I love this kind of thing. I'm surprised to hear that we're doing so
much work to get our random numbers; most roguelikes don't bother.

I agree that we can do better; I think we should look for something
(1) faster and (2) with a smaller state. The period shouldn't matter,
since although we're generating a lot of numbers, we're doing so in a
context where actually USING the repeats will be completely
impossible. (For this reason, it's unfortunate that we're using a
fancy long-period generator, since it has all the wrong tradeoffs --
slow, big state, and low-quality numbers.)

I rather admire the first RNGs the author of that paper proposes; they
look to me like they meet all the requirements, and better yet they're
VERY short code.

I don't know if I'd care to make things any more complicated than
that. Yes, we CAN throw in an encryption algorithm; but why? This
isn't rocket science.

(BTW, in my youth I wrote the RNG that Biskup used for ADOM (he
tweaked it a little, and replaced the 'unsigned' variables with
'signed' ones, which is why that one version came out where all the
rooms were dark and all the items were daggers). It was a simple RC4
stream. If you want, I can do it again -- although I wouldn't bother
if I were making the decision. RC4 has very simple code and a simple
state, only 256 permuted bytes and 2 index bytes; but those RNGs are
far simpler.)

-Wm

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