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In video games using procedural world generation, the map seed is a (relatively) short number or text string which is used to procedurally create the game world ("map"). "). This means that while the seed-unique generated map may be many megabytes in size (often generated incrementally and virtually unlimited in potential size), it is possible to reset to the unmodified map, or the unmodified ...
Logo of the Software Freedom Conservancy's Reproducible Builds project. Reproducible builds, also known as deterministic compilation, is a process of compiling software which ensures the resulting binary code can be reproduced.
It can be shown that if is a pseudo-random number generator for the uniform distribution on (,) and if is the CDF of some given probability distribution , then is a pseudo-random number generator for , where : (,) is the percentile of , i.e. ():= {: ()}. Intuitively, an arbitrary distribution can be simulated from a simulation of the standard ...
Different models can be generated by changing both deterministic parameters and a random seed. In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated randomness and processing power.
A random seed (or seed state, or just seed) is a number (or vector) used to initialize a pseudorandom number generator. A pseudorandom number generator's number sequence is completely determined by the seed: thus, if a pseudorandom number generator is later reinitialized with the same seed, it will produce the same sequence of numbers.
Reproducibility, closely related to replicability and repeatability, is a major principle underpinning the scientific method.For the findings of a study to be reproducible means that results obtained by an experiment or an observational study or in a statistical analysis of a data set should be achieved again with a high degree of reliability when the study is replicated.
Tool-assisted speedrunning relies on the same series of inputs being played back at different times always giving the same results. The emulation must be deterministic with regard to the saved inputs, and random seeds must not change. Otherwise, a speedrun that was optimal on one playback might not even complete it on a second playback.
Maps (Worlds) can be generated, either randomly, using a seed, or via third party tools. The distribution of POIs and loot is also generative. Anarchy Online: 2001 Funcom Mission rewards, loot, dungeon layout, and location on the world map can be generated based on selections made at mission terminals. [6] [unreliable source] Astroneer: 2019