Posted by rdmuser 9 hours ago
Why is this important? Feels like fixing what seems to be a non-issue lead to a bunch of real issues.
With a good RNG it should not be possible to predict future numbers based on past numbers so players cannot manipulate card rewards in their favour based on combat actions, right?
However, one of their design goals is that people playing on the same seed should have roughly the same game, it should feel "fair". Some things you probably want to be fairly random, for instance your card choices can depend on what cards you chose before. But it's also important that people choosing the exact same cards (and taking the same path, maybe?) should be offered the same options.
In STS1, the order of relics was fixed from the start as I recall. So if you skipped a shop, you'd get exactly the same relics in the next shop as you would have in the one you skipped. Good for seed fairness, but a little odd.
Imagine the game of two players having the same state X. While combat, one player would trigger a random action, the other doesn't. After the combat, both should still get the same randomized reward options. This wouldn't work with just a singular RNG.
This way, you can see how e.g. players of different skill level navigate the "same" run (same seed), without everything diverging completely on the very first (meaninglessly small) combat choice.
That requirement is what made this problem difficult for the devs to solve.
The issue is that knowing the offset of seeds helps predict outputs.
Instead of calling RNG(seed+hash(string)) 10x, make one RNG(seed) and call that 10 times to get random seeds for your 10 rngs. Now you have perfect determinism and no correlation.
It's also more robust than calling RNG 10 times since if you use the same algorithm to seed as for the RNG proper then you will get the same sequences in each instance, just offset.
Point being, the current problematic state of the game is trivially fixable in multiple ways that require half a second's thought (once being aware of the problem).
I think you're overlooking the distinction between seeded and unseeded runs. An unseeded run is a run in which the player enters the game not knowing what the seed of the RNG is and not being able to pick it (this is the default mode). A seeded run is where the player provides the RNG seed. Generally, things like unlocks and steam achievements can only be earned on unseeded runs, but players want to be able to play seeded runs anyway. Of course all runs have an RNG seed: an unseeded run is when the seed is itself chosen at random, a seeded run is when the player specifies the seed.
Imagine a game with a standard deck of cards played over several rounds, where your opponent performs actions in response to your actions. The deck of cards is shuffled pseudo-randomly between every round. Every time you make a move, your opponent has N valid moves, and picks between them pseudo-randomly.
Players play a seeded run because they want to retry the same set of challenges, because they are asking themselves "if I had done this, would I have won" or "if I had done this, what would have happened".
So in this example, given a known seed: in round 1, my cards are shuffled this way, and in round 2, my cards a shuffled this other way, regardless of which moves I make in round 1.
If the opponent picks its response using the same RNG that shuffles the deck, the players actions in round 1 would change the shuffling of the deck in round 2. This would change the design parameters of what a seeded run means: it's no longer giving the guarantee "the deck is shuffled in the same way in round 2 regardless of what you do in round 1", which is the experience the designer wants to create and what the players want to play. Players might, e.g., say "who can get the highest score on this seed", they might search for the easiest or most difficult seeds, or they might search for seeds where particularly unlikely sequences of events are guaranteed to occur, because perhaps this sequence of events is so unlikely that a human would have to play a hundred million games to witness that sequence organically, and people want to see that sequence of events because it's interesting in some way. It's designed this way so that if you play the same seed, certain random events play out the same way, i.e., non-randomly.
You can be safe from RNG manipulation while still suffering from RNG prediction. Players can't modify the events that are going to happen, but if they can predict them, it's still a problem.
The situation is like there's a bug in the blackjack table where, instead of shuffling the whole shoe together, each deck in it was shuffled on its own in the same way and then the identical decks are stacked together. Once you've seen 52 cards, you know the repeating pattern and can play with perfect or near-perfect knowledge of what's about to be dealt.
>The way Slay the Spire allows you to save and resume runs is by storing the total number of times each RNG has been called, and then calling each RNG that many times (throwing away the result) whenever a save file is loaded.
Depending on what the game is like (I know nothing about it), that could make sense, even if it is inelegant.
This doesn't really have any impact on the gameplay, and isn't related to the correlation problem, it's just a constraint on the class of RNG algorithms in use, they need to be deterministic with recoverable state.
Since they are using the built-in RNG, it is trivial to predict if you know (or can guess) the seed: just run the same RNG a few steps ahead.
For something like a tool-assisted speed run, this is very exploitable to setup optimal runs
On the other hand, it's STUPENDOUSLY useful to have "default" random functionality in your core library, for the "just give me a random number" or "shuffle this array, I don't care how" users, who don't really care about the details. But if you do that: always seed it with some external entropy (current time or /dev/random or whatever), don't even allow users to seed it. That means you can improve it in the future, because users already can't ever rely on the sequence. If the users do want to rely on the sequence, they should have to specify the exact engine they want.
TL;DR: System.Random in C# should not ever have been seedable, big mistake.
To avoid regression I have some simple code examples I compile and execute, and I compare their output to "known good" versions.
I reached a point where I wanted to write a "sort array" routine and my immediate thought was to generate an array of 50 random numbers, sort them, and print them. But of course that wouldn't give me predictable output for my test-driver.
In the end I decided I'd do that when run interactively, but for testing purposes I'd just sort the characters in a string "The quick brown fox .." and while it isn't super-convincing it's enough to let me see regressions in my sorting function and/or array indexing runtime code.
But ideally sort is something you want to test with something like quickcheck/hypothesis, not gold tests (and I say that as probably the world's number 1 proponent of gold tests).
They did not address it in StS1, exactly the same bugs were reported there. I would not be very hopeful. They did not even change their RNG to something better, like MT.
I hope the StS team is made aware of this and is able to make the earlier outcomes a bit more evenly spread, so that the distribution matches more closely with what people would intuit them to be.
Minecraft does this too with world generation for example.
(Generally, when you just press 'start game', you'll get a truly random seed, but then you can also put that seed in again to get the same RNG).
Another solution is to switch to a cryptographic hash function. For example, using sha256(seed || event type || counter) only requires storing seeds and counters in the save game.
This has several benefits:
- You can find efficient implementations on all platforms without having to roll your own.
- Gives the same output on all platforms by design.
- Output is practically indistinguishable from randomness by design.
The main downside is that sha256 is significantly slower than any non-cryptographic PRNG, but considering how few random numbers you need during a typical game, this doesn't really matter.Slay the Spyre is a rogue deck builder, the PRNG of Windows Freecell (3.11) would be good enough for it.
Edit: From https://github.com/joshuamkite/freecell
> Microsoft FreeCell RNG Algorithm: Uses seeded random number generator (seed = (seed * 214013 + 2531011) & 0x7FFFFFFF) for reproducible deals (games numbered 1-1,000,000)
It seems really the problem is twofold: the reference is from 1992 and cites a 1981 publication's reference to an unpublished 1958 generator. Not to say that being old makes the algorithm bad, but it's a bad implementation of an algorithm that already is questionable given more recent research.
I'll go section by section: > //Apparently the range [1..55] is special (Knuth) and so we're wasting the 0'th position.
This is a silly comment. Knuth explicitly states that "24 and 55 in this definition were not chosen at random; they are special values that happen to define a sequence whose least significant bits, {Xn mod 2), will have a period of length 2^55 - 1. Therefore the sequence (Xn) must have a period at least this long."
Then you have the initial seeding of the LCG with with a = 21 and m = 55, which is interesting. Numerical Recipes uses those values, but Knuth whom they got the algorithm from does not suggest them. The closest Knuth suggests is 24 and 55. This suggestion is from 1981, so the viability is questionable (and Knuth clearly states that this is an unpublished algorithm from 1958 - Numerical Recipes itself questions the quality).
Then they use 21 for inextp - this is wrong. Numerical Recipes uses 31, and that is significant per the period length quote above. The use of 21 should measurable lower the period.
Instead if it were a simple LCG using values found in L'Ecuyer's 1999 publication on the topic (https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-...) I assume it would have a better distribution.
So the implementation is a questionable algorithm from 1958, and it's done incorrectly. Numerical Recipes opens the chapter on randomness almost immediately with: "Now our first ... lesson in this chapter is: be very, very suspicious of a system-supplied rand()," and then the authors of the .NET random package show exactly why that is.
- Hades 1 is a series of "chambers", or enemy encounters, where some layouts are faster than others [0]
- chambers (and other things like enemy spawns, boons, etc.) are "randomly" picked by an RNG with its seed normally unknown to the player (well that, and other factors [1])
- you can see the per-chamber RNG seed using mods [2], and manipulate it with seemingly meaningless actions [3] — e.g. breaking a pot (a mundane, cosmetic environmental item) increments the RNG seed by 1
- this leads to the existence of "routed runs" [4] — very fast speedruns enabled by very deliberate actions that can be replicated by a skilled player [5].
- anecdotally, with enough practice, skilled players can also recognize chamber patterns in unseeded speedruns and give themselves better odds at more favorable chambers by manipulating the RNG (although tbh the ability to recognize this on the fly is a little dubious)
So the invisible correlated RNG seeding adds in a higher skill ceiling for experienced players, while not really taking anything away from casual players.
Another game with this kind of RNG mechanic is Super Mario Bros. 3 — there's an excellent (86-minute, fyi) Summoning Salt video about the history of speedrunning this game and dealing with the "random" Hammer Bros movement (@27:15 to skip to that part).
[0] https://docs.google.com/document/d/e/2PACX-1vR6NaU9v1-raeibk...
[1] https://docs.google.com/document/d/e/2PACX-1vSl9RGGyPbNqCnTL...
[2] https://www.youtube.com/watch?v=AHdt35TDvNY
[3] https://www.speedrun.com/hades/guides/jxpkj
[4] https://www.youtube.com/watch?v=CBRTQkoOZ4k
[5] https://docs.google.com/spreadsheets/d/1fNlBhBOsCz6092GUnsIt...