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Serializable pseudo-random number generators and distributions.
/*
* Copyright (c) 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.distribution;
import com.github.tommyettinger.random.EnhancedRandom;
import com.github.tommyettinger.random.AceRandom;
/**
* A two-parameter distribution with range from 0 to 1, both exclusive.
* This is a special case of the {@link BetaDistribution}, and has also been called a "Bathtub" distribution because of
* its steep bias towards the edges of its range, and low bias towards the center of the range.
* @see Wikipedia's page on this distribution.
*/
public class ArcsineDistribution extends Distribution {
public String getTag() {
return "Arcsine";
}
@Override
public ArcsineDistribution copy() {
return new ArcsineDistribution(generator.copy(), alpha, beta);
}
private double alpha;
private double beta;
public double getAlpha() {
return alpha;
}
public double getBeta() {
return beta;
}
@Override
public double getParameterA() {
return alpha;
}
@Override
public double getParameterB() {
return beta;
}
/**
* Uses an {@link AceRandom}, alpha = 0.0, beta = 1.0 .
*/
public ArcsineDistribution() {
this(new AceRandom(), 0.0, 1.0);
}
/**
* Uses an {@link AceRandom} and the given alpha and beta.
*/
public ArcsineDistribution(double alpha, double beta) {
this(new AceRandom(), alpha, beta);
}
/**
* Uses the given EnhancedRandom directly. Uses the given alpha and beta.
*/
public ArcsineDistribution(EnhancedRandom generator, double alpha, double beta)
{
this.generator = generator;
if(!setParameters(alpha, beta, 0.0))
throw new IllegalArgumentException("Given alpha and/or beta are invalid.");
}
@Override
public double getMaximum() {
return beta;
}
@Override
public double getMean() {
return 0.5 * (alpha + beta);
}
@Override
public double getMedian() {
return 0.5 * (alpha + beta);
}
@Override
public double getMinimum() {
return alpha;
}
@Override
public double[] getMode() {
return new double[]{alpha, beta};
}
@Override
public double getVariance() {
return (beta - alpha) * (beta - alpha) * 0.125;
}
/**
* Sets all parameters and returns true if they are valid, otherwise leaves parameters unchanged and returns false.
* @param a alpha; the lower bound of the range, which must be less than b (beta)
* @param b beta; the upper bound of the range, which must be greater than a (alpha)
* @param c ignored
* @return true if the parameters given are valid and will be used
*/
@Override
public boolean setParameters(double a, double b, double c) {
if(a < b){
alpha = a;
beta = b;
return true;
}
return false;
}
@Override
public double nextDouble() {
return sample(generator, alpha, beta);
}
public static double sample(EnhancedRandom generator, double alpha, double beta) {
double s = sinQuarterTurns(generator.nextExclusiveDouble());
return alpha + (beta - alpha) * s * s;
}
/**
* A variation on {@link Math#sin(double)} that takes its input as a fraction of a quarter-turn instead of in
* radians; one quarter-turn is equal to 90 degrees or 0.5*PI radians.
*
* The technique for sine approximation is mostly from
* This Stack Exchange answer by WimC.
* Changes have been made to accelerate wrapping from any double to the valid input range.
* @param quarterTurns an angle as a fraction of a quarter-turn as a double, with 0.5 here equivalent to PI/8.0 radians in {@link Math#sin(double)}
* @return the sine of the given angle, as a double between -1.0 and 1.0 (both inclusive)
*/
private static double sinQuarterTurns(double quarterTurns)
{
// quarterTurns *= 4.0; // not needed for this specific case
// final long floor = ((long) Math.floor(quarterTurns)) & -2L;
// quarterTurns -= floor;
// quarterTurns *= 2.0 - quarterTurns;
// return quarterTurns * (-0.775 - 0.225 * quarterTurns) * ((floor & 2L) - 1L);
// quarterTurns *= 4.0; // not needed for this specific case
final long ceil = (long) Math.ceil(quarterTurns) & -2L;
quarterTurns -= ceil;
final double x2 = quarterTurns * quarterTurns, x3 = quarterTurns * x2;
return (((11 * quarterTurns - 3 * x3) / (7 + x2)) * (1 - (ceil & 2)));
}
}