October 7th, 2015 at 12:01:53 PM
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I'm working on a card shuffle algorithm using Fisher–Yates methods and a TBD random number generator method. Is there an industry or regulatory standard that one must follow regarding the card shuffling and random number?
October 7th, 2015 at 12:10:08 PM
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Start with the GLI standards.
May the cards fall in your favor.
October 7th, 2015 at 1:55:42 PM
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For the RNG, it is enough to use any that passes the Diehard tests. For shuffling you have to prove that every final position is equally likely after the shuffle (or that every remaining card is equally likely to be dealt, depending on what you are doing). FY is as good as it gets.Quote: 777I'm working on a card shuffle algorithm using Fisher–Yates methods and a TBD random number generator method. Is there an industry or regulatory standard that one must follow regarding the card shuffling and random number?
If you are creating a virtual game (like VP or online version) that's all you need. If you are talking about something like the Ace/King/2-to-6 shufflers, a shuffle of a physical deck, that's a whole different story.
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October 20th, 2015 at 11:44:52 AM
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Quote: teliotFor the RNG, it is enough to use any that passes the Diehard tests. For shuffling you have to prove that every final position is equally likely after the shuffle (or that every remaining card is equally likely to be dealt, depending on what you are doing). FY is as good as it gets.
If you are creating a virtual game (like VP or online version) that's all you need. If you are talking about something like the Ace/King/2-to-6 shufflers, a shuffle of a physical deck, that's a whole different story.
I'll use the Mersenne Twister for PRNG (it passes the Diehard tests) for applications in physical shuffling machine, and game and simulation. Is Mersenne Twister commonly used by developers and accepted by regulatory agencies?
October 21st, 2015 at 1:46:48 PM
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For production code? I'm pretty sure it has already been approved. But call/email GLI or BMM and ask.
For my own internal simulation stuff, that's all I use.
For my own internal simulation stuff, that's all I use.
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