How do RNG works in HS ? (Part1)

You can have an example it just wouldn’t apply to Hearthstone. It would be a programming example for making a deck randomizer.

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as we have explained there are multiple pieces of relevant information needed to even start determining how it might work. if i would guess i would say that info is well hidden due to exactly what you are requesing

if it was possible to identify their rng algorithms in a simple way then that would quickly open up for abuse. you can get examples from other games, and its also possible to find a simpler version of deck randomizers with some google searches. dont expect the hearthstone rng to be as simple as used in those tho

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How would(can) it be abused? (since all players are subjected to the same algo)

if you have the all the information needed to determine your rng seed in hearthstone, then it is also possible to make a program that uses that same code to predict your rng. meaning in theory you could have a software running that tells you your every draw, every discover that will be offered in advance, for example.

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Like peverin said, the algorithm is deterministic given the same seed.

They will use something like the current time stamp plus your unique user id as the random ‘seed’ to the algorithm. For every unique seed, there will be a new random output (notice I did not say unique).

If you use the same seed again, you will get the exact same output, so if people knew what algorithm and how blizzard created the seed, people could figure out how the shuffle or other randomly determined events would occur in advance.

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They(program) could potentially switch ‘seeds’ every game?

But, since I get the idea that the main question would be ‘unanswerable’, I thank all for the replies. (Hoped I had asked a good question)

If there is nothing more to add, then we can close this thread here. TY again.

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I was doubting that these threads are true but then I made an old style jade druid deck but I put Vargoth in it. I wonder if there is not some underlying RNG rule for vargoth because everytime I have him down and I use naturalize, there will be roughly 4 minions on average but I hit about 15 games in a row where he kills himself on the second naturalize. I like to think it’s luck but it seems incredibly unlikely they haven’t tinkered around with his RNG, maybe just as zephrys pulls the best case scenario, maybe vargoth is there to pull the worst case scenario?

Each card is assigned a number from 1 - 30 and it ‘rolls’ a number and whatever comes up, that’s what it picks and removes it from the pool. This is the simplest way I can try and explain it. It probably runs a whole lot of code but I assume it would be similar.

Type in ‘random number generator’ into Google and you can do this yourself and set your own parameters.

to put things in perspective, the wichmann-hill pseudorandom number generation starts with a fixed seed, RNG state values, each time the generator is called the state numbers are changed and a random number is produced. the state changes follows a predictable pattern based on multiplying and dividing prime numbers, these number keep changing and more random numbers are produced until the rngs period is exhausted, and wichmann-hill has a period of about 7 trillion values before repeating.

to even get close to predicting the result of this rng you need to know the seed number that is the starting point of the entire process, but thats just the first part. the rng function may be called dozen of times per frame and you would need to know exactly what may call the rng in the game to even have an idea of how it advances and you will definitely dont know where in the 7 trillion rng cycle you are.

so no, you cant simply say X is on board therefore Y is guaranteed to happend

edit: assume a standard of 60 fps and you will have an rng that advances ~700 times per second

This has nothing to do with that. I’m just saying that if my second naturalize has a 1/4 chance to hit my vargoth and it repeats this pattern so… 1/4 to the power of 15 is pretty damn condemning and maybe even so a coincidence but I’m telling you I’ve pulled some odd like never before.

If this ‘rigged’ stuff really happens you will be able to prove it with actual data, and given the data is available on sites that track matches, someone can do some work and post an analysis.

If its not statistically significant, then you’re just an outlier :slight_smile:

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keep in mind that just because an outcome is unlikely its not impossible, and if you have enough possible outcomes (for example 7 trillion) that possibility will indeed exist whether you like it or not.

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Some people like to think because the “law of averages” exists, that they are subject to it, and therefore the rng must be broken if it doesn’t balance out.

But that’s not how anything works. RNG is supposed to hit Vargoth multiple times in a row, it’s not supposed to balance out for you specifically or it actually is rigged.

The law of averages is just a concept that if you flip a coin a billion times or more, it’ll bring itself closer to 50% each.

You can’t do that with a dozen or even 100 plays of Vargoth because you aren’t actually looking at every instance of a good roll or a bad roll, or every roll across Hearthstone for every player.

There’s no guarantee that Vargoth wont get hit, or get streaks of getting hit, unless what you want is not actually RNG but manipulated RNG to “equal out” imbalances in spikes and dips in specific events.

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since people that claim its all rigged have found there way here, lets explore that option assuming wichmann-hill as base.

the argument is basically that whenever X,Y, or Z happends blizzards rng makes A,B, or C happened. given that a pseudorandom number generator produceds random number based on your base seed and how the rng values have progressed so far, a system that suddenly replaces everything with ‘option A’ when conditions are met would 100% show up with enough data as it would very distinctly break off from the expected pattern of rng progression when mapped. and the fact that no such evidence has been presented after 6 years of hearthstone would indicate that the system does indeed not work that way.

let us instead assume that X,Y, and Z triggers a call to replace the original seed with seed number D,E, or F that has another base rng and then let the rng be generated from that seed. this would in theory work however there are issues with this plan aswell. since the rng advances with every frame and the number of steps it advances depends on multiple factors it will quickly escalate beyond control (think the possibility of 700 values generated per second, and each value corresponds to a specific result). this would mean that for every second you sit and stare at your screen while blaming the blizzard the rng values would change making it impossible to properly rigg your specific rng to a specific value without reading your mind. further, with enough data such a change of rng seed would also be easily identified with enough data gathered as it aswell would make a sudden break off from the expected pattern.

as an additional note: to be able to properly determine when to “rigg” your rng the game would have to either have hard coded all types of situations where it should be rigged. if someone gained access to the source code this would immediately be exposed as thus its unlikely to not say the biggest most stupid decision in modern business history. the other option would be to have an algorithm predict everything, which has been suggested in multiple threads. for this we luckily have a card to help us understand blizzards programming: zephrys. the card that tries to predict the optimal card for every situation. the fact that zephrys both have a limited card pool and have required several fixes and improvements to offer the correct cards shows the issues with such an algorithm. and if zephrys cant read card text on field, cant see which cards are in hand, and even missjudge boardstates for that limited card pool, then it quickly becomes extremly unlikely that blizzard would have an algorithm that has full information about everything and correct predicts everything you want to do just to rigg the rng against you.

as to clarify the mentioned pattern: the models number generation is fairly easy to track as the it follows a predictable pattern and as such you from the data should be able to paint the value progression. the reason the rng cant be predicted however is because you have no idea where in these trillions of values you are in the current situation.

Madmax linked a statement saying that the deck order is determined at game start. It is possible to have a subset of indexes to control draw (ordering) rates via something like tier value and/or other categorizations. For example the quests are forced to be drawn on turn 1 every game.

So it is possible to preset a deck to have those alternate values ordered in such a way to drive exciting play. Could they have on the fly interactions? Sure, but they wouldn’t really be needed.

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Part 2 is Discover RNG?

That one is trickier, because I don’t remember wether you have the same chance to discover a class card than a neutral one.
I know they changed it, but I don’t remember what they said

class cards used to be favored, but they changed to to equal chance iirc. people were talking about how much it affected dr boom as you suddenly were offered lower impact mechs over the class mechs that at that time was pretty strong

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HS rng is biased against f2p players (those who have not spend money in last expansion) and its favored for p2p players (those who have spend money in last expansion) to make them feel good about the game and spending money. About this i am 99% sure. Thats how it works.
Game is rigged.

Do you have any evidence ?