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Two exact games

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From: GM-Dyd

This Post:
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289368.11 in reply to 289368.9
Date: 9/26/2017 6:46:08 AM
Sin City inFamous
IV.16
Overall Posts Rated:
716716
Random Factor in software is not really a "random" number.
It's called "pseudo-random" and it can be retrieved always by an algorithm.

(https://en.wikipedia.org/wiki/Pseudorandom_number_generato...)

I don't know where BB find the "random factor" but there is a probabilty it takes the same. This can be noted more on two consecutive games. played with same tactics and so on.



This Post:
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289368.13 in reply to 289368.12
Date: 9/26/2017 11:18:31 AM
Overall Posts Rated:
32293229
It's almost certainly tied back to the two games ending up played using the same seed for the RNG. Actually, that sounded like a familiar topic and I found a couple of old threads, but the one I remember personally was from 2014 where this was discussed:
(263046.1)

If they're using the ticks from epoch method to generate the random seed number, the chances of something like this occurring should be as near to non-existent as is possible. So now that I look back, it's not a random seed issue as much as it sounds like there's either an issue with the implemention of the RNG in C++ or maybe some obscure cached data that is causing it to pull back cached results rather than run new ones. In any case, it sounds like it's trying to find a freckle on an angel dancing on the head of a needle inside a haystack where you're only told the haystack is somewhere on Earth. It's possible, but I don't envy anyone trying to sift through that.