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Bugs, bugs, bugs > Two exact games

Two exact games

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289368.4 in reply to 289368.3
Date: 9/25/2017 4:44:24 PM
Overall Posts Rated:
8686
As far as I know, there are random variables in the engine. This time the results simply happened to be exactly the same. If you simulated the game 10 times, I'm sure that you'd get different results.
I'm not trying to defend the engine here because this is far from realistic. I'm just saying that this is probably the explanation for what happened.

From: Siwy

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289368.5 in reply to 289368.4
Date: 9/25/2017 4:57:47 PM
Overall Posts Rated:
15061506
Probably random generator used the same seed (needed to generate pseudorandom numbers) twice. It probably happens more often in bot games, as most of variables used in them are constant to simplify calculations.
The question is "from what seed comes"...

Leniwy, stary, wyliniały kocur. Czasem jeszcze zerknie na polskie tłumaczenia.
This Post:
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289368.7 in reply to 289368.6
Date: 9/25/2017 5:14:52 PM
Overall Posts Rated:
8686
That is assuming that there's randomness in every play. Obviously none of us know how the mechanics in the engine works, so there is no way to be sure. I just think that there's plenty of examples in the forums to prove that there's a random factor.

From: Siwy

This Post:
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289368.10 in reply to 289368.9
Date: 9/26/2017 6:12:02 AM
Overall Posts Rated:
15061506
Very bad for bot games, but sufficient for ones with active users. For example, it may have a source in sublevels of XP if 1st player in squad, so in bot games it will almost always generate the same result (bot players don't gain XP), but in normal games it almost always generates different numbers.

Leniwy, stary, wyliniały kocur. Czasem jeszcze zerknie na polskie tłumaczenia.
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.