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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001774 | VCMI | Mechanics - Objects | public | 2014-04-18 17:34 | 2014-05-10 16:33 | ||||
Reporter | beegee | ||||||||
Assigned To | beegee | ||||||||
Priority | normal | Severity | tweak | Reproducibility | N/A | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001774: Check random distribution for various game aspects (primary skills, secondary skills, etc...) | ||||||||
Description | I don't know if this is an issue, but I think someone (preferably a tester, ideally with up-to-date VCMI build) should check if the distribution of random events is balanced. A random event would be the distribution of primary skills, secondary skills, etc... I recognized this when I was refactoring random number generation, for 90%+ gameplay relevant random events the same generator is used. Equal distribution can only archieved when for every game aspect a seperate generator will be used. I don't know if this is possible when generators are shared for different features. | ||||||||
Steps To Reproduce | E.g. You may test randomness of primary skills with newly implemented auto-leveling for heroes. Set a high exp for a hero and play around with it a few times and look at the primary skills stats. IMO I archieved it that a stronghold hero had much higher defense skill. (Warning: This has to be verified!!). | ||||||||
Additional Information | Perhaps someone can list all gameplay relevant random events, at least the most important, that would be nice. | ||||||||
Tags | No tags attached. | ||||||||
Attached Files | |||||||||
Notes | |
(0004634) beegee (developer) 2014-04-18 17:39 |
Just as a info, for secondary skills are separate random number generator will be used, so that shouldn't be an issue. |
(0004646) Warmonger (administrator) 2014-05-04 14:47 edited on: 2014-05-04 14:48 |
http://dilbert.com/dyn/str_strip/000000000/00000000/0000000/000000/00000/2000/300/2318/2318.strip.gif [^] Human testers are not suitable for testing randomness of any kind. Also, I see no reason why using same RNG with for different area would affect distribution. random number generator is random and subsequent rolls should be random and independent as well. |
(0004651) beegee (developer) 2014-05-10 16:05 |
Cool image! OK, perhaps we could write unit tests to check distribution. So it isn't an issue to use the same RNG instance for different areas? I'm not sure, that's why I created this mantis point to check if it's really a problem. Someone had implemented secondary skill selection by using a separate RNG. It would be nice to know why a separate RNG was chosen. Warmonger, if you think this isn't an issue, feel free to close this mantis point. |
(0004652) Warmonger (administrator) 2014-05-10 16:33 |
Because secondary skills are not really random, they follow certain algorithm. Closing them. |
Issue History | |||
Date Modified | Username | Field | Change |
2014-04-18 17:34 | beegee | New Issue | |
2014-04-18 17:34 | beegee | Status | new => assigned |
2014-04-18 17:34 | beegee | Assigned To | => Warmonger |
2014-04-18 17:35 | beegee | Description Updated | View Revisions |
2014-04-18 17:39 | beegee | Note Added: 0004634 | |
2014-05-04 14:47 | Warmonger | Note Added: 0004646 | |
2014-05-04 14:48 | Warmonger | Note Edited: 0004646 | View Revisions |
2014-05-10 16:05 | beegee | Note Added: 0004651 | |
2014-05-10 16:06 | beegee | Assigned To | Warmonger => |
2014-05-10 16:06 | beegee | Assigned To | => beegee |
2014-05-10 16:06 | beegee | Status | assigned => feedback |
2014-05-10 16:33 | Warmonger | Note Added: 0004652 | |
2014-05-10 16:33 | Warmonger | Status | feedback => closed |
2014-05-10 16:33 | Warmonger | Resolution | open => no change required |
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