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Random "table" with an inbuilt memory ... (sort of)
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<blockquote data-quote="TBeholder" data-source="post: 7520458" data-attributes="member: 41606"><p>So, it's a visual support for easy 2D random walk. Cool.</p><p>Though with single step only it's just a less-messy form of navigable graph.</p><p></p><p> Yes. </p><p>So the obvious modifications:</p><p>* A simple way is to just with some probability "not walk", indeed.</p><p>** It's good for cases when drift back toward some equilibrium value is desirable, as all tweaks can be combined in the 2nd roll: not just "walk 1 cell/don't walk", but "walk 1 cell/move 1 step toward (X,Y), <em>then</em> walk 1 cell/move 1 step toward (X,Y)/don't move".</p><p>* Another is to walk in a random direction using <em>more than 1 roll per step</em>, to have a distribution pulling toward the current node.</p><p>** It will naturally happen if we walk in (1d6) direction e.g. 2 times on each step (with a result map that doesn't mind moving that many nodes per step, of course), because it forms a bell curve profile where "back and forth" is the most probable outcome:</p><p>On the example map, walking twice gives R=0 (S): 1x <strong>6</strong>/36, R=1 (H F F/P P A/P A): 6x <strong>2</strong>/36, R=1.5 (H F P P A H): 6x <strong>2</strong>/36, R=2 (M F/H F/P P A/P A/H): 6x <strong>1</strong>/36</p><p>Since dice values are constant vectors, it's just 2d6, order doesn't matter.</p><p></p><p>Simpler "always walk a step" methods ostensibly allow solitary features (results that should not be lumped too closely, like "oasis" or "rain of frogs"). But then the same result would have high probability of appearing again with 1 result in between (by walking 1 node away, then 1 node back).</p><p>Thus it would be better to generate rare and very rare results on the second pass, in context of already set results of the first pass (so that "oasis" appears only in the table for desert, and "rain of frogs" only on the table for irregular precipitations), perhaps via rolling separately on the tables for each.</p><p></p><p> Using this sort of a random walked map? Shape it as a ring (big grid with blocked center) and mark a continuous loop of cells with sequential dates. Then use one of the "walk + drift" methods, but move the mark to which the value "gravitates" into the next cell when its date is reached.</p></blockquote><p></p>
[QUOTE="TBeholder, post: 7520458, member: 41606"] So, it's a visual support for easy 2D random walk. Cool. Though with single step only it's just a less-messy form of navigable graph. Yes. So the obvious modifications: * A simple way is to just with some probability "not walk", indeed. ** It's good for cases when drift back toward some equilibrium value is desirable, as all tweaks can be combined in the 2nd roll: not just "walk 1 cell/don't walk", but "walk 1 cell/move 1 step toward (X,Y), [I]then[/I] walk 1 cell/move 1 step toward (X,Y)/don't move". * Another is to walk in a random direction using [i]more than 1 roll per step[/i], to have a distribution pulling toward the current node. ** It will naturally happen if we walk in (1d6) direction e.g. 2 times on each step (with a result map that doesn't mind moving that many nodes per step, of course), because it forms a bell curve profile where "back and forth" is the most probable outcome: On the example map, walking twice gives R=0 (S): 1x [B]6[/B]/36, R=1 (H F F/P P A/P A): 6x [B]2[/B]/36, R=1.5 (H F P P A H): 6x [B]2[/B]/36, R=2 (M F/H F/P P A/P A/H): 6x [B]1[/B]/36 Since dice values are constant vectors, it's just 2d6, order doesn't matter. Simpler "always walk a step" methods ostensibly allow solitary features (results that should not be lumped too closely, like "oasis" or "rain of frogs"). But then the same result would have high probability of appearing again with 1 result in between (by walking 1 node away, then 1 node back). Thus it would be better to generate rare and very rare results on the second pass, in context of already set results of the first pass (so that "oasis" appears only in the table for desert, and "rain of frogs" only on the table for irregular precipitations), perhaps via rolling separately on the tables for each. Using this sort of a random walked map? Shape it as a ring (big grid with blocked center) and mark a continuous loop of cells with sequential dates. Then use one of the "walk + drift" methods, but move the mark to which the value "gravitates" into the next cell when its date is reached. [/QUOTE]
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