Think i know why RNG is inconsistent in PoE

"
Anonymous1749704 wrote:
"
Char1983 wrote:
No. It is rather easy to make a true random number generator. They are commercially available, as far as I know. You can use either radioactive decay or cosmic radiation (there are probably a few other possible sources) to trigger them.


Where's the facepalm button.

If the 'process and/or result' is 'reliant on/affected by' outside factors, then it's not true random. It doesn't matter if a random generator works through an algorithm, entropy or radiation, all of these equally invalidate it from being true random.

As far as mankind's current knowledge goes, true random is impossible and doesn't exist.


Define true random, please.

For me, true random would be that you can draw multiple numbers, they follow a distribution, and they are iid (independent and identically distributed). Do you have a different idea of what "true random" means? Using the CMB allows you to produce such numbers.

Random number generators typically used (and available in most programming languages, and probably used by GGG) are deterministic pseudo-random-number generators, and don't produce iid numbers. But they are "sufficiently random" for a lot of use cases.
Remove Horticrafting station storage limit.
If they "follow a distribution" and produce identically distributed results then you don't have a random process. Again... there is no such thing as a random process so trying to compare your "definition" to something that doesn't exist is going to be incredibly frustrating. There should really avoid the term completely. Use "unpredictable"... it's much less likely to provoke nonsense like this thread.
Last edited by Shagsbeard#3964 on Feb 4, 2021, 12:45:22 PM
"
Toshis8 wrote:
1 is infinitely more than 0, even if that 1 has very small chance.


1 is pretty exactly 1 more than 0.

If you mean, it is infinitely many times 0, that is incorrect, too. 1/0 isn't infinite. It simply isn't defined.

"
Toshis8 wrote:
Was crunching numbers for few hours and found reliable way to increase odds of successful corruptions. Corrupted in game nearly 400 gems and rough avarage was 1 in 7 gems with increased level. Generated a string of 10000 numbers between 1 and 7 and applied my method to it. Increase in successful outcomes was 18,3%. If usual way you would get 100 successes, my way 118 (assuming PoE rng isnt biased). Anyway, got very late here, time to rest.


Seems like your pseudo-random-number generator wasn't the best, then.

If the random number generator would produce truly IID numbers, then there can't be a strategy that improves the odds. Maybe you just got lucky. Or unlucky, depends on the point of view, because you now believe you can influence the odds, which you can't, at least not if GGG is using an unbiased, high-quality pseudo-random-number generator.
Remove Horticrafting station storage limit.
"
Shagsbeard wrote:
If they "follow a distribution" and produce identically distributed results then you don't have a random process. Again... there is no such thing as a random process so trying to compare your "definition" to something that doesn't exist is going to be incredibly frustrating. There should really avoid the term completely. Use "unpredictable"... it's much less likely to provoke nonsense like this thread.


Not sure what your mathematical background is. Do you know the term "independent and identically distributed", also called IID, and its meaning? If not, I am afraid we are talking past each other here.
Remove Horticrafting station storage limit.
"
Char1983 wrote:

1 is pretty exactly 1 more than 0.

If you mean, it is infinitely many times 0, that is incorrect, too. 1/0 isn't infinite. It simply isn't defined.


What i meant, that if for example you had one ticked, chance to win lottery was 1:1000000 and if you had 2 tickets your chance to win was 2:1000000 (or 1:500000), you chance to win improved twice. Now if you had 0 tickets and 1 ticket, its no chance at all vs very small chance. Going from 0 to 1 isnt improving your odds by 1, 2, 3 or million times, your chances became infinitively larger. Correct me if i am wrong.

"
Char1983 wrote:

Seems like your pseudo-random-number generator wasn't the best, then.

If the random number generator would produce truly IID numbers, then there can't be a strategy that improves the odds. Maybe you just got lucky. Or unlucky, depends on the point of view, because you now believe you can influence the odds, which you can't, at least not if GGG is using an unbiased, high-quality pseudo-random-number generator.


You're right. Rechecked the calculations and found a mistake. In corrected calculations change was only 1%, this can be attributed to sample size not being large enough. My mistake was, that i was too hasty and didnt double check.

Edit:

Observed intersting thing, in a sequence of randomly generated numbers between 1 and 7, the largest streak of unlucky numbers (assuming that lucky number is 1) was 48. If a chance of successfully corrupting a gem was roughtly 1 in 7 (getting +1 level), it is possible to get a streak of 48 failed corruptions. amazing.
"The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke
Last edited by Toshis8#1464 on Feb 4, 2021, 4:34:25 PM
RNG is alway pseudo-random and can be tweak by devs. ( not to be confused with thing like how evasion work in POE compare to dodge, evasion is not RNG ... it's cycle-based )

Pretty sure Unique drop are not "truely ramdom". For exemple, in the pool of items that you can find in a specific zone/ilvl ( if restriction exist ) you will find 10 copy of the same bad unique you always find every league before finding a "good unique" that you find 1 time every 5 league ... because devs tweak the generator like they want.

If The number 1 is bad item and number 2 is the good one you influence your generator by adding more 1 than 2 in your number pool, so to speak.
Last edited by Deonbekende#4380 on Feb 5, 2021, 2:03:49 AM
My rng has been dogshit this league.

So was performance.

I'm not done with the league yet. So no money for dev's.

No good rng + no good performance = no bucks.

Simple formula, right?
"Parade your victories, hide your defeats. Mortals are so insecure."

Poe 0.2/10

Returning to poe in 3.27: ATROCIOUS game performance, 5/10 league and I apprently missed the loot back in the last league. The more things change the more they stay the same..
If we took 0 and 1, and ran it through random number generator, we would get something like this:

0 0 1 1 0 0 0 0 1 0 0 1 1 1 1 1 0 0 0 0 0 1 1 1 0 1 0 0 0 0 0 0 1 1 1 1 0 0 0 0 1 0 1 0 0 0 0 1 0 1 1 0 1 0 0 0 0 0 1 1 0 1 0 1 0 1 0 1 0 1 0 1 1 1 1 0 1 1 1 1 0 1 1 0 1 0 0 1 1 1 0 1 0 0 1 0 0 0 0 1...

The hypothesis is if game developers were to apply some additional conditions to change number distribution, like:

If first number is 1, then next number has increased chance to be 1 again by x%. If 1 repeated 8 times in a row, 0 gets increased chance by x%. And we would get something like this:

11111111000000001111111100000000...

With small variations here and there.

Another example: if number 1 appeared atleast 5 times in the last 10 rolls, in next 20 rolls 0 has increased chance by x%.

You get the idea.

Would game developer use algorithm to modify rng and what their reasons could be?

edit:

I dont know how it actaully is, but this could be done to prevent people from having very long streaks of bad luck
"The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke
Last edited by Toshis8#1464 on Feb 5, 2021, 2:38:09 AM
"
Toshis8 wrote:
What i meant, that if for example you had one ticked, chance to win lottery was 1:1000000 and if you had 2 tickets your chance to win was 2:1000000 (or 1:500000), you chance to win improved twice. Now if you had 0 tickets and 1 ticket, its no chance at all vs very small chance. Going from 0 to 1 isnt improving your odds by 1, 2, 3 or million times, your chances became infinitively larger. Correct me if i am wrong.


Colloquially, you are right. That is how people describe it, "an event that can happen is infinitely more likely to happen than one that cannot".

Mathematically, you are wrong. If you compare two events, event E1 with a probability p1 to happen, and event E2 with a probability p2 to happen, then E1 is (p1/p2) times more likely to happen than E2. For example, a randomly chosen day of the year is 2.5 times more likely to be a weekday than a weekend (p1=5/7, p2=2/7, p1/p2=(5/7)/(2/7)=5/2=2.5).

However, if p1=1 and p2=0, then p1/p2=1/0, which isn't infinity. It is not defined. 1/0 has no result.

Spoiler
You could argue that it is infinity, because 1/x tends to infinity if you start with x=0.0001 and make x smaller and smaller, getting ever closer to zero. However, you could just as well argue that it must be -infinity, as 1/x tends to -infinity if you start with x=-0.0001, and make x larger, getting ever closer to zero from the negative side.

Spoiler
Side note: Infinity isn't even a number, it is actually a pretty complicated concept. It is also not very intuitive. For example, you would probably agree that there must be more natural numbers (1,2,3,4,5,...) than prime numbers (2,3,5,7,11,...), because, I mean, that is obvious, no? Wrong. Both are infinite. There are exactly as many natural numbers as there are prime numbers, because you can map them to each other. Like, to every natural number n, you can map exactly one prime number (the n-th prime, so natural number 5 would map to prime number 11, for example).

On the other hand, if sets of things contain infinitely many elements, that doesn't necessarily mean they contain "the same number of" elements. For example, there are infinitely many natural numbers. There are also infinitely many real numbers (real numbers are things like 1.3, 2.85903418904, 5.0, pi, sqrt(2) and so on) between 0 and 1. However, there are a lot more real numbers between 0 and 1 - infinitely more - than there are natural numbers. And yes, I know, it is weird.



"
Toshis8 wrote:
You're right. Rechecked the calculations and found a mistake. In corrected calculations change was only 1%, this can be attributed to sample size not being large enough. My mistake was, that i was too hasty and didnt double check.


Cool.

"
Toshis8 wrote:
Observed intersting thing, in a sequence of randomly generated numbers between 1 and 7, the largest streak of unlucky numbers (assuming that lucky number is 1) was 48. If a chance of successfully corrupting a gem was roughtly 1 in 7 (getting +1 level), it is possible to get a streak of 48 failed corruptions. amazing.


Yeah, RNG can be quite shitty, and humans are really bad at understanding randomness. Like, our gut feeling towards how random numbers should work is often very wrong.

If you are interested, there are formulae that you can find that describe how often such really unlucky streaks are expected to occur. They aren't as rare as you might think.
Remove Horticrafting station storage limit.
"
Toshis8 wrote:
The hypothesis is if game developers were to apply some additional conditions to change number distribution, like:

[...]


That could of course be. We know they do something like that for evasion (and maybe dodge?). They massage their numbers to be "less random" because it makes gameplay smoother.

I would doubt that they do it for gem corruptions, but of course I could be wrong. You could, in principle, find out by corrupting a very large number (100s to 1000s) of gems and then applying statistical tests to investigate their randomness.
Remove Horticrafting station storage limit.

Report Forum Post

Report Account:

Report Type

Additional Info