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Mar 26, 2014 at 22:28 comment added supercat @foo1899: Incidentally, the game "Pitfall" en.wikipedia.org/wiki/Pitfall! used the aforementioned technique to use generate a 256-screen map on a 4K game cartridge on a machine with 128 bytes of RAM.
Mar 26, 2014 at 22:07 comment added user15782 That's a very good example, it matches the scheme I described of searching for a "good" seed, but takes advantage of the fact that in that scenario many possible messages are good.
Mar 26, 2014 at 15:08 comment added supercat @YuvalFilmus: Exactly. They can also be used in some situations like video game level generation where a small fraction of generated levels would be considered acceptable, but where a video game designer can randomly generate levels until he finds some which are to his liking, and record the seeds which generated those. A very useful concept historically, when coding for a video game machine with 128 bytes of RAM, trying to fit the program into a cartridge with 4096 bytes of ROM.
Mar 26, 2014 at 1:40 comment added Yuval Filmus PRNGs are used in this way to compactly represent (pseudo)random data, for example for the sake of repeatability of experiments.
Mar 25, 2014 at 23:27 history answered supercat CC BY-SA 3.0