チュートリアル/ウマ

提供: Minecraft Wiki
移動先: 案内検索

Because of the way new horses are created, it becomes increasingly harder to breed better horses as the horses get better.

Measuring[編集 | ソースを編集]

体力[編集 | ソースを編集]

HUDを見ることで確認できる。

ジャンプ力[編集 | ソースを編集]

馬のジャンプ力は0.4から1.0までの内部データが設定され、(一般的に1.0から5.5ブロックと思われているが)約1.25から5.88ブロックに対応する。 この測定具は非常に単純である。段々に高くなる平行な壁を3ブロックずつ離して作り、最も低い壁から順に飛び越えれなくなるまで壁を飛び越える。飛び超えれることのできる最大の壁の高さが馬の最大ジャンプ力である。半ブロック積雪を使用することで1ブロック未満の高さを作ることができる。

Internal max jump conversion
Internal units 0.4 0.5 0.6 0.7 0.8 0.9 1.0 player
blocks 1.250 1.625 2.225 3.125 3.875 4.875 5.875 1.125

速さ[編集 | ソースを編集]

速さは最も測定が難しい属性である。馬の速さは0.1125から0.3375の内部データが設定されている。馬の速さはレッドストーンリピーターのロックを利用した遅延で測定することができる。非常に長いリピーターのチェーンを作るのである。

Use a piston to hold back the horse. Connect redstone such that the piston releases the horse at the same time as a pulse starts down the repeater chain. At the end of a certain amount of blocks (~45 or so), add pressure plates, which are usually more consistent than tripwire. When these pressure plates are activated, use a long string of redstone to lock every repeater in the chain. This will "freeze" the chain and the pulse that started at the beginning will be frozen in place. You can mark the repeater where the pulse is frozen with a block.

Keep in mind that you may need repeaters to lengthen the signal enough to lock the entire repeater chain, which will introduce a delay. You can account for this delay by adjusting the delay of the repeaters used for locking. As long as all the repeaters lock at the exact same time, the device will work.

Also keep in mind that for the results to be consistent, you must be going perfectly straight every time. You can do this by opening F3 mode and looking at the "facing" label, which shows a numerical value for your camera angle. You can temporarily decrease your mouse sensitivity through the controls to align yourself perfectly.

This device cannot measure the horse's exact speed in blocks/second, but can accurately measure its speed relative to other horses. Aside from server lag, it is incredibly consistent and can be used for accurate comparisons.

Internal speed conversion
Internal units 0.1125 (min) 0.1688 0.2250 0.2813 0.3375 (max) 1.0000 (reference)
blocks/s 4.85 7.28 9.70 12.13 14.55 43.10

Breeding difficulty[編集 | ソースを編集]

ファイル:Breedingdifficulty.png
Horses breeding gets increasingly hard as you progress, as shown in this example for jump height.

Breeding two horses creates a new horse by averaging the two parent horses with a randomly generated horse. An average/arithmetic mean will always be less than the highest number being averaged, unless all numbers are identical.

By this logic, a perfect horse can be bred if the randomly generated horse is perfect, and both parent horses are perfect, in which case the average of the three perfect horses will be a perfect horse. By extension, without two perfect horses, a perfect horse cannot be bred.

Breeding difficulty
Attribute of both Parents Chance of getting better horse Maximum child
Jump Health Speed Jump Health Speed
0.40 (1.25m) 15 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 0.1125 100% 0.60 20 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg) 0.1875
0.55 (2.00m) 18 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg) 0.1686 (7.3m/s) 75% 0.70 22 (Heart.svg × 11) 0.2250
0.70 (3.13m) 22 (Heart.svg × 11) 0.2250 (9.7m/s) 50% 0.80 24 (Heart.svg × 12) 0.2625
0.85 (4.38m) 26 (Heart.svg × 13) 0.2813 (12.1m/s) 25% 0.90 27 (Heart.svg × 13.5) 0.3000
1.00 (5.88m) 30 (Heart.svg × 15) 0.3375 (14.6m/s) 0% 1.00 30 (Heart.svg × 15) 0.3375

After 3.13 blocks jump, 11 hearts, or 9.7 blocks/second speed, any future breeding will have a higher chance of producing a worse child than a better one. Because the range of horses that are better than a given horse gets narrower as the horse gets better, the likelihood of breeding a horse in that range of better horses also gets linearly narrower as the horse gets better, and as a result, the actual number of breed attempts necessary to likely get a better horse increases exponentially, until a fully perfect horse is unattainable, as shown in the table.

This graph shows what jump strength a player should expect their best horse to have after repeatedly breeding their two best horses together up to 1,000 times. The blue line shows the average jump strength of the best horse and the chances of the horse's jump strength being within the red lines is 95%.

Optimal Breeding Scheme[編集 | ソースを編集]

The optimal breeding scheme is that you start with two parent horses and breed them, and if the child is stronger than the weakest horse, replace the weakest horse with the child. Each time a child is produced counts as "1" breeding attempt, regardless of whether it replaces a parent or is discarded.

This breeding scheme proves difficult to model mathematically because probabilities cascade with every attempt, so the following tables show consistent experimental data over 420,000 trials per table. If both parents have the attribute listed in the "Both parents," the following lists the number of children produced before the target is reached).

Note that since the maximum value is impossible to achieve via breeding, it is omitted.

Jump (0.4–1.0)
Target Both parents
0.4 0.5 0.6 0.7 0.8 0.9
0.5 1
0.6 4 2
0.7 7 6 3
0.8 14 13 11 7
0.9 36 34 32 29 22
0.95 78 77 75 71 64 44
0.99 404 403 400 394 390 368
Health (15–30)
Target Both parents
15 18 21 24 27 28
16 1
18 2
20 3 2
23 8 6 3
26 20 18 15 9
28 46 45 42 36 19
29 100 98 95 89 73 56
Speed (0.1125–0.3375)
Target Both parents
0.1125 0.15 0.2 0.25 0.3 0.33
0.125 1
0.15 1
0.2 4 3
0.25 11 10 7
0.3 36 34 31 25
0.33 207 205 203 195 173
0.337 2913 2917 2916 2929 2896 2738