Metadata-Version: 2.4
Name: anarchy
Version: 2.0
Summary: Managed chaos for procedural content generation, including incremental/reversible pseudo-random numbers and shuffling/distribution.
Home-page: https://cs.wellesley.edu/~pmwh/anarchy/anarchy/python/doc.html
Author: Peter Mawhorter
Author-email: pmawhorter@gmail.com
License: BSD 3-Clause License
Classifier: Programming Language :: Python :: 3 :: Only
Classifier: License :: OSI Approved :: BSD License
Classifier: Development Status :: 4 - Beta
Classifier: Topic :: Games/Entertainment
Classifier: Topic :: Multimedia
Classifier: Intended Audience :: Developers
Classifier: Operating System :: OS Independent
Classifier: Natural Language :: English
Description-Content-Type: text/markdown
Provides-Extra: test
Requires-Dist: pytest; extra == "test"

## Overview

`anarchy` is a package for managed & beautiful chaos, designed with
incremental procedural content generation in mind. It includes
incremental & reversible random numbers, a selection of distribution
functions for random values, cohort operations that can be applied
incrementally to groups along an indefinite 1-dimensional space, and
function to incrementally/reversibly manage uneven distribution of items
among segments.

The goal is to give a high level of control to designers of PCG systems
while maintaining incremental operation and reversibility.

Coming soon: fractal coordinates.


## Changelog

- Version 2.0: Added `distribution` sub-module, moved some old `cohort`
    functions over to it. Fixed bugs & added many tests. Added
    `distribution_items` and the `sumtable_*` functions. Got rid of
    `max_smaller` in favor of `sumtable_segment`.
- Version 1.1: Initial working version.


## Versions

There are implementations of at least the core functionality available in
C, C#, Javascript, Python, and Lua; this documentation applies most
closely to the Python implementation, and it is drawn from that code.
Each different language implementation has its own idiosyncrasies, but
the higher-level things, like number and meaning of parameters, are the
same for the core functions.

TODO: Links to versions...

Note: the anarchy Python package uses 64-bit integers, for compatibility
with the C version of the library and for a larger output space.
Technical limitations with JavaScript and Lua mean that the JS and Lua
versions of the library effectively use 32-bit integers (stored inside
64-bit floats) and will therefore give different results.


## Dependencies

The python version requires Python 3; tests use `pytest` and require
Python >=3.6.


## Example Application

The incremental shuffling algorithm can be used as a replacement for a
standard random number generator in cases where you want to guarantee a
global distribution of items and are currently using independent random
number checks to control item distribution. For example, if you have code
that looks like this...

```python
def roll_item():
  r = random.random()
  if r < 0.01: # 1% chance for Rare item
    return "Rare"
  elif r < 0.06: # 5% chance for Uncommon item
    return "Uncommon"
  else:
    return "Common"
```

...you have no guarantees about exactly how often rare/uncommon items
will be, and some players will get lucky or unlucky. Instead, even if you
don't know the number of `roll_item` calls, with `anarchy` you can do
this:

```python
N = 0
seed = 472389223

def roll_item():
  global N, seed
  r = anarchy.cohort_shuffle(N, 100, seed + N//100)
  N += 1
  if r < 1:
    return "Rare"
  elif r < 6:
    return "Uncommon"
  else:
    return "Common"
```

In this code there are two extra variables that have to be managed in
some way, but the benefit is that for every 100 calls to the function,
"Rare" will be returned exactly once, and "Uncommon" will be returned
exactly 5 times. Each group of 100 calls will still have a different
ordering of the items, because it uses a different seed.

Here's an image illustrating the differences between these two
approaches: in the top half, results are generated using independent
random numbers, while the bottom half uses anarchy's cohort shuffling to
guarantee one red cell and 5 blue cells per 10×10 white square..

![100 10x10 squares in which blue and/or red pixels are placed. In the top 50 squares, each pixel has an independent 1% chance of being red and 5% chance of being blue, and as a result, some of the white squares have zero red pixels, or have more red pixels than blue pixels, or have many more than 5 blue pixels or 1 red pixel. In the bottom half, anarchy cohort shuffling is used, so while the positions of the colored pixels are different in each block, each block contains exactly 1 red pixel and exactly 5 blue pixels.](demos/rng_shuf_compare.png){.pixels}\ 

There are many other potential applications of reversible/incremental
shuffling; this is one of the most direct.
