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Made in us
Sagitarius with a Big F'in Gun







Hm. At the high level it looks fine enough (I haven't used your actual application). Unity does not have anything approaching True Random, though. At least, to my understanding of it. Have you run just some dice simulations to see if you can dredge up some bias?

M.


I don't think anything has any true random outside of connecting the seed to a quark's quantum state. I'm not sure how unity determines the initial seed value - possibly on the day/time/millisecond. I can set it manually via code, but it appears to be suitably random on a brief examination.

I've run a few 100k and 1mil rolls - and the numbers appear pretty close to what you'd expect, with minor deviation - as expected.

ie: 1mil rolls
roll1 - 499,873 are 4+
roll2 - 500,589 are 4+
roll3 - 500,227 are 4+

so pretty close and well within reasonable margin of error.
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

Yeah, skews a bit high. But, probably good enough for Mathshammer.

M.

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

To me the solution would never be to keep the same game design and assume use of digital dice rollers. I think physical dice are a part of the charm and core of the game. I would just like to see them be design with speed in play in mind.
Is it really too non granular? To me I would not mind if the only variants of hit rolls was 3+,4+,5+. Maybe the 2+ and 6+ could be reached with modifiers, or no used at all. Do we really need a unit to have accuracy between avrerage and good? between average and bad?

Or could such a simple solution be enough?

This message was edited 1 time. Last update was at 2017/11/25 11:12:06


Brutal, but kunning!  
   
Made in au
Regular Dakkanaut




You know what another term for rerolling is don't you?
Double handling.
Of course it's slow.
   
Made in us
Clousseau





East Bay, Ca, US

 Infantryman wrote:
Yeah, skews a bit high. But, probably good enough for Mathshammer.

M.


Actually those results are fairly typical, and make absolute sense given the standard deviation. In this case, it's a million coinflips, which has a standard deviation of 500. So all of those results are within 2 deviations from the mean, where 95% of all trials will fall.

In other words, you could run this experiment 100 times, and you would expect 95 of those experiments to produce a result between 499000 and 501000.

Arguing that there may be bias because "true random" doesn't exist is actually more of a philosophical one than a mathematical one. Computers generating random numbers based on the millisecond is sufficiently random and will follow the appropriate distribution.

In other news, I prefer to roll dice myself. I like dice.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
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