Updated · By Pete Bromfield, former Head of Maths with IB examining experience

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?

Make it yours, then agree it with your teacher.

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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

Where the data comes from

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

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.

Which course is it for?

CourseFitMaths to lean on
AA SLGood fitGeometric distribution: mean, variance, percentiles; Cumulative probability and logarithms
AA HLGood fitGeometric distribution: mean, variance, percentiles; Cumulative probability and logarithms
AI SLGood fitGeometric distribution: mean, variance, percentiles; Cumulative probability and logarithms
AI HLGood fitGeometric distribution: mean, variance, percentiles; Cumulative probability and logarithms

Level: Solid. Needs some independent work beyond class examples. See how the IA differs between AA and AI, SL and HL.

How this idea reaches the top bands

Reflection (D)

For this idea, start with the weak points: assuming the published rate without checking your data; and confusing mean and median. Say how each one affects your answer.

Use of mathematics (E)

SL: geometric distribution: mean, variance, percentiles; cumulative probability and logarithms; truncated distributions with a pity rule; expected cost, each explained in your own words and carried out correctly.

How games & puzzles explorations reach the top bands in general: Games & puzzles IA ideas. Guides: A · B · C · D · E · self-grade sheet.

Taking it further

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

Extending it for HL

Add an HL technique the question genuinely needs: what an HL games & puzzles exploration adds.

Frequently asked questions

Which IB Maths course is this IA idea for?

It works for AA SL, AA HL, AI SL and AI HL. We rate it Solid: it needs some independent work beyond class examples.

What mathematics does this IA use?

Geometric distribution: mean, variance, percentiles, cumulative probability and logarithms, truncated distributions with a pity rule and expected cost.

Where can I get data for this IA?

Use a game's published drop rates; optionally record your own attempts. Checked sources and tools: Desmos graphing calculator.

Turn this idea into your IA

The planner opens with “How many attempts until the rare item? Drop rates and pity systems” filled in: the question, the maths and the data sources.

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