Reputation: 51
So I'm building a rock, paper, scissors game. I want to get math.random() to give me a random result that I compare to the one chosen by the user.
It mostly works. I even thought it fully worked for a while, but I'm losing randomness at some point.
To try it, I input a fixed "user" choice and ran the code a few hundred times with setInterval(myfunction, 20). They're always lopsided victories, and always with the same outcome:
If I run it with playerPick = 1, the computer always wins.
If I run it with playerPick = 2 or 3, the user always wins.
Can anyone see where I goofed?
//Global variable and constants.
const ROCK = 1;
const PAPER = 2;
const SCISSORS = 3;
//This is the game.
function whoWins(){
const playerPick = 2; //for debugging, it can be 1, 2, or 3.
const computer = computerPick();
if (playerPick == computer){
return draw();
} else if (playerPick == 1 && computer == 2){
return lose();
} else if (playerPick == 2 && computer == 3){
return lose();
} else if (playerPick == 3 && computer == 1){
return lose();
} else {
return win();
}
}
//These are the inputs for the game.
rockButton.addEventListener('click', () => {
playerPick = ROCK;
return whoWins()});
paperButton.addEventListener('click', () => {
playerPick = PAPER;
return whoWins()});
scissorsButton.addEventListener('click', () => {
playerPick = SCISSORS;
return whoWins()});
function computerPick() {
let computerChoice = '';
const getRandom = Math.random;
if (getRandom() >= 2/3) {
computerChoice = ROCK;
} else if (getRandom() >= 1/3){
computerChoice = PAPER;
} else {
computerChoice = SCISSORS;
}
return computerChoice;
}
I'm very new to all this, but still, this is not random.
Upvotes: 2
Views: 88
Reputation: 521
For future reference, you might find it easier to work with an array.
const getRandomChoice = () => {
const options = ['Rock', 'Paper', 'Scissors'];
const randomIndex = Math.floor(Math.random() * options.length);
const choice = options[randomIndex];
return choice;
}
const counts = {};
for(let i = 0; i < 10000; i++) {
let p = getRandomChoice();
counts[p] = (counts[p] || 0) + 1;
}
console.log(counts);
By multiplying the result of Math.random
by the length of the array (3) we can get a value that is between [0, 3) (not inclusive of 3). We then call Math.floor
to "chop" off any decimals.
Upvotes: 1
Reputation: 30685
This should be a simple fix, as mentioned in the comments you need to call Math.random once, otherwise the probabilities are skewed.
I think the probabilities of a PAPER would have been 0.66 * 0.66 = ~ 44% with the original code, the probability of SCISSORS would have been 0.66 * 0.33 = ~ 22%. The new function should resolve this.
const ROCK = 1;
const PAPER = 2;
const SCISSORS = 3;
// Original computerPick function
function computerPickOriginal() {
let computerChoice = '';
const getRandom = Math.random;
if (getRandom() >= 2/3) {
computerChoice = ROCK;
} else if (getRandom() >= 1/3){
computerChoice = PAPER;
} else {
computerChoice = SCISSORS;
}
return computerChoice;
}
// Fixed computerPick function.
function computerPick() {
let computerChoice = '';
const choice = Math.random();
if (choice >= 2/3) {
computerChoice = ROCK;
} else if (choice >= 1/3){
computerChoice = PAPER;
} else {
computerChoice = SCISSORS;
}
return computerChoice;
}
function decodeChoice(choice) {
if (choice == ROCK) return "Rock";
if (choice == PAPER) return "Paper";
if (choice == SCISSORS) return "Scissors";
}
// Check the distribution of each version of the code.
console.log("Checking distributions (10000 picks)..");
let original_counts = {};
let counts = {};
for(let i = 0; i < 10000; i++) {
let k = computerPick();
counts[k] = (counts[k] || 0) + 1;
let k2 = computerPickOriginal();
original_counts[k2] = (original_counts[k2] || 0) + 1;
}
console.log('Computer Pick Distribution (original): ', Object.entries(original_counts).map(([key,value]) => `${decodeChoice(key)}: ${value}`));
console.log('Computer Pick Distribution (fixed): ', Object.entries(counts).map(([key,value]) => `${decodeChoice(key)}: ${value}`));
Upvotes: 2