Simulation Tools

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Just Got Here
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Hey, everyone.

Something that I've noted about theorycrafting in other games (such as WoW) is that almost all of the simulation is Monte Carlo simulation. That is, it is a 'spreadsheet' simulation designed to find top DPS.

However, one of the major assumptions/limitations of Monte Carlo simulation is that time is not that important. Particularly, it is difficult to see system dynamics evolve with a Monte Carlo simulation. For this type of simulation, discrete-event simulation is much better.

Basically, Monte Carlo simulation can give a theoretical maximum DPS for a given character, but the assumptions of the model can't be violated. One of the major assumptions (at least in WoW) is that the character cannot move. After a maximum is achieved, theorycrafters generally do 'postprocessing' on the information to abstract out the effect of movement. However, even with this abstraction, it assumes movement is movement. That is, the movement isn't purposeful.

What I would like to propose is to use discrete-event simulation (specifically, agent-based discrete-event simulation) to create a better model for theorycrafting in Rift. Taking the Monte Carlo simulation 'rotations' as a starting point, it should be possible to create an agent-based simulation that can put an entire party or raid together, and run a specific encounter to see the impact of that encounter (and the composition of the group) on raid DPS.

As a graduate student in Industrial Engineering, I have access to several simulation packages. Arena and Simio are both discrete-event, but Anylogic is also agent-based. I would like to offer my services to the Rift community to create agent-based simulations to determine and test spec-, group-, and raid-based DPS.

Clicked A Few Times
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Posts: 19
That's really interesting!

As a Risk Analyst by trade, I was thinking of much along the same lines. However, I was going to approach it from a more basic standpoint (Excel:P).

I'm not sure that the numbers are out there for full disclosure for DPS and how it's affected by various stats, which would be needed at the very least (I believe) to at least start with sampling.

I would be greatly interested to see what popped up. This post tickled my inner geek to unbelievable proportions!

Just Got Here
Threads: 1
Posts: 4
Yeah, I'm almost certain Rift doesn't have the overwhelming amount of information WoW does. I've also heard that Trion is not going to be nearly as accomodating of add-ons as WoW, which means data collection is going to be difficult.

However, once we get the data we need, it shouldn't be too hard.

Just Got Here
Threads: 1
Posts: 2
looks like we will be logging tons of combat data from logs. i already have over 15 hours worth of logs from 5 man dungeons. it looks like consistently rangers rogues and chloro mages are on top.

  • fixed my wow class references to rift names...
Edited On 10:53:37 PM - Sun, Feb 20th 2011 by Drtrann

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You could always build the database in excel as a start and just fill in the correct percentages later. Though I myself am going to stay away from the theorycrafting for a while. It made other games eventually suck by forcing same specs. Then as the devs found that everyone was using the same specs they just take out the options for other specs, thus runing the games. But I do understand why some people enjoy the theorycrafting as part of the new game. Kinda like when I was a kid building a fort for my HeMan lol. By the time I got done building the fort I didn't care about the Heman. My engineering of the fort was the most fun part.

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Forum » Rift: Planes of Telara » Theorycrafting


               
         

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