senior_falcon Posted October 11, 2017 Share Posted October 11, 2017 While looking at an old program listing (Chateau Gaillard by Tim Hartnell) I came upon this: X=RND*6+RND*6+RND*6 This struck me as odd: why not just use X=RND*18? It turns out that the first example heavily biases the random number toward the middle of the range. There are many more ways to get numbers around the middle than there are ways to get numbers at the low and high extremes. If it is INT(RND*6)+INT(RND*6)+INT(RND*6) there is only 1 way to get a 0 or 15; 3 ways to get a 1 or 14; 6 ways to get a 2 or 13; 10 ways to get a 3 or 12, and so on. 2 Quote Link to comment Share on other sites More sharing options...
PeteE Posted October 11, 2017 Share Posted October 11, 2017 If you are rolling dice, it would be 3d6 - 3. That notation is common in tabletop role playing games. Quote Link to comment Share on other sites More sharing options...
phoenixdownita Posted October 11, 2017 Share Posted October 11, 2017 It's not BIAS, it's simply a different distribution. Putting aside for a moment if RANDOM itself is totally RANDOM or only PSEUDORANDOM, the 18*RANDOM literally only shows a uniform distribution, while the 6*RANDOM+6*RANDOM+6*RANDOM gives you a bell curve It has nothing to do with BIAS it's simulating different phenomena, the first is a roll of a fair 18-sided dice (if there was such a thing) the second is the sum of 3 rolls of a fair 6 sided dice (or the sum of a roll of 3 fair 6 sided dice at once if you prefer), different distributions. For more dice it gets flatter relatively speaking. 4 Quote Link to comment Share on other sites More sharing options...
carlsson Posted October 11, 2017 Share Posted October 11, 2017 I saw that Chateau Gallard is an adventure/RPG so most probably Tim Hartnell indeed is simulating dice throws, instead of aiming at a range of random numbers 1-18. Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted October 11, 2017 Share Posted October 11, 2017 Never thought of it that way although it makes perfect sense from a probabilities standpoint. Definitely will have to incorporate that into future programs. Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted October 11, 2017 Share Posted October 11, 2017 <SNIP>.... is a roll of a fair 18-sided dice (if there was such a thing) ,......<SNIP> https://www.amazon.com/Set-Unusual-Dice-d14-Purple/dp/B00OBQ6CII 2 Quote Link to comment Share on other sites More sharing options...
+adamantyr Posted October 11, 2017 Share Posted October 11, 2017 The distribution issue is a big part of why the twenty-sided die was used in Dungeons & Dragons. The early game designers knew six-siders could never give them a greater range because adding more dice simply creates the bell curve of values, skewing results towards the middle values. (One game system that uses this to good effect is GURPS, where skills and checks are done on 3d6, and the average skill is 10.) I read a story awhile back that they got twenty-siders because Dave Arneson had been to Great Britain with his parents and he had picked up several mini d20's at a hobby shop there as a curiosity. The big issue that TSR had in the early days was finding a supplier who could get them dice; they eventually found it in a toy company that made plastic dice in different shapes for kids. Which is where the other poly-sided dice came from, they figured, why not use all of them? 1 Quote Link to comment Share on other sites More sharing options...
Tursi Posted October 11, 2017 Share Posted October 11, 2017 I've sort of wondered about this before, it's neat to see it broken down and is certainly knowledge I'll use in the future as well! Quote Link to comment Share on other sites More sharing options...
zzip Posted October 11, 2017 Share Posted October 11, 2017 While looking at an old program listing (Chateau Gaillard by Tim Hartnell) I came upon this: X=RND*6+RND*6+RND*6 This struck me as odd: why not just use X=RND*18? It turns out that the first example heavily biases the random number toward the middle of the range. There are many more ways to get numbers around the middle than there are ways to get numbers at the low and high extremes. If it is INT(RND*6)+INT(RND*6)+INT(RND*6) there is only 1 way to get a 0 or 15; 3 ways to get a 1 or 14; 6 ways to get a 2 or 13; 10 ways to get a 3 or 12, and so on. As others point out, D&D had many exotic dice that could have rolled linear random numbers, but when it came to character attributes, the idea was you didn't want many characters to be too exceptional or too weak. so you'd role a 6 sided die 3x to determine states along a bell curve. So rolling a 6 sided die 3x was the standard way to determine your characters Strength, Intelligence, Dexterity, etc. Quote Link to comment Share on other sites More sharing options...
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