Is it a legal concern if a procedural name generator might generate the names of real people?

(This question is similar in spirit to this question, but I think this case is sufficiently different and specific enough to warrant a new question.)

Background

In one of my current side projects, I have a little procedural name generation system for NPCs. Its purpose is akin to the random profiler in Watch_Dogs and the way it procedurally generates little NPC identities and blurbs to flesh out the game world, in that the system exists to spit out some generic NPC identities and give bits of information about them. Which can sometimes give very funny results, in Watch_Dogs’s case.

The procedural system in my project is fairly basic, and it generates:

  1. a random first name, taken from a list of the most common baby names in North America. (i.e. Anna, Nancy George, William, etc.)
  2. a random last name, taken from a list of the most common surnames in North America. (i.e. Rogers, Smith, Walker, Brown, etc.)

As a result of this dataset, the generator typically spits out generic names like "John Smith" and "Marcy Walker," which is what I wanted it to do and it works as intended.

The question

In the process of testing, I have noticed something about this generation system: because it is specifically designed to generate normal-sounding names that could plausibly exist, it can inadvertently generate the names of real, famous people. For example, it has the potential to spit out "Chris Pine," "Will Smith," "Tom Hanks," and probably a few others, simply because it pulls from lists of common names and could plausibly stumble across and combine those options. From a player’s point of view, it would probably be a little surprising to stumble across an NPC named Tom Hanks just wandering around the world.

This leads me to my question: If I were to ever release this game commercially, is it possibly going to be a legal concern if a procedural name generator sometimes inadvertently spits out the names of famous, real people? Are there other potential ways this could be a problem from a game design standpoint? Would it count as some kind of unauthorized-use-of-identity issue? And, if so, should I program in some "blacklists" of names that the procedural generator should avoid spitting out, i.e. by giving it lists of celebrity names to avoid?

MASS CODE GENERATOR WITH LINKVERTISE/SHRINK URL

Hey,
have some kind of program/code/etc. and would like to set it up so that as soon as you click on "Generate" on my website, you are redirected to linkvertise, shrink.url etc., and from there to shortbin. How can I do that in mass(meaning that I can make 5,000 codes/links). I would appreciate help/referrals to people who can help me.
Thanks for any help [​IMG][​IMG]

Content generator : Photos : automatically rename + Retrive same freepik

Hello, Sven,

Is it possible to automatically rename the title of the photos by the inserted keywords or by a relation with the article?

Is it possible for you to select photos related to our recovery theme / article ?

Example for me, marketing
Is it possible to retrieve photos by keywords on Freepik (by indicating his account identifiers) because this site is free or almost free or other photo sites but good photos ?
thank you for a great software

RC-Code if I have a generator matrix for a specific code how do I get the distance to the dual code?

$ \mathcal{R} \mathcal{S}_{6, 3}$ and $ a_{i} \in \mathbb{F}_{11}$

G=\begin{pmatrix}1&1&1 &1&1&1\ 0&1&2 &3&4&5\ 0&1^2&2^2 &3^2&4^2&5^2 \end{pmatrix}

G=\begin{pmatrix} 1&1&1 &1&1&1\0&1&2 &3&4&5\ 0&1&4 &9&5&3 \end{pmatrix}

I now have to determine the distance to the dual code.

Any clue how to accomplish this?

Thanks for any help.

Creating a top-hat distributed random number generator

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I have this Fortran code which generates a flat distribution as it produces a single random number centered on 0. The function GRNDM (Geant 4 random number generator) produces equally distributed random numbers between the values of 0 and 1. RDUMMY is the name of the vector filled with the random number and the argument “1” states the length of the vector: i.e. GRNDM here will produce a single random number between 0 and 1. The second line then produces random numbers in the interval [μ−σ2,μ+σ2].

I was wondering if there was a way of changing it to produce random numbers with a top hat distribution?

Why high and lower bit of generator must be 1?

Here is an excerpt from Andrew S. Tanenbaum, Computer Networks, 5th edition, Chapter 3 (The data link layer), Page 213:

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[Both the high and low order bit of the generator must be 1.]

My question is how do you determine high order bit? And why high order bit and lower order bit, both must be one? From my understanding, it is used to detect burst error but is my understanding true?