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Докладване на проблем с превода
And while you are right that a PC's default random number generator is not truely 100% random, for something as easy as shuffling card decks and rolling six sided dice, it suffices if you use a different seed number for every single game, for example, by using the system clock at the start of the game as the seed number. Unless you start a game down to the same millisecond, no two games will be alike.
Also, I've had those errors come up with games involving only human players, so I fail to see how this is AI related.
In my case, they only ever happened when there was a game patch ready to go that I hadn't downloaded yet. Which to me, in an arcane way, made perfect sense. Elements of my game client weren't matching up with the most current client trying to be run, so... "unmatched".
2. The AI does not cheat - although of course we could make it cheat.
3. Unmatched choices are when one or more players get out of sync - while this might have something to do with the AI taking over a player's turn mid-turn because they leave or are disconnected, it has nothing to do with the AI cheating (see 2). The next patch to come out will address this to a degree by restarting the players turn when they leave
The link you posted to the blog post cites the Mersenne Twister RNG. We use WELLRNG512, developed by the inventors of Mersenne, which you can read about here http://www.lomont.org/Math/Papers/2008/Lomont_PRNG_2008.pdf, and which is also linked to and discussed here http://stackoverflow.com/questions/1046714/what-is-a-good-random-number-generator-for-a-game
After an hour and a half of that, I had to quit. I feel hugely ripped off.