Thread: 3D dice results are not random
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December 1st, 2020, 17:13 #81
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I think people are much less likely to notice a 0.5% difference in frequency of a single result than they are a trend in results (periods of low or high numbers being more frequent).
Here is an emphasized version using a median noise filter (radius 4).
FGU 3D dice
FGU Instant Dice extension
Random.org
Like I wrote before, I do not consider these results "imperfections", but a plain broken/bugged state.Last edited by Weissrolf; December 1st, 2020 at 17:20.
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December 1st, 2020, 17:41 #82
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December 1st, 2020, 17:56 #83
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I was not questioning that, sorry if it "sounded" that way.
But FGU's 3D dice are far beyond real dice "imperfections", those dark band distributions should not happen with even bad random generator (/die isn't so shiny either). And real dice are thrown very differently (more variable!) to how FGU does it, so real imperfections lead to different results compared to FGU's engine. Not to mention that every single real die is weighted differently, too, while in FGU they are all the same.
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December 1st, 2020, 17:59 #84
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I am by no means requiring perfection in the randomness of rolling, but clearly this really needs to be addressed. I don’t care about physics vs random generation, only that rolls are “reasonably random”. Moon Wizard has indicated this will not be addressed, which is concerning. My players (and I) LIKE seeing rolls, so simply using the extension would feel bad and take away from the game. For me the randomness of /die is “sufficiently” random.
A couple of questions and a suggestion.
Questions:
Do these ratios apply to the “seeded” rolls being made by dragging dice and virtually throwing them in the box?
Do these ratios apply to drag/drop roles that apparently generate some kind of “seeding” when u lift a die?
Suggestion: Can we brainstorm fixes that solve this while allowing rolling (both in the box as well as drag/drop or click) to continue to be used? Preferably something relatively easy to implement for the dev team?
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December 1st, 2020, 18:12 #85
Moon Wizard said that is doesn't need attention because its not broken.
My players have streaks of good rolls and streaks of bad rolls. And that also happens when you are sitting at a table with real dice.
Humans used to think the world was flat too (and that is making a come back recently).
Also dice rolls are not totally random which is why casino dice that are made one special machines so each side is exactly the same dimensions as all the others so the dice rolls are more equal. Eventually they get discarded (is it 10,000 rolls?) and sold off. D&D dice are not as precise nor do they ever have to be.
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December 1st, 2020, 18:29 #86
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Since I had to collect data for a very high number of rolls it was not possible to seed them using mouse-movement. My players click-role and any ruleset automation also do not use mouse-movements.
Do these ratios apply to drag/drop roles that apparently generate some kind of “seeding” when u lift a die?Last edited by Weissrolf; December 1st, 2020 at 18:31.
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December 1st, 2020, 18:31 #87
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Edit: I fixed the Instant Dice extension to use a proper seed. It used the same C library Rand() function that /die should be using. This means that it uses different implementations on each OS (Windows/OS X/Linux).
Last edited by Weissrolf; December 2nd, 2020 at 20:30.
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December 1st, 2020, 19:48 #88
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I am currently in the process of editing the "Instant Dice" extension. It currently used the math.random function to create random numbers and depends on the system it is being run on. I may either include a changing seed or try to implement a better PRNG to begin with. Since I am not experienced in coding LUA this may take some tries.
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December 2nd, 2020, 20:35 #89
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December 2nd, 2020, 21:03 #90
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If another D20 1m was rolled using 3D is the expectation it would gravitate into the same pattern as the prior 1m?
Does anyone think this can be fixed just by adding some kind of additional seeding to the auto and click rolls?
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