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'Random' Number Generator

Discussion in 'Techno-Magic' started by Rotku, Aug 6, 2005.

  1. khaavern Gems: 14/31
    Latest gem: Chrysoberyl


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    Jeez, Rotku, be careful what to do. 'Recreating' data is sort of dangerous stuff :rolleyes:

    This being said, you should realize that a distribution is not characterized completely by the min, max and the mean. So trying to recreate one using just this information is sort of hopeless. And if the people who check this know what is the right answer, it would be quite easy to see if your stuff is right.

    I think most of the confusion might arise because wen people say random numbers, they think about a flat distribution. Meaning that if you represent numbers as points on interval [a,b], you will have the same density of points everywhere. Obviously, this will give you a mean of (a+b)/2 . Meatdog's suggestion would generate a distribution which is flat on pieces, from 50 to 60, and from 60 to 100 (the density would be 4 times higher on the first interval then on the second; so if you graph it, it will look like two steps). Obviously a realistic distribution for the height of lupins should not be like this. I suspect it should be a decreasing curve: starts high at 50, then goes down toward zero at 100. So, an exponential curve might work. But there are several parameters herem, too. Bottom line is, you cannot really construct the distribution knowing only the mean.
     
  2. Rotku

    Rotku I believe I can fly Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    *sighs* I should have thought of that before. I have a habbit of making things harder than they should be :rolleyes:

    Anyway, thanks for all the help! :)
     
  3. Meatdog Gems: 15/31
    Latest gem: Waterstar


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    *goes kill some lupins so Rotku can DM again*
     
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