop in just five years. I’ll make a counter-prediction and say that given another five years, we still won’t have enough power on the desktop for a single computer to render one of those movies in realtime, much less something even better, as the article predicts.

The problem is that each layer of realisim takes far more power than the last. In the last five years we’ve only gotten one of many needed improvements in this area. As of Doom 3, we finally have unified, real-time dynamic lighting. That means you can now have a scene with any number of freely moveable lights that can all cast shadows. This is a big step. Up until now, shadows had to be pre-computed. The level designer needed to run a program to calculate all of the shadows, which would then remain fixed in place. You could move a light, but it was pointless since the shadows cast by that light wouldn’t move. Now that new Doom engine can do this, I’m sure other engines will follow.

But that is one step of dozens, and it was the easiest one. Some other challenges:

  • Curved reflective surfaces, like a reflective chrome ball. We can make stuff look like chrome in games, but true bending reflective surfaces that can reflect one another in realtime are still a good ways beyond our reach.
  • Widespread use of semi-reflective surfaces. Odds are you are sitting at a desk, and you probably don’t think of it as particularly shiny, but if you look at it from the right angle you’ll see it does reflect the lights in the room. It’s a very blurry and cloudy mirror. Most stuff is. This is really expensive to render, and has only a small impact on the overall look of an object, but if you’re working on realistic worlds you need this. The lack of reflection is one of the things that make PC graphics look fake, like everything is made of dull plastic. You’re not getting anywhere near fixing this in 5 years.
  • Refraction: Notice how distorted things look when looking through a bottle. Doom and Half-Life 2 both fake this pretty well, but the movies have the real thing, which is far more expensive CPU-wise.
  • Extreme detail: A problem in games that you don’t have in the movies is that the viewer can move the camera around. In a movie, if you plan a shot that is tight in on a penny and then pulls back to reveal the inside of a bank valut, then you can make one perfect, realistic penny and the rest of the scene can be lower detail. In a computer game, the entire scene has to have the that same level of detail or it won’t look right. The user might not take a close look at that penny. They might look at the stack of money on the other side of the room, or they might examine the lightswitch. Or they might glance in the room and leave without a second look, wasting all your hard work and attention to detail.

Conclusion: This problem is bigger than most people realize. We’re sort of at a point where you need double the processing power to make an image that’s 10% better.

Prediction: Sound will extend beyond the 5.1 surround sound specs to 10.2 and beyond.

Short rebuttal: Bwah ha!

Long version:

Most computers still come with a pair of speakers that have the power and fidelity of the average speakerphone. Some people put money into nice speakers, but this isn’t a technological problem, it’s a practical one: Who has the space to properly arrange and connect a dozen speakers? Almost nobody. Where they heck would you put them all? Your apartment would be a deathtrap of tripwires.

Prediction: Genre-specific [input] devices will continue to emerge.

The SideWinder Strategic Commander is cited as an example. Hands up! Who has ever seen or held one of these? Anyone?

Again, this isn’t a technological problem (which could have been overcome by now) it’s a practical one. Even if it were possible to make a game input device that was better than the ‘ol keyboard / mouse combo for FPS and RTS, who wants a half-dozen input devices laying around? even if they were all wireless, the clutter would be maddening. Lots of people have a gamepad or joystick handy, but usually they have one. Who could want a controller just for real-time strategy and another just for FPS and still another just for driving games and another just for flying and another just for platformers? Oh yeah: Don’t forget you still need the original mouse and keyboard on top of all the stuff.

It’s hard enough running the wires we have already.

Prediction: Broadband will make action experience accesible to the masses.

This one comes from Cliff Bleszinski, and I think he’s right on. For those that got it, it did.

Then someone else suggests that this might not be a good thing, because, “Online games might turn into chatrooms for adolescents.”

Two for two!

Prediction: A bunch of various facts about handhelds, cell phones, and portable games.

This stuff was pretty reasonable. They turned out wrong in a few places, but this was a really tough call to make. Proliferation of handhelds was just getting started in 2001 and it’s always tough to see where something like that might go. They make a few funny predictions like having Quake III Arena on a cell phone, but even that wasn’t that wild of a guess in 2001. Nobody was sure what was going to happen, which is why we ended up with the tacophone N-Gage.

In fact, we do have handhelds that can pull off Quake III Arena-level graphics. The Nintendo DS and PSP both look great and can rival the visuals of a PC. They aren’t phones, but they are quite portable. Handheld technology has come a long way – much farther than PC gaming in general – since 2001. Even now I would hesitate to predict what sort of PDA / Camera / Game System / Cell Phone / MP3 Player combos we will see in the next couple of years.

They also make some predictions about handheld wireless online gaming, sort of like everquest on a PSP. I imagine there is indeed a market for this, although this presents some interesting challenges. Battery life is the biggest problem I see here, since you are, in effect, playing your PSP and “talking” on the cellphone the entire time you play the game. That is a battery-killer for sure.

This article was fun to read again after all these years. Another thing I note about this issue: 2000 was a killer year for games. The Sims. Deus Ex. No One Lives Forever. Quake III Arena. Diablo II. The Longest Journey. Combat Mission. C&C: Red Alert 2.

That was an incredible year in PC gaming. I currently own or played almost everything on that list. Some of them (like C&C) have been forgotten, but seveal of those games are absolute classics. Despite the better graphics of today, I don’t have any games on my radar that excite me the way the games of 2000 did. In fact, I’m currently playing Final Fantasy X for the Playstation 2, which also came out in 2000. I might pick up Oblivion once it drops in price or I can get it used, but I’m in no hurry. Nothing on the shelves right now has really captured my interest, despite the fact that I have a new computer and a new video card. Maybe I’m just getting old, but I strongly suspect that gaming is suffering from a little stagnation.

UPDATE: Just as I’m posting this, I notice that Steven Den Beste has a must-read post about the difficulty of predicting future technologies and trends.

Also noteworthy: Mark has this post on technology trends and measuring the rate of technological change.

 


 

Star Trek Cribs

By Shamus Posted Thursday May 11, 2006

Filed under: Nerd Culture 2 comments

Via Eidelblog I find this gem: Star Trek Cribs – The Director’s Cut.



Very well done. And funny.

I love the little touches in the background. The outfits hung on the walls. McCoy playing Halo 2. Sulu pushing Uhura away. The Warhol-style Spock picture on the wall. Can anyone identify the picture behind Sulu? I don’t recognize it.

 


 

This Spam Smells Like Pork

By Shamus Posted Thursday May 11, 2006

Filed under: Rants 4 comments

From the what-the-heck dept. I got what seems like a bulk (spam) email supposedly from Congressman John F. Tierney. I certainly never signed up for anything like this. I may have given this email address (this was sent to a private addr, not available on this site) to the Gov’t when getting my driver’s license or paying the local taxes, but it seems insane to think that a Congressman would have the nerve to spam all residents like this. Furthermore, I moved away and have not been a resident of the People’s Republic of Massachusetts since October of 2000. If you’re going to keep a list of residents, and if you’re then going to use that list to send bulk email that would be better aimed at your loyal base, then the very least you can do is clean out the list once in a while?

I’ve never been a fan of passing laws to fight spam, but I am of the opinion that lawmakers shouldn’t join in and make it worse.

Could someone be this clueless?

Bonus question: Who paid for this?


Clickie for the full view.

I take on some blame for being stupid enough to volunteer my email to the Gov’t in the first place. I’m sure I could have left it blank or used a bogus address. But still. Good greif.

I noticed this halfway down:

No, gas prices aren’t hurting my technology company too badly. Now taxes, on the other hand…

 


 

Anime Pilgrimage

By Shamus Posted Wednesday May 10, 2006

Filed under: Links 6 comments

A note about Alex Doenau’s Anime Pilgrimage D/R. Alex watches a lot of anime. So much so that he pretty much puts your average otaku to shame. As an example, on May 10th he watched six entirely different titles. This is unlike folks like me, who tend to watch one title at a time, and finish it before starting another. This is some sort of dual-core multithreaded anime-watching stuff. This is industrial grade anime viewing.

He’s got everything from Girl’s High (NSFW) to Digimon (Not safe for grownups) to Sugar, A Little Snow Fairy. (Not safe for diabetics)

The fact that he blogs it all with screencaps is even more amazing.

 


 

Cineris

By Shamus Posted Wednesday May 10, 2006

Filed under: Links 1 comments

Note the newly-launched weblog of Cinneris. It’s less than a week old, but already it has some great posts. D&D, Technology, culture, and videogames. Nice. The blog is kicking tail.

Sadly, I note the site is lacking in a slight detail: It does not yet have a name.

Thanks to commenter . for the link. Is this blog yours, . ? I can’t tell.

You annonymous people and your enigmatic pseudonyms.