something fishy - rng is not rng

"
ScrotieMcB wrote:
Tinfoil is tinfoil.


Tin Foil is always Aluminum Foil. According to Wikipedia tin foil was phased out in 1910.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

The perfect solution to fix Trade Chat:
www.pathofexile.com/forum/view-thread/2247070
"
mark1030 wrote:
"
ScrotieMcB wrote:
"
Arrowneous wrote:
 Anyone can say that what you experienced and heard is "tin foil hat" nonsense and all, but the truth is that GGG uses what is called "gated" RNG. That means that while RNG is in full force all the time on all drops the server side is keeping a count of the total number of a specific unique item to ensure that only a specific number of that item is released into the PoE economy over a specific time.
Citation needed. By which I mean "you are probably talking out your ass."
Indeed. The scenario he gives implies that there is some kind of system like the Evasion Entropy that prevents an item from dropping for the next n amount of hours if that item just dropped. That's a much different system than just having a random but low probability for that item to drop.
For the record, the system being described by Arrowneous does not exist in the game. Unique drops are not recorded, and have no effect on future unique drops*.

Unique (and other) item drops are independent events.

*except for if a unique drops which grants IIQ or IIR stats to the user, which would, technically, affect future drops if you equip it. Which isn't what we're discussing at all, but I'm worried if I don't explicitly mention it, someone's going to jump on that specific case as a way to prove me wrong.
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Mark_GGG wrote:
For the record, the system being described by Arrowneous does not exist in the game. Unique drops are not recorded, and have no effect on future unique drops*.

Unique (and other) item drops are independent events.

*except for if a unique drops which grants IIQ or IIR stats to the user, which would, technically, affect future drops if you equip it. Which isn't what we're discussing at all, but I'm worried if I don't explicitly mention it, someone's going to jump on that specific case as a way to prove me wrong.

Appreciated bit of information. Will let igna know about it so he can add it to the unique item list. :P

Although people will still call BS on anything you said just because there must be an explanation for their bad luck and someone to blame at. #FuckTheEconomy
I'm sure there are many things the PoE loot system isn't, Mark.
Spoiler
like risk/reward for example

but then I'm also sure you are not going to give us any information about what it is, either.
and you are also unlikely to say, if you guys ever read or indeed put any of the literally thousands of good suggestions about it, to practice.

"
Nightmare90 wrote:

#FuckTheEconomy
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Jun 13, 2014, 1:32:05 AM
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johnKeys wrote:
I'm sure there are many things the PoE loot system isn't, Mark.

...but then I'm also sure you are not going to give us any information about what it is, either.

Reading between the lines of what GGG has disclosed, it is a long-sequence integer pseudo-random number generator whose seed is frequently reset. As used by PoE, the variance of its results is completely unrestrained over any practical time interval. In other words, the only thing you'll ever get out of it is sheer dumb luck.
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Mark_GGG wrote:
For the record, the system being described by Arrowneous does not exist in the game. Unique drops are not recorded, and have no effect on future unique drops*.

Unique (and other) item drops are independent events.

*except for if a unique drops which grants IIQ or IIR stats to the user, which would, technically, affect future drops if you equip it. Which isn't what we're discussing at all, but I'm worried if I don't explicitly mention it, someone's going to jump on that specific case as a way to prove me wrong.


This should be obvious.

It would be rather nice to have such things stated explicitly somewhere to stop all the rabble. :D

IGN: SplitEpimorphism
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Mark_GGG wrote:

*except for if a unique drops which grants IIQ or IIR stats to the user, which would, technically, affect future drops if you equip it. Which isn't what we're discussing at all, but I'm worried if I don't explicitly mention it, someone's going to jump on that specific case as a way to prove me wrong.


At least you realised what kind of community we have in poe

hue hue hue
"
For the record, the system being described by Arrowneous does not exist in the game. Unique drops are not recorded, and have no effect on future unique drops*.

Unique (and other) item drops are independent events.

*except for if a unique drops which grants IIQ or IIR stats to the user, which would, technically, affect future drops if you equip it. Which isn't what we're discussing at all, but I'm worried if I don't explicitly mention it, someone's going to jump on that specific case as a way to prove me wrong.


What about mirror drops? I wouldn't dismiss what Arrowneous stated so quickly.
Last edited by Gemdraco#2335 on Jun 13, 2014, 4:39:01 AM
"
Gemdraco wrote:
"
For the record, the system being described by Arrowneous does not exist in the game. Unique drops are not recorded, and have no effect on future unique drops*.

Unique (and other) item drops are independent events.

*except for if a unique drops which grants IIQ or IIR stats to the user, which would, technically, affect future drops if you equip it. Which isn't what we're discussing at all, but I'm worried if I don't explicitly mention it, someone's going to jump on that specific case as a way to prove me wrong.


What about mirror drops? I wouldn't dismiss what Arrowneous stated so quickly.


The variance you see as a player for low-probability drops significantly server-wide in the aggregate. Flip a coin 10 times and you can get 8 heads reasonably often (~5% of the time you'll get at least 8 heads). Flip a coin 1000 times and the chances of getting >= 800 heads are close to zero (on the order of 10^{-85}).

RNG gets pretty reliable if you throw enough dice.
IGN: SplitEpimorphism
Last edited by syrioforel#7028 on Jun 13, 2014, 4:48:07 AM
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syrioforel wrote:
"
Gemdraco wrote:
"
For the record, the system being described by Arrowneous does not exist in the game. Unique drops are not recorded, and have no effect on future unique drops*.

Unique (and other) item drops are independent events.

*except for if a unique drops which grants IIQ or IIR stats to the user, which would, technically, affect future drops if you equip it. Which isn't what we're discussing at all, but I'm worried if I don't explicitly mention it, someone's going to jump on that specific case as a way to prove me wrong.


What about mirror drops? I wouldn't dismiss what Arrowneous stated so quickly.


The variance you see as a player for low-probability drops significantly server-wide in the aggregate. Flip a coin 10 times and you can get 8 heads reasonably often (~5% of the time you'll get at least 8 heads). Flip a coin 1000 times and the chances of getting >= 800 heads are close to zero (on the order of 10^{-85}).

RNG gets pretty reliable if you throw enough dice.


TRNG does and to an extent some prng systems will but these are to slow/heavy for use to use as a arpg prng system, Enterprise level PRNG that can work for environments like this do not... the difference being that these kinds of prng are made to be light and fast with minimal resource use and near zero wait time (so just a seed and a cpu clock check). That means it has numerous issues, such as a more limited subset of results that will repeat themselves a lot quicker then more fully featured prng systems plus heavier tendencies to cluster results more tightly. Once that pattern has exhausted itself and repeats then it doesn't matter how many more times you run it because the distribution and results will be the same (just the seed can change this table, which is often based on date from the system clock). These are also predictable enough that people have written programs that can tell you what its generating and is why these prng systems cannot be used in either computer/server/internet security or in gambling games (with real money flowing). Hence they are deemed GOOD ENOUGH to fill the needs of a server based arpg, they are not however actually good systems.

In fact there was a gif once posted here that displayed how it reacted on a windows system compared to a linux based one as well. The linux one formed nice little clusters that while predictable and limited simulated some form of psuedo randomness (still had a lot of white space in clean patterns, with almost all results clustered) while the exact same code in windows formed bars lining across the image with massive white space. The only thing I think that can alter this requires a macro outlook that extends the results table so that multiple clusters of results occur within each desired possibility (using a lot more resources but will hide the clusters) instead of just the usual dividing the result by the number of possible entries to get a particular item.


edit - Heck, look at all the games in which you can indirectly MANIPULATE the results (fairly close to all games). It lets me pick what 'random' enemy I fight and what is rewarded in any rpg game with 100% accuracy (if done right), lets people pick what pokemon they would encounter, allowed people to pick the 'random' charm table they would get in monster hunter 3u and etc... and all it needed was to set the system clock or to reset the game in order to gain control of these 'random' results.
Last edited by Jiero#2499 on Jun 13, 2014, 6:08:48 AM

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