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### Topic

#### Doing an experiment with gameshow tickets

I want to do an experiment with gameshow tickets, the ones that give you the wheel to spin. I want to do a big test and will post my results. I want to use TONS of tickets, so anyone who has any spare and wishes to donate them to me to help with my experiment, would be a great help.

Posted 9 months ago by wuilyl | Permalink

### Replies

- Are you doing something like this?
  Posted 9 months ago by Melody Pond | Permalink
- sorta like that, but im doing as many tickets as i can get my hands on, so all the help is greatly appreciated. Im trying to see if I can get a cubimal i want, and other items, from gameshow tickets.
  Posted 9 months ago by wuilyl | Permalink
- try buying some from marketplace
  Posted 9 months ago by EarthtoGrace | Permalink
- I'd be glad to donate tickets if your experiment yields data/information or value of some kind.
  If you are like the growing list of Glitchen who are using "an experiment for science" as a ruse to get free stuff I gotta tell you I disapprove.
  I have some tickets for you if you are trying to learn something.
  Posted 9 months ago by Simplin | Permalink
- I'm with Simplin. I think your motivation is dubious at best, try earning them yourself through normal gameplay instead of begging, personaly imo begging/blatantly asking for free stuff is poor form.
  Posted 9 months ago by ~Annie~ | Permalink
- I need 10 glitchmas yetis and 50 senor funpickles to perform a market experiment, can you guys help me?
  Just joking :D wuilyl might have expressed himself somewhat poorly, but I believe in his noble cause!
  Posted 9 months ago by Electric Wizard | Permalink
- Gameshow tickets give music boxes, beans and currents - I have seen nothing else from them.
  Posted 9 months ago by Fogwoman | Permalink
- Unopened cubi boxes too, I thought!
  Posted 9 months ago by diaveborn ♥ | Permalink
- Yep I've had cubimal boxes from the wheel as well. Aside from that, I have to agree with fogwoman :)
  Posted 9 months ago by Jessenya | Permalink
- Yep I've had cubimal boxes from the wheel as well. Aside from that, I have to agree with fogwoman :)
  Posted 9 months ago by Jessenya | Permalink
- Don't forget the tickets that give you gameshow tickets again ;-)
  Posted 9 months ago by Candy Warhol | Permalink
- I have about 200 or so but I'm saving them for my lvl 60 party :)
  Posted 9 months ago by Qizara | Permalink
- I have been trying to see which is better, to get cubimals from the vendor or cubimals from the gameshow wheel. Not which gives you more, but are rarer cubimals more common then from a cubimal vendor. I will also tally up everything else i get, Music blocks, beans, money, that sorta thing, but I am mostly focused on the cubimals, to see if it is really worth spending 5000c at the vendor, or just getting a gameshow wheel could get better odds. That is why i want as many tickets as possible. This test is also not to get the cubimal trophy, because if you check my profile page, i got that last year, so I am just doing this as a test.
  http://www.glitch.com/forum/general/11661/
  Experiment of someone buying 100 boxes for a full collection, shows its not worth it, so I think the game show tickets might be better for those rarer cubis you are looking for...
  Posted 9 months ago by wuilyl | Permalink
- There's a "growing list of Glitchen who are using 'an experiment for science' as a ruse to get free stuff"? I haven't noticed this trend. Am I missing something?
  Posted 9 months ago by Sirentist | Permalink
- The probability of a rare cubimal probably does not depend on the origin of the cubimal box. All cubimal boxes most likely have the same odds of awarding each cubimal. Sometimes it just feels like you got lucky from maybe buying a box from a specific location, but in reality it's only coincidence.
  Posted 9 months ago by TomC | Permalink
- hmm i think we should support the idea that maybe it is not a coincidence.
  Posted 9 months ago by Platoon | Permalink
- TomC has to be right. I'm confident that here all instances of the cubimal box are the same until they're opened in which very moment the game triggers its randomization algorithm, whatever it might be. If anything affects the cubimal it would probably be the order of opening. In this case, I'm convinced that the cat is nor dead nor alive until the box is opened:)
  Posted 9 months ago by CosmicBitFlip | Permalink
- The gameshow experiment that I would perform if I had the needed energy and ambition to (and I don't) is to record the order of the prizes, POSSIBLY shading light on the randomization pattern (for nothing is ever entirely, truly, absolutely, completely random).
  Posted 9 months ago by CosmicBitFlip | Permalink
- I tend to spend mine as quickly as I get them but will send anymore I get your way.
  Posted 9 months ago by Troll Doll | Permalink
- wully, I recently spun over 400 gameshow tickets for another experiment ( I haven't posted the results yet). I can save you some time- cubi boxes from the wheel are no different than those from vendor in my experience.
  Posted 9 months ago by Sloppy Ketchup | Permalink
- Well ok, maybe you could do that test...
  Posted 9 months ago by Platoon | Permalink
- thanks troll doll, cosmicbitflip, i could work on that test, see if the results are completly random.
  Posted 9 months ago by wuilyl | Permalink
- There are some statistics from these data that would be more accurate the more samples collected. So if you could compare notes with Sloppy Ketchup, you could combine your reports.
  Posted 9 months ago by Carl Projectorinski | Permalink
- Why not have those who want to donate donate and those who would if not skeptical meet up at a common time to pull their tickets themselves?
  In terms of coding, I can't see why they would bother running different code for the same item generated by different sources. It's ever so much easier to do something like this:
  -activate object y
  --object turns into object x
  --activate object x
  ---generate random number n
  ---find number n in range(0-max) (where commons have a field of 1000 wide, semirares are 100 wide and rares are 10 wide)
  ---object x becomes cubimal z
  than this:
  -activate object y
  --object turns into object x
  --activate object x
  ---generate random number n
  ---find number n in range(0-max) when y=a
  if y= a: commons have a field of 1000 wide, semirares are 100 wide and rares are 10 wide
  if y=b: commons have a field of 100 wide, semirares are 100 wide, rares are 100 wide
  if y=c: rares have a field 1000 wide, semirares are 100 wide, commons are 10 wide
  ---object x becomes cubimal z
  If you get what I mean. There's no real incentive to muck about with an item's odds of generating a different item like that when the rube is understood to always hand out the same version of an item you'd otherwise get normally.
  Posted 9 months ago by Moehr Ossum | Permalink
- that makes sense
  Posted 9 months ago by Platoon | Permalink
- i am confused... But ok
  Posted 9 months ago by wuilyl | Permalink
- I guess all I'm suggesting is that since every time you get a random cubi bin it has the same probability curve for each cubi as any other cubi bin - because doing otherwise requires making a LOT more code. It would be a different story if the ticket produced actual cubies rather than a box - the odds would be specific to the ticket rather than to the type of cubimal box.
  That's not to say that all that extra code wasn't written, just that it's highly unlikely. There'd be little in-game benefit to it.
  Posted 9 months ago by Moehr Ossum | Permalink
- ah ok, so instead I could test a whole bunch of tickets in order, since as someone in this disscussion said "nothing is ever totally random". Testing how likely it is you will get an outcome of Music, vs money, vs bean
  Posted 9 months ago by wuilyl | Permalink
- bump
  Posted 9 months ago by wuilyl | Permalink
- thats a good idea
  Posted 9 months ago by Platoon | Permalink
- What about the cubi from the rube? Isn't that one usually a rube?
  Posted 9 months ago by Botsy | Permalink
- It's different getting a straight-up item from the rube than it would be to say, get an item from the rube that behaves differently than it usually does simply because it was given to you by the rube.
  So if the rube cubi handed to you by the rube suddenly summoned the rube whenever you raced it (but never did this if it wasn't given to you by a rube), that would be a weird way to code things. Similarly, to have the odds of a cubi box giving you random cubi X change based on who gave it to you, where you used it, what day it was etc, and not have EVERY cubi box behave the same, would be a weird way to code.
  It's a different story if it's actually a different item that happens to look the same. But I still couldn't see a reason for doing this.
  Posted 9 months ago by Moehr Ossum | Permalink
- so i could just do the randomness test...
  Posted 9 months ago by wuilyl | Permalink
- @wuilyl:
  Isn't that what was done here?
  (as mentioned in the first reply)
  Though you could always add your data to get a a more reliable result
  Posted 9 months ago by IrenicRhonda | Permalink
- im adding more data, hence all the gameshow tickets I want, also, though i meant in order, so the likelyhood of getting a specific thing, in like a percent... kinda like this, but morel lik first spin i got this... so on
  Posted 9 months ago by wuilyl | Permalink
- what do you think?
  Posted 9 months ago by wuilyl | Permalink
- wuilyl, perhaps you can get someone to weigh in on how things like this are coded. I believe that drops are based on probability, not an actual pattern in which one drop necessarily follows another. If you want to conduct a ticket experiment, I don't believe any one has seen how mood effects drop rates from the wheel.
  Posted 9 months ago by Sloppy Ketchup | Permalink
- hmm interesting, i doubt that would, but that would be an interesting test...
  Posted 9 months ago by wuilyl | Permalink
- How the programmers chose to design things is of course a mystery to the uninvolved. The drops are certainly random but anyone who ever had to deal with a randomization algorithm would tell you that you can never get a computer to generate something completely random... but you can happily settle for that which appears random. I was not suggesting that any experiment is CERTAIN to show us what's behind the scene, since the pattern might be nearly impossible to decode, starting with the digits of pi, through the Fibonacci sequence to the second bit of the register containing the seventh to last post in Global chat. And then someone else spinning a ticket during your experiment might throw your data off, so... I was just pointing out what tickles my curiosity.
  (Sloppy- say, in Moehr Ossum's "generate random number n" is a call to a function which is somehow telling the computer how to get that random number. But that doesn't stop them from setting a probability in the following line.)
  Posted 9 months ago by CosmicBitFlip | Permalink
- but it could be possible to test...
  Posted 9 months ago by wuilyl | Permalink
- CosmicBitFlip, thanks for your response. I'm confused by the use of the word "random" here, as that, to me, means the chances of all outcomes are completely equal. Isn't this more the equivalent of rolling a really-many-sided die with more faces showing "bean" and "5c" and only one or two showing "cubimal box"? Forgive my lack of programming mojo; I work in Customer Support at Microsoft ( ba-dum-bump!)
  Posted 9 months ago by Sloppy Ketchup | Permalink
- Sloppy
  You are confusing two ideas:
  randomness and probability.
  Randomness simply means that every outcome (heads or tails on a penny, face 1-6 on a cubical [6-sided] die, face 1-20 on a 20-sided die) has an equal chance of occurring. If there were "bias" or the pennies and dice were weighted so that one side had a better chance of occurring, then the outcomes wouldn't be random.
  As you correctly noted, one reward (cubimal box, bean) may have a higher probability than another. That would be like a die with 3 faces that say "bean", two faces that say "5c" and one face that says "cubimal".
  Now, even if the die is unbiased and your outcomes are truly random, you still have a higher probability of getting a bean than a cubimal. That's because 3 out of those 6 faces (50%) will give you a bean, and only 1 out of 6 (17%) will give you a cubimal.
  So, if you roll these dice 1000 times, the most likely outcome would be:
  500 beans (50%)
  300 c (30%)
  17 (17%) cubimal boxes
  Its just like flipping a coin. Randomly, you will get either a heads or a tails. But "random" doesn't mean that you get H, T, H, T, H, T, H, T, H, T. In fact, if I saw that outcome, I'd suspect that the coin flips weren't random at all, even though that is one possible outcome of 10 coin tosses. I'd consider the results still random if I got 6 H, 4 T, or even 7 H, 3 T. If it got more lopsided than that, I'd run more tests, just to see if I kept getting "too many" heads, which would indicate that the outcome wasn't truly random.
  Posted 9 months ago by WindBorn | Permalink
- WindBorn, thank s for responding! I think that I was unclear in my response. I completely understand the difference between probability and randomness. What I'm wondering is, from a programmer's perpective, if probability is the basis of the outcome of the wheel spins. wuilyl is wondering if they spun enough a pattern would emerge, and I was arguing that I think the only pattern is the probability, not that certain drops occur sequentially (i.e. you won a bean, therefore you will now win 25c, then an XS-1, then another bean, etc.)
  What I'm saying is: I think we're saying the same thing ;)
  Posted 9 months ago by Sloppy Ketchup | Permalink
- Yes, we're both saying that the only "pattern" you can ever see in random outcomes is a fuzzy picture of the probability of each drop.
  If there were a pattern that repeated in a particular sequence, it wouldn't be random.
  As to the quote "nothing is ever totally random" all I can say is, ORLY?
  Posted 9 months ago by WindBorn | Permalink
- How they coded things up is a mystery, we're only speculating here. If we use Moehr Ossum's example, they roll a random number (say between 1 and 10, although MO uses bigger numbers but same idea). Then they say something like "if it's 1: drop this one thing, if it's between 2 and 7: drop that other thing, if it's more than 7: the last thing." So they generated a random number first and THEN use it to force a probability in the following lines.
  And to clarify my thoughts here, those numbers really are random in the great scope of the universe. They might have equal chance of happening but still, someone coded things up and told the software where to get that 'random' number from, so in a sense... it's not so random behind the scene. And depending on how random those random drops are (basically how much thought TS decided is worth investing in this thing) we might see a pattern emerge which repeats, say, every thousand drops. Or we might not. Oh, well:) It was only a suggestion, no promises made.
  Posted 9 months ago by CosmicBitFlip | Permalink
- i think thats a good suggestion, might be possible to test... Probably not though...
  Posted 9 months ago by wuilyl | Permalink
- what about does the mood effect the outcome?
  Posted 8 months ago by wuilyl | Permalink
- i like cosmicbitflips idea!
  Posted 8 months ago by wuilyl | Permalink
- ok, guess you guys are done commenting, thanks for the suggestions.
  Posted 8 months ago by wuilyl | Permalink
- hello
  Posted 8 months ago by wuilyl | Permalink
- bumping this is not working!
  Posted 8 months ago by wuilyl | Permalink
- trying again
  Posted 8 months ago by wuilyl | Permalink
- bumping was not working this morning, anyway, so how about does mood effet the outcome, or save up 1000 tickets and test the randomness.
  Posted 8 months ago by wuilyl | Permalink
- For crying out loud!! Just either test the damn things or not, its Really annoying to see this bumped all the time with ,"what do you think" "maybe test test with mood" . Just do it!!!
  Posted 8 months ago by ~Annie~ | Permalink