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In collectible games, after 1/p trials, there is 1/e = 63% chance to get a desired item.
But a full collection is completed in -ln(p)/p trials in average. For p = 1/n, its n*ln(n).
For instance, getting an outcome with 10% frequency requires in average 10*ln(10) = 23.026 trials.
1% is 460 trials
1/1000 is 6900 trials, etc...
In gacha games, developpers can guarantee you a 10% event in every 10 trials. The market fits irrationality, for a price.
I don't remember. Maybe the writing of Scott Alexander brought me here ? Back in the slate star codex days?
Hello
I've been lurking on this website for a few months now. I'm interested in logic, computer science, ai, probability, information... I think I'll fit here. I speak French in every language I know.
I hope I'll be able to publish/discuss/coauthor on lesswrong, or somewhere else.