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[yb2-Meta] MeowthBot/Generator clustering || List/Table Changes
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<blockquote data-quote="reiella" data-source="post: 71579" data-attributes="member: 160"><p>With the gen, there is the possibility of pulling one style (thorn) and one location (river) in a place where they really aren't expected.</p><p></p><p>By the letter of the rules currently, they would result in the appropiate benefits (including immunity for thorn)... This is not actually intended, and was something that was purposefully removed from the generator except apparantly a few were missed. Spirit was also listed twice for no real reason... Vacuum was an artifact that was agreed removed in the last discussion, but apparantly KD never got around to it.</p><p></p><p>The clustering change in itself is simple.</p><p></p><p>Just change the number dependant for every single special to not be the same. Same statistical probability, less likly to get cluster (which are more noticable with the hand-gen functions) on the specials.</p><p></p><p>There's also some of a way to extend that to styles and other datafields, but would take a bit of a semi-major shift in the coding paradigm used for the web-gen at least and will prolly beisomething I hold off on (effectively shifting all the lists to be global and when one item is pulled, shifting it out of the list and then reinserting randomly at either the head or tail), only real difference this makes is to try to skirt away from the clustering that is somewhat evident with the hand-gen functions.</p><p></p><p>The rest were fixes to spelling and grammar.</p><p></p><p>[ Clustering ... The psuedo-random behavior/nature of the generator becoming evident by multiple (30 actually) checks at the same general time. Resulting in a non-randomly liklihood of numbers to be 'clustered' around the same region... Partially resulting in an oddity of what appears to be a gob of moves that have abnormally many specials or an excessive strand of 'normal' moves... It is alot more noticable in the listfields and a couple people have actually mentioned it occuring there and I do believe you made one comment about that some time back on the old boards... A set of moves that use similiar fields in areas. This becomes alot more obvious with rougher random number generators (ask Gray about the roaring phoenix bug mb used to have before I updated the random core)... It's alot easier to fix in terms of the specials as they just compare against fixed numbers, change those numbers and the clustering behavior is diminshed.]</p></blockquote><p></p>
[QUOTE="reiella, post: 71579, member: 160"] With the gen, there is the possibility of pulling one style (thorn) and one location (river) in a place where they really aren't expected. By the letter of the rules currently, they would result in the appropiate benefits (including immunity for thorn)... This is not actually intended, and was something that was purposefully removed from the generator except apparantly a few were missed. Spirit was also listed twice for no real reason... Vacuum was an artifact that was agreed removed in the last discussion, but apparantly KD never got around to it. The clustering change in itself is simple. Just change the number dependant for every single special to not be the same. Same statistical probability, less likly to get cluster (which are more noticable with the hand-gen functions) on the specials. There's also some of a way to extend that to styles and other datafields, but would take a bit of a semi-major shift in the coding paradigm used for the web-gen at least and will prolly beisomething I hold off on (effectively shifting all the lists to be global and when one item is pulled, shifting it out of the list and then reinserting randomly at either the head or tail), only real difference this makes is to try to skirt away from the clustering that is somewhat evident with the hand-gen functions. The rest were fixes to spelling and grammar. [ Clustering ... The psuedo-random behavior/nature of the generator becoming evident by multiple (30 actually) checks at the same general time. Resulting in a non-randomly liklihood of numbers to be 'clustered' around the same region... Partially resulting in an oddity of what appears to be a gob of moves that have abnormally many specials or an excessive strand of 'normal' moves... It is alot more noticable in the listfields and a couple people have actually mentioned it occuring there and I do believe you made one comment about that some time back on the old boards... A set of moves that use similiar fields in areas. This becomes alot more obvious with rougher random number generators (ask Gray about the roaring phoenix bug mb used to have before I updated the random core)... It's alot easier to fix in terms of the specials as they just compare against fixed numbers, change those numbers and the clustering behavior is diminshed.] [/QUOTE]
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