Randomization in the context of "Arbitrariness"

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⭐ Core Definition: Randomization

Randomization is a statistical process in which a random mechanism is employed to select a sample from a population or assign subjects to different groups. The process is crucial in ensuring the random allocation of experimental units or treatment protocols, thereby minimizing selection bias and enhancing the statistical validity. It facilitates the objective comparison of treatment effects in experimental design, as it equates groups statistically by balancing both known and unknown factors at the outset of the study. In statistical terms, it underpins the principle of probabilistic equivalence among groups, allowing for the unbiased estimation of treatment effects and the generalizability of conclusions drawn from sample data to the broader population.

Randomization is not haphazard; instead, a random process is a sequence of random variables describing a process whose outcomes do not follow a deterministic pattern but follow an evolution described by probability distributions. For example, a random sample of individuals from a population refers to a sample where every individual has a known probability of being sampled. This would be contrasted with nonprobability sampling, where arbitrary individuals are selected. A runs test can be used to determine whether the occurrence of a set of measured values is random. Randomization is widely applied in various fields, especially in scientific research, statistical analysis, and resource allocation, to ensure fairness and validity in the outcomes.

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In this Dossier

Randomization in the context of Role-playing game system

A tabletop role-playing game (TTRPG or TRPG), also known as a pen-and-paper role-playing game, is a kind of role-playing game (RPG) in which the participants describe their characters' actions through speech and sometimes movements. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines, usually involving randomization (such as through dice). Within the rules, players have the freedom to improvise, and their choices shape the direction and outcome of the game.Neither pen and paper nor a table are strictly necessary for a game to count as a TTRPG; rather, the terms pen-and-paper and tabletop are typically used to distinguish this format of RPG from role-playing video games or live action role-playing games. Online play of TTRPGs through videoconferencing has become common since the COVID-19 pandemic.

Some common examples of tabletop role-playing games include Dungeons & Dragons, Call of Cthulhu, and Pathfinder.

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Randomization in the context of Generative art

Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator.

"Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling.

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Randomization in the context of Shuffling

Shuffling is a technique used to randomize a deck of playing cards, introducing an element of chance into card games. Various shuffling methods exist, each with its own characteristics and potential for manipulation.

One of the simplest shuffling techniques is the overhand shuffle, where small packets of cards are transferred from one hand to the other. This method is easy to perform but can be manipulated to control the order of cards. Another common technique is the riffle shuffle, where the deck is split into two halves and interleaved. This method is more complex but minimizes the risk of exposing cards. The Gilbert–Shannon–Reeds model suggests that seven riffle shuffles are sufficient to thoroughly randomize a deck, although some studies indicate that six shuffles may be enough.

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Randomization in the context of Sampling with replacement

In statistics, a simple random sample (or SRS) is a subset of individuals (a sample) chosen from a larger set (a population) in which a subset of individuals are chosen randomly, all with the same probability. It is a process of selecting a sample in a random way. In SRS, each subset of k individuals has the same probability of being chosen for the sample as any other subset of k individuals. Simple random sampling is a basic type of sampling and can be a component of other more complex sampling methods.

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