Tier 4
Series 303
303C: The Seed Code
"If two pilots fly the same route, they should see the same mountains. If your procedural world is different every time you launch the game, you cannot share coordinates or debug errors. A Navigator uses a "Seed" to ensure the chaos is deterministic."
The Concept: Random Seeding
Computers are not truly random; they are "Pseudo-Random." If you give them the same starting number (Seed), they will produce the exact same sequence of "random" numbers forever.
* **The Key:** `Random.InitState(seed);`
* **The Key:** `Random.InitState(seed);`
Red Flag Detected
The AI Trap: "The Unmapped World"
You ask the AI: "Randomly spawn trees on the terrain."
// AI-Generated Code: Uncontrollable
void Start() {
// Audit Fail: Every time you press Play, the world is different.
// You can never report a bug because you can't reproduce it.
float x = Random.Range(0, 100);
}
This is "Ephemeral Data." In a multiplayer game or a tournament, every player needs to see the same obstacles.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Deterministic Chaos
public int worldSeed = 12345;
void Start() {
Random.InitState(worldSeed);
// Now this "Random" tree is in the exact same spot forever.
SpawnTree();
}
Your Pilot Command
> A skilled Navigator directs the AI to Initialize State.