The art of "averaging out"

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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CaptDave
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RE: The art of "averaging out"

Post by CaptDave »

ORIGINAL: mdiehl
Which is the point I am making...change 1 variable, and it may or may not have an effect on the end outcome. We can never know.


I disagree. That's why people DO history in the first place. To look at the variables, identify the ones that matter, and project how changing them could alter outcomes. Without the codebreaking at Midway you don't have a Midway battle because the USN would not have been there. So "acquiring intel about the objective and timetable" was obviously a key variable that set the battle in motion.

It wasn't what decided the battle though. The battle was decided more or less by the Japanese use of an operational plan that required both perfect execution and the complete absence of any USN CVs in the area, and a USN operational plan that was simple and fault tolerant.

So if you assume that "Codebreaking intel of the Midway sort" was available, and if you assume that players use the same or analogous forces, then it is quite reasonable to expect the same outcome from a consim as the historical battle produced.

After all, you have to anchor your Consim on SOME sort of historical data. If you just make up a range of results from cake to catastrophe, you haven't really made a Consim at all. Just a game.

I think he's right -- we can never know. All we can do is project, based on best-effort estimation. Eisenberg's Uncertainty Principle applies in all counterfactuals; we have no way of knowing what later decisions would have been different if one variable had been different.

For what it's worth, AE is a game and not intended to be a true simulation. It's just that the game is designed to be as realistic as possible given the constraints of development time, selling price, potential sales, available computer capacity, and lots more. If the developers (and customers) had the Department of Defense's budget and we all had Cray supercomputers, it could be a lot more realistic.
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JWE
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RE: The art of "averaging out"

Post by JWE »

ORIGINAL: mdiehl
After all, you have to anchor your Consim on SOME sort of historical data. If you just make up a range of results from cake to catastrophe, you haven't really made a Consim at all. Just a game.
And that's the whole point, Mike. This isn't a Consim. It's a game. And it doesn't follow Consim rules. It can't.

Just go to Europe 1939. France had every single solitary advantage in Consim inputs, but got whacked in a few weeks. Why? Because Germany departed from the Consim model and went out of the box. How in the world does one capture a unique operational concept in a model? One doesn't, one can't. That's the whole frikkin point!!!! That's why it was so unusual!!!! That's why it was successful to certain degrees!!!! Because it could not be planned for, given the expectations of the defenders!!!!

But assume the attackers will strike according to their expectations of the defender's reactions, and assume the defenders have intelligence of the attacker's dispositions, and assume the defender commander has big brass ones, and is willing to risk, Oh, yeah, right; how you gonna model that?

This Consim crap is nothing but a pile of hot, wet, manure. Ya want historical, watch 'Victory at Sea'. Ya want to play a game, then play the stinking game.

I'm off to munch on some hamachi sashimi. Ciao. John
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RE: The art of "averaging out"

Post by mdiehl »

Eisenberg's Uncertainty Principle applies in all counterfactuals; we have no way of knowing what later decisions would have been different if one variable had been different.


Baloney. Heisenberg's uncertainty principle only applies to certain conditions of modeling the behavior of very small particles in high energy physics. People who invoke it under other circumstances don't have any clue what they're talking about.
For what it's worth, AE is a game and not intended to be a true simulation. It's just that the game is designed to be as realistic as possible


if it contrives for any sort of "realism" then it aspires to be a Consim. That is the nature of consims. It has been the nature of consims for decades. That is why it's called "War in the Pacific" not "Aquamonster Metal Munchers of Planet Xenon."
If the developers (and customers) had the Department of Defense's budget and we all had Cray supercomputers, it could be a lot more realistic.

That misses the point. One can design a good consim that resolves everything with a 6 sided die. A Cray supercomputer won't make anything better unless the details of the model are well researched. Otherwise it's just cumulative effects of GiGo interactions.
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?
mdiehl
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RE: The art of "averaging out"

Post by mdiehl »

And that's the whole point, Mike. This isn't a Consim. It's a game. And it doesn't follow Consim rules. It can't.

It professes to be a Consim. That it is a poor one is a point of frequent observation. It doesn't even require ME to make that observation, plenty of others have made it.

I'm addressing the claim made in this thread that one should not design a Consim (or if you like, a GAME) to produce a typical result based on a single or otherwise limited number of historical examples. I think the claim is incorrect. But you need to know enough about the example so that your consim (or if you like, your GAME) accurately models whatever you claim it models.

You can object that to make a better model you'd want to know penetration values, angle of incidence, and all that baloney. I don't think you need that kind of detail, but if you're going to have something like that, you better do a good job researching and modeling it, otherwise you're going to get GiGo results.
Just go to Europe 1939. France had every single solitary advantage in Consim inputs, but got whacked in a few weeks. Why? Because Germany departed from the Consim model and went out of the box.

Gibberish. Utter gibberish. If "out of the boxness" is a quality you want to model in your game, it's either something that you leave to the players, or else you create some bullshit "out of the boxness" index. But to use such vague, imprecise, and obfuscatory language when one could be a lot more perceptive simply discussing German armor doctrine and French armor doctrine strikes me as a non-productive comment.
But assume the attackers will strike according to their expectations of the defender's reactions, and assume the defenders have intelligence of the attacker's dispositions, and assume the defender commander has big brass ones, and is willing to risk, Oh, yeah, right; how you gonna model that?

If I had any idea what specific example you have in mind, I could answer.
Ya want to play a game, then play the stinking game.


That's horse hockey. It's a straw man argument that indicates both an ignorance of why people do historical research, and why people make consims. A consim is not intended to exactly replicate every circumstance of a historical event. A consim is designed to deliver plausible and believable results under reasonably well modeled circumstances and yet to allow the opponents to select different strategic objectives, design operations differently, etc. But if two players wind up creating by their choices a setup similar to Midway, if you understand Midway at all, then you'd expect Midway-like results most of the time.

To claim that no one could predict Midway's outcome, which sounds like what you're claiming, is utter rubbish. Not only could ANYONE with knowledge have predicted the outcome, prior to the actual battle, both the USN and IJN DID predict something like that which actually happened.
Ya want historical, watch 'Victory at Sea'.


I could as easily note that if you want the feeling of being a victorious Japanese overlord, you should collect Japanese propaganda posters rather than play a consim.
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?
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LoBaron
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RE: The art of "averaging out"

Post by LoBaron »

ORIGINAL: JWE
This Consim crap is nothing but a pile of hot, wet, manure.

Ok thats good to hear, I already feared its something really dirty... [:D]
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Nikademus
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RE: The art of "averaging out"

Post by Nikademus »

JWE's a dirty boy......and he's a flak fanboi to boot. I shouldn't have attacked Pearl twice. ow. I thought my mod was bad. [:D]
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PaxMondo
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RE: The art of "averaging out"

Post by PaxMondo »

ORIGINAL: JWE
This Consim crap is nothing but a pile of hot, wet, manure. Ya want historical, watch 'Victory at Sea'. Ya want to play a game, then play the stinking game.

Thanks John. I couldn't articulate this as well as you did. I suffer from a lack of eloquence. [:D]
ORIGINAL: JWE
I'm off to munch on some hamachi sashimi. Ciao. John
I trust your dinner was better than this thread. [;)]
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mike scholl 1
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RE: The art of "averaging out"

Post by mike scholl 1 »

ORIGINAL: oldman45
So for the sake of a bit of fun, lets say the attack of midway took place but the US never broke the code. Would it have been a fight that only one side showed up for? What are your thoughts if they did take the island? What could they have really done with it?


Isn't this pretty much precisely the situation the game simulates? I've certainly never seen any intel recieved by the Allies that even begins to reproduce the advantage the code-breakers gave them historically.
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Nikademus
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RE: The art of "averaging out"

Post by Nikademus »

I have.

Got a detailed intel about a major infantry unit, on a ship bound for one of my bases. I set up a nice ambush and sank the regiment at sea along wtih a number of transports and supporting vessels. Sweet.

Alfred
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RE: The art of "averaging out"

Post by Alfred »

LoBaron,

When I first saw the title of this thread, I was soooooooo excited. Then when I read it, I was sooooooo disappointed.

Why the different reactions? My initial reaction was, great, at long last in stereotypical Teutonic efficiency someone is going to discuss on the forum what is really important; how one can take advantage of the opportunities presented by a bear stockmarket by averaging one's stock portfolio to a lower cost base.

Once this was addressed I thought surely, with his attention to details, LoBaron will also be addressing the proper uses of one's personal M1 money supply to best advantage in a deflationary asset market. Surely that is a subject which post Stresseman's tenure of the finance ministry in the Weimar period, every Teuton would be taught about in school. Particularly important to discuss the second issue because whilst averaging lower one's cost base is almost always a good idea in an inflationary market, it isn't necessarily so in a deflationary market. One very much needs to then factor in opportunity cost plus if one is European, sovereign risk.

Alas, "sigh", when opened, the thread merely dealt with the old rehashed topics.[>:] All well, nothing to add to JWE's succinct comments.

But LoBaron, one last plea, any chance of you getting this initially very promising thread back to the really useful matters I mentioned.[;)]

Alfred

PS: I will not be providing any free investment advice and the above is provided only as general advice not to be relied upon by individual investors. I recommend those so inclined to discuss their investment situation with their licensed financial advisors.
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RE: The art of "averaging out"

Post by vettim89 »

ORIGINAL: mdiehl
Which is the point I am making...change 1 variable, and it may or may not have an effect on the end outcome. We can never know.


I disagree. That's why people DO history in the first place. To look at the variables, identify the ones that matter, and project how changing them could alter outcomes. Without the codebreaking at Midway you don't have a Midway battle because the USN would not have been there. So "acquiring intel about the objective and timetable" was obviously a key variable that set the battle in motion.

It wasn't what decided the battle though. The battle was decided more or less by the Japanese use of an operational plan that required both perfect execution and the complete absence of any USN CVs in the area, and a USN operational plan that was simple and fault tolerant.

So if you assume that "Codebreaking intel of the Midway sort" was available, and if you assume that players use the same or analogous forces, then it is quite reasonable to expect the same outcome from a consim as the historical battle produced.

After all, you have to anchor your Consim on SOME sort of historical data. If you just make up a range of results from cake to catastrophe, you haven't really made a Consim at all. Just a game.

If your ConSim was only for constructing battles where the computer played both sides that may work but it falls apart when using two humans to enter their own orders. Why? Because humans know they are entering the data into a ConSim. A reasonably intuitive person will be able to quickly decipher certain constants within the engine. All systems have limits. True you could make an incredibly complex system that could even run on a PC. Problem is would players want to play a game that took twleve hours or more to resolve a single turn? At some point you have to accept that not every variable can be accounted for and insert constants. Once the person entering the orders has an appreciation for what the constants are within the system, he/she can then plot orders based on what have become expected outcomes.

Can AE give Midway like results? Probably given the right set of circumstances it could. Problem is that it is unlikely. The biggest reason for this boils down to one simple fact: unlike real life the Japan player knows the Allied player is "reading his mail". Ergo, an astute Japan player would be unlikely to stumble into a "Midway" because he would always consider the fact that the Allied player knows at least a portion of his plans. That is why a Midway scenario for AE is likely a non-starter at least for PBEM. The Japan player's first order of business would always be to find the Allied CVTF not reducing Midway's AB.

To expand on a point I made above, a very interesting game might be one where the two players have nothing more than the database and map on their computers. Instead of plotting Japan then Allied and then back to Japan where the turn is resolved, both players plot their orders and send it to a game server. The game server would have more power than the average Joe could ever afford to have on a PC. This powerful engine would resolve the turn and send both players back the combat replay. Now how cool would that be?
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RE: The art of "averaging out"

Post by mjk428 »

According to Matrix...
War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Those that think it's just a game should play Risk.
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RE: The art of "averaging out"

Post by vettim89 »

ORIGINAL: mjk428

According to Matrix...
War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Those that think it's just a game should play Risk.

Not to be snarky but you make the point with the post. According to Matrix it is a warGAME sold by a company called Matrix GAMES.
"We have met the enemy and they are ours" - Commodore O.H. Perry
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JeffroK
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RE: The art of "averaging out"

Post by JeffroK »

This Consim crap is nothing but a pile of hot, wet, manure. Ya want historical, watch 'Victory at Sea'. Ya want to play a game, then play the stinking game.

I always thought Victory at Sea was a random collection of film clips, how often do you see the same bombardment or clips of aircraft & soldiers!
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Alfred
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RE: The art of "averaging out"

Post by Alfred »

ORIGINAL: vettim89

ORIGINAL: mjk428

According to Matrix...
War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Those that think it's just a game should play Risk.

Not to be snarky but you make the point with the post. According to Matrix it is a warGAME sold by a company called Matrix GAMES.

Further to vettim89's point. Never, at any stage, have the developers made any claim other than AE is a game. The developers know exactly what they designed and everyone else who postulates to the contrary is delusional, transferring their own desires on to the product. Which is why the "simulation" crowd is always disappointed and whining.

Alfred
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JeffroK
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RE: The art of "averaging out"

Post by JeffroK »

I thought this thread was heading down the track of commenting on threads where a player is complaining about a the results of a single battle, ahistorical results in 1 battle assumed to show the system is broken.

I have found in a large number of games that if you averaged out the results you found it came out pretty close to an IRL result.

In tens of thousands of cambat reports I have seen the amzingingly brilliant to the mind numbingly hopeless, it happens to both sides and spans the entire war. I doubt few of these are war-winning/losing results, though seeing your CV's go down might seem like its the end of the world.

Outside of these observations are cases where players "use the system" to ensure an optimal force, not meaning gamey but using their intimate knowledge of the game, the units and their opponents potential to their advantage, maybe this is just being a good player.

Another exception, as pointed out by Castortroy, is where due to the players amassing massive forces, the computer engine just doesnt work. I think he put it that it works for 3 LCU, 3 Sqns, 3TF but dies when its 100 LCU, 100 Sqns, 100 TF's.

Players need to "average out" the results, not just look at 1 battle, and suck it and see.

PS I would say I have seen enough intel to ambush an invasion, not very often but enough to make reviewing the intel file worthwhile.
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mdiehl
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RE: The art of "averaging out"

Post by mdiehl »

It is clearly not "just" a *GAME*. Were that the case, it would not be about a particular arena of a particular war in a particular place. It's a ConSim, all the whining and the sniveling to the contrary notwithstanding.
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?
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RE: The art of "averaging out"

Post by USSAmerica »

ORIGINAL: mdiehl

It is clearly not "just" a *GAME*. Were that the case, it would not be about a particular arena of a particular war in a particular place. It's a ConSim, all the whining and the sniveling to the contrary notwithstanding.

Dude, you need to share that crack with the rest of us! It must be some good stuff! [:D]
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mdiehl
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RE: The art of "averaging out"

Post by mdiehl »

If your ConSim was only for constructing battles where the computer played both sides that may work but it falls apart when using two humans to enter their own orders.


No, it doesn't. The point is that a Consim allows player to choose alternative ways to do things. You don't have to try to invade Midway. You don't have to fight an attritional war in the southern Solomons. You don't *have* to do anything in particular, save try to meet the victory conditions.

But a good consim is designed around the premise that if you did the same thing as historically or even a similar thing (let us suppose, for example, a Japanese 4 CV TF plus supporting bombardment and transport TFs attempting to invade Johnston Island in June 1942 against a well prepared base with an airfield that operates fighters, tatical and strategic bombers, and recon, backed up by two or three USN CVs) then you'd expect similar results.

Why? Because that was the nature of air-naval combat in the PTO in 1942. The USN and IJN understood very well, at the time, that assailing a major enemy land base located outside of the range of your own land based air assets and in the face of potential enemy CV intervention was a formula for disaster. That is why, at Coral Sea, once the Japanese knew the USN CVs were there, the objective was to eliminate all the USN CVs. That is why at Santa Cruz and Eastern Solomons, the objective was to get the enemy CVs. None of these invasions could be carried off in the face of enemy CV intervention, and they were deemed AT THE TIME unlikely to succeed in the face of both enemy CVs and a substantial enemy forward base with lots of land-based a.c.
Why? Because humans know they are entering the data into a ConSim. A reasonably intuitive person will be able to quickly decipher certain constants within the engine. All systems have limits. True you could make an incredibly complex system that could even run on a PC.


Sure. But that's true of any game as well as any Consim. Frankly, really good GAMES don't necessarily require a whole lot of complexity. Totaler Krieg being a very good example. And some really complex games really stink because in adding all that detail, they not only got the model wrong, but the errors screw up the overall strategic and economic realities. A World at War is a good example of that.
Problem is would players want to play a game that took twleve hours or more to resolve a single turn?

I don't think they would. I don't think I'd design a game that required that. But considering that people seem to enjoy playing a game that takes longer to resolve the entire war than the actual war, it wouldn't surprise me if someone would want a game like that.
At some point you have to accept that not every variable can be accounted for and insert constants.

I agree. I think somewhere you missed my point then. IMO, WitP would likely be both a better game and a better Consim if they took the EXP values and the altitude settings right out of the game entirely. But that'd be a different game. I say that because there is no rational basis to the EXP values. I don't want to get into a long talk about that but consider that BB Mutsu, a ship that never in its entire career fought in any surface action, is initially rated better than HMS Warspite, a ship that had successfully and brilliantly fought more night surface engagements prior to 7 Dec 1941 than ANY ship in the Japanese fleet; the EXP ratings are objectively nonsensical. This is an example of how adding all manner of fiddley details actually makes a game worse, becuase the details have been poorly researched and poorly indexed to anything real.
Problem is that it is unlikely. The biggest reason for this boils down to one simple fact: unlike real life the Japan player knows the Allied player is "reading his mail". Ergo, an astute Japan player would be unlikely to stumble into a "Midway" because he would always consider the fact that the Allied player knows at least a portion of his plans. That is why a Midway scenario for AE is likely a non-starter at least for PBEM. The Japan player's first order of business would always be to find the Allied CVTF not reducing Midway's AB.


Exactly. No problem with that. My point is that if the Japanese player sends 4 CVs against a US level 4 airfield in 1942 with 3 USN CVs working in the area, the reasonable presumption is that the game OUGHT to produce Midway like results. Clearly, as a Consim, since the Japanese player can choose to do something else (use many more CVs, attack an island under the cover of Japanese land-based air, don't attack there but instead go on a joyraid in the Indian Ocean) you can't legislate that the players MUST attempt to do Midway, or to use the historical orders of battle.
To expand on a point I made above, a very interesting game might be one where the two players have nothing more than the database and map on their computers. Instead of plotting Japan then Allied and then back to Japan where the turn is resolved, both players plot their orders and send it to a game server. The game server would have more power than the average Joe could ever afford to have on a PC. This powerful engine would resolve the turn and send both players back the combat replay. Now how cool would that be?


Don't need a powerful computer. All you need is well researched, rational assumptions. SPI/TSR's old WW2:PTO (the pre-DecisionGames APTO) comes very close to that. SPI/TSR never did really work out a decent carrier combat routine though.

I hope all that clarifies things a bit.
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?
mdiehl
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RE: The art of "averaging out"

Post by mdiehl »

Dude, you need to share that crack with the rest of us! It must be some good stuff!

I does not surprise me that you have a desire to use crack. Or anything like it. Every time you post something, the effects of your prior use are demonstrated for all to read.
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?
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