True Random Generation | Theory

I have no idea if it is physically possible to create it using one property. I have three separate lists, two for checking cells, and one for the backtracking.

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You wait, just wait. My system basically ā€œcreatesā€ the path, the one property tracking the cell it’s in. Then it chooses which wall one around it to disappear, and heads ā€œthroughā€ that gap.
It works unless it infinitely goes back to where it’s been, and with the one problem I had: the grid system I used makes some barriers share a deactivation channel, so they would both disappear when only one of them was supposed to.
But I’m fixing that now without any block code, just about 10 triggers and 1 extra block in the code.
It should work.

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The way I’ve gotten past that is I put the old and new X and Y together and transmit on that channel.

I can finally say I’m big brain.

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I was going to do that, but I already had 74/75 blocks so I had to be a bit more creative. Instead, I just add on my random variable to it, and just slowly see out the possibilities. I hope it works, but I’m afraid it’ll still repeat.

Don’t cross it out, you are!
But just wait for the system that uses only 4% memory and 1 property

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Ok, it works but like…
not 100% of the time. It keeps on randomly stopping before it’s done, but I have gotten successful runs with it. And it’s running like a bajillion times but not reaching the end and just quiting, I think it’s hitting a trigger limit or something.
Which makes me kinda sad because I spent my whole day doing this.

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Welp.
I hope I’m not too late to the party.
After reading the #1 post
ig we are making a maze generating system.

so, ig we are using this video?
that slim posted?
or do y’all have another way

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I do it with random triggers. The triggers deactivate random barriers.

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but how do you make it solvable.
@Here_to_help ,
can u tell me ur method?

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Uhh…
I will once it works. It’s just a bunch of code that deactivates a random barrier around it. It doesn’t stop moving until it reaches the end, so unless it goes in circles infinitely it will reach the end and it’ll be solvable.

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ok thanks!
so you have a probe going around randomly, untill it reaches the end.
what if it hits a dead end?

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OH MY I FOUND OUT MY PROBLEM AND I FEEL SO [REDACTED]. I forgot the ā€œdā€ at the front of every deactivation code in my triggers :sob:


Yeah, but it’s just the code. It can’t hit a dead end.

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Ok so it’s fully working except that it does sometimes just go infinetely forwards and backwards in a line then stops from the recursion limit so it’ll create things like this:


But if it doesn’t it’ll work and create beauties like this:

Yay! Almost completely works without wiping out the whole maze!


oh also ignore the triggers all over the place and
o7 Epi

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I used it for reference. I will hopefully create a guide on my system.

Epi noo don’t leave :sob:

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So
Going into more advanced terms
As true random generation is hard to get at most
As every randomizer goes by a system using certain rules to pick out something (i learned this from an encryption question i asked my info tech teach)
But so far one company used a lava lamp’s movements to encrypt stuff as it usually is random and goes by no protocol (i suppose you could call it that)
So any fully digitized randomizer usually cannot achieve ā€œtrueā€ randomization but using life’s little chaotic nature we can create somethin like that but it would be pretty tough
But heh who knows im usually wrong about this stuff so ima be on for a good bit of the day just not posting a lot unless needed

Oh wait this is a map generation talk now (._. Gosh darn it)

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Found a huge problem, and if I can fix it, the maze will finally be able to work 100% (unless it hits the limit, but it was mainly because of this bug). Basically, I was always adding 1, but I realized if we are move left or down we need to subtract 1. Update y’all in a bit.


Also are we going to keep this running even though Slim has a solution that works? I wanna make one with just 1 property.

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I think it’s just that we want to find the most efficient one. Me and Slim are done apparently, and I think Toxic had a system also.

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Oh well looks like I was just late to the party.

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Mine is NOT efficient. But it has like 3 percent used, and I’m 50% done…

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Hey btw, hth, how does your backtracking system work. You said it was easy so I want to know how you did it.

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Uhh…
what’s a backtracking system? :grimacing:

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