ksnake wrote:
According the HeadM ... that would be an error in the seed, not the algorithm itself ... To generate patterns in games started at the same time it would seem necessary to carry a seed for each of the games. Otherwise the lack of randomness would probably manifest itself in the games played at a specific time (and be much harder to detect).
I would think that there are at least two methods for creating this situation, either; a problem with the way the seed is used, or a problem with the algorithm or code which uses the random number generator's output to select damage chits. This, of course, assumes that the random number generator provided in most programming language packages is adequate to support the creation of random numbers between 1 and 6 or between 1 and 31 (inclusive). |