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Luck manipulation: Difference between revisions

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→‎Principle: Clarified a little in response to a comment.
>Sherkel
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The word "random" is essentially synonymous with "unpredictable". It is believed that [https://en.wikipedia.org/wiki/Hardware_random_number_generator some physical processes] are "truly random", i.e. absolutely unpredictable ahead of time, due to underlying quantum effects. However, specially designed hardware is usually needed to utilize those truly random physical processes. Other "random" processes, like rolling a dice or tossing a coin, have their results almost completely determined by the initial conditions, like the height, velocity, and spinning speed of the throw. However, since it is almost impossible for a normal human to control or otherwise determine those parameters to the precision needed to predict the results, those processes can also be considered random.
 
The "randomness" in computers and video games is usually of the latter kind <!-- ofdeterministic whichgiven two?initial -->conditions, but difficult to predict nonetheless. In this case, the "initial conditions" mostly come from user inputs, including their precise timings. It is theoretically possible for cycle-level (on the order of 10<sup>-6</sup> second) timings to affect the state of the hardware (possibly in subtle ways, like forcing the V-Blank interrupt to wait for an instruction to complete). Frame-level (~1/60 s) timings tend to affect it in more significant ways, although depending on the specific implementation of the RNG and the game in general, inputs at some frames may not be factored into the RNG.
 
The internal state of an RNG is sometimes known as the "seed". Since many random numbers might be needed at a time when there are few or no external inputs, the unpredictability of random numbers depend on the unpredictability of the seed. Even if unpredictable at the beginning, a seed of finite length cannot generate an infinite sequence of truly random numbers, as each random number carries a certain amount of information about the seed, eventually making the seed, and thus further random numbers, predictable. The best RNG designers could do is to make the outputs "pseudorandom", i.e. making it a difficult computational task to predict later outputs from previous ones. However, real world RNGs, especially ones from old console games, are often not very carefully designed, making it feasible to analyze the outputs and retrieve the seed.
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*[[Cute Charm exploit]]
*[[RNG correlation (Generation I)]]
*[[RNG oddities (Generation III)]]
 
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