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bedub1 wrote:File1. Get a list of numbers 1 to 6, each number repeated 10,000 times. The list will have 60,000 numbers in it. Randomize its order. This has uniform distribution, and is our pool of numbers. IE our DICE.
File2. Get a list of numbers 1 to 60,000, 600,000 long. Each number would be in there 10 times if it had uniform distribution, but it won't, because it's a random list. This list is how you choose which dice you get.
When a dice number is needed, read the next line from file2. It has a number, go read that spot from file1. That's your dice.
Dako wrote:Do you know what your method produces in the end? He produces a list of random numbers. Which is exactly a mechanism CC is using right now. But we just don't need to generate that list of random numbers because they are generated for us by random.org site.
bedub1 wrote:Oh, and I don't appreciate the attitude of some people here. I'm trying to be polite and explain myself. I took statistics in college, and calculus for engineers etc. No need to get rude when discussing this. I actually enjoy it. Random numbers are fascinating!
This game has been won.natty_dread wrote:How about we just use this algorithm. Nobody can complain then.
jakewilliams wrote:(carryover from live chat)
You have proven nothing by emailing him. I'm sorry you can't understand what he is saying. Look at this:
"If the list you are reading from originates from RANDOM.ORG, then the numbers in it are random and follow a uniform distribution."
This means that even though we are getting numbers and storing them, these are still random numbers.
jakewilliams wrote:Now by using the local RNG (which is a PRNG0 to determine where in the file we read from, we are introducing a PRNG into the equation. The number is still random, but I believe Dr Haahr would state that it would be best just to read the list of numbers we get from random.org sequentially, as these are still obtained from a TRNG.
I'm not sure how this can be explained more clearly.
jakewilliams wrote:He is NOT saying that we have to read the list randomly.
you pick a new spot in the list for every new number you take from the list, then I would classify your system as a true random number generator (TRNG)
carlpgoodrich wrote:If you have a list of TRN and your system reads consecutively from the list, then it is a TRNG. How would using a PRNG to read from the list of TRN make it not a TRNG? If you rearrange a list of TRN (e.g. using a PRNG to read from the list), you still have a list of TRN. The only reason Lack does this is to prevent a possible form of cheating that was discussed earlier in this thread, not to make the numbers more or less random.
bedub1 wrote:carlpgoodrich wrote:If you have a list of TRN and your system reads consecutively from the list, then it is a TRNG. How would using a PRNG to read from the list of TRN make it not a TRNG? If you rearrange a list of TRN (e.g. using a PRNG to read from the list), you still have a list of TRN. The only reason Lack does this is to prevent a possible form of cheating that was discussed earlier in this thread, not to make the numbers more or less random.
I don't know, but that seems to be what the guy that made random.org is saying. Using a PRNG to read from a list of TRN's results in a PRN, not in a TRN. But reading from a list of TRN's sequentially results in a TRN.
danfrank wrote:Site is still rigged and unless proven otherwise that is what i will think. Take for instance tonite.. All my first rolls on everyturn has been double defensed . So i lose 2 armies to start every turn.. Is it bad luck ? Nope . Happens way too often for it to be luck.
bedub1 wrote:... rolling 1 dice 5 times to get the numbers, instead of 5 dice 1 time.
drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
carlpgoodrich wrote:bedub1 wrote:... rolling 1 dice 5 times to get the numbers, instead of 5 dice 1 time.
What on earth is the difference? Forget the questions of PRNG/TRNG etc. for a second... Please, I want to hear this.
lackattack wrote:I am hesitant to use a pseudo-random number generator because the numbers we use from random.org are truly random and that seems like a step backwards.
lackattack wrote:The intensity levels are based on high quality random numbers from Random.org. The numbers are read from a large file containing columns of numbers from 1 to 6, in the format A1 A2 A3 D1 D2. When the intensity levels are generated, the game engine reads a line from the file and discards it. The appropriate numbers are used and the others are ignored. The file contains 500,000 lines of intensity levels and is re-loaded when all the lines are used up.
lackattack wrote:This is how the intensity cubes now work:
* We have a series of 50,000 high quality random numbers from random.org
* Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
* When the last number in the series is read, we "rewind" and continue with the first number in the series
lackattack wrote:I will replace our series of 50k random numbers with new numbers from random.org as often as their quota allows!
lackattack wrote:This is how the intensity cubes now work:
* We have a series of 50,000 true random numbers from random.org
* Each time the game engine processes an assault or auto-assault, it select a random spot in the series to read from using a pseudo-random computer function
* Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
* The series of 50,000 true random numbers from random.org is replaced every hour
bedub1 wrote:carlpgoodrich wrote:bedub1 wrote:... rolling 1 dice 5 times to get the numbers, instead of 5 dice 1 time.
What on earth is the difference? Forget the questions of PRNG/TRNG etc. for a second... Please, I want to hear this.
The first is a single random number generator asked for a number 5 times, and then read sequentially. (you roll 1 dice 3 times, your buddy rolls 1 dice 2 times)
The second is five random number generators all asked for a single number once for the action desired, and read in parallel. (you roll 3 dice and your buddy rolls 2 at the same time)
Which is the way it works in real life? It is my belief we should attempt to mimic real life.
random.org states the way to read the lists of numbers obtained from them is to read them sequentially. We used to get a huge list and read it sequentially for the 5 dice, which was proper. It got changed, one of the reasons being in hindsight that it was a huge load on the servers. The new option is more efficient, but we use a PRNG that results in a PRN. Smaller lists seem better, but I don't care for the PRNG.
bedub1 wrote:carlpgoodrich wrote:bedub1 wrote:... rolling 1 dice 5 times to get the numbers, instead of 5 dice 1 time.
What on earth is the difference? Forget the questions of PRNG/TRNG etc. for a second... Please, I want to hear this.
The first is a single random number generator asked for a number 5 times, and then read sequentially. (you roll 1 dice 3 times, your buddy rolls 1 dice 2 times)
The second is five random number generators all asked for a single number once for the action desired, and read in parallel. (you roll 3 dice and your buddy rolls 2 at the same time)
Which is the way it works in real life? It is my belief we should attempt to mimic real life.
random.org states the way to read the lists of numbers obtained from them is to read them sequentially. We used to get a huge list and read it sequentially for the 5 dice, which was proper. It got changed, one of the reasons being in hindsight that it was a huge load on the servers. The new option is more efficient, but we use a PRNG that results in a PRN. Smaller lists seem better, but I don't care for the PRNG.
Proposal
Instead how about we get 5 lists and read them sequentially like we are supposed to, just one list for each dice.
Benefits
Now the streaks don't run through the 5 dice you see when you attack somebody, they run down your first attack dice, down your second attack dice etc.
Small lists for each dice should be a lower load
multiple lists makes cheating appear impossible
We get rid of the PRNG, and go back to using a TRNG in the correct fashionlackattack wrote:I am hesitant to use a pseudo-random number generator because the numbers we use from random.org are truly random and that seems like a step backwards.
EDIT:
Version 1lackattack wrote:The intensity levels are based on high quality random numbers from Random.org. The numbers are read from a large file containing columns of numbers from 1 to 6, in the format A1 A2 A3 D1 D2. When the intensity levels are generated, the game engine reads a line from the file and discards it. The appropriate numbers are used and the others are ignored. The file contains 500,000 lines of intensity levels and is re-loaded when all the lines are used up.
Version 2lackattack wrote:This is how the intensity cubes now work:
* We have a series of 50,000 high quality random numbers from random.org
* Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
* When the last number in the series is read, we "rewind" and continue with the first number in the series
Version 2.1lackattack wrote:I will replace our series of 50k random numbers with new numbers from random.org as often as their quota allows!
Version 3lackattack wrote:This is how the intensity cubes now work:
* We have a series of 50,000 true random numbers from random.org
* Each time the game engine processes an assault or auto-assault, it select a random spot in the series to read from using a pseudo-random computer function
* Each time the game engine generates a random intensity cube, the next number is read in sequence from the series (e.g. in a 3v1 attack 4 numbers are read sequentially)
* The series of 50,000 true random numbers from random.org is replaced every hour
carlpgoodrich wrote:bedub1 wrote:carlpgoodrich wrote:bedub1 wrote:... rolling 1 dice 5 times to get the numbers, instead of 5 dice 1 time.
What on earth is the difference? Forget the questions of PRNG/TRNG etc. for a second... Please, I want to hear this.
The first is a single random number generator asked for a number 5 times, and then read sequentially. (you roll 1 dice 3 times, your buddy rolls 1 dice 2 times)
The second is five random number generators all asked for a single number once for the action desired, and read in parallel. (you roll 3 dice and your buddy rolls 2 at the same time)
Which is the way it works in real life? It is my belief we should attempt to mimic real life.
No, you didn't answer my question. I repeat: What is the difference between rolling an actual dice 5 times and rolling 5 dice one time each? One of the problems with this discussion is that you are not listening to what other people are saying, so it makes it very hard for you to understand.
Night Strike wrote:How does the whole file result in a PRN when the only thing the PRNG does is tell you where to start reading? The list is still compiled from a TRNG and read sequentially as random.org states, so the data in now way magically becomes a PRNG.
If the number that you generate locally is a pseudo-random number, then I would describe your system as a pseudo-random number generator (PRNG).
bedub1 wrote:carlpgoodrich wrote:bedub1 wrote:carlpgoodrich wrote:bedub1 wrote:... rolling 1 dice 5 times to get the numbers, instead of 5 dice 1 time.
What on earth is the difference? Forget the questions of PRNG/TRNG etc. for a second... Please, I want to hear this.
The first is a single random number generator asked for a number 5 times, and then read sequentially. (you roll 1 dice 3 times, your buddy rolls 1 dice 2 times)
The second is five random number generators all asked for a single number once for the action desired, and read in parallel. (you roll 3 dice and your buddy rolls 2 at the same time)
Which is the way it works in real life? It is my belief we should attempt to mimic real life.
No, you didn't answer my question. I repeat: What is the difference between rolling an actual dice 5 times and rolling 5 dice one time each? One of the problems with this discussion is that you are not listening to what other people are saying, so it makes it very hard for you to understand.
Did I not explain it? I thought it was the first thing I did...
Think of it this way. If the list had 6 numbers in it instead of having 50k numbers in it, and we use a PRNG to pick a spot to start reading, you are basically picking a random number. A PRN. I have to agree with lack that I'd prefer not to have a PRNG involved....
So you're saying that if we had 5 dice, and I rolled them all individually and wrote down those five numbers, and then rolled only 1 of them 5 times and wrote down those 5 numbers, that the second list is suddenly less random than the first list?bedub1 wrote:carlpgoodrich wrote:bedub1 wrote:carlpgoodrich wrote:bedub1 wrote:... rolling 1 dice 5 times to get the numbers, instead of 5 dice 1 time.
What on earth is the difference? Forget the questions of PRNG/TRNG etc. for a second... Please, I want to hear this.
The first is a single random number generator asked for a number 5 times, and then read sequentially. (you roll 1 dice 3 times, your buddy rolls 1 dice 2 times)
The second is five random number generators all asked for a single number once for the action desired, and read in parallel. (you roll 3 dice and your buddy rolls 2 at the same time)
Which is the way it works in real life? It is my belief we should attempt to mimic real life.
No, you didn't answer my question. I repeat: What is the difference between rolling an actual dice 5 times and rolling 5 dice one time each? One of the problems with this discussion is that you are not listening to what other people are saying, so it makes it very hard for you to understand.
Did I not explain it? I thought it was the first thing I did...
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