[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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