Code center > Suggestions

Regarding the seed value function!

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Greven:
Thx for adding the seed value function, very nice.

But I have an idea. What about having the seed value function show in bottom for the sim, were bot number etc. is showed?

Also when seed the sim with a timer, why dont we show the timer at the start of sim in this nice tiny place, then we can re-play time-seeded sims?

PurpleYouko:
Except that timer seeded sims get reseeded on every cycle from the new timer value.

Kind of hard to reproduce that doncha think?

Numsgil:
I think I fixed that bug actually.  (Bug only in that it's not necessary to reseed a sim with a new seed).

Should be possible.

PurpleYouko:
I don't see how you can reproduce a timer randomized sim unless you have removed the "randomize timer" command from the main loop.

This will make the random seed change depending on a bunch of different things such as Processor speed, other programs running, how fast DB is running, number of robots and many others.

You just can't reproduce all those factors and that is why a timer reseed is a lot more random than a manual reseed.

I can see why you would want to remove the timer reseed for running manually seeded models but in a timer reseeded model you want as much (pseudo) randomness as possible so you need to reseed as often as you can. Every cycle works well for me. That is the way it has always been and I see no reason to change that.

Numsgil:
See, that's the fallacy.  You only need to seed a random function once, and ever after it will produce a string of random numbers that bear no statistical correlation with each other.  However, these numbers are only guarenteed to be random in the long run.  The smaller sample size you take from each seed, the less statistically random it becomes (that is, it's possible patterns will develop).

Trust me, I've spent alot of time studying random number genrators (about 2 weeks solid back in the day.  So maybe alot of time isn't quite accurate.)

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