Of course. Though I do have data for twelve sides and and the near area won against the far area only three times and lost eight times, and I think the sides are reasonably unrelated to count this as more than one result.
Btw, does anyone know how many outcomes our Cube Explorer scrambling for 3x3x3 can produce?
I don't want to get into an argument about how good the various pseudo-RNGs we use are. That argument is really not fun, and there is nothing we can do to affect it anyway. The best we can try to do as cubers is to create an algorithm which is as close to random as possible given an ideal RNG, because then if the statistics turn out wrong the error will at least not be on our end.
Given a perfect RNG, though, picking a random cube position is really easy. I'm not sure what you're trying to say Stefan :|
Another thought: I don't know Javascript's PRNG and it might differ between implementations, but let's say it uses some 64-bit one so the current WCA megaminx scrambler can't even generate 2^70 but at most 2^64 different scrambles. This would limit all other scrambling methods the same way, including the previous WCA one and hawk's and the current WCA one cranked up to 1000 moves and even random state generators. So unless that issue is ruled out, blaiming a scrambler solely for small number of possible outcomes is flawed even as "indication" like qq explained.
Last edited by Stefan; 11-01-2009 at 08:08 PM.
So what you're saying is, if it's deterministic and based only on one of its generated numbers, there would only be 2^64 possible 70-bit sequences and thus only 2^64 possible scrambles? That's true, and I don't know how many 'states' Javascript's random number generator has, but I hope it's larger than that. (Still, this problem is due to the programming language and not the scrambling algorithm itself - if the scrambling algorithm has a severe limitation on the number of scrambles it can generate, it's still in some sense faulty.)
This might be a bit of an overkill idea, but perhaps in the future we could generate official scrambles using data from random.org (which is literally random as opposed to pseudorandom). One section of the website will generate up to 10000 strings of length up to 20, so you could generate a bunch of those and then algorithmically transform them into scrambles. It's an interesting thought.
Well, if I understand correctly, *Java* even only uses 48 bits:
http://java.sun.com/javase/7/docs/ap...il/Random.html
Please judge this one:
Pick 10^50 states perfectly randomly and hardcode scrambles of optimal length for them into the program. When asked for a scramble, the program perfectly randomly picks one of these scrambles.
Wouldn't you agree that this would result in short and high quality scrambles and would thus be very very good rather than "faulty", despite the severe limitation on the number of scrambles it can generate?
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