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randomluaprocedural-generation

Even when using the same randomseed in Lua, get different results?


I have a large, rather complicated procedural content generation lua project. One thing I want to be able to do, for debugging purposes, is use a random seed so that I can re-run the system & get the same results.

To the end, I print out the seed at the start of a run. The problem is, I still get completely different results each time I run it. Assuming the seed doesn't change anywhere else, this shouldn't be possible, right?

My question is, what other ways are there to influence the output of lua's math.random()? I've searched through all the code in the project, and there's only one place where I call math.randomseed(), and I do that before I do anything else. I don't use the time or date for any calculations, so that wouldn't be influencing the results... What else could I be missing?


Updated on 2/22/16 monkey patching math.random & math.randomseed has, oftentimes (but not always) output the same sequence of random numbers. But still not the same results – so I guess the real question is now: what behavior in lua is indeterminate, and could result in different output when the same code is run in sequence? Noting where it diverges, when it does, is helping me narrow it down, but I still haven't found it. (this code does NOT use coroutines, so I don't think it's a threading / race condition issue)


Solution

  • Correct, as stated in the documentation, 'equal seeds produce equal sequences of numbers.'

    Immediately after setting the seed to a known constant value, output a call to rand - if this varies across runs, you know something is seriously wrong (corrupt library download, whack install, gamma ray hit your drive, etc).

    Assuming that the first value matches across runs, add another output midway through the code. From there, you can use a binary search to zero in on where things go wrong (I.E. first half or second half of the code block in question).

    While you can & should use some intuition to find the error as you go, keep in mind that if intuition alone was enough, you would have already found it, thus a bit of systematic elimination is warranted.

    Revision to cover comment regarding array order:

    If possible, use debugging tools. This SO post on detecting when the value of a Lua variable changes might help.

    In the absence of tools, here's one way to roll your own for this problem:

    A full debugging dump of any sizable array quickly becomes a mess that makes it tough to spot changes. Instead, I'd use a few extra variables & a test function to keep things concise.

    Make two deep copies of the array. Let's call them debug01 & debug02 & call the original array original. Next, deliberately swap the order of two elements in debug02.

    Next, build a function to compare two arrays & test if their elements match up & return / print the index of the first mismatch if they do not. Immediately after initializing the arrays, test them to ensure:

    1. original & debug01 match
    2. original & debug02 do not match
    3. original & debug02 mismatch where you changed them

    I cannot stress enough the insanity of using an unverified (and thus, potentially bugged) test function to track down bugs.

    Once you've verified the function works, you can again use a binary search to zero in on where things go off the rails. As before, balance the use of a systematic search with your intuition.