aweright, little more here......errhhh Macho you can put me on ignore if yah want.:devil::whip:
k, so from this stuff:
we can say A is some whole number factor of any one individual competitors skill level where each competitors skill level is equal to one another. (not always the case in the real world, but is the case the vast majority of the time & in the minor cases where it's not, an increased skill level of a competitor effectively reduces our cost anyway) so it's a safe approximation.
so now we can just set the competing fields advantage equal to the number of competitors Z .
to where:
[A/(A+Z)]*100% = %frequency hero gets the brass ring
then you can stick some real potential numbers in there for A ranging from one through twelve and Z ranging from one through eleven. to where you can hash out all the possibilities.
point being this merry go round situation is a fluid thing, yah never know how many riders it's gonna be, sorta thing, changes all the time and you could pour on your skill level by twelve different degrees but you always keep it so as A>Z
so you get those numbers (%frequencies of hero getting the brass ring) and if you average them, that's how often you can expect to get the brass ring, long run.
so then you can do stuff like multiplying the (%frequency hero gets the brass ring) times the (expected value our hero has when he rides alone) to get the long run expected value for our hero.
ok whatever, so but here's the thing, lol, this gobblygoop might even be right.
cause ok, i'm coming up with a
theoretical expectation of (%frequency hero gets the brass ring) = 69.03%
and i'm coming up with a
statistical (%frequency hero gets the brass ring) = 69.05% from my record of plays.:grin:
macho if yah don't like this stuff, well sorry man, but when you assigned me the real world task in the first place yah told me i should try and figure some of this stuff out myself.