Missing mushroom and object generation question
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder. -
It is not: there's way too many slots. There is also a linear congruential generator, but it's used only to initialize the main RNG and compact the town and flavors into a 4-byte seed.That is...elegant. (I'm not specialized in this literature, but that's not something I've seen in 200+ reasonably technical-looking web pages.)Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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I would be happy to rewrite the random number provider to use an optional secure random number generator, like /dev/random on *NIX or CryptGenRandom on Windows. But I would be shocked, shocked, if you could tell the difference vs even a bad RNG like a linear congruential generator. Angband runs as the composition of the RNG with a really complicated finite state machine. So long as it can't get stuck in a cycle (like the borg), the lack of "randomness"* of the random numbers is not likely to be an issue.
* I put "randomness" in quotes, because even a secure RNG isn't necessarily truly random. It's just very, very hard to second guess. For true randomness, you need an ergodic (physically random) source like rolling dice or shuffling cards. This is surprisingly hard to come across on a purely digital system. The references above are to (mostly) ergodic RNGs. They use things like disk drive latency, mouse movement, keyboard delays, and WIFI signal strength as entropy sources. For the tinfoil hat set, you can buy true hardware RNGs for $100-$200. I suspect this won't fly with the angband crowd...
edited for broken link, /dev/random reference, and completenessLast edited by Pete Mack; April 3, 2010, 05:38.Comment
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Goodbye, RNG state within savegame. Reintroducing the V2.7.9- (?) behavior of just being able to reload ad-nauseum and get potentially different results every time sounds like a large step backwards.I would be happy to rewrite the random number provider to use an optional secure random number generator, like /dev/random on *NIX or CryptGenRandom on Windows.Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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That's reason enough. I'll also go with don't fix it if it's not broken. The RNG works just fine as far as I can tell. Sure weird things happen every once in a while, but that's just life. The way I figure it, the RNG generates dozens, if not hundreds of random numbers between each move you make. The chance of any particular failure or repetition on it's part being noticed by you is non-existent.
If you take the RNG and continue to make it more and more random, wouldn't it eventually evolve into a non-random state?
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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The context in which I noticed these possible clusters of DSM was definitely not normal game play. I was doing an experiment in collecting all the artifacts and was down to Mediator and Bladeturner. I cloned Great Ice Wyrms until I got them. As you can imagine, this provided plenty of opportunity to observe object generation. Under "normal" conditions where you get what you get and take on Morgoth when you think you're ready, I don't imagine any potential RNG issues would have much impact.Comment
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