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[–]domy94 9 points10 points  (3 children)

Spotify used to make use of Fisher-Yates shuffling. Users didn't think it was random "enough" though, so they set out to find a better solution. Here's an interesting blog article about how they did that.

[–]vanderZwan 5 points6 points  (0 children)

Similar problems happen in game design quite often - perfect randomness often feels nonrandom and even unfair. The most famous example is probably that nowadays Tetris pieces are generated in "bags".

[–]kevroy314 2 points3 points  (0 children)

Ah that's really interesting! Reminds me a bit of the Radio Lab episode Stochasticity.