Tyler Sigman writes at Gamasutra about how to use propabity theory to inform game design in Plundering the Seas of Probability:
So it occurred to me that Longship had some good examples of applied probability theory in game design. So I’ve decided to share the design process I used for some of the game mechanics, in hopes that it will be passably interesting.
With the quick glance, the piece seems to be solid and informative.
