How to calculate your Helium miner’s transmit scale | Everything about HIP17 hex and reward scales

you might have experienced that your hotspot 
is alone in your hex but the reward scale or   the transmit scale is still less than one or 
the configuration around your hotspot has not   changed at all but your reward skill still went 
down and you are wondering why that happened   in this video we will have an in-depth discussion 
on how reverse scale or the transmit scale is   calculated along with a detailed understanding 
of hexes at different resolutions hey folks this   is roy and welcome back to my channel eigentech 
you might think that if you are alone in your hex   at resolution 8 your reward scale of the 
transmit scale is always going to be 1   but that is not actually true let us check a 
few problematic examples so here i am showing   you a hex where there is only one hotspot as you 
can see here and there are no hotspots around   this hex the only outspots are pretty 
far so this the reward scale for this   one should have been one but you can see 
it's not one it's instead 0.69 so what's   wrong here another example is i am showing you 
here let me turn on the transmit scale here   um so you can see there by the cluster of 
hot spots here these sixes have only single   hot spots inside it and these three have two hot 
spots inside it so you can see that for this and   this hex uh the transmit scale is one but for some 
unknown reason this the hot spots in this hex have   only 0.5 which should have shouldn't have been the 
case it should have your scale of one so why is it   so so in the first part of this video i'll give 
you a quick answer of how the transmit skills are   calculated and what could be the problems and the 
second part i will give you a more detailed answer   for the quick answer we will go to 
the browser and type and once it loads we can click on this search 
icon here and type the name of your hotspot in   this case we'll check this problematic hotspot and 
i have already loaded its information and then you   go to the reward scaling tab here and that will 
show you uh some details about the rewards of this   particular hotspot so this is the net or total 
reward scale which is 0.69 so let us now check   the breakdown of the reward scale after different 
resolutions so you might already know that   uh to compute the reward scale the number 
of hotspots at different resolutions are   used in particular starting from resolution 10 
all the way up to resolution 4.

So in this case   you can see that the computed reward scale for 
different resolutions are mostly fine starting   from resolution 10 all the way up to resolution 
five but the problematic hex is resolution four   and there are 363 too many hotspots they are 
supposed to be uh so 800 would have been the   optimal number of hot spots and because there are 
363 more spots your scale is 0.69 you can check   that so the number is basically 800 divided by 800 
plus 363 which is 1163 and that gives you 0.68787   so it's 0.69 approximately so also uh this app is 
nice it shows you uh in red color the highlighted   below which one is the problematic hex and you 
can see for the other cases successfully occupied   fully occupied which is fine which means that the 
number of hot spot in that resolution is equal   to the optimal number of hot spots and then there 
are four more available at resolution seven twenty   four ever available six and so on and uh on the 
top of this page in the map it shows you the this   colored hex shows you the problematic effects okay 
so in this case nothing can be done because uh   the problem is at much larger scale so there is no 
hope for this one i am showing you another example   here where the reverse scale is only 0.15 very 
bad and in the breakdown you can see there are   problems at several scale starting from resolution 
10 position 8 7 and 5 but what is important here   resolution 10 means it's really tiny space 
and if you click on here you will see that   as basically the two hotspots are very close to 
each other and if one moves it slightly away the   area sets the location either this one moves here 
obviously moves here ah the reverse scale for this   particular um hex which is resolution 10 will go 
to one and to then to compute the final resolution   what you have to do that you have to simply 
multiply uh to get the final or net reward   scale or transmit scale you have to multiply 
uh that your scale at all different resolutions   that will give you the final reward skill and ah 
the other problematic one which one as this one   so elegant jet black zebra i have also loaded 
it here and you can see that the problem is   only at resolution 10 which means two hot 
spots are really really close to each other   you can see in this map it's very close so 
in this case the simple solution is to move   uh one of these hotspots slightly away so 
for example let's say this one to ah x a at   resolution 10 and that will solve the problem and 
you don't need to even physically move it because   this is a very close distance uh you can always set 
a location which is within 50 to 100 meters of the   actual physical location and that should still be 
fine in terms of earning or witnessing each other   i hope you now understand how to compute the 
total reward skill given the reward skill at   individual resolutions and you will be also able 
to perform diagnosis at which resolution the   problem exists if your reward scale is not one if 
the problem happens at a very high resolution like   resolution 10 or resolution 9 hex then there is a 
chance to fix it by reasserting the location but   if it happens at a much broader resolution like 
resolution four or five ah there is not much hope   because it ah involves a much much larger area 
and you cannot change the location of other   hotspots of course all right let us now move to 
the second part of this video where we will have   an in-depth discussion on how to really compute 
the transmit skill for that first we need to have   a good understanding of the hexagons at different 
resolutions in this presentation i am showing you   hexagons at different resolutions starting from 
resolution 11 all the way up to resolution 4.

So   higher the number means the finer it is so the 
smaller the area and a smaller resolution means   a larger area so if you talk about the arm length 
it starts from 30 meter for resolution 11 for this   resolution 10 66 meter and it goes all the way up 
to 22.6 meter six kilometer for resolution four   if you take the ratio between any uh consecutive 
uh hex for example 66 meter by 30 meter uh between   uh basically arm length otherwise 10 hex divided 
by s11 hex is going to be 62.646 and it's going   to be the same if you take the ratio of 1.22 
kilometer divided by 461 kilometer so basically   this is the ratio of any two consecutive 
pairs so resolution rx divided by resolution r   plus 1 x so this was the arm length if you look at 
the area which is more interesting so uh area of   resolution 10 x divided by resolution 11 x is 
going to be 7 and again it's going to be same   for any two consecutive period so what does this 
seven number mean it actually has a physical mean   so if we considered uh hexes as a at resolution 
eight and seven these are not up to scale   uh and let us draw seven resolution eights which 
are contiguous in this fashion then you can see   that the resolution 7x will look like this so 
seven resolution eight hexes are enclosed inside   one resolution seven hex okay and in this case it 
will call that resolution seven is the parent hex   and resolution eight is the child hex okay and if 
you now consider seven uh resolution seven hexes   as shown by this green hexagons here then the 
parent resolution six hexagon will look like this   and this is true for any any resolution so one 
hex at resolution r will be equal to seven hex at   resolution r in terms of area okay we can have a 
better understanding of the hexagon decomposition   by looking at a interactive map for that we 
will go to the browser and type helium dot place   then we will turn on the resolution 8 hex by 
toggling this button here close it and then zoom   in to any location you prefer and let it load and 
then i'll click on some spot here and you can see   that now this uh red zone is the bad zone where 
you should not have any other hotspot if there   is a hotspot at the center and this black hexagons 
are the resolution eight hexagon okay then let me   now go here and turn on resolution nine as well 
and now you can see that inside one resolution   eight hex there are seven resolution nine hexes 
similarly as i told you it's true for any um for   any resolution hexes so i will turn this off and 
turn the resolution 7 on and then if you zoom   out a little bit you can see now that inside a 
resolution 7 hex there are 7 resolution 8 hexes so   the outside hex will be called the parenthetic 
and the inside axis will be called the child hex   now this might look a little bit confusing because 
you can see that some part of this resolution   eight hex is outside the parent hex okay but 
to see a more clearer picture we can go back to   the hot spotty page earlier i showed you this 
resolution 10 hexagon now we can go back and let's   scroll down here and click on resolution eight hex 
and it will now show you the proper boundary it   looks like a kind of a flower shape okay so this 
is how the actual uh this is the actual shape of   the hex that is actually used in the calculations 
but for the purpose of this video we'll keep it   simple and use regular hexagons as i showed you 
in the presentation so the next important point   is to understand the number of hot spots that 
is optimal for a given resolution because that   is the number which determines your individual 
reward skills so there are some default numbers   which is uh so resolution 11 is not considered 
uh star only resistance starting organization   10 is considered and the default number of hot 
spots is one and one for position nine and then   it increases slowly and goes to 250 for resolution 
four okay so i call this number in clip which you   can think as the maximum number of miners uh that 
can be present in a given hex before the transmit   scale is reduced below one so if your hotspot 
number for example let's say at seven exceeds six   uh the transmit scale all of all of them uh will 
go down and it will become five divided by six but this number is actually not static it's 
dynamic and that brings in the complexity uh   so the end clip value actually increases from 
this default value to a maximum value uh it   increases gradually and under certain conditions 
are met and the maximum values are still it's one   for resolution 10 for 9 it's 2 4 20 and for 
resolution 4 it's 800 okay in the later part   of this video we'll discuss how this n clip number 
increases from default value to this maximum value   and under what kind of conditions so let us now 
take the default values here and try to compute   the transmit scale for a given hotspot okay so i 
have grayed out the resolution 11 and it is not   being used and then this is showing you the 
n clip numbers which are the default values   so here i have prepared a table and showing 
you the clip number the same numbers are here   for different resolutions okay and this next row 
is showing you the number of miners at different   resolution hexes so at uh from starting from 10 
up to resolution eight there are only one miner   so basically if you have a minor in any child 
x you'll always have that minor in in in its   planet x okay so in resolution seven there are 
eight eight minus 20 90 here and 300 okay so the   formula to calculate transmit scale at individual 
hexes is given by this so hex transmit scale is   minimum of either 1 or n divided by n minus so 
what it means that you have to divide in clip this   number by n minor and if this number is smaller 
than 1 then you use that number but if this number   is larger than one you use one here one important 
point to remember is that the n minor is defined   as the number of interactive miners the 
interactive miners means those hot spots   which has which have location asserted and have 
uh whose beacon signals have been witnessed by   other horsepower in other words its beacon signal 
should have a valid weakness right okay so those   are the interactive hotspots and non-interactive 
hotspots are have always zero reward scale   so um so we can simplify this math expression 
and simply compute the ratio between n clip and   n minor so if it's greater than one you say true 
if it's less than one it will you say it false in   other words if the number of minor present in hex 
is smaller or equal to the number of uh optimal   number of hot spots it's true or green and if it's 
more than that it's false so if it's true uh you   can consider that the transmit scale is simply 
one for that particular hex but when it's false   you have to take the ratio so in this case five 
divided by 8 which is 0.625 and here 250 divided   by 300 which is 0.833 and then to compute the net 
or total transmit scale we have to just multiply   all these numbers together since 1 doesn't matter 
we just multiply 6 to 5 with 833 and that gives   you 0.521 that would be the reverse scale of 
this particular minor with this configuration   now if you just simply let's say somebody 
else adds another hotspot at resolution eight   okay so it was earlier only your hotspot but 
another hotspot uh comes at resolution eight   so then you have to add one hotspot for uh all 
the resolutions up to so from eight all the way   up to four and then since in this case this also 
becomes false also you have to take the ratio   between n clip and n minor here which is 
0.5 and other numbers slightly get modified   and now the total transmit scale will be the 
multiplication of the product of these three   factors and that becomes 0.231 so you can 
see that it changed drastically earlier it   was 0.5 and now it became 0.23 it's just not a 
factor of 2 is more than a factor of 2 in this   case so you can see the reward scale went down 
mainly because there was the limitation was only   one hotspot at resolution 8 hex before the reverse 
scale is clipped however this number in clip can   change as i told you earlier this is a dynamic 
number so in this next part we are trying to   try to understand how that happens and when that 
happens and in that case you have to also consider   its neighbor so in this picture i am showing you 
seven resolution eight hexes represented by blue   and then uh this is the hex under consideration 
where we are going to place our hotspot   and these are there its neighbors and the dashed 
line in purple shows you the resolution seven hex   and notice that the neighbors can be placed 
in a different parent heads okay um so the   parentheses for this resolution eight hex is this 
one the bottom one but these ones have a different   parent so since there are no hot spots around the 
end clip is set to its default value which is one   so if i now place one hotspot in this hex your 
your skill shown by color is going to be 1.0   however if i place two hot spots that is somewhat 
optimal and that is why the diversity is going to   going to go down by a factor of 2 and becomes will 
become 0.5 inside this hex for this particular hex   but this can change depending on the number of 
saturated neighboring hex so i am just calling   just using a term saturated hex which basically 
means how many neighbors are there which have   n minor or the number of minors in that x larger 
than or equal to n clip which is the default value   which is one here in this case so uh here is a 
table which shows you that that what should be   this enabled value after which the end clip can be 
upgraded and it has different number for different   resolution so we are considering resolution eight 
so that is why i have highlighted it in bold so it   has to be two in this case so right now a neighbor 
is zero because there is no hot spots around it   so which is less than in saturation so the end 
clip is still going to be one now i place another   one in its neighbor so that reverse scale is going 
to be 1.0 however since in neighbor is one which   is less than in saturation in clip is still going 
to be one so this reward scale doesn't improve   now i place another hotspot in at its neighbor and 
the neighbor now n neighbor is equal to two which   is equal to the n saturation okay and uh so these 
numbers are on chain variable numbers which i   have picked up from f17 um information and now 
this nk clip can be upgraded because it satisfies   this condition it becomes now 2 and thus this your 
scale no longer need to be 0.5 but it becomes 1.0   okay so now i can further increase it so if 
i place another hotspot in another neighbor   so now end neighbor is three so in clip can also 
be three so you can place three hotspots inside   resolution eight hex without the reward scale 
being uh brought down okay you add another it   becomes four but can it keep increasing can you 
place like six neighbors and can this become six   no because there is again a limitation on this 
which is uh represented by this n max number and   again it is different for different resolutions 
for resolution eight this is four okay but that   means that even if i place um five hot spots in 
this neighbor the maximum number of hot spots that   i can place here without the reverse skill being 
gone down being brought down is still going to be   four so with four hot spots you can still have 
your scale of one uh also in this scenario the   situation for other other access also improve for 
example for this hotspot you have two neighbors   with a two neighbors with having more than one 
hot spot so it can have now at maximum of two hot   spots with a reverse scale of 1.0 similarly this 
hex has three neighbors and so that this can have   three hotspots inside it similarly this one three 
this one three and this one two okay if you now   increase another hotspot here since end clip has 
been maxed out it's still for your skill is going   to go down the factor will be 4 divided by 5 
which is 0.8 uh so if you place for example 6   hotspots here it will be 3 divided by 6 which 
is 0.5 and again if i increase the number of   hotspots in this hex to 10 because the number 
of allowed what spot was only two it the reverse   scale for each of the hotspots becomes point 
two and so note that uh these is these numbers   are obtained by considering there are no other 
hotspots around it and then finally this was the   these are the transmission scales for this 
particular resolution which is resolution eight   but to get the final or net transmit scale you 
have to take the product of transmission skills   and at all resolutions as i showed you earlier 
so and even though i showed you this particular   example for resolution 8 the same explanation 
holds for all the distributions but the   number in saturation and in max will be different 
and these are the chain variable numbers okay   another important interpretation of this table is 
that under no circumstances a hotspot can have a   reverse skill equal to 1 if the total number of 
hot spots in that hex becomes larger than this   in max number for example if you consider 
resolution 6 hex if the total number of hot spots   in that resolution hex becomes larger than 100 
all hotspots inside that hex including its child   hexes the reward scale is going to be smaller than 
one okay now i will answer a few commonly asked   questions the first one is what is a good reward 
skill in this table i have divided the reward or   transmit scale in 5 different categories anything 
between 0.95 and 1 would be excellent between 0.75   to 0.95 would be good mediocre would be 0.5 to 
0.75 0.25 to 0.5 0 is 4 and anything below 0.25   is terrible okay so you'd like to be in the range 
you'd like to have a reverse scale in the range   of 0.75 to 1.

The second question is how does the 
reward scale affect your ironing so actually the   reward scale of your hotspot doesn't affect your 
ironing directly it rather affects the ironing of   other hotspots in your vicinity so basically 
whenever you send a beacon signal and it is   received by other hotspots as a valid witness 
the earning will be scaled down by the factor of   your transmit scale however it can affect 
your earnings indirectly so let us check that   uh so here is a seven hexes at 
resolution resolution eight and   this is the distribution of hot spots since there 
are two neighboring hotspots have the saturated   are saturated the end clip for this hex is going 
to be two and there could be two hotspots with   a reverse scale of one so if these hotspots sends 
a become signal and received by this hotspot then   with a valid with this let's say it can earn point 
one agent okay um this is because the reverse   scale is one it will not be scaled down similarly 
uh another witness by this hotspot will also   earn point 1 hnt however let's say these two 
hotspots are pretty close to each other let's   say within resolution 10 then you know that the 
your scale is going to go down to 0.5 as i showed   you earlier in the presentation and in that case 
what will happen that the beacon signal sent by   this hotspot will be received by this but it 
will become an invalid witness because saying   that it's too close to each other or most likely 
the rssi value is too high so you can see that   the reverse skill has indirectly affecting your 
earning because you are you can no longer earn   from this hotspot so it's saying that that in 
that case that your skill is saying that there are   other hot spots in your vicinity and one needs to 
move those around to either you have to move your   satan or the other people have to move theirs 
and also in this case this hotspot also earns   less hmd i could have earned point one earlier but 
simply because that location assertion this one   will earn now 0.05 agent and that is how you can 
see that the turning of the neighboring hotspots   is effect but you can still lose weaknesses 
and that is how you can lose your earnings   and the third question is how frequently is this 
reward skill updated it can it can get updated   whenever a new hotspot arrives in your hex so it 
could be any uh starting from resolution 10 to all   the way up to resolution four so if a new hotspots 
comes or the location is assigned inside that hex   the reverse skill might get updated similarly if 
a hotspot loses or gains its interactive status   as i explained earlier either your skill can get 
modified as well and you can expect that you are   skill changing a few times a day i hope with this 
information you will be now able to understand   how the reward scale is calculated and then also 
perform diagnosis at what resolution level the   problem exists if your resolution if your reverse 
scale is less than one and again to reiterate if   the problem or the reverse scale is small at 
the higher resolution like resolution 10 or   resolution 9 you can most likely fix it by simply 
reasserting its location uh if it happens if the   problem exists at a much larger resolution like 
resolution four five or six you cannot really do   anything because it because it uh involves so many 
hot spots in a very large widespread area i hope   this information was useful to you and clarify 
some of your doubts if you have any more question   let me know in the comment section that's all for 
today thanks for watching guys and get kryptonized

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