Quote:
|
Originally Posted by Randvek
Everyone knows that computers don't do random numbers properly. What a lot of people don't know is that the reason it's so easy to figure out that it doesn't generate random numbers properly is that streaks of similar numbers are very common. If you have a computer roll a d100, for example, and you get a 20, the odds are far higher than they should be that the next number will be somewhere between 10 and 30.
|
I think instead of listening to "everyone" you need to actually listen to someone who knows how random number generators work. Even the worst ones we know of do not remotely work like that.
Quote:
|
Originally Posted by Randvek
Random numbers don't exist in software, only in the physical world. It would be exceedingly easy to create a piece of hardware that creates truly random numbers (Atari did it, but I do not know if modern consoles do), but until computer manufacturers hop on that boat, we're stuck with formulae that can only *appear* to be random, and can only do so for a limited amount of time.
|
There is absolutely no way Atari created a "true" random number generator in your home. So far the only known method for true random is radioactive decay, even then most think that some pattern will eventually emerge. Atari used noise from a circuit that is supposedly random, however in some cryptanalysis it is found to be less than random (but then, so has pretty much everything else except radioactive decay).
While true that PRNG's eventually repeat, decent RNG's have a period long enough that it would take over your lifetime to find reach the end of it.
Quote:
|
You should try coding a combat system that uses random numbers sometime. You'll pull your hair out at how often lucky/unlucky runs affect the winner. I don't know for sure, but I believe that is why spells don't use random damage; it avoids that problem altogether.
|
That is still random - even in radioactive decay you get lucky/unlucky streaks. In fact if you work a system out where that *does't* occur you have a horribly non-random sequence. If your PRNG does it enough that it is statistically invalid then you need a different PRNG - if you use them much I would suggest Knuth's The Art of Computer Programming Vol II, Seminumerical Algorithms.
There are many fast and simple algorithms that are reasonably cryptographically secure. That is, they need modern supercomputers and weeks to figure out any patterns in it.
For all intents and purposes that *is* random, in fact it is *more* random than 99% of the physical things people want to use (coin flips, tossing dice, etc). It only matters that the sequence is statistically random - it doesn't matter how it was arrived at. What type of RNG you used is irrelevant.
And yes, I have written software using them. In fact I've even had to do formal proofs (both in a university and outside of them for journals) using them. I've even had to do some of the statistical testing on large sequences.