A dice table is a direct translation of a gaming table from a book, where the table has a stated dice expression, and each entry has a numeric range. Most tables can now be taken as is from published sources. Also, if a message from a randomly rolled table contains a dice expression, like Found 2d8 scrolls, the expression is automatically substituted. Finally if a message contains something like: You found a [wolf/fox/badger]. The displayed message will only include on of those entries.
331 lines
14 KiB
Org Mode
331 lines
14 KiB
Org Mode
#+title: Frequency Tables for Games
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#+author: Howard X. Abrams
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#+email: howard.abrams@gmail.com
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#+FILETAGS: :org-mode:emacs:rpgdm:
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#+STARTUP: inlineimages yes
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#+PROPERTY: header-args:emacs-lisp :tangle ../rpgdm-tables-freq.el :comments no
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#+PROPERTY: header-args :eval no-export
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#+PROPERTY: header-args :results silent
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#+PROPERTY: header-args :exports both
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#+BEGIN_SRC emacs-lisp
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;;; rpgdm-tables-freq.el --- Rolling dice for choosing items from Tables -*- lexical-binding: t; -*-
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;;
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;; Copyright (C) 2021 Howard X. Abrams
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;;
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;; Author: Howard X. Abrams <http://gitlab.com/howardabrams>
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;; Maintainer: Howard X. Abrams <howard.abrams@gmail.com>
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;; Created: February 5, 2021
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;;
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;; This file is not part of GNU Emacs.
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;;
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;;; Commentary:
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;;
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;; This file contains the source code, but the concept behind what I'm
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;; calling random frequency tables is a bit complex, so I recommend looking
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;; at the original file in `docs/rpgdm-tables-freq.org'.
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#+END_SRC
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* Introduction
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While the majority of my tables are simple lists to choose a random element, some lists should return /some elements/ more often than /other elements/. While that sounds great in a sentence, I need to actually code what I mean. I call them /frequency tables/ and they look something like my Faction Encounter table:
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| Church of Talos :: Worshipers of the god of storms and destruction. | scarcely |
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| City Watch :: Members of the Waterdeep constabulary. | often |
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| Cult of the Dragon :: Cultists who venerate evil dragons. | seldom |
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| Emerald Enclave :: Alliance of druids and rangers sworn to defend the wilds from evil. | seldom |
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| Enclave of Red Magic :: Thayan mages who often smuggle slaves into Skullport. | sometimes |
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| Force Grey :: League of heroes sworn to protect Waterdeep. | often |
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| Halaster’s Heirs :: Dark arcanists trained at a hidden academy within Undermountain | rarely |
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| The Kraken Society :: Shadowy group of thieves and mages who serve a kraken master. | rarely |
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While I have over 50 factions running around my Waterdeep campaign, I would assume my players would run into the City Watch more often than the delusional members of the /Kraken Society/.
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While I am using the following code, I would like to explain it better, so until that happens, I'm not really advertising this page.
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* Parsing a Frequency Table
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Unlike a normal list, we should have two columns, where the first is the item and the second determines the frequency. My =rpgdm-tables--line-parse= regular expression is already available to parse, and return two groups, so we can create a predicate:
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-tables-freq-table? ()
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"Return non-nil if current buffer contains a frequency table"
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(goto-char (point-min))
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(re-search-forward rpgdm-tables--line-parse nil nil)
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(match-string 2))
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#+END_SRC
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You'll notice that this predicate is not a /pure function/, as it scans the current buffer, leaving the initial match in the /hopper/, so the parsing function called next, can /make an assumption/, and to immediately grab that =match-string= and then parse the rest of the buffer.
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The =rpgdm-tables--parse-as-freq-table= will return a =hash-table= where the /keys/ are the frequency labels, like =often= or =common=, and the /values/ will be the list of items of that frequency.
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First, grab the previously matched entry and store them, and then with each successive match, append them (via =cons=) to whatever list is already there.
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-tables--parse-as-freq-table ()
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"Return hashtable of lines matching `rpgdm-tables--line-parse'.
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The keys in the hashtable are the tags from the file, and the
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values will be a list of matching entries of that tag.
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For instance, the file:
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- salt :common:
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- silver :rare:
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- gold :rare:
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- pepper :common:
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Would return a hashtable containing:
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rare: [gold silver]
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common [salt peper]"
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;; Create a hash, populated it, and return it:
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(let ((results (make-hash-table :test 'equal))
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(entry (match-string-no-properties 1))
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(tag (match-string-no-properties 2)))
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;; Store initial match from parent call:
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(puthash tag (list entry) results)
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(while (re-search-forward rpgdm-tables--line-parse nil t)
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(let* ((entry (match-string-no-properties 1))
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(tag (match-string-no-properties 2))
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(prev-list (gethash tag results)))
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(puthash tag (cons entry prev-list) results)))
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;; Combine the sublists of equivalent tags:
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(rpgdm-tables--merge-frequencies results)))
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#+END_SRC
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The previous function needs to massage the hash table a wee bit. I feel that I might write the frequency label, =scarce= one time, and =scarcely= another time. Why not allow this, but then /merge/ them:
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-tables--merge-frequencies (table)
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"Combine the values of equivalent table-tags in TABLE.
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A table, read as a hash table, may have similar, but equal tags.
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For instance, `veryrare' and `very-rare' are the same."
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(let* ((table-tags (rpgdm-tables--which-tag-group table))
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(tags (-map 'rest table-tags))) ; Ignore all the numbers
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(dolist (subtag-list tags)
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(unless (= 1 (length subtag-list))
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(let ((keeper (first subtag-list)))
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(dolist (tag (rest subtag-list))
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(puthash keeper (append (gethash keeper table)
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(gethash tag table)) table)
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(remhash tag table)))))
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table))
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#+END_SRC
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* Frequencies as Weights
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However, choosing an element in a hash of tags seems ... challenging. This is because I want the tags to somehow add a particular weight to the randomness. Not a complete standard distribution (bell curve), but a little more favor to some items. For instance, labeling something =common= should show more often than =uncommon=.
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Choosing an item from a hash table is a complicated algorithm that may not be as obvious by reading the code, so let's describe this with an example. Assume we have the following frequency table with a /relative weight/ for each tag:
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- often : 4
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- seldom : 3
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- scarely : 2
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- rarely : 1
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Is coded with the following list of lists:
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#+BEGIN_SRC emacs-lisp :results silent :tangle no
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((4 "often")
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(3 "seldom" "sometimes")
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(2 "scarcely" "scarce" "hardly ever")
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(1 "rarely"))
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#+END_SRC
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Read this as: /we should have 4 times as many items labeled "often" as "rarely"./
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So we use the function, =rpgdm-tables--table-distribution= to make a
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table-specific tag list, usually called =table-tags=, where:
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#+begin_quote
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each weight = the number of items * relative weight
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#+end_quote
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So if we had 11 items in the table tagged as "often", and 8 rare
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items, we would have a tag table as:
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#+BEGIN_SRC emacs-lisp :results silent :tangle no
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((44 "often") (27 "seldom") (22 "scarcely") (8 "rarely"))
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#+END_SRC
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Granted, English tags and their relative weights are hard-coded at the moment.
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But this really should just be part of the file, perhaps as a buffer-local variable?
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#+BEGIN_SRC emacs-lisp
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(defconst rpgdm-tables-tag-groups
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'(((12 "common")
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(7 "uncommon")
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(4 "rare")
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(2 "veryrare" "very-rare" "very rare")
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(1 "legendary"))
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((4 "often")
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(3 "seldom" "sometimes")
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(2 "scarcely" "scarce" "hardly ever")
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(1 "rarely"))))
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#+END_SRC
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* Choosing an Item
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-tables--choose-freq-table (table)
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"Select item from a hash TABLE.
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Note that tables stored in a hash table have weight keys and a list
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of items associated with that weight."
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(let* ((table-tags (rpgdm-tables--table-distribution table))
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(tag (rpgdm-tables--choose-tag table-tags)))
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(seq-random-elt (gethash tag table))))
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(defun rpgdm-tables--relevel-table (table tag)
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"Given a TAG of a hash TABLE, return new relative level.
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The new value is based on the original weight, e.g. 4 and the
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number of items of that particular tag.
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Note: This is a helper function for `rpgdm-tables--table-distribution'."
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(let* ((name (second tag))
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(items (gethash name table))
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(weight (first tag))
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(new-weight (* weight (length items))))
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(list new-weight name)))
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(ert-deftest rpgdm-tables-relevel-table-test ()
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;; Need to make a fake table, so we will just have a single entry in this
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;; table, with a tag of "often". We'll specify that the weight for this should
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;; be 4, and we'll store 10 items under that tag:
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(let* ((table (make-hash-table :test 'equal))
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(tag "often")
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(tag-weight-tuple (list 4 tag)))
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(puthash tag (number-sequence 1 10) table)
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(should (equal (list 40 tag)
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(rpgdm-tables--relevel-table table tag-weight-tuple)))))
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(defun rpgdm-tables--table-distribution (table)
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"Return a relative frequency tag group for a given TABLE.
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Works by running map over the table's tags through the
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`rpgdm-tables--relevel-table' helper function."
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(let ((table-tags (rpgdm-tables--which-tag-group table)))
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(--map (rpgdm-tables--relevel-table table it) table-tags)))
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(defun rpgdm-tables--sum-tag-weights (tags)
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"The TAGS is a list of lists where the first element is a numeric weight.
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Using `-reduce' allows us to sum these, but we need to make sure that the
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first element of our list is our initial condition, so we `cons' a 0 onto
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the start."
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(--reduce (+ acc (first it)) (cons 0 tags)))
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(ert-deftest rpgdm-tables--sum--tag-weights-test ()
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(let ((weighted-tags
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'((44 "often") (27 "seldom") (22 "scarcely") (7 "rarely"))))
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(should (= 100 (rpgdm-tables--sum-tag-weights weighted-tags)))))
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(defun rpgdm-tables--find-tag (roll tag-list)
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"Given a ROLL as a level in TAG-LIST, return matching tag.
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The matching is based on the weight. A million ways to do this,
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but stepping through the list of tags to see roll is in that
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,*window*, and if not, both move to the next tag, as well as
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decrement the ROLL value."
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(cl-loop for (num-elems tag) in tag-list do
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;; (message "Comparing %d <= %d for %s" roll num-elems tag)
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(if (<= roll num-elems)
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(return tag)
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(decf roll num-elems))))
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(ert-deftest rpgdm-tables--find-tag-test ()
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(let ((weighted-tags
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'((44 "often") (27 "seldom") (22 "scarcely") (7 "rarely"))))
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(should (equal "often" (rpgdm-tables--find-tag 1 weighted-tags)))
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(should (equal "often" (rpgdm-tables--find-tag 44 weighted-tags)))
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(should (equal "seldom" (rpgdm-tables--find-tag 45 weighted-tags)))
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(should (equal "seldom" (rpgdm-tables--find-tag 71 weighted-tags)))
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(should (equal "scarcely" (rpgdm-tables--find-tag 72 weighted-tags)))
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(should (equal "scarcely" (rpgdm-tables--find-tag 93 weighted-tags)))
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(should (equal "rarely" (rpgdm-tables--find-tag 94 weighted-tags)))
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(should (equal "rarely" (rpgdm-tables--find-tag 100 weighted-tags)))))
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(defun rpgdm-tables--choose-tag (tags)
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"Select random tag from TAGS in `rpgdm-tables-tag-groups'.
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Uses helper function, `rpgdm-tables--find-tag'."
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(let* ((upper-limit (rpgdm-tables--sum-tag-weights tags))
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(roll (rpgdm--roll-die upper-limit)))
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;; (message "Rolled %d on %d" roll upper-limit)
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(rpgdm-tables--find-tag roll tags)))
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#+END_SRC
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#+RESULTS:
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: rpgdm-tables--choose-tag
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* Match Table with Tag Group
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-tables--which-tag-group (table)
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"Return the tag table-tags associated with TABLE."
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(let (results
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(tag (first (hash-table-keys table))))
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(dolist (table-tags rpgdm-tables-tag-groups results)
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(let ((tag-list (->> table-tags
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(-map 'rest) ; Drop the numeric weight from each sublist
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(-flatten))))
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(when (-contains? tag-list tag)
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(setq results table-tags))))))
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#+END_SRC
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* Validating my Assumptions
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Let's attempt to test our code and its theories.
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The function repeatedly selects items from a table randomly, and returns a hash of the number of times each element was selected ...
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#+BEGIN_SRC emacs-lisp
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(defun rpgdm-tables-validate (&optional table-name iterations)
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"Return results randomly choosing many items from TABLE-NAME.
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Calls `rpgdm-tables-choose' a number of ITERATIONS (defaults to 500)."
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(unless iterations (setq iterations 500))
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(unless table-name
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(setq table-name "test-subject")
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(puthash table-name (make-hash-table :test 'equal) rpgdm-tables)
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(setf (gethash "often" (gethash table-name rpgdm-tables))
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'(o1 o2 o3 o4 o5 o6 o7 o8 o9 o0))
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(setf (gethash "seldom" (gethash table-name rpgdm-tables))
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'(s1 s2 s3 s4 s5 s6 s7 s8 s9 s0))
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(setf (gethash "scarcely" (gethash table-name rpgdm-tables))
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'(l1 l2 l3 l4 l5 l6 l7 l8 l9 l0))
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(setf (gethash "rarely" (gethash table-name rpgdm-tables))
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'(r1 r2 r3 r4 r5 r6 r7 r8 r9 r0)))
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(let ((accumulator (make-hash-table :test 'equal)))
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(dotimes (i iterations accumulator)
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(let* ((item (rpgdm-tables-choose table-name))
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(item-name (first (s-split " :: " item))))
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(incf (gethash item-name accumulator 0))))
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accumulator))
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#+END_SRC
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Since we are randomly selecting items, even over large iterations, one can see =scarcely= appear almost as much as items labeled =often=. However, if we first sort the data:
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#+begin_example
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"o1" 35 "o2" 31 "o3" 38 "o4" 44 "o5" 43 ...
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"s1" 35 "s2" 38 "s3" 29 "s4" 28 "s5" 26 ...
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"l1" 26 "l2" 20 "l3" 19 "l4" 19 "l5" 26 ...
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"r1" 10 "r2" 7 "r3" 8 "r4" 5 "r5" 13 ...
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#+end_example
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And then calculate the average of each _level_, we see that the items occur as we would expect:
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#+BEGIN_SRC emacs-lisp :results silent :tangle no
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(/ (+ 35 31 38 44 43) 5) ; -> 38
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(/ (+ 35 38 29 28 26) 5) ; -> 31
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(/ (+ 26 20 19 19 26) 5) ; -> 22
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(/ (+ 10 7 8 5 13) 5) ; -> 8
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#+END_SRC
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Good enough for now.
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#+BEGIN_SRC emacs-lisp
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(provide 'rpgdm-tables-freq)
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;;; rpgdm-tables-freq.el ends here
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#+END_SRC
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# Local Variables:
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# eval: (add-hook 'after-save-hook #'org-babel-tangle t t)
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# End:
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