Computers are built to preserve information, not to be creative, and certainly not to be random. Therefore it is a problem to get a really random number into a computer when you need one. A common source, looking at the hundredth of seconds in the computer’s clock, is not all that good as it leads to predictability if you pull two numbers from the hat with a recurrent time interval between them. You really need to link the computer to something non-digital if you want real randomness.
A legendary 80s science fiction computer game, Elite, used pseudo-randomness to generate its world. The game has next to no data on-board as it wouldn’t fit into the tiny work memory of the era’s home computers. Instead it has a random-number generator that is hard-wired to start with the same input value every time it’s run. Thus, instead of generating a new set of numbers every time, it reliably recreates the same fictional universe with the star systems Lave and Leesti and its edible mountain poets.
I once came across a hypothesis (whose status among neuroscientists today I do not know) that the human brain likewise has a localised “crazy box” that allows for creativity while the rest of the wetware works on computer-like principles. According to this hypothesis, your creativity will increase if you perturb the brain’s function and allow the crazy box to have greater influence over the machine’s output. Thus the Skaldic Mead and Sgt. Pepper and On the Road.
Random.org offers an on-line random number generator for all your creative needs. It takes the numbers from atmospheric noise picked up by three analog radio receivers. Better than perturbing your brain!
[More blog entries about tech, randomness, creativity, elite; teknologi, slumptal, kreativitet, elite.]