2009-07-04, 09:31 PM
We must remember that statistics applied to games is a bit different from what we learn from theory. I believe that Nexon's uses a simple Pseudorandom number generator algorithm (PRNG) to generate random numbers applied to damage calculation, skills % to work, scrolls, etc. Remembering that many people found "patterns" in 30% or 70% scrolls, which indicates that the Nexon's PRNG, found its frequency or the seeds used in the generation of numbers is repeated. Well, it is huge and very diverse subject.
I am currently developing software to deal with problems of physics, chemistry and engineering, generate billions of random numbers, using the entropy of the servers to create seeds. After generating the data, then we will start the simulations like how atoms can escape from an optical trap, or optimize the production of a remedy to how much tension can wings of airplanes support, or even the behavior of a coffee shop over time (discrete event simulation).
Sorry about my english, still learning.
Some usefull links:
PRNG
Randomness
Monte Carlo Method
Entropy
Discrete event simulation
Random Seed
I am currently developing software to deal with problems of physics, chemistry and engineering, generate billions of random numbers, using the entropy of the servers to create seeds. After generating the data, then we will start the simulations like how atoms can escape from an optical trap, or optimize the production of a remedy to how much tension can wings of airplanes support, or even the behavior of a coffee shop over time (discrete event simulation).
Sorry about my english, still learning.
Some usefull links:
PRNG
Randomness
Monte Carlo Method
Entropy
Discrete event simulation
Random Seed

