Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Probability
Archive: 12 posts
I am having trouble creating real probability. So far i have used one randomizer and Or gates with varying number inputs to create probabilty--likes odds of attacking a certain character or using specific moves, Which in theory should work, however, it seems the game already has in its mind what it wants to pick; When i rewind, it keeps picking the same thing. Am i doing something wrong? It doesnt seem that random, but more preset whenever you finish all the logic... | 2011-04-29 18:11:00 Author: Rpg Maker Posts: 877 |
I thought randomizers always fire off in the same order (even though it's called a randomizer) Maybe put two randomizers feeding into the system to make it more "random" | 2011-04-29 18:13:00 Author: Morgana25 Posts: 5983 |
Well i got one randomizer for picking what character it wants to target, and then another set of randomizer for what attacks to use--i think it works. It just always has a preset option for its first output...which is weird. So you basically saying randomize the randomizers? lol | 2011-04-29 18:25:00 Author: Rpg Maker Posts: 877 |
I've been wondering this as well. I thought of one option. If instead of using OR gates you used AND gates, this might increase the illusion of randomization, even though it isn't truly random. For example, 2 randomizers each hooked to 3 different AND gates would give you a 1 in 6 chance that both randomizers would pick the same AND gate at the same time... You need to make sure that you place one randomizer, let it click off for a few seconds, then place another one. They are somehow linked to time. Off topic - The older iPods worked in a very similar way. I noticed that setting my iPod to shuffle would always play the same songs in the same sequence if I picked the same first song (which was common, since I would just pick whatever was at the top of a playlist). So yes, it's randomly generated, but relies on an initial input. If that input is the same, and the options are the same, you will always get the same result... | 2011-04-29 18:26:00 Author: shane_danger Posts: 283 |
ya, basically that's what I'm saying. Comph told me you'd need to use the players position somehow to make it truly random. Not sure how you'd do that since I don't know how your level is set up. I seem to recall reading that randomizers are random enough for most things but they do fire off in the same pattern every time they run (not a repeated pattern but the same order when you play the level) So either putting multiple randomisers together to make things seem more random or using player data somehow are about the only solutions I can think of to get the result your after. | 2011-04-29 18:28:00 Author: Morgana25 Posts: 5983 |
Well typically the player doesn't move at all( the sackbot does if that effects anything), just a bunch of visual tricks. Since the entire level and enemies are emitted, im not sure if that will effect probability. I guess i didn't want enemies to get predictable because its a turn based rpg. I will try the randomizer trick and see what happens--my main fear is that emitted objects( monsters) will share that initial input--meaning every battle will start the exact same way | 2011-04-29 18:40:00 Author: Rpg Maker Posts: 877 |
So you basically saying randomize the randomizers? lol Problem is the Randomizer is pseudorandom (http://en.wikipedia.org/wiki/Pseudorandom_number_generator), so it needs to be seeded (http://en.wikipedia.org/wiki/Random_seed) if you want different results each time. Well typically the player doesn't move at all... There's probably still a truly random element to the level, for example, the amount of time it takes for the first Sackperson to spawn. So you could, perhaps, have some logic which continuously triggers the randomizer, and stops when the Sackperson spawns, detecting the event with a Player Sensor. | 2011-04-29 21:19:00 Author: Aya042 Posts: 2870 |
Hmmm interesting, though do i have to use a player sensor? I was thinking i could just negate its initial output at the start of battle, since everything after is running randomly--i think... | 2011-04-29 23:56:00 Author: Rpg Maker Posts: 877 |
The cause for this is that Randomizers in LBP2 are only seeded when they are created. I think I remember hearing that they re-seed themselves if they are emitted, though. | 2011-04-30 03:10:00 Author: Blue Helmet Posts: 306 |
I think I remember hearing something about randomizers being able to be truly random if their input is set to override pattern, and the appropriate adjustments are made so that it repeatedly receives an input. | 2011-04-30 03:17:00 Author: BIGGamerer Posts: 182 |
I think I remember hearing that they re-seed themselves if they are emitted, though. I've heard mixed reports on the success of this method. FWIW, there was a fairly long thread (https://lbpcentral.lbp-hub.com/index.php?t=47197-Randomizers-not-actually-random) about this very soon after launch which might be worth a read. | 2011-04-30 05:10:00 Author: Aya042 Posts: 2870 |
this is the thing withe randomizer & What you r helping in doing to make it malfunction you keep rewinding. lol everytime you reload a lvl a new result should occur if you r looking to use this what im assuming will be an attack multiple times during one playthrough setup say 5 randomizers all wired to an or gate in front of what you want wire your output from your trigger to 6 counters that lead to a a 5 port selector each counter should increase 1 in count. in front of the first counter place a 2 port OR gate and have the 6th counter rest it self and go to the OR gate in front of the First counter | 2011-04-30 20:36:00 Author: Unknown User |
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