[Kde-games-devel] KsirK and Jabber
Matthew Woehlke
mw_triad at users.sourceforge.net
Tue Sep 16 19:48:26 CEST 2008
Aaron J. Seigo wrote:
> On Tuesday 16 September 2008, Matthew Woehlke wrote:
>> There's probably some inspiration to be had here from the DOOM engine...
>> modem play worked because the game engine used a synchronized PRNG, so
>
> this doesn't work as well for strategy games like risk when it comes to
> preventing cheating, however. here's why:
>
> * ask the PRNG for the next, say, 1000 entries
> * use those values as the game progresses for other people's turns
> * when it comes to your turn, "peak ahead" at what the results would be for
> different moves
> * decide the best outcome
Hmm, good point. But what about using the seed distribution system
again? Each machine has a non-deterministic PRNG (at least, one that
cannot be reasonably predicted by any of the other machines within a
single game... which you need anyway, otherwise a central server could
be predicted as well), and contributes X number of bits to any decision.
These bits are then fed into a well-defined formula to generate the
result. Each machine will get the same answer from the same input, but
no machine can predict the answer before the request to generate a
result is made.
--
Matthew
There's no place like ~. -- Unknown
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