Subject: Re: [stella] entropy & randomness From: Erik Mooney <erik@xxxxxxxxxx> Date: Thu, 11 Oct 2001 01:34:46 -0400 |
On Wed, 10 Oct 2001 23:28:33 -0500 (CDT), you wrote: >On a side note, does anyone know of any maximal length sets(sets where >there are 2^n-1 iterations to repear) with n (much) larger? I have a >project which uses 36, but I'd like to make it much longer for geekiness >value(to be able to say it won't repeat for the life of the universe). My >register is 242 bits, so anything between 36 and 242 would be helpful. Now _there's_ a problem that can't be brute-forced... :) >Another way to set a seed is to have a counter incrementing every frame, >and wait until the player presses reset, then take the counter value. > >In simon, I wanted true randomness, so I keep that counter going through >out the game, and sampled whenever the player pressed the joystick. >Given that I only needed a 2 bit random number, and the presumption that >the player cannot control when she presses the button to within 1/15 of a >second, it becomes a true random number based on the player response. Of >course this method depends on needing a sufficiently small number of bits, >and that the game garuntees that the player presses the button at least >once before every time you need a new number. I think you might be surprised at the timing accuracy that video game players are capable of. Take a PC and set the keyboard to the highest repeat rate, which is 30 characters per second. Move through some text by holding down an arrow key, aiming for a certain character, and release. If you end within one character of the target, you had 1/15 of a second accuracy. I can do it 90% consistently, and (this scares me) about 60% consistently with my eyes closed. - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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