How can I pick almost random questions from a list depending on which level you are on?










0















I'm working on a project and I want to pick up different questions depending on which level you are on.



For example, the first 25 levels I want my system to pick easy questions for example in a 80% chance and medium questions in a 20%. At the end on level 80 I want the difficulty to slowly increase and the system will 100% only pick hard questions. How can I write a working slowly increasing graph matematically to implement to my arraypicker?



I have tried to shuffle ArrayList objects with:



Collections.shuffle(random);


for example in order to get percent, but I there should be an easier workaround this.



Hard to explain but I hope you understand, ask if you need more information.
I'm working on a libgdx project on Android studio










share|improve this question
























  • Can you add all questions in an arraylist sorted by difficulty, then get question as myList.get(Math.random(level + whatever)).

    – LunaticJape
    Nov 13 '18 at 14:10















0















I'm working on a project and I want to pick up different questions depending on which level you are on.



For example, the first 25 levels I want my system to pick easy questions for example in a 80% chance and medium questions in a 20%. At the end on level 80 I want the difficulty to slowly increase and the system will 100% only pick hard questions. How can I write a working slowly increasing graph matematically to implement to my arraypicker?



I have tried to shuffle ArrayList objects with:



Collections.shuffle(random);


for example in order to get percent, but I there should be an easier workaround this.



Hard to explain but I hope you understand, ask if you need more information.
I'm working on a libgdx project on Android studio










share|improve this question
























  • Can you add all questions in an arraylist sorted by difficulty, then get question as myList.get(Math.random(level + whatever)).

    – LunaticJape
    Nov 13 '18 at 14:10













0












0








0


1






I'm working on a project and I want to pick up different questions depending on which level you are on.



For example, the first 25 levels I want my system to pick easy questions for example in a 80% chance and medium questions in a 20%. At the end on level 80 I want the difficulty to slowly increase and the system will 100% only pick hard questions. How can I write a working slowly increasing graph matematically to implement to my arraypicker?



I have tried to shuffle ArrayList objects with:



Collections.shuffle(random);


for example in order to get percent, but I there should be an easier workaround this.



Hard to explain but I hope you understand, ask if you need more information.
I'm working on a libgdx project on Android studio










share|improve this question
















I'm working on a project and I want to pick up different questions depending on which level you are on.



For example, the first 25 levels I want my system to pick easy questions for example in a 80% chance and medium questions in a 20%. At the end on level 80 I want the difficulty to slowly increase and the system will 100% only pick hard questions. How can I write a working slowly increasing graph matematically to implement to my arraypicker?



I have tried to shuffle ArrayList objects with:



Collections.shuffle(random);


for example in order to get percent, but I there should be an easier workaround this.



Hard to explain but I hope you understand, ask if you need more information.
I'm working on a libgdx project on Android studio







java android-studio libgdx






share|improve this question















share|improve this question













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edited Nov 17 '18 at 17:24









pizza static void main

1,7291924




1,7291924










asked Nov 13 '18 at 14:06









joelibgdxjoelibgdx

63




63












  • Can you add all questions in an arraylist sorted by difficulty, then get question as myList.get(Math.random(level + whatever)).

    – LunaticJape
    Nov 13 '18 at 14:10

















  • Can you add all questions in an arraylist sorted by difficulty, then get question as myList.get(Math.random(level + whatever)).

    – LunaticJape
    Nov 13 '18 at 14:10
















Can you add all questions in an arraylist sorted by difficulty, then get question as myList.get(Math.random(level + whatever)).

– LunaticJape
Nov 13 '18 at 14:10





Can you add all questions in an arraylist sorted by difficulty, then get question as myList.get(Math.random(level + whatever)).

– LunaticJape
Nov 13 '18 at 14:10












2 Answers
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oldest

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You have several problems wrapped up in one question, making your question a little broad for this site, but let's break down your issues:



  • Create a question class with varying levels of difficulty. Let's call this class Question and level of difficulty, Difficulty

  • Create a class that holds these questions in a collection or collections of some sort, and allow the user to request a random question from this class. Let's call this class QuestionCollection and the method used to request a random question, public Question getRandomQuestion(...).

  • Allow the user to have their own level of advancement. This can be the User class

  • The distribution of the questions possibly received from the request getRandomQuestion(...) will depend on the User's level of advancement

So first to encapsulate level of difficulty, let's create an enum, one that has 3 (or more) levels:



public enum Difficulty 
EASY, MEDIUM, HARD



Then the Question class can have a private Difficulty difficulty; field, one set in its constructor, and with a public getter method, public Difficulty getDifficulty(). A simplified Question class could look something like this:



public class Question 
private String question;
private String answer;
private Difficulty difficulty;

public Question(String question, String answer, Difficulty difficulty)
this.question = question;
this.answer = answer;
this.difficulty = difficulty;


public String getQuestion()
return question;


public String getAnswer()
return answer;


public Difficulty getDifficulty()
return difficulty;





Again this is all an over simplification, but it can be used to help illustrate the problem and a possible solution. If desired, you could have this class implement Comparable<Question>, and using Difficulty to help do the comparison, and allow you to sort a List<Question> by difficulty.



Then the key to all of this would be the QuestionCollection class, the one that held collection(s) of questions and that had the getRandomQuestion(...) method -- how to implement this.



One way, is to rather than worry about User level of advancement at this point, give the getRandomQuestion(...) method some parameters that allow the QuestionCollection to know what distribution to use. Easiest in my mind is to give it a relative frequency of difficulty, a percentage of Difficulty.EASY, Difficulty.MEDIUM, and Difficulty.HARD, something like:



public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard) 
// ... code here to get the random question



OK, so now we're at how to build the internal workings of the QuestionCollection class, and then use this to get a proper distribution of random questions based on the parameter percentages. Probably the simplest is put a question into its own List, such as an ArrayList based on its level of Difficulty -- so here 3 Lists, one for EASY, one for MEDIUM and one for HARD questions.



So:



private List<Question> easyQuestions = new ArrayList<>();
private List<Question> mediumQuestions = new ArrayList<>();
private List<Question> hardQuestions = new ArrayList<>();


Or another possibly cleaner solution is to use a Map<Difficulty, List<Question>> rather than separate Lists, but I'll keep things simple for now and leave it at 3 Lists.



Then the class would have an public void addQuestion(Question q) method that would add questions to the correct list based on difficulty level:



public void addQuestion(Question q) 
switch (q.getDifficulty())
case EASY:
easyQuestions.add(q);
break;
case MEDIUM:
mediumQuestions.add(q);
break;
case HARD:
hardQuestions.add(q);




OK, so we've got our lists filled with questions, we're now at the core issue of how to get the right distribution of randomization? I would recommend a 2 step process -- first use Math.random() or an instance of the Random class to choose which list to get a question from, and then use use randomization to select a random question from within the chosen list.



So the first step, getting the random List could look like so:



// declare variable before the if blocks
List<Question> randomList = null;

// get a random int from 0 to 99
int rand = (int) (100 * Math.random());

// get the random list using basic math and if blocks
if (rand < percentEasy)
randomList = easyQuestions;
else if (rand < percentEasy + percentMedium)
randomList = mediumQuestions;
else
randomList = hardQuestions;



OK once the randomList has been obtained, then get a random question from it:



// first get a random index to the list from 0 to < size
int size = randomList.size();
int listIndex = (int)(size * Math.random());
Question randomQuestion = randomList.get(listIndex);
return randomQuestion;


The whole QuestionCollection class (simplified version) could look like so:



// imports here

public class QuestionCollection
private List<Question> easyQuestions = new ArrayList<>();
private List<Question> mediumQuestions = new ArrayList<>();
private List<Question> hardQuestions = new ArrayList<>();

public void addQuestion(Question q)
switch (q.getDifficulty())
case EASY:
easyQuestions.add(q);
break;
case MEDIUM:
mediumQuestions.add(q);
break;
case HARD:
hardQuestions.add(q);



public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard)
// if the numbers don't add up to 100, the distribution is broken -- throw an exception
if (percentEasy + percentMedium + percentHard != 100)
String format = "For percentEasy: %d, percentMedium: %d, percentHard: %d";
String text = String.format(format, percentEasy, percentMedium, percentHard);
throw new IllegalArgumentException(text);


List<Question> randomList = null;
int rand = (int) (100 * Math.random());
if (rand < percentEasy)
randomList = easyQuestions;
else if (rand < percentEasy + percentMedium)
randomList = mediumQuestions;
else
randomList = hardQuestions;


// we've now selected the correct List
// now get a random question from the list:

// first get a random index to the list from 0 to < size
int size = randomList.size();
int listIndex = (int)(size * Math.random());
Question randomQuestion = randomList.get(listIndex);
return randomQuestion;





So to test proof of concept, a test program shows that the distribution works:



// imports

public class QuestionFun
public static void main(String args)
// create QuestionCollection object
QuestionCollection questionCollection = new QuestionCollection();

// fill it with questions with random difficulty
for (int i = 0; i < 1000; i++)
String question = "Question #" + i;
String answer = "Answer #" + i;
int randomIndex = (int) (Difficulty.values().length * Math.random());
Difficulty difficulty = Difficulty.values()[randomIndex];
Question q = new Question(question, answer, difficulty);
questionCollection.addQuestion(q);


Map<Difficulty, Integer> frequencyDistMap = new EnumMap<>(Difficulty.class);
for (Difficulty diff : Difficulty.values())
frequencyDistMap.put(diff, 0);


int easyPercent = 20;
int mediumPercent = 70;
int hardPercent = 10;

int questionCount = 10000;
for (int i = 0; i < questionCount; i++)
Question q = questionCollection.getRandomQuestion(easyPercent, mediumPercent, hardPercent);
Difficulty difficulty = q.getDifficulty();
int currentCount = frequencyDistMap.get(difficulty);
currentCount++;
frequencyDistMap.put(difficulty, currentCount);


System.out.println("Difficulty: Count (Percent)");
String format = "%-12s %4d (%02d)%n";
for (Difficulty difficulty : Difficulty.values())
int number = frequencyDistMap.get(difficulty);
int percent = (int) Math.round((100.0 * number) / questionCount);
System.out.printf(format, difficulty + ":", number, percent);





Which returns the original distribution percentages:



Difficulty: Count (Percent)
EASY: 200325 (20)
MEDIUM: 699341 (70)
HARD: 100334 (10)





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    0














    You should put a probability increasing based on their level.



    I would suggest you to think about the hard level odd first. In this example I set it to this.hardQuestionOdd = (playerLevel - 40) * 0.025;. That's means it will be 0% until the level 40, and every next level will increase the hard odd of 2.5%.



    Next you set your medium level odd. In this example I set it to this.mediumQuestionOdd = (playerLevel - 5) * 0.01;. That's means it will be 0% until the level 5, and every next level will increase the medium odd of 1%.



    After you roll a random with Math.random() + 0.01. That will provide a number betwwen 0.01 to 1 (1% to 100%) and you compare it with the odd calculation of the hardQuestionOdd.



    If hardQuestionOdd equal 0.25, it means 25% of chance, so we check if the roll is under or equal the 0.25 in order to see if it hits the odd. If yes, we know it is a hard question, else, we do the same for the medium question. At the end, if it is not a hard or medium, it will be easy by default.



    import java.lang.Math;


    public class Question

    private Integer playerLevel; // Level of the player provided
    private String questionLevel; // Level of the question
    private Double easyQuestionOdd; // Odd of easy question
    private Double mediumQuestionOdd; // Odd of medium question
    private Double hardQuestionOdd; // Odd of hard question

    // Question class constructor, triggered when we call new Question()
    public Question(Integer _playerLevel)

    this.playerLevel = _playerLevel; // Set the player level with the one provided
    this.mediumQuestionOdd = (playerLevel - 5) * 0.01; // 1% of chance by level over 5 (20% at level 25);
    this.hardQuestionOdd = (playerLevel - 40) * 0.025; // 2.5% of chance by level over 40 (100% at level 80);
    questionLevel = getQuestionLevel(); // Generate the random selection of question level
    System.out.print(questionLevel); // Print the result


    // Method to generate a random result of question level based on the level
    public String getQuestionLevel()

    Double roll = Math.random() + 0.01; // Create a result between 0.01 (1%) to 1 (100%)
    if(roll <= this.hardQuestionOdd) questionLevel = "hard"; // Check if the roll is smaller than hardQuestionOdd. If yes, it is an hard question
    else
    roll = Math.random() + 0.01;
    if(roll <= this.mediumQuestionOdd) questionLevel = "medium"; // Check if the roll is smaller than mediumQuestionOdd. If yes, it is an medium question
    else questionLevel = "easy"; // Else it is an easy question

    return questionLevel; // Return the final value


    public static void main(String args)

    new Question(80); // Create the question object when the code is running




    Output:



    new Question(80); // hard
    new Question(1); // easy


    Odd Table



    level easyOdd mediumOdd hardOdd
    1 100% 0% 0%
    2 100% 0% 0%
    3 100% 0% 0%
    4 100% 0% 0%
    5 100% 0% 0%
    6 99% 1% 0%
    7 98% 2% 0%
    8 97% 3% 0%
    9 96% 4% 0%
    10 95% 5% 0%
    15 90% 10% 0%
    20 85% 15% 0%
    25 80% 20% 0%
    30 75% 25% 0%
    35 70% 30% 0%
    40 65% 35% 0%
    45 47.5% 40% 12.5%
    50 35% 45% 25%
    60 0% 50% 50%
    70 0% 25% 75%
    80 0% 0% 100%





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      2 Answers
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      2 Answers
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      0














      You have several problems wrapped up in one question, making your question a little broad for this site, but let's break down your issues:



      • Create a question class with varying levels of difficulty. Let's call this class Question and level of difficulty, Difficulty

      • Create a class that holds these questions in a collection or collections of some sort, and allow the user to request a random question from this class. Let's call this class QuestionCollection and the method used to request a random question, public Question getRandomQuestion(...).

      • Allow the user to have their own level of advancement. This can be the User class

      • The distribution of the questions possibly received from the request getRandomQuestion(...) will depend on the User's level of advancement

      So first to encapsulate level of difficulty, let's create an enum, one that has 3 (or more) levels:



      public enum Difficulty 
      EASY, MEDIUM, HARD



      Then the Question class can have a private Difficulty difficulty; field, one set in its constructor, and with a public getter method, public Difficulty getDifficulty(). A simplified Question class could look something like this:



      public class Question 
      private String question;
      private String answer;
      private Difficulty difficulty;

      public Question(String question, String answer, Difficulty difficulty)
      this.question = question;
      this.answer = answer;
      this.difficulty = difficulty;


      public String getQuestion()
      return question;


      public String getAnswer()
      return answer;


      public Difficulty getDifficulty()
      return difficulty;





      Again this is all an over simplification, but it can be used to help illustrate the problem and a possible solution. If desired, you could have this class implement Comparable<Question>, and using Difficulty to help do the comparison, and allow you to sort a List<Question> by difficulty.



      Then the key to all of this would be the QuestionCollection class, the one that held collection(s) of questions and that had the getRandomQuestion(...) method -- how to implement this.



      One way, is to rather than worry about User level of advancement at this point, give the getRandomQuestion(...) method some parameters that allow the QuestionCollection to know what distribution to use. Easiest in my mind is to give it a relative frequency of difficulty, a percentage of Difficulty.EASY, Difficulty.MEDIUM, and Difficulty.HARD, something like:



      public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard) 
      // ... code here to get the random question



      OK, so now we're at how to build the internal workings of the QuestionCollection class, and then use this to get a proper distribution of random questions based on the parameter percentages. Probably the simplest is put a question into its own List, such as an ArrayList based on its level of Difficulty -- so here 3 Lists, one for EASY, one for MEDIUM and one for HARD questions.



      So:



      private List<Question> easyQuestions = new ArrayList<>();
      private List<Question> mediumQuestions = new ArrayList<>();
      private List<Question> hardQuestions = new ArrayList<>();


      Or another possibly cleaner solution is to use a Map<Difficulty, List<Question>> rather than separate Lists, but I'll keep things simple for now and leave it at 3 Lists.



      Then the class would have an public void addQuestion(Question q) method that would add questions to the correct list based on difficulty level:



      public void addQuestion(Question q) 
      switch (q.getDifficulty())
      case EASY:
      easyQuestions.add(q);
      break;
      case MEDIUM:
      mediumQuestions.add(q);
      break;
      case HARD:
      hardQuestions.add(q);




      OK, so we've got our lists filled with questions, we're now at the core issue of how to get the right distribution of randomization? I would recommend a 2 step process -- first use Math.random() or an instance of the Random class to choose which list to get a question from, and then use use randomization to select a random question from within the chosen list.



      So the first step, getting the random List could look like so:



      // declare variable before the if blocks
      List<Question> randomList = null;

      // get a random int from 0 to 99
      int rand = (int) (100 * Math.random());

      // get the random list using basic math and if blocks
      if (rand < percentEasy)
      randomList = easyQuestions;
      else if (rand < percentEasy + percentMedium)
      randomList = mediumQuestions;
      else
      randomList = hardQuestions;



      OK once the randomList has been obtained, then get a random question from it:



      // first get a random index to the list from 0 to < size
      int size = randomList.size();
      int listIndex = (int)(size * Math.random());
      Question randomQuestion = randomList.get(listIndex);
      return randomQuestion;


      The whole QuestionCollection class (simplified version) could look like so:



      // imports here

      public class QuestionCollection
      private List<Question> easyQuestions = new ArrayList<>();
      private List<Question> mediumQuestions = new ArrayList<>();
      private List<Question> hardQuestions = new ArrayList<>();

      public void addQuestion(Question q)
      switch (q.getDifficulty())
      case EASY:
      easyQuestions.add(q);
      break;
      case MEDIUM:
      mediumQuestions.add(q);
      break;
      case HARD:
      hardQuestions.add(q);



      public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard)
      // if the numbers don't add up to 100, the distribution is broken -- throw an exception
      if (percentEasy + percentMedium + percentHard != 100)
      String format = "For percentEasy: %d, percentMedium: %d, percentHard: %d";
      String text = String.format(format, percentEasy, percentMedium, percentHard);
      throw new IllegalArgumentException(text);


      List<Question> randomList = null;
      int rand = (int) (100 * Math.random());
      if (rand < percentEasy)
      randomList = easyQuestions;
      else if (rand < percentEasy + percentMedium)
      randomList = mediumQuestions;
      else
      randomList = hardQuestions;


      // we've now selected the correct List
      // now get a random question from the list:

      // first get a random index to the list from 0 to < size
      int size = randomList.size();
      int listIndex = (int)(size * Math.random());
      Question randomQuestion = randomList.get(listIndex);
      return randomQuestion;





      So to test proof of concept, a test program shows that the distribution works:



      // imports

      public class QuestionFun
      public static void main(String args)
      // create QuestionCollection object
      QuestionCollection questionCollection = new QuestionCollection();

      // fill it with questions with random difficulty
      for (int i = 0; i < 1000; i++)
      String question = "Question #" + i;
      String answer = "Answer #" + i;
      int randomIndex = (int) (Difficulty.values().length * Math.random());
      Difficulty difficulty = Difficulty.values()[randomIndex];
      Question q = new Question(question, answer, difficulty);
      questionCollection.addQuestion(q);


      Map<Difficulty, Integer> frequencyDistMap = new EnumMap<>(Difficulty.class);
      for (Difficulty diff : Difficulty.values())
      frequencyDistMap.put(diff, 0);


      int easyPercent = 20;
      int mediumPercent = 70;
      int hardPercent = 10;

      int questionCount = 10000;
      for (int i = 0; i < questionCount; i++)
      Question q = questionCollection.getRandomQuestion(easyPercent, mediumPercent, hardPercent);
      Difficulty difficulty = q.getDifficulty();
      int currentCount = frequencyDistMap.get(difficulty);
      currentCount++;
      frequencyDistMap.put(difficulty, currentCount);


      System.out.println("Difficulty: Count (Percent)");
      String format = "%-12s %4d (%02d)%n";
      for (Difficulty difficulty : Difficulty.values())
      int number = frequencyDistMap.get(difficulty);
      int percent = (int) Math.round((100.0 * number) / questionCount);
      System.out.printf(format, difficulty + ":", number, percent);





      Which returns the original distribution percentages:



      Difficulty: Count (Percent)
      EASY: 200325 (20)
      MEDIUM: 699341 (70)
      HARD: 100334 (10)





      share|improve this answer





























        0














        You have several problems wrapped up in one question, making your question a little broad for this site, but let's break down your issues:



        • Create a question class with varying levels of difficulty. Let's call this class Question and level of difficulty, Difficulty

        • Create a class that holds these questions in a collection or collections of some sort, and allow the user to request a random question from this class. Let's call this class QuestionCollection and the method used to request a random question, public Question getRandomQuestion(...).

        • Allow the user to have their own level of advancement. This can be the User class

        • The distribution of the questions possibly received from the request getRandomQuestion(...) will depend on the User's level of advancement

        So first to encapsulate level of difficulty, let's create an enum, one that has 3 (or more) levels:



        public enum Difficulty 
        EASY, MEDIUM, HARD



        Then the Question class can have a private Difficulty difficulty; field, one set in its constructor, and with a public getter method, public Difficulty getDifficulty(). A simplified Question class could look something like this:



        public class Question 
        private String question;
        private String answer;
        private Difficulty difficulty;

        public Question(String question, String answer, Difficulty difficulty)
        this.question = question;
        this.answer = answer;
        this.difficulty = difficulty;


        public String getQuestion()
        return question;


        public String getAnswer()
        return answer;


        public Difficulty getDifficulty()
        return difficulty;





        Again this is all an over simplification, but it can be used to help illustrate the problem and a possible solution. If desired, you could have this class implement Comparable<Question>, and using Difficulty to help do the comparison, and allow you to sort a List<Question> by difficulty.



        Then the key to all of this would be the QuestionCollection class, the one that held collection(s) of questions and that had the getRandomQuestion(...) method -- how to implement this.



        One way, is to rather than worry about User level of advancement at this point, give the getRandomQuestion(...) method some parameters that allow the QuestionCollection to know what distribution to use. Easiest in my mind is to give it a relative frequency of difficulty, a percentage of Difficulty.EASY, Difficulty.MEDIUM, and Difficulty.HARD, something like:



        public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard) 
        // ... code here to get the random question



        OK, so now we're at how to build the internal workings of the QuestionCollection class, and then use this to get a proper distribution of random questions based on the parameter percentages. Probably the simplest is put a question into its own List, such as an ArrayList based on its level of Difficulty -- so here 3 Lists, one for EASY, one for MEDIUM and one for HARD questions.



        So:



        private List<Question> easyQuestions = new ArrayList<>();
        private List<Question> mediumQuestions = new ArrayList<>();
        private List<Question> hardQuestions = new ArrayList<>();


        Or another possibly cleaner solution is to use a Map<Difficulty, List<Question>> rather than separate Lists, but I'll keep things simple for now and leave it at 3 Lists.



        Then the class would have an public void addQuestion(Question q) method that would add questions to the correct list based on difficulty level:



        public void addQuestion(Question q) 
        switch (q.getDifficulty())
        case EASY:
        easyQuestions.add(q);
        break;
        case MEDIUM:
        mediumQuestions.add(q);
        break;
        case HARD:
        hardQuestions.add(q);




        OK, so we've got our lists filled with questions, we're now at the core issue of how to get the right distribution of randomization? I would recommend a 2 step process -- first use Math.random() or an instance of the Random class to choose which list to get a question from, and then use use randomization to select a random question from within the chosen list.



        So the first step, getting the random List could look like so:



        // declare variable before the if blocks
        List<Question> randomList = null;

        // get a random int from 0 to 99
        int rand = (int) (100 * Math.random());

        // get the random list using basic math and if blocks
        if (rand < percentEasy)
        randomList = easyQuestions;
        else if (rand < percentEasy + percentMedium)
        randomList = mediumQuestions;
        else
        randomList = hardQuestions;



        OK once the randomList has been obtained, then get a random question from it:



        // first get a random index to the list from 0 to < size
        int size = randomList.size();
        int listIndex = (int)(size * Math.random());
        Question randomQuestion = randomList.get(listIndex);
        return randomQuestion;


        The whole QuestionCollection class (simplified version) could look like so:



        // imports here

        public class QuestionCollection
        private List<Question> easyQuestions = new ArrayList<>();
        private List<Question> mediumQuestions = new ArrayList<>();
        private List<Question> hardQuestions = new ArrayList<>();

        public void addQuestion(Question q)
        switch (q.getDifficulty())
        case EASY:
        easyQuestions.add(q);
        break;
        case MEDIUM:
        mediumQuestions.add(q);
        break;
        case HARD:
        hardQuestions.add(q);



        public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard)
        // if the numbers don't add up to 100, the distribution is broken -- throw an exception
        if (percentEasy + percentMedium + percentHard != 100)
        String format = "For percentEasy: %d, percentMedium: %d, percentHard: %d";
        String text = String.format(format, percentEasy, percentMedium, percentHard);
        throw new IllegalArgumentException(text);


        List<Question> randomList = null;
        int rand = (int) (100 * Math.random());
        if (rand < percentEasy)
        randomList = easyQuestions;
        else if (rand < percentEasy + percentMedium)
        randomList = mediumQuestions;
        else
        randomList = hardQuestions;


        // we've now selected the correct List
        // now get a random question from the list:

        // first get a random index to the list from 0 to < size
        int size = randomList.size();
        int listIndex = (int)(size * Math.random());
        Question randomQuestion = randomList.get(listIndex);
        return randomQuestion;





        So to test proof of concept, a test program shows that the distribution works:



        // imports

        public class QuestionFun
        public static void main(String args)
        // create QuestionCollection object
        QuestionCollection questionCollection = new QuestionCollection();

        // fill it with questions with random difficulty
        for (int i = 0; i < 1000; i++)
        String question = "Question #" + i;
        String answer = "Answer #" + i;
        int randomIndex = (int) (Difficulty.values().length * Math.random());
        Difficulty difficulty = Difficulty.values()[randomIndex];
        Question q = new Question(question, answer, difficulty);
        questionCollection.addQuestion(q);


        Map<Difficulty, Integer> frequencyDistMap = new EnumMap<>(Difficulty.class);
        for (Difficulty diff : Difficulty.values())
        frequencyDistMap.put(diff, 0);


        int easyPercent = 20;
        int mediumPercent = 70;
        int hardPercent = 10;

        int questionCount = 10000;
        for (int i = 0; i < questionCount; i++)
        Question q = questionCollection.getRandomQuestion(easyPercent, mediumPercent, hardPercent);
        Difficulty difficulty = q.getDifficulty();
        int currentCount = frequencyDistMap.get(difficulty);
        currentCount++;
        frequencyDistMap.put(difficulty, currentCount);


        System.out.println("Difficulty: Count (Percent)");
        String format = "%-12s %4d (%02d)%n";
        for (Difficulty difficulty : Difficulty.values())
        int number = frequencyDistMap.get(difficulty);
        int percent = (int) Math.round((100.0 * number) / questionCount);
        System.out.printf(format, difficulty + ":", number, percent);





        Which returns the original distribution percentages:



        Difficulty: Count (Percent)
        EASY: 200325 (20)
        MEDIUM: 699341 (70)
        HARD: 100334 (10)





        share|improve this answer



























          0












          0








          0







          You have several problems wrapped up in one question, making your question a little broad for this site, but let's break down your issues:



          • Create a question class with varying levels of difficulty. Let's call this class Question and level of difficulty, Difficulty

          • Create a class that holds these questions in a collection or collections of some sort, and allow the user to request a random question from this class. Let's call this class QuestionCollection and the method used to request a random question, public Question getRandomQuestion(...).

          • Allow the user to have their own level of advancement. This can be the User class

          • The distribution of the questions possibly received from the request getRandomQuestion(...) will depend on the User's level of advancement

          So first to encapsulate level of difficulty, let's create an enum, one that has 3 (or more) levels:



          public enum Difficulty 
          EASY, MEDIUM, HARD



          Then the Question class can have a private Difficulty difficulty; field, one set in its constructor, and with a public getter method, public Difficulty getDifficulty(). A simplified Question class could look something like this:



          public class Question 
          private String question;
          private String answer;
          private Difficulty difficulty;

          public Question(String question, String answer, Difficulty difficulty)
          this.question = question;
          this.answer = answer;
          this.difficulty = difficulty;


          public String getQuestion()
          return question;


          public String getAnswer()
          return answer;


          public Difficulty getDifficulty()
          return difficulty;





          Again this is all an over simplification, but it can be used to help illustrate the problem and a possible solution. If desired, you could have this class implement Comparable<Question>, and using Difficulty to help do the comparison, and allow you to sort a List<Question> by difficulty.



          Then the key to all of this would be the QuestionCollection class, the one that held collection(s) of questions and that had the getRandomQuestion(...) method -- how to implement this.



          One way, is to rather than worry about User level of advancement at this point, give the getRandomQuestion(...) method some parameters that allow the QuestionCollection to know what distribution to use. Easiest in my mind is to give it a relative frequency of difficulty, a percentage of Difficulty.EASY, Difficulty.MEDIUM, and Difficulty.HARD, something like:



          public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard) 
          // ... code here to get the random question



          OK, so now we're at how to build the internal workings of the QuestionCollection class, and then use this to get a proper distribution of random questions based on the parameter percentages. Probably the simplest is put a question into its own List, such as an ArrayList based on its level of Difficulty -- so here 3 Lists, one for EASY, one for MEDIUM and one for HARD questions.



          So:



          private List<Question> easyQuestions = new ArrayList<>();
          private List<Question> mediumQuestions = new ArrayList<>();
          private List<Question> hardQuestions = new ArrayList<>();


          Or another possibly cleaner solution is to use a Map<Difficulty, List<Question>> rather than separate Lists, but I'll keep things simple for now and leave it at 3 Lists.



          Then the class would have an public void addQuestion(Question q) method that would add questions to the correct list based on difficulty level:



          public void addQuestion(Question q) 
          switch (q.getDifficulty())
          case EASY:
          easyQuestions.add(q);
          break;
          case MEDIUM:
          mediumQuestions.add(q);
          break;
          case HARD:
          hardQuestions.add(q);




          OK, so we've got our lists filled with questions, we're now at the core issue of how to get the right distribution of randomization? I would recommend a 2 step process -- first use Math.random() or an instance of the Random class to choose which list to get a question from, and then use use randomization to select a random question from within the chosen list.



          So the first step, getting the random List could look like so:



          // declare variable before the if blocks
          List<Question> randomList = null;

          // get a random int from 0 to 99
          int rand = (int) (100 * Math.random());

          // get the random list using basic math and if blocks
          if (rand < percentEasy)
          randomList = easyQuestions;
          else if (rand < percentEasy + percentMedium)
          randomList = mediumQuestions;
          else
          randomList = hardQuestions;



          OK once the randomList has been obtained, then get a random question from it:



          // first get a random index to the list from 0 to < size
          int size = randomList.size();
          int listIndex = (int)(size * Math.random());
          Question randomQuestion = randomList.get(listIndex);
          return randomQuestion;


          The whole QuestionCollection class (simplified version) could look like so:



          // imports here

          public class QuestionCollection
          private List<Question> easyQuestions = new ArrayList<>();
          private List<Question> mediumQuestions = new ArrayList<>();
          private List<Question> hardQuestions = new ArrayList<>();

          public void addQuestion(Question q)
          switch (q.getDifficulty())
          case EASY:
          easyQuestions.add(q);
          break;
          case MEDIUM:
          mediumQuestions.add(q);
          break;
          case HARD:
          hardQuestions.add(q);



          public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard)
          // if the numbers don't add up to 100, the distribution is broken -- throw an exception
          if (percentEasy + percentMedium + percentHard != 100)
          String format = "For percentEasy: %d, percentMedium: %d, percentHard: %d";
          String text = String.format(format, percentEasy, percentMedium, percentHard);
          throw new IllegalArgumentException(text);


          List<Question> randomList = null;
          int rand = (int) (100 * Math.random());
          if (rand < percentEasy)
          randomList = easyQuestions;
          else if (rand < percentEasy + percentMedium)
          randomList = mediumQuestions;
          else
          randomList = hardQuestions;


          // we've now selected the correct List
          // now get a random question from the list:

          // first get a random index to the list from 0 to < size
          int size = randomList.size();
          int listIndex = (int)(size * Math.random());
          Question randomQuestion = randomList.get(listIndex);
          return randomQuestion;





          So to test proof of concept, a test program shows that the distribution works:



          // imports

          public class QuestionFun
          public static void main(String args)
          // create QuestionCollection object
          QuestionCollection questionCollection = new QuestionCollection();

          // fill it with questions with random difficulty
          for (int i = 0; i < 1000; i++)
          String question = "Question #" + i;
          String answer = "Answer #" + i;
          int randomIndex = (int) (Difficulty.values().length * Math.random());
          Difficulty difficulty = Difficulty.values()[randomIndex];
          Question q = new Question(question, answer, difficulty);
          questionCollection.addQuestion(q);


          Map<Difficulty, Integer> frequencyDistMap = new EnumMap<>(Difficulty.class);
          for (Difficulty diff : Difficulty.values())
          frequencyDistMap.put(diff, 0);


          int easyPercent = 20;
          int mediumPercent = 70;
          int hardPercent = 10;

          int questionCount = 10000;
          for (int i = 0; i < questionCount; i++)
          Question q = questionCollection.getRandomQuestion(easyPercent, mediumPercent, hardPercent);
          Difficulty difficulty = q.getDifficulty();
          int currentCount = frequencyDistMap.get(difficulty);
          currentCount++;
          frequencyDistMap.put(difficulty, currentCount);


          System.out.println("Difficulty: Count (Percent)");
          String format = "%-12s %4d (%02d)%n";
          for (Difficulty difficulty : Difficulty.values())
          int number = frequencyDistMap.get(difficulty);
          int percent = (int) Math.round((100.0 * number) / questionCount);
          System.out.printf(format, difficulty + ":", number, percent);





          Which returns the original distribution percentages:



          Difficulty: Count (Percent)
          EASY: 200325 (20)
          MEDIUM: 699341 (70)
          HARD: 100334 (10)





          share|improve this answer















          You have several problems wrapped up in one question, making your question a little broad for this site, but let's break down your issues:



          • Create a question class with varying levels of difficulty. Let's call this class Question and level of difficulty, Difficulty

          • Create a class that holds these questions in a collection or collections of some sort, and allow the user to request a random question from this class. Let's call this class QuestionCollection and the method used to request a random question, public Question getRandomQuestion(...).

          • Allow the user to have their own level of advancement. This can be the User class

          • The distribution of the questions possibly received from the request getRandomQuestion(...) will depend on the User's level of advancement

          So first to encapsulate level of difficulty, let's create an enum, one that has 3 (or more) levels:



          public enum Difficulty 
          EASY, MEDIUM, HARD



          Then the Question class can have a private Difficulty difficulty; field, one set in its constructor, and with a public getter method, public Difficulty getDifficulty(). A simplified Question class could look something like this:



          public class Question 
          private String question;
          private String answer;
          private Difficulty difficulty;

          public Question(String question, String answer, Difficulty difficulty)
          this.question = question;
          this.answer = answer;
          this.difficulty = difficulty;


          public String getQuestion()
          return question;


          public String getAnswer()
          return answer;


          public Difficulty getDifficulty()
          return difficulty;





          Again this is all an over simplification, but it can be used to help illustrate the problem and a possible solution. If desired, you could have this class implement Comparable<Question>, and using Difficulty to help do the comparison, and allow you to sort a List<Question> by difficulty.



          Then the key to all of this would be the QuestionCollection class, the one that held collection(s) of questions and that had the getRandomQuestion(...) method -- how to implement this.



          One way, is to rather than worry about User level of advancement at this point, give the getRandomQuestion(...) method some parameters that allow the QuestionCollection to know what distribution to use. Easiest in my mind is to give it a relative frequency of difficulty, a percentage of Difficulty.EASY, Difficulty.MEDIUM, and Difficulty.HARD, something like:



          public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard) 
          // ... code here to get the random question



          OK, so now we're at how to build the internal workings of the QuestionCollection class, and then use this to get a proper distribution of random questions based on the parameter percentages. Probably the simplest is put a question into its own List, such as an ArrayList based on its level of Difficulty -- so here 3 Lists, one for EASY, one for MEDIUM and one for HARD questions.



          So:



          private List<Question> easyQuestions = new ArrayList<>();
          private List<Question> mediumQuestions = new ArrayList<>();
          private List<Question> hardQuestions = new ArrayList<>();


          Or another possibly cleaner solution is to use a Map<Difficulty, List<Question>> rather than separate Lists, but I'll keep things simple for now and leave it at 3 Lists.



          Then the class would have an public void addQuestion(Question q) method that would add questions to the correct list based on difficulty level:



          public void addQuestion(Question q) 
          switch (q.getDifficulty())
          case EASY:
          easyQuestions.add(q);
          break;
          case MEDIUM:
          mediumQuestions.add(q);
          break;
          case HARD:
          hardQuestions.add(q);




          OK, so we've got our lists filled with questions, we're now at the core issue of how to get the right distribution of randomization? I would recommend a 2 step process -- first use Math.random() or an instance of the Random class to choose which list to get a question from, and then use use randomization to select a random question from within the chosen list.



          So the first step, getting the random List could look like so:



          // declare variable before the if blocks
          List<Question> randomList = null;

          // get a random int from 0 to 99
          int rand = (int) (100 * Math.random());

          // get the random list using basic math and if blocks
          if (rand < percentEasy)
          randomList = easyQuestions;
          else if (rand < percentEasy + percentMedium)
          randomList = mediumQuestions;
          else
          randomList = hardQuestions;



          OK once the randomList has been obtained, then get a random question from it:



          // first get a random index to the list from 0 to < size
          int size = randomList.size();
          int listIndex = (int)(size * Math.random());
          Question randomQuestion = randomList.get(listIndex);
          return randomQuestion;


          The whole QuestionCollection class (simplified version) could look like so:



          // imports here

          public class QuestionCollection
          private List<Question> easyQuestions = new ArrayList<>();
          private List<Question> mediumQuestions = new ArrayList<>();
          private List<Question> hardQuestions = new ArrayList<>();

          public void addQuestion(Question q)
          switch (q.getDifficulty())
          case EASY:
          easyQuestions.add(q);
          break;
          case MEDIUM:
          mediumQuestions.add(q);
          break;
          case HARD:
          hardQuestions.add(q);



          public Question getRandomQuestion(int percentEasy, int percentMedium, int percentHard)
          // if the numbers don't add up to 100, the distribution is broken -- throw an exception
          if (percentEasy + percentMedium + percentHard != 100)
          String format = "For percentEasy: %d, percentMedium: %d, percentHard: %d";
          String text = String.format(format, percentEasy, percentMedium, percentHard);
          throw new IllegalArgumentException(text);


          List<Question> randomList = null;
          int rand = (int) (100 * Math.random());
          if (rand < percentEasy)
          randomList = easyQuestions;
          else if (rand < percentEasy + percentMedium)
          randomList = mediumQuestions;
          else
          randomList = hardQuestions;


          // we've now selected the correct List
          // now get a random question from the list:

          // first get a random index to the list from 0 to < size
          int size = randomList.size();
          int listIndex = (int)(size * Math.random());
          Question randomQuestion = randomList.get(listIndex);
          return randomQuestion;





          So to test proof of concept, a test program shows that the distribution works:



          // imports

          public class QuestionFun
          public static void main(String args)
          // create QuestionCollection object
          QuestionCollection questionCollection = new QuestionCollection();

          // fill it with questions with random difficulty
          for (int i = 0; i < 1000; i++)
          String question = "Question #" + i;
          String answer = "Answer #" + i;
          int randomIndex = (int) (Difficulty.values().length * Math.random());
          Difficulty difficulty = Difficulty.values()[randomIndex];
          Question q = new Question(question, answer, difficulty);
          questionCollection.addQuestion(q);


          Map<Difficulty, Integer> frequencyDistMap = new EnumMap<>(Difficulty.class);
          for (Difficulty diff : Difficulty.values())
          frequencyDistMap.put(diff, 0);


          int easyPercent = 20;
          int mediumPercent = 70;
          int hardPercent = 10;

          int questionCount = 10000;
          for (int i = 0; i < questionCount; i++)
          Question q = questionCollection.getRandomQuestion(easyPercent, mediumPercent, hardPercent);
          Difficulty difficulty = q.getDifficulty();
          int currentCount = frequencyDistMap.get(difficulty);
          currentCount++;
          frequencyDistMap.put(difficulty, currentCount);


          System.out.println("Difficulty: Count (Percent)");
          String format = "%-12s %4d (%02d)%n";
          for (Difficulty difficulty : Difficulty.values())
          int number = frequencyDistMap.get(difficulty);
          int percent = (int) Math.round((100.0 * number) / questionCount);
          System.out.printf(format, difficulty + ":", number, percent);





          Which returns the original distribution percentages:



          Difficulty: Count (Percent)
          EASY: 200325 (20)
          MEDIUM: 699341 (70)
          HARD: 100334 (10)






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 17 '18 at 20:41

























          answered Nov 17 '18 at 15:12









          Hovercraft Full Of EelsHovercraft Full Of Eels

          261k20211317




          261k20211317























              0














              You should put a probability increasing based on their level.



              I would suggest you to think about the hard level odd first. In this example I set it to this.hardQuestionOdd = (playerLevel - 40) * 0.025;. That's means it will be 0% until the level 40, and every next level will increase the hard odd of 2.5%.



              Next you set your medium level odd. In this example I set it to this.mediumQuestionOdd = (playerLevel - 5) * 0.01;. That's means it will be 0% until the level 5, and every next level will increase the medium odd of 1%.



              After you roll a random with Math.random() + 0.01. That will provide a number betwwen 0.01 to 1 (1% to 100%) and you compare it with the odd calculation of the hardQuestionOdd.



              If hardQuestionOdd equal 0.25, it means 25% of chance, so we check if the roll is under or equal the 0.25 in order to see if it hits the odd. If yes, we know it is a hard question, else, we do the same for the medium question. At the end, if it is not a hard or medium, it will be easy by default.



              import java.lang.Math;


              public class Question

              private Integer playerLevel; // Level of the player provided
              private String questionLevel; // Level of the question
              private Double easyQuestionOdd; // Odd of easy question
              private Double mediumQuestionOdd; // Odd of medium question
              private Double hardQuestionOdd; // Odd of hard question

              // Question class constructor, triggered when we call new Question()
              public Question(Integer _playerLevel)

              this.playerLevel = _playerLevel; // Set the player level with the one provided
              this.mediumQuestionOdd = (playerLevel - 5) * 0.01; // 1% of chance by level over 5 (20% at level 25);
              this.hardQuestionOdd = (playerLevel - 40) * 0.025; // 2.5% of chance by level over 40 (100% at level 80);
              questionLevel = getQuestionLevel(); // Generate the random selection of question level
              System.out.print(questionLevel); // Print the result


              // Method to generate a random result of question level based on the level
              public String getQuestionLevel()

              Double roll = Math.random() + 0.01; // Create a result between 0.01 (1%) to 1 (100%)
              if(roll <= this.hardQuestionOdd) questionLevel = "hard"; // Check if the roll is smaller than hardQuestionOdd. If yes, it is an hard question
              else
              roll = Math.random() + 0.01;
              if(roll <= this.mediumQuestionOdd) questionLevel = "medium"; // Check if the roll is smaller than mediumQuestionOdd. If yes, it is an medium question
              else questionLevel = "easy"; // Else it is an easy question

              return questionLevel; // Return the final value


              public static void main(String args)

              new Question(80); // Create the question object when the code is running




              Output:



              new Question(80); // hard
              new Question(1); // easy


              Odd Table



              level easyOdd mediumOdd hardOdd
              1 100% 0% 0%
              2 100% 0% 0%
              3 100% 0% 0%
              4 100% 0% 0%
              5 100% 0% 0%
              6 99% 1% 0%
              7 98% 2% 0%
              8 97% 3% 0%
              9 96% 4% 0%
              10 95% 5% 0%
              15 90% 10% 0%
              20 85% 15% 0%
              25 80% 20% 0%
              30 75% 25% 0%
              35 70% 30% 0%
              40 65% 35% 0%
              45 47.5% 40% 12.5%
              50 35% 45% 25%
              60 0% 50% 50%
              70 0% 25% 75%
              80 0% 0% 100%





              share|improve this answer





























                0














                You should put a probability increasing based on their level.



                I would suggest you to think about the hard level odd first. In this example I set it to this.hardQuestionOdd = (playerLevel - 40) * 0.025;. That's means it will be 0% until the level 40, and every next level will increase the hard odd of 2.5%.



                Next you set your medium level odd. In this example I set it to this.mediumQuestionOdd = (playerLevel - 5) * 0.01;. That's means it will be 0% until the level 5, and every next level will increase the medium odd of 1%.



                After you roll a random with Math.random() + 0.01. That will provide a number betwwen 0.01 to 1 (1% to 100%) and you compare it with the odd calculation of the hardQuestionOdd.



                If hardQuestionOdd equal 0.25, it means 25% of chance, so we check if the roll is under or equal the 0.25 in order to see if it hits the odd. If yes, we know it is a hard question, else, we do the same for the medium question. At the end, if it is not a hard or medium, it will be easy by default.



                import java.lang.Math;


                public class Question

                private Integer playerLevel; // Level of the player provided
                private String questionLevel; // Level of the question
                private Double easyQuestionOdd; // Odd of easy question
                private Double mediumQuestionOdd; // Odd of medium question
                private Double hardQuestionOdd; // Odd of hard question

                // Question class constructor, triggered when we call new Question()
                public Question(Integer _playerLevel)

                this.playerLevel = _playerLevel; // Set the player level with the one provided
                this.mediumQuestionOdd = (playerLevel - 5) * 0.01; // 1% of chance by level over 5 (20% at level 25);
                this.hardQuestionOdd = (playerLevel - 40) * 0.025; // 2.5% of chance by level over 40 (100% at level 80);
                questionLevel = getQuestionLevel(); // Generate the random selection of question level
                System.out.print(questionLevel); // Print the result


                // Method to generate a random result of question level based on the level
                public String getQuestionLevel()

                Double roll = Math.random() + 0.01; // Create a result between 0.01 (1%) to 1 (100%)
                if(roll <= this.hardQuestionOdd) questionLevel = "hard"; // Check if the roll is smaller than hardQuestionOdd. If yes, it is an hard question
                else
                roll = Math.random() + 0.01;
                if(roll <= this.mediumQuestionOdd) questionLevel = "medium"; // Check if the roll is smaller than mediumQuestionOdd. If yes, it is an medium question
                else questionLevel = "easy"; // Else it is an easy question

                return questionLevel; // Return the final value


                public static void main(String args)

                new Question(80); // Create the question object when the code is running




                Output:



                new Question(80); // hard
                new Question(1); // easy


                Odd Table



                level easyOdd mediumOdd hardOdd
                1 100% 0% 0%
                2 100% 0% 0%
                3 100% 0% 0%
                4 100% 0% 0%
                5 100% 0% 0%
                6 99% 1% 0%
                7 98% 2% 0%
                8 97% 3% 0%
                9 96% 4% 0%
                10 95% 5% 0%
                15 90% 10% 0%
                20 85% 15% 0%
                25 80% 20% 0%
                30 75% 25% 0%
                35 70% 30% 0%
                40 65% 35% 0%
                45 47.5% 40% 12.5%
                50 35% 45% 25%
                60 0% 50% 50%
                70 0% 25% 75%
                80 0% 0% 100%





                share|improve this answer



























                  0












                  0








                  0







                  You should put a probability increasing based on their level.



                  I would suggest you to think about the hard level odd first. In this example I set it to this.hardQuestionOdd = (playerLevel - 40) * 0.025;. That's means it will be 0% until the level 40, and every next level will increase the hard odd of 2.5%.



                  Next you set your medium level odd. In this example I set it to this.mediumQuestionOdd = (playerLevel - 5) * 0.01;. That's means it will be 0% until the level 5, and every next level will increase the medium odd of 1%.



                  After you roll a random with Math.random() + 0.01. That will provide a number betwwen 0.01 to 1 (1% to 100%) and you compare it with the odd calculation of the hardQuestionOdd.



                  If hardQuestionOdd equal 0.25, it means 25% of chance, so we check if the roll is under or equal the 0.25 in order to see if it hits the odd. If yes, we know it is a hard question, else, we do the same for the medium question. At the end, if it is not a hard or medium, it will be easy by default.



                  import java.lang.Math;


                  public class Question

                  private Integer playerLevel; // Level of the player provided
                  private String questionLevel; // Level of the question
                  private Double easyQuestionOdd; // Odd of easy question
                  private Double mediumQuestionOdd; // Odd of medium question
                  private Double hardQuestionOdd; // Odd of hard question

                  // Question class constructor, triggered when we call new Question()
                  public Question(Integer _playerLevel)

                  this.playerLevel = _playerLevel; // Set the player level with the one provided
                  this.mediumQuestionOdd = (playerLevel - 5) * 0.01; // 1% of chance by level over 5 (20% at level 25);
                  this.hardQuestionOdd = (playerLevel - 40) * 0.025; // 2.5% of chance by level over 40 (100% at level 80);
                  questionLevel = getQuestionLevel(); // Generate the random selection of question level
                  System.out.print(questionLevel); // Print the result


                  // Method to generate a random result of question level based on the level
                  public String getQuestionLevel()

                  Double roll = Math.random() + 0.01; // Create a result between 0.01 (1%) to 1 (100%)
                  if(roll <= this.hardQuestionOdd) questionLevel = "hard"; // Check if the roll is smaller than hardQuestionOdd. If yes, it is an hard question
                  else
                  roll = Math.random() + 0.01;
                  if(roll <= this.mediumQuestionOdd) questionLevel = "medium"; // Check if the roll is smaller than mediumQuestionOdd. If yes, it is an medium question
                  else questionLevel = "easy"; // Else it is an easy question

                  return questionLevel; // Return the final value


                  public static void main(String args)

                  new Question(80); // Create the question object when the code is running




                  Output:



                  new Question(80); // hard
                  new Question(1); // easy


                  Odd Table



                  level easyOdd mediumOdd hardOdd
                  1 100% 0% 0%
                  2 100% 0% 0%
                  3 100% 0% 0%
                  4 100% 0% 0%
                  5 100% 0% 0%
                  6 99% 1% 0%
                  7 98% 2% 0%
                  8 97% 3% 0%
                  9 96% 4% 0%
                  10 95% 5% 0%
                  15 90% 10% 0%
                  20 85% 15% 0%
                  25 80% 20% 0%
                  30 75% 25% 0%
                  35 70% 30% 0%
                  40 65% 35% 0%
                  45 47.5% 40% 12.5%
                  50 35% 45% 25%
                  60 0% 50% 50%
                  70 0% 25% 75%
                  80 0% 0% 100%





                  share|improve this answer















                  You should put a probability increasing based on their level.



                  I would suggest you to think about the hard level odd first. In this example I set it to this.hardQuestionOdd = (playerLevel - 40) * 0.025;. That's means it will be 0% until the level 40, and every next level will increase the hard odd of 2.5%.



                  Next you set your medium level odd. In this example I set it to this.mediumQuestionOdd = (playerLevel - 5) * 0.01;. That's means it will be 0% until the level 5, and every next level will increase the medium odd of 1%.



                  After you roll a random with Math.random() + 0.01. That will provide a number betwwen 0.01 to 1 (1% to 100%) and you compare it with the odd calculation of the hardQuestionOdd.



                  If hardQuestionOdd equal 0.25, it means 25% of chance, so we check if the roll is under or equal the 0.25 in order to see if it hits the odd. If yes, we know it is a hard question, else, we do the same for the medium question. At the end, if it is not a hard or medium, it will be easy by default.



                  import java.lang.Math;


                  public class Question

                  private Integer playerLevel; // Level of the player provided
                  private String questionLevel; // Level of the question
                  private Double easyQuestionOdd; // Odd of easy question
                  private Double mediumQuestionOdd; // Odd of medium question
                  private Double hardQuestionOdd; // Odd of hard question

                  // Question class constructor, triggered when we call new Question()
                  public Question(Integer _playerLevel)

                  this.playerLevel = _playerLevel; // Set the player level with the one provided
                  this.mediumQuestionOdd = (playerLevel - 5) * 0.01; // 1% of chance by level over 5 (20% at level 25);
                  this.hardQuestionOdd = (playerLevel - 40) * 0.025; // 2.5% of chance by level over 40 (100% at level 80);
                  questionLevel = getQuestionLevel(); // Generate the random selection of question level
                  System.out.print(questionLevel); // Print the result


                  // Method to generate a random result of question level based on the level
                  public String getQuestionLevel()

                  Double roll = Math.random() + 0.01; // Create a result between 0.01 (1%) to 1 (100%)
                  if(roll <= this.hardQuestionOdd) questionLevel = "hard"; // Check if the roll is smaller than hardQuestionOdd. If yes, it is an hard question
                  else
                  roll = Math.random() + 0.01;
                  if(roll <= this.mediumQuestionOdd) questionLevel = "medium"; // Check if the roll is smaller than mediumQuestionOdd. If yes, it is an medium question
                  else questionLevel = "easy"; // Else it is an easy question

                  return questionLevel; // Return the final value


                  public static void main(String args)

                  new Question(80); // Create the question object when the code is running




                  Output:



                  new Question(80); // hard
                  new Question(1); // easy


                  Odd Table



                  level easyOdd mediumOdd hardOdd
                  1 100% 0% 0%
                  2 100% 0% 0%
                  3 100% 0% 0%
                  4 100% 0% 0%
                  5 100% 0% 0%
                  6 99% 1% 0%
                  7 98% 2% 0%
                  8 97% 3% 0%
                  9 96% 4% 0%
                  10 95% 5% 0%
                  15 90% 10% 0%
                  20 85% 15% 0%
                  25 80% 20% 0%
                  30 75% 25% 0%
                  35 70% 30% 0%
                  40 65% 35% 0%
                  45 47.5% 40% 12.5%
                  50 35% 45% 25%
                  60 0% 50% 50%
                  70 0% 25% 75%
                  80 0% 0% 100%






                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Nov 13 '18 at 20:12

























                  answered Nov 13 '18 at 14:40









                  Jonathan GagneJonathan Gagne

                  2,1483721




                  2,1483721



























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