# Random and Fairness

Random numbers can be essential to many different types of games. However, it also causes fairness concerns when playing in MiniTon tournaments. In order to address the potential imbalance caused by random numbers, the MiniTon SDK has methods to generate random numbers; the numbers returned by MiniTon are in the same sequence for each player in a match.

> The MiniTon random generator ensures that each competitor in a match receives the exact sequence of *random* values to maintain fairness.

### API Methods

This lists the most commonly used methods. [View the exhaustive list here](https://docs.miniton.games/developer-success/api-reference#random-value).

{% tabs %}
{% tab title="Unity/C#" %}

```csharp
MiniTonCrossPlatform.Random.Value()
```

**Returns**

A generated pseudo random float value

***

```csharp
MiniTonCrossPlatform.Random.Range(float min, float max)
```

**Parameters**

`min` The minimum float value of the range

`max` The maximum float value of the range

**Returns**

A generated pseudo random float value within the range given

> The Random function `Range(float min, float max)` requires the min and max value range (max-min) to be no larger than `Float.MaxValue` to prevent overflow.

***

```csharp
MiniTonCrossPlatform.Random.Range(int min, int max)
```

**Parameters**

`min` The minimum int value of the range

`max` The maximum int value of the range

**Returns**

An int value within the range given

> The Random function `Range(int min, int max)` requires the min and max value range (max-min) to be no larger than `Int.MaxValue` to prevent overflow.
> {% endtab %}

{% tab title="JavaScript" %}
To provide the equivalent functionality in JavaScript for generating a pseudo-random float value using `MiniTonCrossPlatform.Random.Value()`, you can use the following JavaScript code:

{% code overflow="wrap" %}

```javascript
// Assuming you have a MiniTonCrossPlatform object initialized with a Random module
// This function returns a generated pseudo-random float value between 0 (inclusive) and 1 (exclusive)
function getRandomFloat() {
    return MiniTonCrossPlatform.Random.Value();
}

// Usage example
const randomValue = getRandomFloat();
console.log("Random Float Value:", randomValue);

```

{% endcode %}

The `getRandomFloat` function returns a pseudo-random float value, and you can use it in your game as needed. The code generates a float value between 0 (inclusive) and 1 (exclusive).

***

To provide the equivalent functionality in JavaScript for generating a pseudo-random float value within a specified range using `MiniTonCrossPlatform.Random.Range(min, max)`, you can use the following JavaScript code:

{% code overflow="wrap" %}

```javascript
// Assuming you have a MiniTonCrossPlatform object initialized with a Random module
// This function generates a pseudo-random float value within the specified range [min, max)
function getRandomFloatInRange(min, max) {
    if (max - min > Number.MAX_VALUE) {
        console.warn("Range too large. Maximum allowed range is Number.MAX_VALUE.");
        return null; // Handle the error as needed
    }

    return min + (max - min) * Math.random();
}

// Parameters
const min = 0.0; // Replace with your desired minimum value
const max = 1.0; // Replace with your desired maximum value

// Usage example
const randomValueInRange = getRandomFloatInRange(min, max);
console.log("Random Float Value in Range:", randomValueInRange);
```

{% endcode %}

In this JavaScript version, you should have a `MiniTonCrossPlatform` object initialized with a Random module. The `getRandomFloatInRange` function generates a pseudo-random float value within the specified range \[min, max). It also includes a check to ensure that the range does not exceed the maximum allowed value to prevent overflow, as mentioned in your documentation.

You can customize the `min` and `max` parameters according to your desired range, and the `randomValueInRange` variable will hold the generated random float value within that range.

***

To provide the equivalent functionality in JavaScript for generating a pseudo-random integer value within a specified range using `MiniTonCrossPlatform.Random.Range(min, max)` with integer parameters, you can use the following JavaScript code:

{% code overflow="wrap" %}

```javascript
// Assuming you have a MiniTonCrossPlatform object initialized with a Random module
// This function generates a pseudo-random integer value within the specified range [min, max]
function getRandomIntInRange(min, max) {
    if (max - min > Number.MAX_SAFE_INTEGER) {
        console.warn("Range too large. Maximum allowed range is Number.MAX_SAFE_INTEGER.");
        return null; // Handle the error as needed
    }

    // Generate a random integer within the range [min, max]
    return Math.floor(Math.random() * (max - min + 1)) + min;
}

// Parameters
const min = 0; // Replace with your desired minimum value
const max = 100; // Replace with your desired maximum value

// Usage example
const randomIntInRange = getRandomIntInRange(min, max);
console.log("Random Integer Value in Range:", randomIntInRange);
```

{% endcode %}

In this JavaScript version, you should have a `MiniTonCrossPlatform` object initialized with a Random module. The `getRandomIntInRange` function generates a pseudo-random integer value within the specified range \[min, max]. It includes a check to ensure that the range does not exceed the maximum allowed safe integer value to prevent overflow, as mentioned in your documentation.

You can customize the `min` and `max` parameters according to your desired integer range, and the `randomIntInRange` variable will hold the generated random integer value within that range.
{% endtab %}
{% endtabs %}

### Considerations

Please be aware that use of the MiniTon random methods does not guarantee that all players will have an identical game experience. These methods can only ensure that players get the same sequence of random numbers. Over time, the player’s decisions may diverge and the same random number will not be used in the same place.There may be places where the random decision is trivial to the outcome of the game, or purely aesthetic; in that case we recommend you do not use the MiniTon random methods to reduce the chances of making a different number of calls between players.

### Ensure Players Cannot Obtain Advantages from Outside the Game

With the potential for real money to be awarded to one player or another, be certain that players won’t have any edge based on factors outside the tournament they are playing. Examples of this include items obtained from in-app purchases or bonuses gained from playing in single-player mode. This is highly specific to each individual game, but if there are any ways for players to obtain in-game bonuses these should be disabled when playing with MiniTon.
