为什么mt19937生成器每次在while循环中使用时都会生成相同的结果

Why does a mt19937 generator, generate the same result everytime when used in a while loop

本文关键字:结果 循环 mt19937 为什么 while      更新时间:2023-10-16

我写这个游戏只是为了输入有随机攻击机会的人类和骨骼数量。如果在反复运行程序时输入相同的金额,则会生成相同的金额。为什么每次while循环重新启动时hitChance/随机攻击量都没有变化?当我在while循环中打印attakChance(randGen)时,它会发生变化。为什么randGen不改变战斗获胜者的输出?

   #include <iostream>
#include <string>
#include <random>
#include <ctime>
using namespace std;
int getNumSkeletons();
int getNumHumans();
void finishedBattleStats(int numHumans, int startHumans, int numSkeletons, int startSkeletons);
void simulatedBattle(int &numSkeletons, int &numHumans, int &startHumans, int &startSkeletons);
int main() {
    int startHumans;
    int startSkeletons;
    int numHumans;
    int numSkeletons;

    cout << "------------------------------------nSkeletons V Humansnn";
    //Gets Number of Humans
    numHumans = getNumHumans();
    startHumans = numHumans;
    //Gets Number of Skeletons
    numSkeletons = getNumHumans();
    startSkeletons = numSkeletons;
    //Simulates Battle
    simulatedBattle(numSkeletons, numHumans, startHumans, startSkeletons);
    //End Battle Stats
    finishedBattleStats(numHumans, startHumans, numSkeletons, startSkeletons);
    cin.get();
    return 0;
}
int getNumHumans() {
    int numHumans;
    cout << "Enter number of Humans: n";
    cin >> numHumans;
    return numHumans;
}
int getNumSkeletons() {
    int numSkeletons;
    cout << "Enter number of Skeletons: n";
    cin >> numSkeletons;
    return numSkeletons;
}
void simulatedBattle(int &numSkeletons, int &numHumans, int &startHumans, int &startSkeletons) {
    static mt19937 randGen(time(NULL));
    uniform_real_distribution<float> attackChance(0.0f, 1.0f);
    //HumanProperties
    float humanDamage = 30.0f;
    float humanHitChance = 0.6f;
    float humanCritChance = 0.2f;
    float humanHealth = 50.0f;
    float startHumanHealth = humanHealth;
    float currentHuman = startHumanHealth;
    //Skeleton Properties
    float skeletonDamage = 20.0f;
    float skeletonHitChance = 0.7f;
    float skeletonCritChance = 0.2f;
    float skeletonHealth = 40.0f;
    float startSkeletonHealth = skeletonHealth;
    float currentSkeleton = startSkeletonHealth;
    char turn = 'H';
    float hitChance;
    while (numSkeletons > 0 && numHumans > 0) {
        hitChance = attackChance(randGen);
        if (turn == 'H') {
            if (hitChance > humanHitChance) {
                currentSkeleton -= humanDamage;
                turn = 'S';
                if (currentSkeleton < 0) {
                    numHumans--;
                    currentSkeleton = startSkeletonHealth;
                    turn = 'S';
                }
            }
        }
        else {
            if (hitChance > skeletonHitChance) {
                currentHuman -= skeletonDamage;
                turn = 'H';
            }
            if (currentHuman < 0) {
                numSkeletons--;
                currentHuman = startHumanHealth;
                turn = 'H';
            }
        }
    }
}
void finishedBattleStats(int numHumans, int startHumans, int numSkeletons, int startSkeletons) {
        if (numHumans == 0) {
            cout << "Skeletons won! nn";
            cout << "Skeletons left: " << numSkeletons << endl;
            cout << "Skeleton Casualties: " << startSkeletons - numSkeletons << endl;
            cout << "All " << startHumans << " humans are dead! nn";
            cout << "Game Over!";
            cin.get();
        }
        else {
            cout << "Humans Won! nn";
            cout << "Humans left: " << numHumans << endl;
            cout << "Human Casualties: " << startHumans - numHumans << endl;
            cout << "All " << startSkeletons << " skeletons are dead! nn";
            cout << "Game Over!";
            cin.get();
        }
    }

IMHO认为您在作战计算中存在缺陷。也就是说,当一个人的健康状况变得<0减去骨骼而不是人类,反之亦然。以下是更正。通过演示。我尝试了很多次演示,并给出了不同的结果(ENJOY):

void simulatedBattle(int &numSkeletons, int &numHumans, int &startHumans, int &startSkeletons) {
    uniform_real_distribution<float> attackChance(0.0f, 1.0f);
    static mt19937 randGen(time(NULL));
    //HumanProperties
    float humanDamage = 25.0f;
    float humanHitChance = 0.2f;
    float humanCritChance = 0.2f;
    float humanHealth = 50.0f;
    float startHumanHealth = humanHealth;
    float currentHuman = startHumanHealth;
    //Skeleton Properties
    float skeletonDamage = 20.0f;
    float skeletonHitChance = 0.8f;
    float skeletonCritChance = 0.2f;
    float skeletonHealth = 40.0f;
    float startSkeletonHealth = skeletonHealth;
    float currentSkeleton = startSkeletonHealth;
    char turn = 'H';
    float hitChance;
    while (numSkeletons > 0 && numHumans > 0) {
        hitChance = attackChance(randGen);
        if (turn == 'H') {
            if (hitChance > humanHitChance) {
                currentSkeleton -= humanDamage;
                if (currentSkeleton < 0) {
                    --numSkeletons;
                    currentSkeleton = startSkeletonHealth;
                }
                turn = 'S';
            }
        }
        else {
            if (hitChance > skeletonHitChance) currentHuman -= skeletonDamage;
            if (currentHuman < 0) {
                --numHumans;
                currentHuman = startHumanHealth;
            }
            turn = 'H';
        }
    }
}

现场演示

在使用之前,您必须seed一个mersenne扭曲器,否则您将始终获得相同的输出。通常的做法是用内部时钟来播种:

// obtain a seed from the timer
myclock::duration d = myclock::now() - beginning;
unsigned seed2 = d.count();
generator.seed (seed2);

ref:std::mersenne_twister_engine::seed