Help with Random Walk/Drunk

treephones's icon

Basically I am organizing a performance around a random walk (currently the "drunk" object) which ends when the max of the object is reached. I am attracted to the indeterminacy of not knowing how long this will take, but I also need to insure that this 'maxing out' occurs at some point.

My thought is to have the "floor" or minimum value raise throughout the walk but I can't quite work it out - the drunk object doesn't offer a min, and to "set" a value still allows the output to fall below that value (something I don't want).

I'm writing because I feel this is possible with some manipulation of your externals/chance patchers, but I can't quite get there.

Is this something that anyone attempted to achieve? I've tried playing with the essl externals but no dice (pun intended).

Thanks.

Rick's icon
Max Patch
Copy patch and select New From Clipboard in Max.

Lots of ways to do this. Here's one, an upward skewed random walk.

treephones's icon

Hi Rick,

Thanks for the attempt but that patch is too upward.

What I'm attempting to do is have a Drunk object that acts in a characteristically Drunk object way, but somehow have the lowest number that the object generates raise over time. But the time/intervals that it raises is also indeterminate/random.

Thanks again.

Andro's icon

Try using the counter object with the accum object.

Rick's icon
Max Patch
Copy patch and select New From Clipboard in Max.

Here's a [scaled] [drunk] walk.

Nikolas K's icon
Max Patch
Copy patch and select New From Clipboard in Max.

kind of based on Rick's first approach,

Hope it helps,

Nikolas