Using R for this would be a bit bone-headed since it is not ideally suited for web apps. Look at an active scripting language like PHP. I'm not sure if Geocities provides for server-side active scripting languages, in which case you will have to host your site elsewhere.
----- Original Message ----- From: "percy tiglao" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Friday, May 12, 2006 11:07 AM Subject: [R] Newbie to R: would like to solve a problem > Hello, I am very new to R (read the introduction a few hours ago), but > experianced in several other languages (including Scheme, C, ObjC and > C++, Java and Javascript) and I was wondering how to approach this > problem: > > I am making a training calculator for a Video Game I play. Basically, > I want to calculate the probability of killing an enemy within x hits, > to help determine which is the best monster to train on in this game. > > The current implementation > (http://geocities.com/dragontamer5788/maple2.html) uses the normal > curve to estimate just about everything. Not necessarily a bad idea > for when it takes 10 or 15 hits to destroy a single enemy, Central > Limit Theorm kicks in and normal curve is probably a good idea, but my > gut feeling is that it is not accurate for estimating kills in 1 or 2 > shots (which happens in the majority of "training" monsters), or the > probability of Knockback (which is always determined by a single > shot). > > The (simplified) function to represent the damage would be: > > sdmg <- function(min, max, skill){ > if(runif(1) > .4) (runif(1) * (max-min) + min) * skill > else (runif(1) * (max-min) + min) * (skill+1) > } > > total_damage <- function(min, max, skill, num_attacks){ > total <- 0 > for(i in 1:num_attacks){ > total <- total + sdmg(min, max, skill) > } > total > } > > -------------------- > > The above is how damage is calculated. So the probability distribution > looks like 2 rectangles next to each other, one with height .6 and the > other with height .4. Sdmg is a helper function, because some attacks > attack 2 or 4 times in a single turn. > > Though, I dont want the simulation (what I'm doing with the runif > here). I'd like to calculate the probability distribution of > total_damage, total_damage + total damage (the convolution, > representing 2 hits), and so on till about 5-8 hits (then I can just > use normal curve in the web-calculator I'm making), then have a > polynomial function estimate the probability distributions based on > min, max, and skill. (So I can make my online calculator estimate the > probability of killing enemies) > > Erm, I know it is a lot to ask for, but how would I go about making > this in R? And if R isn't the right tool for this, is there any other > tool you'd reccomend? Cause doing convolutions by hand sucks. > > Thanks a lot for reading this long message :) And thanks in advance > for your help. > > ______________________________________________ > [email protected] mailing list > https://stat.ethz.ch/mailman/listinfo/r-help > PLEASE do read the posting guide! http://www.R-project.org/posting-guide.html [[alternative HTML version deleted]] ______________________________________________ [email protected] mailing list https://stat.ethz.ch/mailman/listinfo/r-help PLEASE do read the posting guide! http://www.R-project.org/posting-guide.html
