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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;

/**
 * An unusual RNG that's extremely fast on HotSpot JDK 16 and higher, and still fairly fast on earlier JDKs. It has
 * three {@code long} states, which as far as I can tell can be initialized to any values without hitting any known
 * problems for initialization. These states, a, b, and c, are passed around so a is determined by the previous c, b is
 * determined by the previous a, b, and c, and c is determined by the previous b. This updates a with a multiplication,
 * b with two XOR operations, and c with a bitwise-left-rotate by 41 and then an addition with a constant. If you want
 * to alter this generator so results will be harder to reproduce, the simplest way is to change the constant added to
 * c -- it can be any substantially-large odd number, though preferably one with a {@link Long#bitCount(long)} of 32.
 * 
* Other useful traits of this generator are that it almost certainly has a longer period than you need for a game, and * that all values are permitted for the states (that we know of). It is possible that some initialization will put the * generator in a shorter-period subcycle, but the odds of this being a subcycle that's small enough to run out of * period during a game are effectively 0. It's also possible that the generator only has one cycle of length 2 to the * 192, though this doesn't seem at all likely. TricycleRandom implements all optional methods in EnhancedRandom except * {@link #skip(long)}; it does implement {@link #previousLong()} without using skip(). *
* This is closely related to Mark Overton's Romu generators, specifically * RomuTrio, but this gets a little faster than RomuTrio in some situations by using just one less rotation. Unlike * RomuTrio, there isn't a clear problematic state with a period of 1 (which happens when all of its states are 0). * This is often slightly slower than RomuTrio, but only by a tiny margin. This generator isn't an ARX generator any * more (a previous version was), but its performance isn't much different (like RomuTrio, the one multiplication this * uses pipelines very well, so it doesn't slow down the generator). *
* TricycleRandom passes 64TB of testing with PractRand, which uses a suite of tests to look for a variety of potential * problems. It has also passed a whopping 4 petabytes of testing with hwd, can test a much larger amount of data but * only runs a single test. The test hwd uses looks for long-range bit-dependencies, where one bit's state earlier in * the generated numbers determines the state of a future bit with a higher-than-reasonable likelihood. All the * generators here are considered stable. *
* It is strongly recommended that you seed this with {@link #setSeed(long)} instead of * {@link #setState(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. */ public class TricycleRandom extends EnhancedRandom { /** * The first 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 stateA; /** * The second state; can be any long. */ protected long stateB; /** * The third state; can be any long. */ protected long stateC; /** * Creates a new TricycleRandom with a random state. */ public TricycleRandom () { super(); stateA = EnhancedRandom.seedFromMath(); stateB = EnhancedRandom.seedFromMath(); stateC = EnhancedRandom.seedFromMath(); } /** * Creates a new TricycleRandom 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 TricycleRandom (long seed) { super(seed); setSeed(seed); } /** * Creates a new TricycleRandom with the given three 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 */ public TricycleRandom (long stateA, long stateB, long stateC) { super(stateA); this.stateA = stateA; this.stateB = stateB; this.stateC = stateC; } @Override public String getTag() { return "TriR"; } /** * This generator has 3 {@code long} states, so this returns 3. * * @return 3 (three) */ @Override public int getStateCount () { return 3; } /** * Gets the state determined by {@code selection}, as-is. * * @param selection used to select which state variable to get; generally 0, 1, or 2 * @return the value of the selected state */ @Override public long getSelectedState (int selection) { switch (selection & 3) { case 0: return stateA; case 1: return stateB; default: return stateC; } } /** * Sets one of the states, determined by {@code selection}, to {@code value}, as-is. * Selections 0, 1, and 2 refer to states A, B, and C, and if the selection is anything * else, this treats it as 2 and sets stateC. * * @param selection used to select which state variable to set; generally 0, 1, or 2 * @param value the exact value to use for the selected state, if valid */ @Override public void setSelectedState (int selection, long value) { switch (selection & 3) { case 0: stateA = value; break; case 1: stateB = value; break; default: stateC = value; break; } } /** * This initializes all 3 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 stateA} 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; } public long getStateA () { return stateA; } /** * Sets the first part of the state. Note that if you call {@link #nextLong()} * immediately after this, it will return the given {@code stateA} as-is, so you * may want to call some random generation methods (such as nextLong()) and discard * the results after setting 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; } /** * Sets the state completely to the given three state variables. * This is the same as calling {@link #setStateA(long)}, {@link #setStateB(long)}, * and {@link #setStateC(long)} as a group. You may want to call {@link #nextLong()} * a few times after setting the states like this, unless the value for stateA (in * particular) is already adequately random; the first call to {@link #nextLong()}, * if it is made immediately after calling this, will return {@code stateA} as-is. * * @param stateA the first state; this will be returned as-is if the next call is to {@link #nextLong()} * @param stateB the second state; can be any long * @param stateC the third state; can be any long */ @Override public void setState (long stateA, long stateB, long stateC) { this.stateA = stateA; this.stateB = stateB; this.stateC = stateC; } @Override public long nextLong () { final long fa = stateA; final long fb = stateB; final long fc = stateC; stateA = 0xD1342543DE82EF95L * fc; stateB = fa ^ fb ^ fc; stateC = (fb << 41 | fb >>> 23) + 0xC6BC279692B5C323L; return fa; } @Override public long previousLong () { final long fa = stateA; final long fb = stateB; final long fc = stateC - 0xC6BC279692B5C323L; stateC = 0x572B5EE77A54E3BDL * fa; stateB = (fc >>> 41 | fc << 23); stateA = fb ^ stateB ^ stateC; return stateA; } @Override public int next (int bits) { final long fa = stateA; final long fb = stateB; final long fc = stateC; stateA = 0xD1342543DE82EF95L * fc; stateB = fa ^ fb ^ fc; stateC = (fb << 41 | fb >>> 23) + 0xC6BC279692B5C323L; return (int)fa >>> (32 - bits); } @Override public TricycleRandom copy () { return new TricycleRandom(stateA, stateB, stateC); } @Override public boolean equals (Object o) { if (this == o) return true; if (o == null || getClass() != o.getClass()) return false; TricycleRandom that = (TricycleRandom)o; if (stateA != that.stateA) return false; if (stateB != that.stateB) return false; return stateC == that.stateC; } public String toString () { return "TricycleRandom{" + "stateA=" + (stateA) + "L, stateB=" + (stateB) + "L, stateC=" + (stateC) + "L}"; } }




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