c# - Random number generation based on different factors -


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i want write random number generation algorithm. not want numbers random. want them dependent on number of different factors. factors, mean variables value between 0 1.

so factors -

bounce         // 0.56 // should afffect outcome 10% // inversely proportional outcome spin           // 0.71 // should afffect outcome 20% // inversely proportional outcome light          // 0.99 // should afffect outcome 5% // directly proportional outcome crowd support  // 1.00 // should afffect outcome 5% // directly proportional outcome pressure       // 0.89 // should afffect outcome 10% // inversely proportional outcome experience     // 0.76 // should afffect outcome 10% // directly proportional outcome skill          // 0.56 // should afffect outcome 40% // directly proportional outcome 

now based on these factors, want generate random number between 0-6 or wicket.

i writing algorithm simulate cricket game.

what approach take write such algorithm?

idea calculate random coefficient factors individually. lower distribution range on resulting characteristic.

int max = 6;  var rand = new random();  //to make code cleaner, returns 0..1 double func<double> next = () => rand.nextdouble();   double result = - bounce       * max * 0.1  * next()                  - spin         * max * 0.2  * next()                  + light        * max * 0.05 * next()  //0.1                 + crowdsupport * max * 0.05 * next()  //0.1                 - pressure     * max * 0.1  * next()                  + experience   * max * 0.1  * next()  //0.2                 + skill        * max * 0.4  * next(); //0.6  //calculated based on weights , negative\positive character //result in range 0 , 6  

another idea calculate positive , negative factors separately , them apply random coeficient of them, divide 2 , add half of max. you'll random distribution 0 6.

double negativefactor =   bounce       * max * 0.25                            + spin         * max * 0.5                            + pressure     * max * 0.25;   double positivefactor =   light        * max * 0.1                         + crowdsupport * max * 0.1                         + experience   * max * 0.2                         + skill        * max * 0.6;  double result = max / 2              + positivefactor * max * next() / 2             - negativefactor * max * next() / 2; 

as lasse v. karlsen correctly noted, need pick weights positive factors in such way, sum 1. distribution include 6 max value, if negative factors zero. example of such factors gave in comments source code.

for negative factors, allow them decrease resulting value 40%. if want include 0 result, need make such coeficient, sum 1, examples on comments


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