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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 very fast on Java 16+, has both a very large probable period and a large guaranteed
 * minimum period, and uses only add, bitwise-rotate, and XOR operations (no multiplication). This generator is not as
 * fast as {@link FourWheelRandom} or {@link WhiskerRandom} on machines that can multiply {@code long} values quickly,
 * but is faster than just about everything else (except {@link TricycleRandom} and {@link DistinctRandom} on Java 8
 * with HotSpot, or DistinctRandom on most OpenJ9 versions). If this algorithm is run on a GPU, on most hardware it will
 * be significantly faster than FourWheelRandom (indeed, it was faster than any other algorithm I tested on a low-end
 * GPU, though it's been reported that it performs the same as FourWheelRandom on a much better GPU, hitting some
 * bottleneck other than calculation speed).
 * 
* This can now be considered stable, like the other EnhancedRandom subclasses here. Testing performed should be * sufficient, but more can always be done; this passes at least 64TB of PractRand without issues, and passes a much more * rigorous single test ("Remortality," which measures how often the bitwise AND/bitwise OR of sequential numbers become * all 0 bits or all 1 bits) through over 150 PB. The test in question runs on the GPU using CUDA, so was able to generate * far more numbers in a timeframe of days than most CPU approaches could. Earlier versions of Remortality incorrectly * measured byte length and reported a higher size, so reports of 1 exabyte by earlier versions are roughly equivalent to * 150 petabytes now. This is still a tremendous amount of data, but the space of possible states for a 256-bit generator * is even more sizeable. Unfortunately, some initial states appear to be statistically weaker than others, and some may * have suspect results on or fail a Remortality test after a few PB. {@link WhiskerRandom} seems stronger and faster on * desktop CPUs, but could be slower instead if you use its algorithm on a GPU. *
* This was changed a few times; when the algorithm could be strengthened, I took the chance to do so. The most recent * change made the first number returned a little more robust; where before it was always the incoming value of * {@code stateC} (which would change for the next returned number, but not the current one), now it is the outgoing * value of {@code stateC}, which is slightly-less obviously-related to one state only. The first result of * {@link #nextLong()} incorporates states A, B, and C, but not D; the second and later results will incorporate * {@code stateD}. This doesn't seem to have any performance penalty, and may actually improve performance in some cases. *
* The algorithm used here has four states purely to exploit instruction-level parallelism; one state is a counter (this * gives the guaranteed minimum period of 2 to the 64), and the others combine the values of the four states across three * variables. There's a complex tangle of dependencies across the states, but it is possible to invert the generator * given a full 256-bit state; this is vital for its period and quality. *
* 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(). *
* This is called TrimRandom because it uses a trimmed-down set of operations, purely "ARX" -- add, rotate, XOR. */ public class TrimRandom 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. 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 stateC; /** * The fourth state; can be any long. */ protected long stateD; /** * Creates a new TrimRandom with a random state. */ public TrimRandom () { super(); stateA = EnhancedRandom.seedFromMath(); stateB = EnhancedRandom.seedFromMath(); stateC = EnhancedRandom.seedFromMath(); stateD = EnhancedRandom.seedFromMath(); } /** * Creates a new TrimRandom 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 TrimRandom (long seed) { super(seed); setSeed(seed); } /** * Creates a new TrimRandom 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; will be returned exactly on the first call to {@link #nextLong()} * @param stateD any {@code long} value */ public TrimRandom (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 "TrmR"; } /** * 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()}. *
* This uses MX3 by Jon Maiga to mix {@code seed}, then only does a little distribution of the * mixed long so that 128 of 256 bits are always set across the four states. Because this uses * MX3, it uses long multiplication; this is the only part of TrimRandom that does so. * @param seed the initial seed; may be any long */ public void setSeed(long seed) { seed ^= seed >>> 32; seed *= 0xBEA225F9EB34556DL; seed ^= seed >>> 29; seed *= 0xBEA225F9EB34556DL; seed ^= seed >>> 32; seed *= 0xBEA225F9EB34556DL; seed ^= seed >>> 29; stateA = seed ^ 0xC6BC279692B5C323L; stateB = ~seed; stateC = seed ^ ~0xC6BC279692B5C323L; stateD = seed; } 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. * * @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. * * @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; can be any long */ @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; final long bc = fb ^ fc; final long cd = fc ^ fd; stateA = (bc << 57 | bc >>> 7); stateB = (cd << 18 | cd >>> 46); stateC = fa + bc; stateD = fd + 0xDE916ABCC965815BL; return stateC; } @Override public long previousLong () { final long fa = stateA; final long fb = stateB; final long fc = stateC; stateD -= 0xDE916ABCC965815BL; long t = (fb >>> 18 | fb << 46); stateC = t ^ stateD; t = (fa >>> 57 | fa << 7); stateB = t ^ stateC; stateA = fc - t; return fc; } @Override public int next (int bits) { final long fa = stateA; final long fb = stateB; final long fc = stateC; final long fd = stateD; final long bc = fb ^ fc; final long cd = fc ^ fd; stateA = (bc << 57 | bc >>> 7); stateB = (cd << 18 | cd >>> 46); stateC = fa + bc; stateD = fd + 0xDE916ABCC965815BL; return (int)stateC >>> (32 - bits); } @Override public TrimRandom copy () { return new TrimRandom(stateA, stateB, stateC, stateD); } /** * Jumps extremely far in the generator's sequence, such that one call to leap() advances the state as many as * {@code Math.pow(2, 48)} calls to {@link #nextLong()}. This can be used to create 65536 substreams of this * generator's sequence, each with a period of at least {@code Math.pow(2, 48)} but likely much more. * @return the result of what nextLong() would return if it was called at the state this jumped to */ public long leap () { final long fa = stateA; final long fb = stateB; final long fc = stateC; final long fd = stateD; final long bc = fb ^ fc; final long cd = fc ^ fd; stateA = (bc << 57 | bc >>> 7); stateB = (cd << 18 | cd >>> 46); stateC = fa + bc; stateD = fd + 0x815B000000000000L; return stateC; } @Override public boolean equals (Object o) { if (this == o) return true; if (o == null || getClass() != o.getClass()) return false; TrimRandom that = (TrimRandom)o; return stateA == that.stateA && stateB == that.stateB && stateC == that.stateC && stateD == that.stateD; } public String toString () { return "TrimRandom{" + "stateA=" + (stateA) + "L, stateB=" + (stateB) + "L, stateC=" + (stateC) + "L, stateD=" + (stateD) + "L}"; } }




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