3 ms·
I've not looked at the source, but I doubt that each guest has a unique PRNG. It's more likely that there's one PRNG for the whole game, and so the behavior wil
by db48x 6y ago
I've not looked at the source, but I doubt that each guest has a unique PRNG. It's more likely that there's one PRNG for the whole game, and so the behavior will depend as much on the number of guests in the park as anything else.
- jerf 6y agoThis is true, and it'll extend the size of the loop past the naive "once around the PRNG". However, 10^20k years is so much larger that it's safe to guess that even if you do your best to extend the size of the loop based on the behavior I saw there (the park puts in a certain number of people which stays fairly constant), you still end up with too few states reachable to ever prevent looping. Assuming a roughly 4Hz update rate, 10^20k years is around 10^2.5trillion iterations. The PRNG has fewer than 2048 bits (being very conservative), and with (let's round way up) 100 patrons exploring the same let's say 256 slots or so [1], you can encode an additional byte per patron, but you're still a long, long ways away from coming even close to the size where it's even close. That gets you a very generous 2^4608 (approx 10^1387) states you can reach, which isn't anywhere near close to the number of random iterations we can guess this will take. So it's safe to say the simulation as a whole will still loop, even with the state beyond the PRNG itself. Note you have room to add a looooooooot more state in to my estimates before it's even remotely close. There's nowhere near enough bits available to encode things and avoid loops. [1]: The number they can explore is not relevant, it's the number they will explore. I'm also naively assuming each of the 256 is equally likely, which is false, but is also a best case for this analysis. In reality the patrons tend to encode much less than that as they are much more likely to be towards the front of the maze.