How do I produce "enjoyably" random, as opposed to pseudo-random?

Posted by Hilton Campbell on Game Development See other posts from Game Development or by Hilton Campbell
Published on 2012-05-28T13:31:52Z Indexed on 2013/10/23 10:19 UTC
Read the original article Hit count: 230

Filed under:
|

I'm making a game which presents a number of different kinds of puzzles in sequence. I choose each puzzle with a pseudorandom number. For each puzzle, there are a number of variations. I choose the variation with another pseudorandom number. And so on.

The thing is, while this produces near-true randomness, this isn't what the player really wants. The player typically wants what they perceive to be and identify as random, but only if it doesn't tend to repeat puzzles. So, not really random. Just unpredictable.

Giving it some thought, I can imagine hacky ways of doing it. For example, temporarily eliminating the most recent N choices from the set of possibilities when selecting a new choice. Or assigning every choice an equal probability, reducing a choice's probability to zero on selection, and then increasing all probabilities slowly with each selection.

I assume there's an established way of doing this, but I just don't know the terminology so I can't find it. Anyone know? Or has anyone solved this in a pleasing way?

© Game Development or respective owner

Related posts about algorithm

Related posts about random