IA idea · Games & puzzles

How many attempts until the rare item? Drop rates and pity systems

AA SLAA HLAI SLAI HL Solid Also in: Probability, Finance

Research question

For a game with a published drop rate p, how many attempts are needed on average and in the unluckiest 10% of cases, and how does a “pity” guarantee after N attempts change the expected cost?

Adapt it: change the place, the data or the comparison until the question is yours.

Why it makes a good exploration

Many games publish drop rates; few players understand what they imply. The geometric distribution answers “how many tries?” and pity systems give a modified distribution worth analysing — with clear consumer implications.

The mathematics you'll need

  • Geometric distribution: mean, variance, percentiles
  • Cumulative probability and logarithms
  • Truncated distributions with a pity rule
  • Expected cost

Course labels show where a technique sits; using maths from outside your course is fine if you explain it clearly and say it is new to you.

Where the data comes from

Use a game's published drop rates; optionally record your own attempts.

Cite every source in a footnote where you use it and in your bibliography. Check the licence of any dataset you download.

A possible outline

  1. Explain the geometric model and independence.
  2. Compute mean, median and 90th percentile.
  3. Add a pity rule and recompute.
  4. Compare expected cost with and without pity.
  5. Reflect on regulation and player psychology.

Pitfalls that cost marks

  • Assuming the published rate without checking your data.
  • Confusing mean and median.
  • Ignoring independence assumptions.

Showing personal engagement

  • Use a game you play.
  • Test the published rate with your own records.
  • Discuss whether loot boxes are gambling.

See Criterion C: personal engagement for what examiners look for.

Taking it further

Model a soft pity system where the probability rises after each failure.

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