QUOTE((U)Bolt_Head @ Jan 19 2005, 04:38 PM)
Yeah but if you test it out many many times then it will equal out pretty close.
I've ran a test with random triggers and let it calculate over a thousand times and adding each result to a leaderboard. It was pretty close.
Mp)3 i think that it isn't 'random' because we don't know the specifics about the AI script. Like where the unit is ordered to move may relate to units and terrain around him. How far he is from the location, or where he is on the map. (i don't know)
Ever notice how when you use junkyard dog on alot of units they tend to group up around the edges of the map and go around that. Because of that my guess would be that for the most part the units are issued to attack at a specific angle at random intervals of time. If they were on the right edge of the map and they were ordered to attack at a 30degree angle then theres no where to go so they would go up instead. This is all pure hypothesis
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This is what I thought too. I ran a few tests to see if this would would work by placing a marine in the middle of a "spiral" maze and see if it would escape on it's own. Because theoretically, if a unit moves in exact intervals dependant of its sorroundings, it could eventually get out. However, I ran the test multiple times, and amazingly, almost exactly 50% of the time, the marine got out. I began to do the same tests at different times, say preferably about 4 hours later. I did this because also, theoretically, the randomization of a computer is usually based on the time. However, the results were nearly the same. Eventually I made variations on the terrain, changing it to counter-clockwise, making the radiuses (radii?) larger or smaller, even adding miniscule flaws in a part of the maze. Unfortunately, I was only lucky the first time in finding a pattern once. The variations failed miserably.
Randomization done by a computer (obviously) isn't exactly "Random". As you have all pointed out, it is basically a flaw within the system itself. Regrettably, I didn't get exactly what I was looking for. I was seeing if someone had actually found a pattern within the Junkyard Dog AI Script, either dealing with movement, timing, or plain choreography. I believe Bolt (Like almost always) was closest in getting to where I was heading with the question. Thanks a lot for taking the time to answer my question.