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NES Games and Statistical Analysis

szadig writes "The New Gamer has published an article which tackles the topic of averaging gameplay. The accompanying video features 15 different players simultaneously shooting their way through the first stage in the NES game Gradius. From the article: 'The average time taken to kill the end level boss was 20.055 seconds, with the fastest player finishing him off in a mere 10.01 seconds. Six people finished the boss off at nearly identical moments. It would seem that the boss, bored with the player, actually self-destructs after 27 seconds. Beyond the almost perfectly synchronized explosions, further proof of this self-destruction can be found in the videos: no 10,000 point bonus (given to players when the boss is defeated) was awarded to these six players and, in a few of the runs, the boss detonated when there wasn't a single bullet near it.' Can we apply other statistical methods to gameplay?"

54 comments

  1. You know.. by Headcase88 · · Score: 4, Insightful

    Getting 15 people together to do a statistical analysis to find out whether a boss self-desructs isn't quite as efficient as just having one person avoiding the boss for a while and just seeing whether it blows up or not.

    A lot of the other stuff in the article was interesting though... looks like he put a lot of effort into it.

    --
    "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
    1. Re:You know.. by denmarkw00t · · Score: 1

      Getting 15 people together to do a statistical analysis to find out whether a boss self-desructs isn't quite as efficient as just having one person avoiding the boss for a while and just seeing whether it blows up or not.

      I don't think his point was to find out whether or not the boss self-desrtucted - it was about analyzing statistics about gameplay and they just happened to stumble upon the boss's self-destructing.

    2. Re:You know.. by Retroneous · · Score: 2, Funny

      I think the point was probably to get listed on Slashdot. I can't see any reason for applying statistical analysis to gameplay. Especially not to a game that is as old as that one. What purpose will it serve?

    3. Re:You know.. by denmarkw00t · · Score: 2, Insightful

      Its actually pretty interesting. Alot of today's gamers aren't as familiar with the 2D environments and simple gameplay - fly and shoot. It presents quite a change of pace for the average gamer and, if someone really takes the time, those statistics could be valuable. Maybe there is some way to compare them to similar gaming tasks in today's realm of quality graphics, crisp sound and interactive gameplay. I think it's a good starting point for learning alot about how the mind of the gamer works - including how well patterns are processed and stored, how gamers approach games differently based on appearance.

      There are plenty of good reasons to have this kind of data recorded, not just for a plug on /..

    4. Re:You know.. by Democritus+the+Minor · · Score: 1

      i'd like to see a statistical analysis of that horrid ET game for Atari... see how many players committed seppuku after finding out the levels are all the same. i'll bet it's in the thousands at least. or, see exactly how dumb the grunts in halo are...

  2. Mirror by SillySnake · · Score: 3, Informative

    I'd make a torrent, but I'm running Gentoo on an 800Mhz Athlon and it's gonna take me a couple of hours to compile Bit Torrent :-/ If the site dies.. I'll give my bandwidth a go: http://www.wartsworld.com/AveragingGradius.mov

    1. Re:Mirror by conteXXt · · Score: 1

      really? I compile at 800 mhz exclusively. bittorrent takes at most 5 minutes

      --
      The truth about Led Zep should never be told on /. (Karma suicide ensues)
    2. Re:Mirror by SillySnake · · Score: 1

      No not really. I was exagerating, and I had to compile 3 other packages before bT :) Total download size was about 4.5 Megs.

    3. Re:Mirror by TubeSteak · · Score: 1
      --
      [Fuck Beta]
      o0t!
    4. Re:Mirror by Anonymous Coward · · Score: 1, Funny
      1. bittorrent is written in python. so is portage. if you have portage, you have python. and you don't have to compile anything.
      2. if you can't provide a torrent, don't talk about not providing a torrent. just don't say anything at all.
      3. oh. also -- your mirror is fucking toast.
    5. Re:Mirror by Anonymous Coward · · Score: 0

      yes, because the coral cache works so well for distributing large files. what the fuck is wrong with you? are you just blindly coralizing things because you think it's helping? shut the fuck up.

    6. Re:Mirror by Anonymous Coward · · Score: 0

      4.7MB ?

      Large?

      Go fuck urself n00btard

    7. Re:Mirror by Psycosys · · Score: 2, Insightful

      Why would you have to compile BitTorrent? It's written in Python thus interpreted.

    8. Re:Mirror by Anonymous Coward · · Score: 0

      Hrm... makes me wonder what the average time for AC's to fall in love...

      10 minutes for this pair.

      Although I don't want to see any statistics on the time of explosion... eeew... What would their mom think of that when she opens the basement door?

    9. Re:Mirror by Anonymous Coward · · Score: 0

      Yeah, umm that file is only about 4.6 MB, and the original is 26.4 MB, so I think you might not have the entire file....
      (That and the link in the article goes to the archive.org servers so I don't think they will run out of bw anytime soon)

    10. Re:Mirror by KDR_11k · · Score: 1

      It's faster when compiled.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Mirror by Psycosys · · Score: 1

      Though I doubt it would run perceptibly faster in this situation. Creating a torrent file only takes a couple of seconds.

  3. Very cool! by Daysaway · · Score: 1

    I would like to see an analysis of the original Sonic the Hedgehog's first stage. No matter how many times I play it, it seems exactly the same. I wonder how many variations there actually are!

    --
    Colonel Cranium this is Rectal Reconnaissance, we are on a collision course sir, Abort Abort!
    1. Re:Very cool! by gangien · · Score: 1

      i was just glad to some noob get pwned during the video. and I think i have a trademark on the going to uper left with missles on the volcano part

  4. Insanit-ay by Psycosys · · Score: 1

    So, that video made me wonder. Are there any multiplayer sidescrolling space shooters that allow up to 15 players to have a go at a level at once? That would be awesome!

    1. Re:Insanit-ay by Doctor+Ian · · Score: 1

      The most that I know of is four players simulataneous in Giga-Wing 2.

      --
      Trust me, I'm a doctor.
  5. Stastical Analysis by queenb**ch · · Score: 2, Insightful

    It would seem to me that you'd need a sample size bigger than 15 in order to be considered "stastically significant". I would recommend conducting such tests with a far larger group of testers, or at least with the same people more than once so that you gather enough results to be somewhat conclusive.

    2 cents,

    Queen B

    --
    HDGary secures my bank :/
    1. Re:Stastical Analysis by benzapp · · Score: 1

      You obviously haven't studied statistics. We predict presidential elections by surveying 400 people in a country of 280 million. This is far less complex, and there are far fewer variables.

      --
      I don't read or respond to AC posts
    2. Re:Stastical Analysis by Jerf · · Score: 1

      Ah, so you're the Slashdot poster that sees the word "statistics" and bitches about sample size almost like a reflex, regardless of whether the concept even makes any sense in context.

      Who cares about "statistical significance"? Were you actually planning on using this data to come to some sort of conclusion of any importance? I sure hope that in your world, this is not terribly useful data!

    3. Re:Stastical Analysis by porcupine8 · · Score: 1

      Yeah, the only thing standing between these results and real-world usefulness is statistical significance. That may keep it from making it into an academic journal, y'know.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    4. Re:Stastical Analysis by cafeman · · Score: 1

      You obviously haven't studied statistics. We predict presidential elections by surveying 400 people in a country of 280 million. This is far less complex, and there are far fewer variables.

      Well, if you're measuring one variable (time in this case), you need roughly 30 samples to approach a representative distribution. The variance may still be pretty high, but you're at least approaching the true population mean once you're past 30. Close enough to work with for this example, anyway.

      Presidential elections are a binomial problem and typically one where the outcome is extremely close and important. So, you want to increase the power of the test as much as possible, hence the (relatively) large sample size. When you're talking about a margin of error of less than +-2% ideally, you're talking pretty large sample sizes. FWIW, a sample of 400 on yes/no question will give you a margin of error in the order of +-5% on the response distribution. To get to +-2% (assuming representative stratified sampling), you need to sample approximately 2,000 people.

      --
      This is your life, and it's ending one minute at a time.
    5. Re:Stastical Analysis by fafalone · · Score: 1

      There's absolutely no reason a sample size of 15 can't produce statistically significant results. When computing whether a result is significant, sample size is taken into account with the other factors to produce the result, and 15 is sufficiently large to pick up major effects. I'm getting tired of having to explain how basic statistics works on a computer/technology site.

    6. Re:Stastical Analysis by benzapp · · Score: 1

      I have to say the greatest tragedy of your post is the de facto assumption that presidential elections are binomial problems...

      --
      I don't read or respond to AC posts
    7. Re:Stastical Analysis by cafeman · · Score: 1

      I have to say the greatest tragedy of your post is the de facto assumption that presidential elections are binomial problems...

      Rightly or wrongly, most pollsters frame the questions as binomial and ignore the marginals. So, if you're in the US, it's Republican vs. Democrat. If you're in Australia, it's Labor vs. Liberal. It's funny that you point it out though - I didn't even pick that up. I just thought of the easiest real-world example I could think of. It's a bit of a sad comment on our electoral process, isn't it.

      --
      This is your life, and it's ending one minute at a time.
  6. Re:Corrupt video? by queezle · · Score: 0, Redundant

    I've got 9.21 MB so far of 25.81 MB, only downloading at ~10 KBs :(

  7. Torrent by Yonatanz · · Score: 2, Informative

    The full 26Meg file, in a decentralized azureus torrent:

    dht://1ACB2F69B008DAA48210AE53C3B96A8DE88C7B55.dht /announce

    Have fun!

  8. Another interesting "average" by Jerf · · Score: 3, Interesting

    Another interesting "average", though technically harder to pull off, would be to get 15 players simultaneously watching the same game in real-time, "averaging" in some reasonably manner the 15 inputs coming in, and feeding that to the game. It would be interesting to see if it sucks, or manages to play better than the individuals, or what.

    1. Re:Another interesting "average" by grumbel · · Score: 3, Insightful

      Depends, if the players try to do the same thing the average would probally be a almost perfect play of doing whatever the players were doing. If however one player decides dodge a rock by flying over it and another by flying under it, well, the average rams them directly into the block, not so good.

    2. Re:Another interesting "average" by Westacular · · Score: 1

      That's actually closer to the original idea in the insertcredit.com thread from which the linked article evolved.

    3. Re:Another interesting "average" by Jerf · · Score: 1

      That would just be part of the fun. :)

  9. Interesting by Deliveranc3 · · Score: 1

    I had never played a football game before so one day I played a friend of mine. Huge football fan and really into the electronic games.

    Now this one was pretty standard fare you choose a play they run it, you throw to the player, now after watching for a while it became obvious that it was totally scripted, each receiver would be open at a set point in their run and you throw them the ball.

    When I mentioned it was simply a matter of watching 2 receivers (maybe the blitz is too quick for the first one) and hitting the right button it made him really upset. He was totally commited to the idea that each play was unique with the game generating random behaviour.

    People who play a lot of one game get a really good idea of how it's going to act given any stimulus, what this movie shows is how the game uses semi random behaviour in conjunction with scripted behaviour to give the illusion of thought.

    On the one hand it's cool to show how to make a game seem to react like it's thinking... on the other, we haven't come far from pong.

  10. Life Force by Anonymous Coward · · Score: 0

    This is very interesting. I played a game almost identical to this on the NES called "Life Force". Can anyone shed some light on why "Life Force" and "Gradius" look nearly identical?

    1. Re:Life Force by Anonymous Coward · · Score: 1, Informative

      Life Force was the sequel.

    2. Re:Life Force by T23M · · Score: 3, Informative

      Actually, Life Force was NOT the sequel, but a new series entirely (known as Salamander in Japan). Gradius II was a Japan-only Famicom release in late 1988; the next Gradius game to come Stateside was Gradius III for the SNES.

  11. Are you kidding me? by Jafafa+Hots · · Score: 1

    Someone is just now discovering "the pattern?!"

    Anyone who played these games KNOWS its not a matter of "figuring out how to outsmart or out-maneuver the end-level boss..."

    It's always been just a matter of memorizing the pattern. Like, no shit.

    --
    This space available.
    1. Re:Are you kidding me? by Anonymous Coward · · Score: 2, Interesting
      'Anyone who played these games KNOWS its not a matter of "figuring out how to outsmart or out-maneuver the end-level boss..."

      It's always been just a matter of memorizing the pattern. Like, no shit.'


      From TFA:
      "What first caught my eye when compiling the video, which came as a complete shock, was that the end boss wasn't set on a absolute path! Instead, it responds and reacts to the player's actions. Now perhaps this isn't a surprise to all those Gradius pros out there, but I was pretty impressed to see that sort of action from such an old game. In one of the tracks, the boss actually sits at the bottom of the screen, waiting to respond to the player's next move."
  12. Disassemble by Dan+East · · Score: 2, Insightful

    Why not disassemble the game and take a look at what the program is designed to do?

    Dan East

    --
    Better known as 318230.
    1. Re:Disassemble by mee+Ronn · · Score: 1

      This isn't about what the program is designed to do, it's about how people play the game. Ripping apart the code can't tell you anything about that.

  13. 15 players by Anonymous Coward · · Score: 0

    I think having 15 people on the same screen might create confusion, unless all the other players are faded and in the same color, or something like that.

  14. Mark me troll! I dare you! by bunbuntheminilop · · Score: 0

    The movie is very pretty, and its a step in the right direction. This sort of thing should be done much more.

    However, 15 is not significantly significant. In fact, having an average time or counting who took the pickup doesn't really say much. In fact, the whole article doesn't say much because it needs a hypothesis.

    I remember some retail outlets mapping the path people took in their stores in order to optimise product placement. That sort of thing could be done easily to create intuitive environments.

    Or maybe its already being done.

    $0.02

  15. Azureus by atrader42 · · Score: 1

    If the dependencies aren't too heavy, Azureus can be gotten as a binary. Unfortunately, my Gentoo box isn't booted right now, so I don't have the exact name, but you should be able to find the package without much trouble. Otherwise, thanks for sharing your bandwidth with Slashdot.

  16. Interesting, but nothing new... by MaWeiTao · · Score: 1

    I've noticed for years that most console games follow a predictable pattern. The same enemies are always going to be in the same place every time a player runs through a level. These games perform predetermined actions actions at set times. PC games have generally offered more randomization and AI. I assume it's due to a lack processing power in consoles.

    In recent years that has changed, but console developers still seem to have the habit of resorting to predictable patterns. While it adds a puzzle-type element to games it does make the game feel less dynamic. It probably requires less effort on the part of the developer and likely is easier to ensure good gameplay balance.

    Anyway, seeing these patterns in those old games, while somewhat interesting, is no surprise. It also means that players are likely to handle encounters in generally the same way as there is really little effective alternative. There is generally an single optimal way through a game. Deviate from that path and you'll be met with varying levels of success, or failure.

    1. Re:Interesting, but nothing new... by Anonymous Coward · · Score: 0

      Holy crap.

      Mike Tyson's punchout was the best thing ever, and that was all patter recognition.

      EVER! Except for super punch out.

      OMFG. Pls get me the next punchout.

      EVER!1!

  17. bayesian learning-derived gamebots by Anonymous Coward · · Score: 0

    If you want another example of statistical analysis in games, see this paper:

    Is Bayesian Imitation Learning the Route to Believable Gamebots?

    http://www.cs.yorku.ca/LAAV/pubs/file_BayesianImit ation.pdf

    Abstract:

    As it strives to imitate observably successful actions, imi-
    tation learning allows for a quick acquisition of proven be-
    haviors. Recent work from psychology and robotics sug-
    gests that Bayesian probability theory provides a mathemat-
    ical framework for imitation learning. In this paper, we in-
    vestigate the use of Bayesian imitation learning in realizing
    more life-like computer game characters. Following our gen-
    eral strategy of analyzing the network traffic of multi-player
    online games, we will present experiments in automatic im-
    itation of behaviors contained in human generated data. Our
    results show that the Bayesian framework indeed leads to
    game agent behavior that appears very much human-like.

  18. **Note: by Odin_Tiger · · Score: 1

    Did submitter not read the footnote for '**'? That player didn't win in 10.01 seconds, they died halfway through the level. Didn't you find it odd that the fastest time also had the lowest score? I can understand people replying who don't do it, but I would think that at least the submitter could take the time to RTFA.

    --
    Unpleasantries.
    1. Re:**Note: by mee+Ronn · · Score: 1

      What? Those times aren't how long it took to beat the stage. Didn't you find it odd the the slowest time was only 27.30 seconds? The video is almost three minutes long. Those are listed as boss times, i.e. the time it takes to defeat the boss. The player that died halfway through the level doesn't have a boss time because they never made it.