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Old April 4, 2010, 03:11   #21
Pete Mack
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Ok, ok. So no true rngs. How about using even a week secure hash of a bad rng?

Like MD4(random.Next())
That is still repeatable, but is a lot more "random".
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Old April 4, 2010, 03:26   #22
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It may actually be an improvement for competitions since currently they're repeatable if you log keystrokes.
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Old April 4, 2010, 03:41   #23
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Changing the RNG is a solution looking for a problem, IMHO.
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Old April 4, 2010, 04:22   #24
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Changing the RNG is a solution looking for a problem, IMHO.
Well, yes.
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Old April 4, 2010, 17:40   #25
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i guess it might induce people to 'loadscum' but is there any other reason this is bad?
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?
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Old April 4, 2010, 21:56   #26
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are you theorizing something can be so random it'd be ordered?
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Old April 5, 2010, 03:47   #27
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are you theorizing something can be so random it'd be ordered?
Well... if we make the RNG always pick a number between 1 and 1 inclusive, it will always be perfectly uniform...
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Old April 8, 2010, 05:32   #28
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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.
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