How is uniqueness guaranteed?

By Smuggler, in Discover: Lands Unknown

I'm just curious about how they solve the uniqueness issue on a technical level. They state each copy of the game will have an unique mix of components. Not just a ramdomized mix. Doesn't that mean that each combination generated and packed into a box must be saved to some database and each new combination generated must then be checked against that database befor it is "approved" for packing into a new box?

Or mabye the reality is that each copy is very likley to be unique, but there is no guarantee at all?

If it's anything like Keyforge, it's by having so many potential combinations that, while theoretically possible to duplicate everything, the odds are exceptionally small.

I.E, if there are a quadrillion possible setups, and ten thousand copies printed, the odds of your copy matching any other is 1:100,000,000,000.

The odds of them getting caught is even lower.

Edited by Xelto

Yup. Although, with any print size, they could store the information of each copy as a binary string - 1 for "yes this component is present", 0 for "no this component is not present". Have a slot for each individual component in that string. Then, use a binary tree to store each string in sequential order. If any 2 strings are the same, it could kick it out and let the RNG run again.

My question about the algorithm, though, is if there is priority given to thematic grouping. Or, will we see that mountain climber and woodcutter on the desert island with all of the winter gear?

1 hour ago, Duciris said:

Yup. Although, with any print size, they could store the information of each copy as a binary string - 1 for "yes this component is present", 0 for "no this component is not present". Have a slot for each individual component in that string. Then, use a binary tree to store each string in sequential order. If any 2 strings are the same, it could kick it out and let the RNG run again.

My question about the algorithm, though, is if there is priority given to thematic grouping. Or, will we see that mountain climber and woodcutter on the desert island with all of the winter gear?

I was wondering about that last bit to.

Maybe they devide it by setting (jungle , dessert, arctic, Scotland) and then subdivide wich cards from that setting you will get, so in "jungle" you could come across "Alligators" and the "Temple of why did it have to be snakes" instead of "poisonous snakes" and the "Temple of the Sun god".

41 minutes ago, Robin Graves said:

I was wondering about that last bit to.

Maybe they devide it by setting (jungle , dessert, arctic, Scotland) and then subdivide wich cards from that setting you will get, so in "jungle" you could come across "Alligators" and the "Temple of why did it have to be snakes" instead of "poisonous snakes" and the "Temple of the Sun god".

But if there is some kind of "smart" algorithm used to prevent the poor lumberjack from ending up in a desert with only his skates in his backpack, that would seriously cut down on possible combinations and in turn increase the odds of ending up with not so very unique copys. In that case, they would allmost have to store some kind of information about allready used combos.

If they were able to do this for Keyforge, by not allowing decks with "half-combo" cards, they will be able to do the same here. THat's just logic rules implementation in an algorithm, nothing technically too complicated if you carefully plan in advance for each component of your game.

18 hours ago, Smuggler said:

But if there is some kind of "smart" algorithm used to prevent the poor lumberjack from ending up in a desert with only his skates in his backpack, that would seriously cut down on possible combinations and in turn increase the odds of ending up with not so very unique copys. In that case, they would allmost have to store some kind of information about allready used combos.

It does, which means they'd have to create more potential character/items/events/unknown to accommodate that. If faith enough in FFG to accomplish it.

Keyforge was confirmed to not be truly random. They have logic to associate cards are part of a package and logic to ensure a particular distribution. I assume they also have logic to confirm each deck is truly unique considering that's the whole point.

I also would assume that sort of logic was in play with this game as well. I guess we'll see. Seems silly to have repeats in Keyforge where they advertised an unnecessary number of potential combinations (I believe they said a quadrillion in the inflight report). They went through all the effort to create this procedurally generated printing process. Spend the comparatively small amount of time coming up with a good scheme to ensure uniqueness. The math required is not remarkable. The logistics of this printing process they have worked out is the real talking point here. If they did it with Keyforge then I'm not sure why they wouldn't do the same here. They already did all that leg work.

Edited by phillos