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#1 phil67rpg   Members   -  Reputation: 767

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Posted 21 May 2013 - 05:24 PM

I am trying to generate 9 random numbers that do not repeat. here is the code I am using.

srand(
 
unsigned(time(NULL)));
 
 
 
int x=0;
 
 
 
vector <int> Num_Array;
 
 
for(int i=1; i<=9; i++)
{
Num_Array.push_back(i);
}
random_shuffle(Num_Array.begin(),Num_Array.end());
player_O=Num_Array[x];
x++;

I am attempting to do some AI for a tic tac toe game.



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#2 Álvaro   Crossbones+   -  Reputation: 13905

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Posted 21 May 2013 - 05:35 PM

What's the question?



#3 phil67rpg   Members   -  Reputation: 767

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Posted 21 May 2013 - 05:40 PM

I am doing what you suggested .




Posted Today, 04:35 PM


What's the question?

how do I generate 9 random numbers that do not repeat?



#4 kaktusas2598   Members   -  Reputation: 883

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Posted 21 May 2013 - 07:09 PM

use not Num_Array.push_back(i); but something like Num_Array.push_back(rand());


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#5 Bacterius   Crossbones+   -  Reputation: 9268

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Posted 21 May 2013 - 07:09 PM

And what is wrong with the code? What do you see? Does the example from cplusplus.com work for you? It's pretty much exactly what you are after.

 

http://www.cplusplus.com/reference/algorithm/random_shuffle/

 

My best guess is you forgot std:: or a header. Other than that I don't see anything fundamentally wrong with the code you posted. Perhaps you would like to clarify.


The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#6 Ectara   Crossbones+   -  Reputation: 3057

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Posted 21 May 2013 - 08:17 PM

use not Num_Array.push_back(i); but something like Num_Array.push_back(rand());

This fails the requirement, because it's possible that rand() will return the same number at least twice in the nine calls.

The only true way to do it is to shuffle the possible values, like shuffling a deck of cards, rather than randomly picking a card from a huge pile and hoping there are no duplicates.

I am doing what you suggested .






Posted Today, 04:35 PM


What's the question?

how do I generate 9 random numbers that do not repeat?
It looks like you did. Try telling us what you expected to happen, and what actually happened, and be as specific as possible.

Edited by Ectara, 21 May 2013 - 10:07 PM.


#7 phil67rpg   Members   -  Reputation: 767

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Posted 21 May 2013 - 10:53 PM

well thanks for all the help but I will take a long hard look at my game code and see what is wrong and correct it.



#8 Bacterius   Crossbones+   -  Reputation: 9268

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Posted 21 May 2013 - 11:09 PM

well thanks for all the help but I will take a long hard look at my game code and see what is wrong and correct it.

 

...

 

Taking a "long hard look" won't help. You need to:

1. figure out what you want the code to do

2. verify it does what it you want it to

3. debug it to see why it doesn't

 

I think you got step 2 down. I am not sure you have done step 1. And step 3 can't be done without step 1. Before fixing your problem, you need to know what the problem is.


The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#9 Ectara   Crossbones+   -  Reputation: 3057

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Posted 22 May 2013 - 12:00 AM

I am more than willing to help, as I'm sure many of us are, but I can't see how the code that you posted doesn't meet the goal that you mentioned; I don't see anything wrong. This either means that there is a problem elsewhere that is causing unexpected results, or I don't know what your goal really is.

 

Start with making sure that I understand your goal, and I can devote as much time as you need in finding the solution. It looks as if it correctly generates a randomized vector of numbers 1 through 9, so either later on it isn't using these numbers properly, or you are looking for more than a randomized vector of numbers. Any hint would be helpful.



#10 BeerNutts   Crossbones+   -  Reputation: 2999

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Posted 22 May 2013 - 12:11 PM

well thanks for all the help but I will take a long hard look at my game code and see what is wrong and correct it.

 

Phil, I salute you.  You troll better than anyone I've met.  Congrats.


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#11 phil67rpg   Members   -  Reputation: 767

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Posted 22 May 2013 - 03:06 PM

what in the hell is trolling?



#12 FLeBlanc   Crossbones+   -  Reputation: 3117

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Posted 22 May 2013 - 03:17 PM

what in the hell is trolling?

 
See definition #2 here.

#13 Ectara   Crossbones+   -  Reputation: 3057

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Posted 22 May 2013 - 09:14 PM


well thanks for all the help but I will take a long hard look at my game code and see what is wrong and correct it.


Phil, I salute you. You troll better than anyone I've met. Congrats.
Try as hard as I might to find good in these threads, I'm starting to agree with you.

Edited by Ectara, 22 May 2013 - 09:14 PM.


#14 frob   Moderators   -  Reputation: 22714

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Posted 22 May 2013 - 09:25 PM

Trolling generally implies malicious or other antisocial intent.


While I do agree some of his posts have a trolling style to them, they have been evolving along a normal (yet atypically slow) learning curve. My suspicion is that he is just a casual learner. I dislike his choice of C++ due to the added learning curve, but that is his choice to make.


If you feel like it is a troll, just move on to the next discussion thread.

Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.

Also check out my personal website at bryanwagstaff.com, where I write about assorted stuff.


#15 Cornstalks   Crossbones+   -  Reputation: 6991

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Posted 22 May 2013 - 09:42 PM

If you feel like it is a troll, just move on to the next discussion thread.

Or, if you want to take it a step further, you can go to your profile settings, and unger 'Ignore' Preferences, opt to ignore his posts.

 

I'm not going to share my personal feelings here on the matter, other than to say I'm glad GD has this ignore feature.


[ I was ninja'd 71 times before I stopped counting a long time ago ] [ f.k.a. MikeTacular ] [ My Blog ] [ SWFer: Gaplessly looped MP3s in your Flash games ]




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