I have a list of numbers, for example: {1,2,3,4,5,6}
.
I want to generate these numbers randomly, which I did this like this:
void Update(){
float ran = Random.Range(1,6);
print(ran);
}
How do I generate or print 3 more than other numbers?
If you want skewed distribution you can, say, map values generated to a desired distribution
// all 1..6 are equal with exception of 3 which appears more frequently
// 1..2, 4..6 - 10% each (1 occurence per 10 items)
// 3 - 50% (5 occurences per 10 items)
private static int[] map = new int[1, 2, 3, 4, 5, 6, 3, 3, 3, 3];
...
void Update{
float ran = map[Random.Range(map.Length)];
print(ran);
}
Here is some kind of soluton, using probability theory, but it's overenginered. It also can have minor syntax mistakes, becouse I am far from visual studio now(
var data = new float[] {1, 2, 3, 4, 5, 6};
var indexToWeight = (index) => {
if (index == 3) return 2;
return 1;
};
var total = data.Select((value, index) => indexToWeight(index)).Sum();
var weightedData = data.Select((value, index) => Tuple.Create(value, indexToWeight(index)/(float)sum)).ToList();
var boundedData = new List<Tuple<float, float>>(weightedData.Count);
float bound = 0.0f;
for (int i = 0; i < weightedData.Count; i++) {
boundedData.Add(Tuple.Create(weightedData[i].Item1, bound));
bound += weightedData[i].Item2;
}
var weightedToValue = (List<Tuple<float, float>> wv, float p) => {
var pair = wv.FirstOrDefault(item => item.Item2 > p);
if (pair != null) return pair.Item1;
return vw.Last().Item1;
};
Random random;
var randomizedData = Enumerable.Range(1, data.Count).Select(index => weightedtoValue(weightedData, random.NextDouble())).ToArray();
Set threeMultiplier to 1 for a normal distribution, 2 for two times more 3's, 3 for three times more 3's, and so on.
void Update() {
int threeMultiplier = 2; // Twice as much 3's
int maxNumber = 6;
int num = Random.Range(1, threeMultiplier * maxNumber);
if (num > maxNumber) num = 3;
print(num);
}
One solution for "rolling dice hack" could be this: float ran = Random.Range(1,10);
"convert ran to int"
switch (ran)
case 1:
return 1
case 2:
return 2
case 3:
return 3
case 4:
return 4
case 5:
return 5
case 6:
return 6
default:
return 3
so you will have 50% chances for 3, and 10% for each other, to decrease the number of 3-s change 10 to a smaller value ^^
Check this example i made in .Net fiddle. In this code you have 2 possibilities. Im pretty sure this resolves your problem, and its a pretty simple solution. Of course in Unity you might want to use Random.Range... change the names of some vars yada yada.
1- You can print as many times as there are elements on your list, so a list with 'n' elements will always print 'n' numbers as output.
2- You can print any ammount you want, as long as you change the variable timesToPrint
The code will print the goldenNumber
based on the chanceToPrintGoldenNumber
, else it prints a random element on the list (which can be the golden number by accident).
Example Link HERE!
Code:
public static void Main()
{
Random rnd = new Random();
var li = new List<int> {1,2,5,3,6,8};
var timesToPrint = 10;
var goldenNumber = 3;
// this is actually 55% chance, because we generate a number form 0 to 100 and if it is > than 45 we print it... so 55% chance
var chanceToPrintGoldenNumber = 45;
// Print as many times as there are numbers on the list
Console.WriteLine("Printing as many times as there are elements on the list");
foreach(var number in li)
{
var goldenNumberChance = rnd.Next(0,100);
if (goldenNumberChance > chanceToPrintGoldenNumber) // 55% chance to print goldenNumber
{
Console.WriteLine(goldenNumber);
}
else
{
var i = rnd.Next(0,li.Count);
Console.WriteLine(li[i]);
}
}
Console.WriteLine("****************** END ***************************");
// Print as many times as the value of your "timesToPrint".
Console.WriteLine("Printing as many times as the value on timesToPrint ");
for(var i=0; i< timesToPrint; i++)
{
var goldenNumberChance = rnd.Next(0,100);
if (goldenNumberChance > chanceToPrintGoldenNumber) // 55% chance to print goldenNumber
{
Console.WriteLine(goldenNumber);
}
else
{
var n = rnd.Next(0,li.Count);
Console.WriteLine(li[n]);
}
}
}
I'd do something like this for weighted distribution:
public class RandomGenerator
{
Dictionary<Tuple<double, double>, Tuple<int, int>> probability;
Random random;
public RandomGenerator(Dictionary<double, Tuple<int, int>> weights)
{
random = new Random();
Dictionary<double, Tuple<int, int>> percent = weights.Select(x => new { Key = x.Key / weights.Keys.Sum(), Value = x.Value }).ToDictionary(t => t.Key, t => t.Value);
probability = new Dictionary<Tuple<double, double>, Tuple<int, int>>();
double last = 0;
foreach (var item in percent.OrderBy(x => x.Key).Select(x => new { Key = x.Key, Value = x.Value }))
{
probability.Add(new Tuple<double, double>(last, last + item.Key), item.Value);
last += item.Key;
}
}
public double GetRandomNumber()
{
double w = random.NextDouble();
var range = probability.Where(x => w >= x.Key.Item1 && w <= x.Key.Item2).First().Value;
return random.Next(range.Item1, range.Item2);
}
}
And you could use it like this:
Dictionary<double, Tuple<int, int>> weights = new Dictionary<double, Tuple<int, int>>();
weights.Add(80, new Tuple<int, int>(1, 100));
weights.Add(20, new Tuple<int, int>(3,3));
var randgen = new RandomGenerator(weights);
var number = randgen.GetRandomNumber();
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