mersenne twister

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Revision as of 21 December 2013 at 03:18.
The [/w/index.php?title=Talk:Random_Movement&offset=20131221031856&lqt_mustshow=4232 highlighted comment] was edited in this revision. [diff]

http://www.cs.gmu.edu/~sean/research/mersenne/MersenneTwisterFast.java http://www.cs.gmu.edu/~sean/research/mersenne/MersenneTwister.java

    Tmservo (talk)23:45, 20 December 2013

    The strength of the RNG doesn't have a massive bearing on the effectiveness of random movement. Also I am pretty sure most of us are already well aware of the Mersenne Twister.

      Chase01:49, 21 December 2013

      why not

        Tmservo (talk)02:08, 21 December 2013

        The main issue seems to be that you can't move to a random independent GF on all waves because waves are fired faster than their travel time.

          Straw (talk)03:08, 21 December 2013
           

          Because:

          1. So few random numbers are generated that even a pretty mediocre pseudorandom number generator would be pretty much impossible to predict. You need to capture a decent chunk of data to crack even a bad PRNG's state.
          2. Battles have other confounding factors (i.e. walls) which may hide what random number a bot chose.

          As an aside, that mersenne twister implementation is not a suitable replacement for Math.random() even if PRNG quality mattered, because it's not really more notably secure. If that was an issue, you'd want a cryptographically secure pseudorandom number generator, not a mersenne twister.

          Also, an out-of-the-blue link to a mersenne twister page isn't really a useful post.

            Rednaxela (talk)03:18, 21 December 2013
             
             
             
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