IA idea · Games & puzzles
How many attempts until the rare item? Drop rates and pity systems
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.
- Desmos graphing calculator — Free graphing and regression (y₁ ~ ax₁ + b) — fit models to your data and show residuals.
A possible outline
- Explain the geometric model and independence.
- Compute mean, median and 90th percentile.
- Add a pity rule and recompute.
- Compare expected cost with and without pity.
- 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?
| Course | Fit | Maths to lean on |
|---|---|---|
| AA SL | Good fit | Geometric distribution: mean, variance, percentiles; Cumulative probability and logarithms |
| AA HL | Good fit | Geometric distribution: mean, variance, percentiles; Cumulative probability and logarithms |
| AI SL | Good fit | Geometric distribution: mean, variance, percentiles; Cumulative probability and logarithms |
| AI HL | Good fit | Geometric 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.
See a complete IA, marked
How long does a game of Snakes and Ladders last on my grandmother's board? (AI HL) is a complete games & puzzles exploration, marked on every criterion.
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
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