Mostly I am having a brain fart. Working on a game and wanted to use logistical curve for the experiance gain of skill levels. Idea is to create a system the reflects natural learning; early on you are too ignorant to learn quickly needing to learn the terms/basic concepts, from beyond that you learn pretty quickly until you reach a point requiring specialization which it slows and takes VERY SPECIFIC training and purpose.

I'm used to the very basic example of the curve f(x)=1/1+e^-k(x-xo)

Easy enough to shift the curve over to the midpoint I want. And I can alter the steepness of the actual curve. When I get into stretching out how it acts though I get bit lost. There are several versions of the equation. I'm not sure which would best fit. Which would allow the best for this.

I would like there to be a slow exponintal growth from values that give y=~0=20 y=~21-60 or 75 I would like it to progress faster, requiring less increase in x for it to go higher. At values y=75+ I would like it to require SIGNIFICANTLY higher values actually approaching but never reaching 100.

This will then translate to x=current experience points, and y=percent known in the skill

here: https://en.wikipedia.org/wiki/Generalised_logistic_function

there are several versions of the equation. And I've never had a class that covers this. My knowledge is self taught. So i'm not sure how or why each is derived and what the long term effects/results could be at high experience values (obviously eventually Ill have a rounding error that gives out y=100)

Taking the time to try out each equation in the pretty poor graphing calculators online are tedious, and dont give the depth of knowledge I might end up needing (not to mention the time to get it set to values I really want) So just gentle push in the right direction to aid in efficiency would be appreciated.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.