Where did the 18,446,744,073,709,551,616 number come from?How many planets exist within a single galaxy of “No Man's Sky”?No Mans Sky sizeHow actually probable is to “meet” other people in No Man's Sky?How many planets exist within a single galaxy of “No Man's Sky”?How come mining elements sometimes yields no resources?Causes for bug where starship is sent straight to orbit from ground?Can we visit any star in No Man's Sky?What happens if you go away from the center in No Man's Sky?What's the maximum number of slots for a multi-tool?Did the Exosuit upgrade in the space stations get removed?Cannot get advanced mining laser from outpostMax number of missions per day (24 real time hours)?
Would a horse be sufficient buffer to prevent injury when falling from a great height?
Impossible violin chord, how to fix this?
How to stop the death waves in my city?
French license plates
What should I consider when deciding whether to delay an exam?
Should I be on the paper from another PhD student that I constantly went on his meetings?
How to prevent pickpocketing in busy bars?
How many stack cables would be needed if we want to stack two 3850 switches
Science fiction episode about the creation of a living pegasus, even though flightless
Implementation of a Thread Pool in C++
Duck, duck, gone!
Looking for circuit board material that can be dissolved
Why is Pelosi so opposed to impeaching Trump?
If a spaceship ran out of fuel somewhere in space between Earth and Mars, does it slowly drift off to the Sun?
Contour integration with infinite poles
Windows 10 deletes lots of tiny files super slowly. Anything that can be done to speed it up?
A famous scholar sent me an unpublished draft of hers. Then she died. I think her work should be published. What should I do?
Worlds with different mathematics and logic
Fix Ethernet 10/100 PoE cable with 7 out of 8 wires alive
As a team leader is it appropriate to bring in fundraiser candy?
What makes learning more difficult as we age?
what organs or modifications would be needed to have hairy fish?
What is the logical distinction between “the same” and “equal to?”
I transpose the source code, you transpose the input!
Where did the 18,446,744,073,709,551,616 number come from?
How many planets exist within a single galaxy of “No Man's Sky”?No Mans Sky sizeHow actually probable is to “meet” other people in No Man's Sky?How many planets exist within a single galaxy of “No Man's Sky”?How come mining elements sometimes yields no resources?Causes for bug where starship is sent straight to orbit from ground?Can we visit any star in No Man's Sky?What happens if you go away from the center in No Man's Sky?What's the maximum number of slots for a multi-tool?Did the Exosuit upgrade in the space stations get removed?Cannot get advanced mining laser from outpostMax number of missions per day (24 real time hours)?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
Reading about No Mans Sky, and hearing about the 18,446,744,073,709,551,616 planets there are, I'm curious, where did that number come from? Does that mean there are 18,446,744,073,709,551,616 unique planets, and if1 they're all found, the next planet would be a repeat? Or does it mean they've places some kind of "hard limit" in the code for that number? Or something else completely?
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
1 I know that this will never happen
Update: I've reached out to Hello Games, and if they reply (I imagine they're still a little busy at the moment!) I'll update this post with what they say.
no-mans-sky
add a comment
|
Reading about No Mans Sky, and hearing about the 18,446,744,073,709,551,616 planets there are, I'm curious, where did that number come from? Does that mean there are 18,446,744,073,709,551,616 unique planets, and if1 they're all found, the next planet would be a repeat? Or does it mean they've places some kind of "hard limit" in the code for that number? Or something else completely?
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
1 I know that this will never happen
Update: I've reached out to Hello Games, and if they reply (I imagine they're still a little busy at the moment!) I'll update this post with what they say.
no-mans-sky
4
Fun fact! This number is so large that every player on Earth would need to reach a cumulative ~ 607,000,000 (Six hundred million) planets in order to have just a 1% probability of any repeated planets. Not entirely unreasonable if the game is wildly successful for a long long time, but very very unlikely.
– Brian C
Aug 9 '16 at 18:26
I don't think they're using that number as a seed but merely as an ID number, though I could be mistaken.
– WeRelic
Aug 9 '16 at 18:45
89
Well son, when two integers love each other very much...
– corsiKa
Aug 9 '16 at 23:05
2
Actually it has 18,446,744,073,709,551,616 unique input values.
– OrangeDog
Aug 10 '16 at 11:08
@corsiKa: Oh, is that when they start multiplying?
– Mehrdad
Aug 12 '16 at 3:08
add a comment
|
Reading about No Mans Sky, and hearing about the 18,446,744,073,709,551,616 planets there are, I'm curious, where did that number come from? Does that mean there are 18,446,744,073,709,551,616 unique planets, and if1 they're all found, the next planet would be a repeat? Or does it mean they've places some kind of "hard limit" in the code for that number? Or something else completely?
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
1 I know that this will never happen
Update: I've reached out to Hello Games, and if they reply (I imagine they're still a little busy at the moment!) I'll update this post with what they say.
no-mans-sky
Reading about No Mans Sky, and hearing about the 18,446,744,073,709,551,616 planets there are, I'm curious, where did that number come from? Does that mean there are 18,446,744,073,709,551,616 unique planets, and if1 they're all found, the next planet would be a repeat? Or does it mean they've places some kind of "hard limit" in the code for that number? Or something else completely?
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
1 I know that this will never happen
Update: I've reached out to Hello Games, and if they reply (I imagine they're still a little busy at the moment!) I'll update this post with what they say.
no-mans-sky
no-mans-sky
edited Aug 11 '16 at 8:47
TMH
asked Aug 9 '16 at 15:54
TMHTMH
1,3058 gold badges23 silver badges36 bronze badges
1,3058 gold badges23 silver badges36 bronze badges
4
Fun fact! This number is so large that every player on Earth would need to reach a cumulative ~ 607,000,000 (Six hundred million) planets in order to have just a 1% probability of any repeated planets. Not entirely unreasonable if the game is wildly successful for a long long time, but very very unlikely.
– Brian C
Aug 9 '16 at 18:26
I don't think they're using that number as a seed but merely as an ID number, though I could be mistaken.
– WeRelic
Aug 9 '16 at 18:45
89
Well son, when two integers love each other very much...
– corsiKa
Aug 9 '16 at 23:05
2
Actually it has 18,446,744,073,709,551,616 unique input values.
– OrangeDog
Aug 10 '16 at 11:08
@corsiKa: Oh, is that when they start multiplying?
– Mehrdad
Aug 12 '16 at 3:08
add a comment
|
4
Fun fact! This number is so large that every player on Earth would need to reach a cumulative ~ 607,000,000 (Six hundred million) planets in order to have just a 1% probability of any repeated planets. Not entirely unreasonable if the game is wildly successful for a long long time, but very very unlikely.
– Brian C
Aug 9 '16 at 18:26
I don't think they're using that number as a seed but merely as an ID number, though I could be mistaken.
– WeRelic
Aug 9 '16 at 18:45
89
Well son, when two integers love each other very much...
– corsiKa
Aug 9 '16 at 23:05
2
Actually it has 18,446,744,073,709,551,616 unique input values.
– OrangeDog
Aug 10 '16 at 11:08
@corsiKa: Oh, is that when they start multiplying?
– Mehrdad
Aug 12 '16 at 3:08
4
4
Fun fact! This number is so large that every player on Earth would need to reach a cumulative ~ 607,000,000 (Six hundred million) planets in order to have just a 1% probability of any repeated planets. Not entirely unreasonable if the game is wildly successful for a long long time, but very very unlikely.
– Brian C
Aug 9 '16 at 18:26
Fun fact! This number is so large that every player on Earth would need to reach a cumulative ~ 607,000,000 (Six hundred million) planets in order to have just a 1% probability of any repeated planets. Not entirely unreasonable if the game is wildly successful for a long long time, but very very unlikely.
– Brian C
Aug 9 '16 at 18:26
I don't think they're using that number as a seed but merely as an ID number, though I could be mistaken.
– WeRelic
Aug 9 '16 at 18:45
I don't think they're using that number as a seed but merely as an ID number, though I could be mistaken.
– WeRelic
Aug 9 '16 at 18:45
89
89
Well son, when two integers love each other very much...
– corsiKa
Aug 9 '16 at 23:05
Well son, when two integers love each other very much...
– corsiKa
Aug 9 '16 at 23:05
2
2
Actually it has 18,446,744,073,709,551,616 unique input values.
– OrangeDog
Aug 10 '16 at 11:08
Actually it has 18,446,744,073,709,551,616 unique input values.
– OrangeDog
Aug 10 '16 at 11:08
@corsiKa: Oh, is that when they start multiplying?
– Mehrdad
Aug 12 '16 at 3:08
@corsiKa: Oh, is that when they start multiplying?
– Mehrdad
Aug 12 '16 at 3:08
add a comment
|
3 Answers
3
active
oldest
votes
18,446,744,073,709,551,616 is 2^64. I assume that this means the planet generation algorithm is based on a random seed that is a 64-bit number (e.g. the long
type in many programming language). I don't know how (or even if; how would anyone check?) they guarantee that all possible inputs are used and that none are repeated.
EDIT: While it's still true that this number is 2^64 (and it still appears in some statements in the lore, so could be said to be the number of planets that exist in-universe), there are not this many planets in the game. Since the Atlas Rises update, there are 256 (257? It's not entirely clear) galaxies, and each planet has a 12-digit hex coordinate that identifies it within the galaxy. This coordinate is divided into parts:
- 3 digits ea. X and Z coordinates of region (a region is a cube-shaped volume of space)
- 2 digits Y coordinate of region
- 3 digits system within region (known regions have 533 to 553 systems, so not all values are used)
- 1 digit planet within system (0 is not used, largest known system is 6 planets and 2 moons)
So, putting that all together, there are about 600 trillion systems. If eight bodies per system is typical (in practice this is a high estimate), that's about 5 quadrillion, still far from the 18 quintillion being discussed here.
In practice it doesn't matter, because if a new system were discovered every second, it would take 74,000 years to reach all of the systems in one galaxy.
1
I heard that the "seed" is whatever (your|your ships|the planets) current position is, so I guess there will be a roughgame.getPlayer().getCoords().toLong()
thing for getting the seed. Maybe this a question for maths.se whether or not it;s possible to prove how many outcomes a function would have.
– TMH
Aug 9 '16 at 16:03
24
wouldn't they just use one seed for generation? I don't get why they would need to regenerate the seeds, which would in turn regenerate the universe.
– edthethird
Aug 9 '16 at 18:51
8
@edthethird this is because they will be using a pseudo random number generator, which will actually be a deterministic algorithm for creating numbers starting from an initial condition (the seed.) Therefore, the same seed input will result in the same set of numbers from a pseudo random number generator in which to generate the same planet. See en.wikipedia.org/wiki/Pseudorandom_number_generator for more details.
– Nick Meldrum
Aug 9 '16 at 22:09
2
@edthethird I think people are saying that the universe generator is separate to the planet generator, and that they have their own seeds.
– OrangeDog
Aug 10 '16 at 11:07
still, the generation of a planet would only happen once- so sure they can use every seed in existence for every planet, however they would still only use them once. cool makes sense
– edthethird
Aug 10 '16 at 15:00
|
show 5 more comments
I'm curious, where did that number come from?
18,446,744,073,709,551,616 is 2^64. In programming terms, 18,446,744,073,709,551,615 tends to be the upper limit of an unsigned long long
, but this depends on the implementation. 18,446,744,073,709,551,616 will be all of the possible numbers for an unsigned long long
, including 0 (i.e. 18,446,744,073,709,551,615 + 1).
Essentially, it is very likely brought about by the limits of a data type. In this game it appears the data type is the planet seed.
A seed is a variable for generating (pseudo) random data in an algorithm. Assuming the algorithm remains unchanged, the same seed will generate the same data.
Therefore, using the same planet seed will give you the same planet. If you have played Minecraft, you will probably understand the general concept of re-using seeds to get the same map.
2^64 for a seed appears to be chosen to give the illusion of infinite worlds. Technically, there can only be 18,446,744,073,709,551,616 worlds via this seed. Functionality, it would take 584 million years if you could visit a new world every 1 second, or to quote from the same article:
It would take about 7.3 billion persons, all working from birth until death, visiting a planet every second of their lives in this game, to see 18.4 quintillion worlds combined. The current population of Earth is 8 billion people. So, yeah, No Man's Sky has an infinite universe, to any reasonable person, anyway.
Does that mean there are 18,446,744,073,709,551,616 unique planets
No, there is no guarantee that 2 unique seeds will give 2 unique planets. For example, seed 1 and 90,000 may generate the same planet. This will all depend on the algorithm itself.
In order for the algorithm to generate a unique planet for all seeds:
- There are 18,446,744,073,709,551,616 or more unique combinations of planet properties
- The algorithm maps seeds to each of these unique states once only
Without any analysis on the algorithm involved we can only speculate if this occurs.
All I could find out about the algorithm is that it has 14,000 lines and was written in a way to create navigable worlds. Making them navigable suggests there is some simplification applied to prevent complex structures. Common sense would suggest that this limits the uniqueness of planets.
Functionally, it would seem likely that each planet you visit will be unique. Technically, well like I said above, it will depend on the algorithm.
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
The algorithm would only allow a seed from 0 to 18,446,744,073,709,551,615, inclusive. If you could somehow add a value greater than 18,446,744,073,709,551,615 I would assume that you would either see a crash, error or an overflow to a valid number. For example, 18,446,744,073,709,551,616 may just overflow to 0.
Essentially, I am almost certain that 18,446,744,073,709,551,616 is the maximum seed, regardless of any tricks to force a higher seed value.
Comments are not for extended discussion; this conversation has been moved to chat.
– Robotnik♦
Aug 12 '16 at 2:13
add a comment
|
This number comes, when you start addition from 1 and end on 65 count.
sum = 1
sum = sum + sum (do this for 65 times)
you will get your number.
18,446,744,073,709,551,616
New contributor
add a comment
|
Your Answer
StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "41"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);
else
createEditor();
);
function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/4.0/"u003ecc by-sa 4.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);
);
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgaming.stackexchange.com%2fquestions%2f280903%2fwhere-did-the-18-446-744-073-709-551-616-number-come-from%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
18,446,744,073,709,551,616 is 2^64. I assume that this means the planet generation algorithm is based on a random seed that is a 64-bit number (e.g. the long
type in many programming language). I don't know how (or even if; how would anyone check?) they guarantee that all possible inputs are used and that none are repeated.
EDIT: While it's still true that this number is 2^64 (and it still appears in some statements in the lore, so could be said to be the number of planets that exist in-universe), there are not this many planets in the game. Since the Atlas Rises update, there are 256 (257? It's not entirely clear) galaxies, and each planet has a 12-digit hex coordinate that identifies it within the galaxy. This coordinate is divided into parts:
- 3 digits ea. X and Z coordinates of region (a region is a cube-shaped volume of space)
- 2 digits Y coordinate of region
- 3 digits system within region (known regions have 533 to 553 systems, so not all values are used)
- 1 digit planet within system (0 is not used, largest known system is 6 planets and 2 moons)
So, putting that all together, there are about 600 trillion systems. If eight bodies per system is typical (in practice this is a high estimate), that's about 5 quadrillion, still far from the 18 quintillion being discussed here.
In practice it doesn't matter, because if a new system were discovered every second, it would take 74,000 years to reach all of the systems in one galaxy.
1
I heard that the "seed" is whatever (your|your ships|the planets) current position is, so I guess there will be a roughgame.getPlayer().getCoords().toLong()
thing for getting the seed. Maybe this a question for maths.se whether or not it;s possible to prove how many outcomes a function would have.
– TMH
Aug 9 '16 at 16:03
24
wouldn't they just use one seed for generation? I don't get why they would need to regenerate the seeds, which would in turn regenerate the universe.
– edthethird
Aug 9 '16 at 18:51
8
@edthethird this is because they will be using a pseudo random number generator, which will actually be a deterministic algorithm for creating numbers starting from an initial condition (the seed.) Therefore, the same seed input will result in the same set of numbers from a pseudo random number generator in which to generate the same planet. See en.wikipedia.org/wiki/Pseudorandom_number_generator for more details.
– Nick Meldrum
Aug 9 '16 at 22:09
2
@edthethird I think people are saying that the universe generator is separate to the planet generator, and that they have their own seeds.
– OrangeDog
Aug 10 '16 at 11:07
still, the generation of a planet would only happen once- so sure they can use every seed in existence for every planet, however they would still only use them once. cool makes sense
– edthethird
Aug 10 '16 at 15:00
|
show 5 more comments
18,446,744,073,709,551,616 is 2^64. I assume that this means the planet generation algorithm is based on a random seed that is a 64-bit number (e.g. the long
type in many programming language). I don't know how (or even if; how would anyone check?) they guarantee that all possible inputs are used and that none are repeated.
EDIT: While it's still true that this number is 2^64 (and it still appears in some statements in the lore, so could be said to be the number of planets that exist in-universe), there are not this many planets in the game. Since the Atlas Rises update, there are 256 (257? It's not entirely clear) galaxies, and each planet has a 12-digit hex coordinate that identifies it within the galaxy. This coordinate is divided into parts:
- 3 digits ea. X and Z coordinates of region (a region is a cube-shaped volume of space)
- 2 digits Y coordinate of region
- 3 digits system within region (known regions have 533 to 553 systems, so not all values are used)
- 1 digit planet within system (0 is not used, largest known system is 6 planets and 2 moons)
So, putting that all together, there are about 600 trillion systems. If eight bodies per system is typical (in practice this is a high estimate), that's about 5 quadrillion, still far from the 18 quintillion being discussed here.
In practice it doesn't matter, because if a new system were discovered every second, it would take 74,000 years to reach all of the systems in one galaxy.
1
I heard that the "seed" is whatever (your|your ships|the planets) current position is, so I guess there will be a roughgame.getPlayer().getCoords().toLong()
thing for getting the seed. Maybe this a question for maths.se whether or not it;s possible to prove how many outcomes a function would have.
– TMH
Aug 9 '16 at 16:03
24
wouldn't they just use one seed for generation? I don't get why they would need to regenerate the seeds, which would in turn regenerate the universe.
– edthethird
Aug 9 '16 at 18:51
8
@edthethird this is because they will be using a pseudo random number generator, which will actually be a deterministic algorithm for creating numbers starting from an initial condition (the seed.) Therefore, the same seed input will result in the same set of numbers from a pseudo random number generator in which to generate the same planet. See en.wikipedia.org/wiki/Pseudorandom_number_generator for more details.
– Nick Meldrum
Aug 9 '16 at 22:09
2
@edthethird I think people are saying that the universe generator is separate to the planet generator, and that they have their own seeds.
– OrangeDog
Aug 10 '16 at 11:07
still, the generation of a planet would only happen once- so sure they can use every seed in existence for every planet, however they would still only use them once. cool makes sense
– edthethird
Aug 10 '16 at 15:00
|
show 5 more comments
18,446,744,073,709,551,616 is 2^64. I assume that this means the planet generation algorithm is based on a random seed that is a 64-bit number (e.g. the long
type in many programming language). I don't know how (or even if; how would anyone check?) they guarantee that all possible inputs are used and that none are repeated.
EDIT: While it's still true that this number is 2^64 (and it still appears in some statements in the lore, so could be said to be the number of planets that exist in-universe), there are not this many planets in the game. Since the Atlas Rises update, there are 256 (257? It's not entirely clear) galaxies, and each planet has a 12-digit hex coordinate that identifies it within the galaxy. This coordinate is divided into parts:
- 3 digits ea. X and Z coordinates of region (a region is a cube-shaped volume of space)
- 2 digits Y coordinate of region
- 3 digits system within region (known regions have 533 to 553 systems, so not all values are used)
- 1 digit planet within system (0 is not used, largest known system is 6 planets and 2 moons)
So, putting that all together, there are about 600 trillion systems. If eight bodies per system is typical (in practice this is a high estimate), that's about 5 quadrillion, still far from the 18 quintillion being discussed here.
In practice it doesn't matter, because if a new system were discovered every second, it would take 74,000 years to reach all of the systems in one galaxy.
18,446,744,073,709,551,616 is 2^64. I assume that this means the planet generation algorithm is based on a random seed that is a 64-bit number (e.g. the long
type in many programming language). I don't know how (or even if; how would anyone check?) they guarantee that all possible inputs are used and that none are repeated.
EDIT: While it's still true that this number is 2^64 (and it still appears in some statements in the lore, so could be said to be the number of planets that exist in-universe), there are not this many planets in the game. Since the Atlas Rises update, there are 256 (257? It's not entirely clear) galaxies, and each planet has a 12-digit hex coordinate that identifies it within the galaxy. This coordinate is divided into parts:
- 3 digits ea. X and Z coordinates of region (a region is a cube-shaped volume of space)
- 2 digits Y coordinate of region
- 3 digits system within region (known regions have 533 to 553 systems, so not all values are used)
- 1 digit planet within system (0 is not used, largest known system is 6 planets and 2 moons)
So, putting that all together, there are about 600 trillion systems. If eight bodies per system is typical (in practice this is a high estimate), that's about 5 quadrillion, still far from the 18 quintillion being discussed here.
In practice it doesn't matter, because if a new system were discovered every second, it would take 74,000 years to reach all of the systems in one galaxy.
edited Aug 15 '18 at 16:21
answered Aug 9 '16 at 15:57
Random832Random832
9607 silver badges6 bronze badges
9607 silver badges6 bronze badges
1
I heard that the "seed" is whatever (your|your ships|the planets) current position is, so I guess there will be a roughgame.getPlayer().getCoords().toLong()
thing for getting the seed. Maybe this a question for maths.se whether or not it;s possible to prove how many outcomes a function would have.
– TMH
Aug 9 '16 at 16:03
24
wouldn't they just use one seed for generation? I don't get why they would need to regenerate the seeds, which would in turn regenerate the universe.
– edthethird
Aug 9 '16 at 18:51
8
@edthethird this is because they will be using a pseudo random number generator, which will actually be a deterministic algorithm for creating numbers starting from an initial condition (the seed.) Therefore, the same seed input will result in the same set of numbers from a pseudo random number generator in which to generate the same planet. See en.wikipedia.org/wiki/Pseudorandom_number_generator for more details.
– Nick Meldrum
Aug 9 '16 at 22:09
2
@edthethird I think people are saying that the universe generator is separate to the planet generator, and that they have their own seeds.
– OrangeDog
Aug 10 '16 at 11:07
still, the generation of a planet would only happen once- so sure they can use every seed in existence for every planet, however they would still only use them once. cool makes sense
– edthethird
Aug 10 '16 at 15:00
|
show 5 more comments
1
I heard that the "seed" is whatever (your|your ships|the planets) current position is, so I guess there will be a roughgame.getPlayer().getCoords().toLong()
thing for getting the seed. Maybe this a question for maths.se whether or not it;s possible to prove how many outcomes a function would have.
– TMH
Aug 9 '16 at 16:03
24
wouldn't they just use one seed for generation? I don't get why they would need to regenerate the seeds, which would in turn regenerate the universe.
– edthethird
Aug 9 '16 at 18:51
8
@edthethird this is because they will be using a pseudo random number generator, which will actually be a deterministic algorithm for creating numbers starting from an initial condition (the seed.) Therefore, the same seed input will result in the same set of numbers from a pseudo random number generator in which to generate the same planet. See en.wikipedia.org/wiki/Pseudorandom_number_generator for more details.
– Nick Meldrum
Aug 9 '16 at 22:09
2
@edthethird I think people are saying that the universe generator is separate to the planet generator, and that they have their own seeds.
– OrangeDog
Aug 10 '16 at 11:07
still, the generation of a planet would only happen once- so sure they can use every seed in existence for every planet, however they would still only use them once. cool makes sense
– edthethird
Aug 10 '16 at 15:00
1
1
I heard that the "seed" is whatever (your|your ships|the planets) current position is, so I guess there will be a rough
game.getPlayer().getCoords().toLong()
thing for getting the seed. Maybe this a question for maths.se whether or not it;s possible to prove how many outcomes a function would have.– TMH
Aug 9 '16 at 16:03
I heard that the "seed" is whatever (your|your ships|the planets) current position is, so I guess there will be a rough
game.getPlayer().getCoords().toLong()
thing for getting the seed. Maybe this a question for maths.se whether or not it;s possible to prove how many outcomes a function would have.– TMH
Aug 9 '16 at 16:03
24
24
wouldn't they just use one seed for generation? I don't get why they would need to regenerate the seeds, which would in turn regenerate the universe.
– edthethird
Aug 9 '16 at 18:51
wouldn't they just use one seed for generation? I don't get why they would need to regenerate the seeds, which would in turn regenerate the universe.
– edthethird
Aug 9 '16 at 18:51
8
8
@edthethird this is because they will be using a pseudo random number generator, which will actually be a deterministic algorithm for creating numbers starting from an initial condition (the seed.) Therefore, the same seed input will result in the same set of numbers from a pseudo random number generator in which to generate the same planet. See en.wikipedia.org/wiki/Pseudorandom_number_generator for more details.
– Nick Meldrum
Aug 9 '16 at 22:09
@edthethird this is because they will be using a pseudo random number generator, which will actually be a deterministic algorithm for creating numbers starting from an initial condition (the seed.) Therefore, the same seed input will result in the same set of numbers from a pseudo random number generator in which to generate the same planet. See en.wikipedia.org/wiki/Pseudorandom_number_generator for more details.
– Nick Meldrum
Aug 9 '16 at 22:09
2
2
@edthethird I think people are saying that the universe generator is separate to the planet generator, and that they have their own seeds.
– OrangeDog
Aug 10 '16 at 11:07
@edthethird I think people are saying that the universe generator is separate to the planet generator, and that they have their own seeds.
– OrangeDog
Aug 10 '16 at 11:07
still, the generation of a planet would only happen once- so sure they can use every seed in existence for every planet, however they would still only use them once. cool makes sense
– edthethird
Aug 10 '16 at 15:00
still, the generation of a planet would only happen once- so sure they can use every seed in existence for every planet, however they would still only use them once. cool makes sense
– edthethird
Aug 10 '16 at 15:00
|
show 5 more comments
I'm curious, where did that number come from?
18,446,744,073,709,551,616 is 2^64. In programming terms, 18,446,744,073,709,551,615 tends to be the upper limit of an unsigned long long
, but this depends on the implementation. 18,446,744,073,709,551,616 will be all of the possible numbers for an unsigned long long
, including 0 (i.e. 18,446,744,073,709,551,615 + 1).
Essentially, it is very likely brought about by the limits of a data type. In this game it appears the data type is the planet seed.
A seed is a variable for generating (pseudo) random data in an algorithm. Assuming the algorithm remains unchanged, the same seed will generate the same data.
Therefore, using the same planet seed will give you the same planet. If you have played Minecraft, you will probably understand the general concept of re-using seeds to get the same map.
2^64 for a seed appears to be chosen to give the illusion of infinite worlds. Technically, there can only be 18,446,744,073,709,551,616 worlds via this seed. Functionality, it would take 584 million years if you could visit a new world every 1 second, or to quote from the same article:
It would take about 7.3 billion persons, all working from birth until death, visiting a planet every second of their lives in this game, to see 18.4 quintillion worlds combined. The current population of Earth is 8 billion people. So, yeah, No Man's Sky has an infinite universe, to any reasonable person, anyway.
Does that mean there are 18,446,744,073,709,551,616 unique planets
No, there is no guarantee that 2 unique seeds will give 2 unique planets. For example, seed 1 and 90,000 may generate the same planet. This will all depend on the algorithm itself.
In order for the algorithm to generate a unique planet for all seeds:
- There are 18,446,744,073,709,551,616 or more unique combinations of planet properties
- The algorithm maps seeds to each of these unique states once only
Without any analysis on the algorithm involved we can only speculate if this occurs.
All I could find out about the algorithm is that it has 14,000 lines and was written in a way to create navigable worlds. Making them navigable suggests there is some simplification applied to prevent complex structures. Common sense would suggest that this limits the uniqueness of planets.
Functionally, it would seem likely that each planet you visit will be unique. Technically, well like I said above, it will depend on the algorithm.
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
The algorithm would only allow a seed from 0 to 18,446,744,073,709,551,615, inclusive. If you could somehow add a value greater than 18,446,744,073,709,551,615 I would assume that you would either see a crash, error or an overflow to a valid number. For example, 18,446,744,073,709,551,616 may just overflow to 0.
Essentially, I am almost certain that 18,446,744,073,709,551,616 is the maximum seed, regardless of any tricks to force a higher seed value.
Comments are not for extended discussion; this conversation has been moved to chat.
– Robotnik♦
Aug 12 '16 at 2:13
add a comment
|
I'm curious, where did that number come from?
18,446,744,073,709,551,616 is 2^64. In programming terms, 18,446,744,073,709,551,615 tends to be the upper limit of an unsigned long long
, but this depends on the implementation. 18,446,744,073,709,551,616 will be all of the possible numbers for an unsigned long long
, including 0 (i.e. 18,446,744,073,709,551,615 + 1).
Essentially, it is very likely brought about by the limits of a data type. In this game it appears the data type is the planet seed.
A seed is a variable for generating (pseudo) random data in an algorithm. Assuming the algorithm remains unchanged, the same seed will generate the same data.
Therefore, using the same planet seed will give you the same planet. If you have played Minecraft, you will probably understand the general concept of re-using seeds to get the same map.
2^64 for a seed appears to be chosen to give the illusion of infinite worlds. Technically, there can only be 18,446,744,073,709,551,616 worlds via this seed. Functionality, it would take 584 million years if you could visit a new world every 1 second, or to quote from the same article:
It would take about 7.3 billion persons, all working from birth until death, visiting a planet every second of their lives in this game, to see 18.4 quintillion worlds combined. The current population of Earth is 8 billion people. So, yeah, No Man's Sky has an infinite universe, to any reasonable person, anyway.
Does that mean there are 18,446,744,073,709,551,616 unique planets
No, there is no guarantee that 2 unique seeds will give 2 unique planets. For example, seed 1 and 90,000 may generate the same planet. This will all depend on the algorithm itself.
In order for the algorithm to generate a unique planet for all seeds:
- There are 18,446,744,073,709,551,616 or more unique combinations of planet properties
- The algorithm maps seeds to each of these unique states once only
Without any analysis on the algorithm involved we can only speculate if this occurs.
All I could find out about the algorithm is that it has 14,000 lines and was written in a way to create navigable worlds. Making them navigable suggests there is some simplification applied to prevent complex structures. Common sense would suggest that this limits the uniqueness of planets.
Functionally, it would seem likely that each planet you visit will be unique. Technically, well like I said above, it will depend on the algorithm.
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
The algorithm would only allow a seed from 0 to 18,446,744,073,709,551,615, inclusive. If you could somehow add a value greater than 18,446,744,073,709,551,615 I would assume that you would either see a crash, error or an overflow to a valid number. For example, 18,446,744,073,709,551,616 may just overflow to 0.
Essentially, I am almost certain that 18,446,744,073,709,551,616 is the maximum seed, regardless of any tricks to force a higher seed value.
Comments are not for extended discussion; this conversation has been moved to chat.
– Robotnik♦
Aug 12 '16 at 2:13
add a comment
|
I'm curious, where did that number come from?
18,446,744,073,709,551,616 is 2^64. In programming terms, 18,446,744,073,709,551,615 tends to be the upper limit of an unsigned long long
, but this depends on the implementation. 18,446,744,073,709,551,616 will be all of the possible numbers for an unsigned long long
, including 0 (i.e. 18,446,744,073,709,551,615 + 1).
Essentially, it is very likely brought about by the limits of a data type. In this game it appears the data type is the planet seed.
A seed is a variable for generating (pseudo) random data in an algorithm. Assuming the algorithm remains unchanged, the same seed will generate the same data.
Therefore, using the same planet seed will give you the same planet. If you have played Minecraft, you will probably understand the general concept of re-using seeds to get the same map.
2^64 for a seed appears to be chosen to give the illusion of infinite worlds. Technically, there can only be 18,446,744,073,709,551,616 worlds via this seed. Functionality, it would take 584 million years if you could visit a new world every 1 second, or to quote from the same article:
It would take about 7.3 billion persons, all working from birth until death, visiting a planet every second of their lives in this game, to see 18.4 quintillion worlds combined. The current population of Earth is 8 billion people. So, yeah, No Man's Sky has an infinite universe, to any reasonable person, anyway.
Does that mean there are 18,446,744,073,709,551,616 unique planets
No, there is no guarantee that 2 unique seeds will give 2 unique planets. For example, seed 1 and 90,000 may generate the same planet. This will all depend on the algorithm itself.
In order for the algorithm to generate a unique planet for all seeds:
- There are 18,446,744,073,709,551,616 or more unique combinations of planet properties
- The algorithm maps seeds to each of these unique states once only
Without any analysis on the algorithm involved we can only speculate if this occurs.
All I could find out about the algorithm is that it has 14,000 lines and was written in a way to create navigable worlds. Making them navigable suggests there is some simplification applied to prevent complex structures. Common sense would suggest that this limits the uniqueness of planets.
Functionally, it would seem likely that each planet you visit will be unique. Technically, well like I said above, it will depend on the algorithm.
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
The algorithm would only allow a seed from 0 to 18,446,744,073,709,551,615, inclusive. If you could somehow add a value greater than 18,446,744,073,709,551,615 I would assume that you would either see a crash, error or an overflow to a valid number. For example, 18,446,744,073,709,551,616 may just overflow to 0.
Essentially, I am almost certain that 18,446,744,073,709,551,616 is the maximum seed, regardless of any tricks to force a higher seed value.
I'm curious, where did that number come from?
18,446,744,073,709,551,616 is 2^64. In programming terms, 18,446,744,073,709,551,615 tends to be the upper limit of an unsigned long long
, but this depends on the implementation. 18,446,744,073,709,551,616 will be all of the possible numbers for an unsigned long long
, including 0 (i.e. 18,446,744,073,709,551,615 + 1).
Essentially, it is very likely brought about by the limits of a data type. In this game it appears the data type is the planet seed.
A seed is a variable for generating (pseudo) random data in an algorithm. Assuming the algorithm remains unchanged, the same seed will generate the same data.
Therefore, using the same planet seed will give you the same planet. If you have played Minecraft, you will probably understand the general concept of re-using seeds to get the same map.
2^64 for a seed appears to be chosen to give the illusion of infinite worlds. Technically, there can only be 18,446,744,073,709,551,616 worlds via this seed. Functionality, it would take 584 million years if you could visit a new world every 1 second, or to quote from the same article:
It would take about 7.3 billion persons, all working from birth until death, visiting a planet every second of their lives in this game, to see 18.4 quintillion worlds combined. The current population of Earth is 8 billion people. So, yeah, No Man's Sky has an infinite universe, to any reasonable person, anyway.
Does that mean there are 18,446,744,073,709,551,616 unique planets
No, there is no guarantee that 2 unique seeds will give 2 unique planets. For example, seed 1 and 90,000 may generate the same planet. This will all depend on the algorithm itself.
In order for the algorithm to generate a unique planet for all seeds:
- There are 18,446,744,073,709,551,616 or more unique combinations of planet properties
- The algorithm maps seeds to each of these unique states once only
Without any analysis on the algorithm involved we can only speculate if this occurs.
All I could find out about the algorithm is that it has 14,000 lines and was written in a way to create navigable worlds. Making them navigable suggests there is some simplification applied to prevent complex structures. Common sense would suggest that this limits the uniqueness of planets.
Functionally, it would seem likely that each planet you visit will be unique. Technically, well like I said above, it will depend on the algorithm.
My current guess, is they can calculate that their world generation algorithm has 18,446,744,073,709,551,616 unique output values, and any new planets after that would be repeats.
The algorithm would only allow a seed from 0 to 18,446,744,073,709,551,615, inclusive. If you could somehow add a value greater than 18,446,744,073,709,551,615 I would assume that you would either see a crash, error or an overflow to a valid number. For example, 18,446,744,073,709,551,616 may just overflow to 0.
Essentially, I am almost certain that 18,446,744,073,709,551,616 is the maximum seed, regardless of any tricks to force a higher seed value.
edited Aug 19 '16 at 10:11
answered Aug 9 '16 at 16:38
user101016
Comments are not for extended discussion; this conversation has been moved to chat.
– Robotnik♦
Aug 12 '16 at 2:13
add a comment
|
Comments are not for extended discussion; this conversation has been moved to chat.
– Robotnik♦
Aug 12 '16 at 2:13
Comments are not for extended discussion; this conversation has been moved to chat.
– Robotnik♦
Aug 12 '16 at 2:13
Comments are not for extended discussion; this conversation has been moved to chat.
– Robotnik♦
Aug 12 '16 at 2:13
add a comment
|
This number comes, when you start addition from 1 and end on 65 count.
sum = 1
sum = sum + sum (do this for 65 times)
you will get your number.
18,446,744,073,709,551,616
New contributor
add a comment
|
This number comes, when you start addition from 1 and end on 65 count.
sum = 1
sum = sum + sum (do this for 65 times)
you will get your number.
18,446,744,073,709,551,616
New contributor
add a comment
|
This number comes, when you start addition from 1 and end on 65 count.
sum = 1
sum = sum + sum (do this for 65 times)
you will get your number.
18,446,744,073,709,551,616
New contributor
This number comes, when you start addition from 1 and end on 65 count.
sum = 1
sum = sum + sum (do this for 65 times)
you will get your number.
18,446,744,073,709,551,616
New contributor
New contributor
answered 30 mins ago
Sagar TSagar T
11 bronze badge
11 bronze badge
New contributor
New contributor
add a comment
|
add a comment
|
Thanks for contributing an answer to Arqade!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgaming.stackexchange.com%2fquestions%2f280903%2fwhere-did-the-18-446-744-073-709-551-616-number-come-from%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
4
Fun fact! This number is so large that every player on Earth would need to reach a cumulative ~ 607,000,000 (Six hundred million) planets in order to have just a 1% probability of any repeated planets. Not entirely unreasonable if the game is wildly successful for a long long time, but very very unlikely.
– Brian C
Aug 9 '16 at 18:26
I don't think they're using that number as a seed but merely as an ID number, though I could be mistaken.
– WeRelic
Aug 9 '16 at 18:45
89
Well son, when two integers love each other very much...
– corsiKa
Aug 9 '16 at 23:05
2
Actually it has 18,446,744,073,709,551,616 unique input values.
– OrangeDog
Aug 10 '16 at 11:08
@corsiKa: Oh, is that when they start multiplying?
– Mehrdad
Aug 12 '16 at 3:08