Seeded Randomness
Pseudorandom generation from an explicit seed, so any output is reproducible.
Seeded randomness means using a pseudorandom generator initialised from an explicit value, so the same seed always produces the same sequence. Everything described as "random" in software is this; the only question is whether the seed is recorded.
Recording it is what makes randomness compatible with engineering. A generated world, a shuffled deck, or a procedural layout becomes reproducible, so a bug in it can be reported, tested, and fixed. Without a seed, a defect in generated content is a story rather than a case. See Determinism and Reproducible Case.
The pattern also has a direct product use: deriving the seed from the date gives everyone the same puzzle on the same day, which is the mechanic behind the daily-word-game genre. It creates a shared experience with no server, no accounts, and no coordination — the date is the coordination. Offering several difficulties per day is the same seed varied by a difficulty label.
Two cautions. A generator's quality matters for simulation and not much for games, but its distribution does — a naive modulo of a random integer into a range is subtly biased. And seeded does not mean secret: if the seed is derivable, so is the outcome, which matters the moment anything competitive rests on it.
See also8
Hand-picked in the note itself — the neighbours worth reading next.
Determinism
The property that identical inputs produce identical outputs, and the foundation of caching and verification.
Systems & Tooling27 connections
Procedural Generation
Creating content algorithmically rather than authoring it by hand.
Graphics & Games12 connections
Roguelike
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
Graphics & Games10 connections
Reproducible Case
The smallest set of steps that reliably produces a fault, and the unit of real debugging.
Method17 connections
Cellular Automaton
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
Graphics & Games11 connections
Constraint Propagation
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
Graphics & Games10 connections
L-System
A rewriting grammar that generates branching structures by repeated substitution.
Graphics & Games10 connections
Game AI
Computer opponents built to be interesting to play against rather than optimal.
Graphics & Games10 connections
Related2
Nearby in the graph rather than deliberately chosen. Looser, sometimes surprising.
Linked from12
Notes elsewhere in the wiki that reach for this one.
- Cellular AutomatonGraphics & Games
A grid of cells whose states evolve by a local rule applied simultaneously everywhere.
- Constraint PropagationGraphics & Games
Repeatedly narrowing the possible values of each variable using the constraints, until nothing more can be deduced.
- DeterminismSystems & Tooling
The property that identical inputs produce identical outputs, and the foundation of caching and verification.
- Game AIGraphics & Games
Computer opponents built to be interesting to play against rather than optimal.
- L-SystemGraphics & Games
A rewriting grammar that generates branching structures by repeated substitution.
- Procedural GenerationGraphics & Games
Creating content algorithmically rather than authoring it by hand.
- RasterizationGraphics & Games
Converting geometry into pixels — the dominant real-time rendering approach.
- RoguelikeGraphics & Games
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
- ShaderGraphics & Games
A small program run on the graphics processor for every vertex or every pixel.
- TarotMeaning & Society
A 78-card symbolic system used for narrative interpretation, and a well-structured combinatorial vocabulary.
- Trick-Taking GameGraphics & Games
A card-game family in which players contest a series of small rounds, and a source of unusually clean rule systems.
- VoxelGraphics & Games
A volumetric pixel — a value on a regular three-dimensional grid.