ORIGINAL: amwildORIGINAL: lavisj
In the case of the Mulligan and the auto save redoing the rolls for the combat, I was under the impressions that random numbers generated by computers were not random but the product of a complex mathematical function whose result is unpredictable but certain.
Which would mean that if no other roll is being made, you could add the move, and the rolls for the combat should be the same. Am I wrong on that?
Given the same seed value, the sequence of results from a psudeorandom number generator is always the same. However, most applications that use psudeorandom numbers use some sort of variable seed - often based on the system clock - so that the sequence of psudeorandom numbers cannot easily be predicted. Also, since psudeorandom number generators use their previous result as the seed for the next result, sequences of numbers do not readily repeat themselves.
So, under normal circumstances, going back and repeating a move will not result in the same die roll and the same result. In some games, you can save the game, make a move, and if you don't like the result, you can load the game and make the move again (and again...) until you achieve a result you like.
However, I seem to recall that Steve is adding code so that if you try this, you will get the same result every time - the die roll is tied to the event it is rolled for - so if you went back, you would have to try something else to get a different result.
No. At least I hope I didn't say something like that.
As you noted, it is merely a question of whether the current 'seed' number is saved or not. However, MWIF will use a system I have used for over 30 years, where 2 random number generators are used, the first fills a table with random numbers and the second selects values from that table. So saving the "current seed" would involve saving a bunch of numbers.
I am only really concerned about games between human players and preventing cheating. And even then it is only relevant for Internet and PBEM games. For those, the system I intend to use will inform the opposing player(s) automatically when a player causes a random number to be used. In fact, I will strive to have the opposing players informed before the player who causes the event is informed (only milliseconds before, but still ...).

