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Three Statistical Tests Every Game Developer Should Know

What the talk says

From the Bayesian A/B testing talk (https://www.youtube.com/watch?v=-OfmPhYXrxY), two rules ride along: stopping the first time p falls under 0.05 inflates false positives (ten looks, "a factor of five" in that talk, after Evan Miller), and each extra variant adds to the false-positive rate (two treatments: 1 - 0.95² = 9.75%).

What the kit took

Measured (StatsTests, seeded)

What Result
Monocle example, 160 per group (inferred: 8/160 = 5%, 19/160 = 11.9%) RR 2.375, 95% CI 1.071 to 5.267, p 0.033; difference 6.875 points, CI 0.83 to 12.92, p 0.027
4,000 comparisons with no real difference Welch (5 vs 5, unequal spread) 4.8%, paired (6) 5.2%, Mann-Whitney exact (8 vs 8) 4.3%; Welch's statistic read on the normal curve: 10.0%
Ten looks of 100 players per group at 10% conversion, 2,000 A/A tests stop at first p < 0.05: 18.9% false positives; read once at the end: 5.2%
BinomialTolerance(0.3, 10000) 0.9 points at 95%; 1.5 points at the default 1 in 1,000; 1.8 points for ten groups

The RR interval differs slightly from the talk's 1.08 to 5.25: the talk's macro is not shown, and the Katz log interval on 8/160 and 19/160 gives 1.071 to 5.267. The difference interval matches the talk, which is what fixes 160 per group.

Not taken