colonels, i have refrained in bringing up this point until we were on the same page about the fundamentals of true randomness vs pseudo randomness.
the reason it is extremely difficult for a game like this to use true randomness is, the availability of a truly random stream of numbers. the available streams at reasonable costs all have limitations. for example, the website you use, random.org, only allows sequences for free (in the place i looked) of length 10,000 or less, and it takes a little while to get such a sequence. the HD simulator, simulating 10,000 games in a night, could use maybe 10,000 times that many random number generators in a span of 5 minutes. where do you obtain such a quantity of truly random numbers?
because truly random numbers rely on physical inputs from the physical world, it is not cheap to obtain truly random numbers in the quantity required for large scale simulation, like in the line of WIS products. so, i ask - how would you propose HD, and more accurately, all of WIS sims, overcome this problem?
i think you will see that it is really not very feasible. which is why i say i am 99.9% sure HD does not use true randomness, without ever having talked to them about the subject. what really needs to be done is make sure the pseudo random number generator is high quality, and does not exhibit obvious pattern or clustering problems like the PHP RNG under windows in the example from the web page you linked. and, i assume this was done (the quality of the random stream verified), because it is pretty obviously extremely important and a company with the computer science resources to make a successful line of simulation products like this is almost certainly aware of the issues surrounding pseudo random streams of numbers. admin had spent a decent amount of time trying to convince us that the randomness in HD was reasonable, which makes me very confident it was thought about quite a bit, enough to bring to light the limitations of poor pseudo random number generators.
i am one of not that many people who has made a case for "additional random factors" like jskenner mentioned earlier in the thread. honestly, i am not sure what my opinion is, i just can see it going either way. but, i do acknowledge my case amounts to conspiracy theory, and is mostly based on my feeling that there are too many ridiculous outcomes, that the randomization does not follow the normal bell curve i would expect. and i acknowledge my feeling is not worth a whole lot, even though i have put more time into analyzing game results than the vast majority of coaches, because it is very subjective and i believe there is a human tendency to remember the outliers more than the regulars, which i feel results in a misrepresentation of reality when we look to our memory for a gauge of the frequency of outliers. i would hope you could accept the same was true about your own personal feeling on the frequency of outliers.
anyway, when i compare the conspiracy theory-like case for the existence of additional random factors, to the case for a faulty random number generator, i really don't think its close - i think the chances of a faulty random number generator are much, much lower. whether you agree or not, can you at least acknowledge that additional random factors (for example, a random factor at the beginning of the game, maybe regenerated at the half, to be applied to the chance a team makes a shot) could very easily and completely explain the kinds of results you attribute to a faulty RNG? and that because it is pretty reasonable to expect a product line like WIS's sports simulations to have a verified high quality random number generator, that is is quite possible their RNG is not the problem at all, but rather, bugs in the HD code and/or additional random factors?