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/*
 * Copyright (c) 2022-2023 See AUTHORS file.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 */

package com.github.tommyettinger.random;

/**
 * A random number generator that is extremely fast on Java 16, and has a very large probable period.
 * This generator is measurably faster than {@link TricycleRandom} on Java 16 but slightly slower than it on Java 8.
 * It can be considered stable, like the other EnhancedRandom implementations here. Testing performed should be sufficient,
 * but more can always be done; this passes at least 64TB of PractRand and 2PB of hwd without issues. The second test, hwd,
 * only checks for a specific type of quality issue, but also fails if the period is exhausted; going through 2 to the 52
 * bytes of data (taking over a week to do so) without exhausting the period should be a strong sign that it will have
 * enough period for most tasks. While this is known to fail one test ("remortality," a check for how long it takes for the
 * bitwise AND/OR of sequential results to reach all 0 bits or all 1 bits), it takes 300PB of data processed to reach
 * a failure point, which is astronomically more than most apps will ever produce. {@link StrangerRandom} is probably
 * stronger, but not as fast; {@link TrimRandom} is much stronger but also not quite as fast as this class (it is close).
 * 
* The algorithm used here has four states purely to exploit instruction-level parallelism; it isn't trying to extend the * period of the generator beyond about 2 to the 64 (the expected bare minimum, though some cycles will likely be much * longer). There's a complex tangle of dependencies across the four states, but it is possible to invert the generator * given a full 256-bit state; this is vital for its period and quality. State A and state B operate like a staggered LCG * that starts with stateD; this part is why 2 to the 64 is expected as the bare minimum period. State C and state D take * two of the other states and combine them; C rotates state B and subtracts state D, while D simply XORs states B and C. * This returns the state D that the previous step generated. This performs better than TricycleRandom simply because each * of the states can be updated in parallel (using ILP) and all the updates depend on either one or two states, instead * of one, two, or three with TricycleRandom. *
* It is strongly recommended that you seed this with {@link #setSeed(long)} instead of * {@link #setState(long, long, long, long)}, because if you give sequential seeds to both setSeed() and setState(), the * former will start off random, while the latter will start off repeating the seed sequence. After about 20-40 random * numbers generated, any correlation between similarly seeded generators will probably be completely gone, though. *
* This implements all optional methods in EnhancedRandom except * {@link #skip(long)}; it does implement {@link #previousLong()} without using skip(). */ public class FourWheelRandom extends EnhancedRandom { /** * The first state; can be any long. */ protected long stateA; /** * The second state; can be any long. */ protected long stateB; /** * The third state; can be any long. */ protected long stateC; /** * The fourth state; can be any long. If this has just been set to some value, then the next call to * {@link #nextLong()} will return that value as-is. Later calls will be more random. */ protected long stateD; /** * Creates a new FourWheelRandom with a random state. */ public FourWheelRandom () { super(); stateA = EnhancedRandom.seedFromMath(); stateB = EnhancedRandom.seedFromMath(); stateC = EnhancedRandom.seedFromMath(); stateD = EnhancedRandom.seedFromMath(); } /** * Creates a new FourWheelRandom with the given seed; all {@code long} values are permitted. * The seed will be passed to {@link #setSeed(long)} to attempt to adequately distribute the seed randomly. * * @param seed any {@code long} value */ public FourWheelRandom (long seed) { super(seed); setSeed(seed); } /** * Creates a new FourWheelRandom with the given four states; all {@code long} values are permitted. * These states will be used verbatim. * * @param stateA any {@code long} value * @param stateB any {@code long} value * @param stateC any {@code long} value * @param stateD any {@code long} value */ public FourWheelRandom (long stateA, long stateB, long stateC, long stateD) { super(stateA); this.stateA = stateA; this.stateB = stateB; this.stateC = stateC; this.stateD = stateD; } @Override public String getTag() { return "FoWR"; } /** * This generator has 4 {@code long} states, so this returns 4. * * @return 4 (four) */ @Override public int getStateCount () { return 4; } /** * Gets the state determined by {@code selection}, as-is. The value for selection should be * between 0 and 3, inclusive; if it is any other value this gets state D as if 3 was given. * * @param selection used to select which state variable to get; generally 0, 1, 2, or 3 * @return the value of the selected state */ @Override public long getSelectedState (int selection) { switch (selection) { case 0: return stateA; case 1: return stateB; case 2: return stateC; default: return stateD; } } /** * Sets one of the states, determined by {@code selection}, to {@code value}, as-is. * Selections 0, 1, 2, and 3 refer to states A, B, C, and D, and if the selection is anything * else, this treats it as 3 and sets stateD. * * @param selection used to select which state variable to set; generally 0, 1, 2, or 3 * @param value the exact value to use for the selected state, if valid */ @Override public void setSelectedState (int selection, long value) { switch (selection) { case 0: stateA = value; break; case 1: stateB = value; break; case 2: stateC = value; break; default: stateD = value; break; } } /** * This initializes all 4 states of the generator to random values based on the given seed. * (2 to the 64) possible initial generator states can be produced here, all with a different * first value returned by {@link #nextLong()} (because {@code stateD} is guaranteed to be * different for every different {@code seed}). * * @param seed the initial seed; may be any long */ @Override public void setSeed (long seed) { long x = (seed += 0x9E3779B97F4A7C15L); x ^= x >>> 27; x *= 0x3C79AC492BA7B653L; x ^= x >>> 33; x *= 0x1C69B3F74AC4AE35L; stateA = x ^ x >>> 27; x = (seed += 0x9E3779B97F4A7C15L); x ^= x >>> 27; x *= 0x3C79AC492BA7B653L; x ^= x >>> 33; x *= 0x1C69B3F74AC4AE35L; stateB = x ^ x >>> 27; x = (seed += 0x9E3779B97F4A7C15L); x ^= x >>> 27; x *= 0x3C79AC492BA7B653L; x ^= x >>> 33; x *= 0x1C69B3F74AC4AE35L; stateC = x ^ x >>> 27; x = (seed + 0x9E3779B97F4A7C15L); x ^= x >>> 27; x *= 0x3C79AC492BA7B653L; x ^= x >>> 33; x *= 0x1C69B3F74AC4AE35L; stateD = x ^ x >>> 27; } public long getStateA () { return stateA; } /** * Sets the first part of the state. * * @param stateA can be any long */ public void setStateA (long stateA) { this.stateA = stateA; } public long getStateB () { return stateB; } /** * Sets the second part of the state. * * @param stateB can be any long */ public void setStateB (long stateB) { this.stateB = stateB; } public long getStateC () { return stateC; } /** * Sets the third part of the state. * * @param stateC can be any long */ public void setStateC (long stateC) { this.stateC = stateC; } public long getStateD () { return stateD; } /** * Sets the fourth part of the state. Note that if you call {@link #nextLong()} * immediately after this, it will return the given {@code stateD} as-is, so you * may want to call some random generation methods (such as nextLong()) and discard * the results after setting the state. * * @param stateD can be any long */ public void setStateD (long stateD) { this.stateD = stateD; } /** * Sets the state completely to the given four state variables. * This is the same as calling {@link #setStateA(long)}, {@link #setStateB(long)}, * {@link #setStateC(long)}, and {@link #setStateD(long)} as a group. You may want * to call {@link #nextLong()} a few times after setting the states like this, unless * the value for stateD (in particular) is already adequately random; the first call * to {@link #nextLong()}, if it is made immediately after calling this, will return {@code stateD} as-is. * * @param stateA the first state; can be any long * @param stateB the second state; can be any long * @param stateC the third state; can be any long * @param stateD the fourth state; this will be returned as-is if the next call is to {@link #nextLong()} */ @Override public void setState (long stateA, long stateB, long stateC, long stateD) { this.stateA = stateA; this.stateB = stateB; this.stateC = stateC; this.stateD = stateD; } @Override public long nextLong () { final long fa = stateA; final long fb = stateB; final long fc = stateC; final long fd = stateD; stateA = 0xD1342543DE82EF95L * fd; stateB = fa + 0xC6BC279692B5C323L; stateC = (fb << 47 | fb >>> 17) - fd; stateD = fb ^ fc; return fd; } @Override public long previousLong () { final long fa = stateA; final long fb = stateB; final long fd = stateD; stateD = 0x572B5EE77A54E3BDL * fa; final long fc = stateC + stateD; stateA = fb - 0xC6BC279692B5C323L; stateB = (fc >>> 47 | fc << 17); stateC = fd ^ stateB; return stateD; } @Override public int next (int bits) { final long fa = stateA; final long fb = stateB; final long fc = stateC; final long fd = stateD; stateA = 0xD1342543DE82EF95L * fd; stateB = fa + 0xC6BC279692B5C323L; stateC = (fb << 47 | fb >>> 17) - fd; stateD = fb ^ fc; return (int)fd >>> (32 - bits); } @Override public FourWheelRandom copy () { return new FourWheelRandom(stateA, stateB, stateC, stateD); } @Override public boolean equals (Object o) { if (this == o) return true; if (o == null || getClass() != o.getClass()) return false; FourWheelRandom that = (FourWheelRandom)o; if (stateA != that.stateA) return false; if (stateB != that.stateB) return false; if (stateC != that.stateC) return false; return stateD == that.stateD; } public String toString () { return "FourWheelRandom{" + "stateA=" + (stateA) + "L, stateB=" + (stateB) + "L, stateC=" + (stateC) + "L, stateD=" + (stateD) + "L}"; } }




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