3 ms·
I see a couple of misunderstandings in the comments here. First: the PRNG state is not stored in the game's save file. It's in a "save state", which is an emul
by jcromartie 13y ago
I see a couple of misunderstandings in the comments here.
First: the PRNG state is not stored in the game's save file. It's in a "save state", which is an emulation term for an image of the system's RAM etc., which is a far cry from how the games work on a physical console.
That leads to my next point: if you're seeding the PRNG with the current time every time you need a random number, then you're doing it wrong.
- SeanLuke 13y agoAgreed. This seems to me to be all very simple: Nintendo is using a straightforward pseudorandom number generator. At time t, it has an internal seed. If the guy saves the emulator state then, of course that seed is saved along with everything else. When he restores it, it's still that seed -- why would he expect anything else? Nintendo did this because it's the correct behavior if you want the die to be statistically random in normal play, that is, not hacked up for cheating in a non-Nintendo game emulator. So what this guy is really complaining about is that he cannot influence or bias the roll of the die by hitting the die when it's displaying a certain number on-screen. He somehow thinks this is "determinism".
- LukeShu 13y agoI see this misunderstanding too: The "discovery" is that it uses a RNG at all. The player thought that it wasn't a random number at all; it was based on user input, like slots.
- baddox 13y ago> if you're seeding the PRNG with the current time every time you need a random number, then you're doing it wrong. I understand that this would be unnecessary, but does it actually affect the desirable properties of randomness?