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SquidLib platform-independent logic and utility code. Please refer to https://github.com/SquidPony/SquidLib .

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package squidpony.squidmath;

import squidpony.StringKit;

import java.io.Serializable;

/**
 * A mid-high-quality StatefulRandomness that is the second-fastest 64-bit generator in this library that is
 * 1-dimensionally equidistributed across its 64-bit outputs. Has a period of 2 to the 64, and permits all states.
 * Passes all statistical tests in PractRand up to 32TB of data. {@link DiverRNG} is a variant that is a little faster,
 * while keeping the same other qualities, so it is currently recommended over LinnormRNG (however, the same structure
 * is shared between LinnormRNG and {@link MizuchiRNG}, and Mizuchi has some extra features that Diver lacks). Has 64
 * bits of state and natively outputs 64 bits at a time, changing the state with a basic linear congruential generator
 * (it is simply {@code state = state * 3935559000370003845L + 1L}, with the large multiplier found by L'Ecuyer in a
 * 1999 paper). Starting with that LCG's output, it xorshifts that output twice (using
 * {@code z ^= (z >>> 23) ^ (z >>> 47);}), multiplies by a very large negative long, then returns another xorshift.
 * Considering that some seeds don't have any anomalies in 8TB with Linnorm, the quality is probably fine except for the
 * known potential issue that it can't return duplicate outputs until its period has cycled.
 * {@link ThrustAltRNG} and {@link MiniMover64RNG} are faster (tied for first place), but unlike those, Linnorm can
 * produce all long values as output; ThrustAltRNG bunches some outputs and makes producing them more likely while
 * others can't be produced at all, while MiniMover64RNG cycles at some point before 2 to the 64 but after 2 to the 42
 * (it doesn't produce any duplicates until then, but it also can't produce all values). Notably, this generator is
 * faster than {@link LightRNG} with similar quality, and also faster than {@link XoRoRNG} while passing tests that
 * XoRoRNG always or frequently fails (and fails early), such as binary matrix rank tests. It is slower than
 * {@link DiverRNG}, which is a variant on the structure of LinnormRNG.
 * 
* This generator is a StatefulRandomness but not a SkippingRandomness, so it can't (efficiently) have the skip() method * that LightRNG has. A method could be written to run the generator's state backwards, though, as well as to get the * state from an output of {@link #nextLong()}. {@link MizuchiRNG} uses the same algorithm except for the number added * in the LCG state update; here this number is always 1, but in MizuchiRNG it can be any odd long. This means that any * given MizuchiRNG object has two long values stored in it instead of the one here, but it allows two MizuchiRNG * objects with different streams to produce different, probably-not-correlated sequences of results, even with the same * seed. This property may be useful for cases where an adversary is trying to predict results in some way, though using * different streams for this purpose isn't enough and should be coupled with truncation of a large part of output (see * PCG-Random's techniques for this). *
* The name comes from LINear congruential generator this uses to change it state, while the rest is a NORMal * SplitMix64-like generator. "Linnorm" is a Norwegian name for a kind of dragon, as well. *
* Written June 29, 2019 by Tommy Ettinger. Thanks to M.E. O'Neill for her insights into the family of generators both * this and her PCG-Random fall into, and to the team that worked on SplitMix64 for SplittableRandom in JDK 8. Chris * Doty-Humphrey's work on PractRand has been invaluable. The LCG state multiplier is listed in a paper by L'Ecuyer from * 1999, Tables of Linear Congruential Generators of Different Sizes and Good Lattice Structure. The other * multiplier is from PCG-Random, and that's both the nothing-up-my-sleeve numbers used here. Thanks also to Sebastiano * Vigna and David Blackwell for creating the incredibly fast xoroshiro128+ generator and also very fast * HWD tool; the former inspired me to make my code even faster and the * latter tool seems useful so far in proving the quality of the generator (LinnormRNG passes over 100TB of HWD, and * probably would pass much more if I gave it more days to run). * @author Tommy Ettinger */ public final class LinnormRNG implements RandomnessSource, StatefulRandomness, Serializable { private static final long serialVersionUID = 153186732328748834L; private long state; /* The state can be seeded with any value. */ /** * Constructor that seeds the generator with two calls to Math.random. */ public LinnormRNG() { this((long) ((Math.random() - 0.5) * 0x10000000000000L) ^ (long) (((Math.random() - 0.5) * 2.0) * 0x8000000000000000L)); } /** * Constructor that uses the given seed as the state without changes; all long seeds are acceptable. * @param seed any long, will be used exactly */ public LinnormRNG(final long seed) { state = seed; } /** * Constructor that hashes seed with {@link CrossHash#hash64(CharSequence)} and uses the result as the state. * @param seed any CharSequence, such as a String or StringBuilder; should probably not be null (it might work?) */ public LinnormRNG(final CharSequence seed) { state = CrossHash.hash64(seed); } @Override public final int next(int bits) { long z = (state = state * 0x369DEA0F31A53F85L + 1L); z = (z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L; return (int)(z ^ z >>> 25) >>> (32 - bits); } /** * Can return any long, positive or negative, of any size permissible in a 64-bit signed integer. * * @return any long, all 64 bits are random */ @Override public final long nextLong() { long z = (state = state * 0x369DEA0F31A53F85L + 1L); z = (z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L; return (z ^ z >>> 25); } /** * Produces a copy of this LinnormRNG that, if next() and/or nextLong() are called on this object and the * copy, both will generate the same sequence of random numbers from the point copy() was called. This just need to * copy the state so it isn't shared, usually, and produce a new value with the same exact state. * * @return a copy of this LinnormRNG */ @Override public LinnormRNG copy() { return new LinnormRNG(state); } /** * Can return any int, positive or negative, of any size permissible in a 32-bit signed integer. * * @return any int, all 32 bits are random */ public final int nextInt() { long z = (state = state * 0x369DEA0F31A53F85L + 1L); z = (z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L; return (int)(z ^ z >>> 25); } /** * Exclusive on the outer bound. The inner bound is 0. * The bound can be negative, which makes this produce either a negative int or 0. * * @param bound the upper bound; should be positive * @return a random int between 0 (inclusive) and bound (exclusive) */ public final int nextInt(final int bound) { long z = (state = state * 0x369DEA0F31A53F85L + 1L); z = (z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L; return (int)((bound * ((z ^ z >>> 25) & 0xFFFFFFFFL)) >> 32); } /** * Inclusive inner, exclusive outer. * * @param inner the inner bound, inclusive, can be positive or negative * @param outer the outer bound, exclusive, can be positive or negative, usually greater than inner * @return a random int between inner (inclusive) and outer (exclusive) */ public final int nextInt(final int inner, final int outer) { return inner + nextInt(outer - inner); } /** * Exclusive on bound (which may be positive or negative), with an inner bound of 0. * If bound is negative this returns a negative long; if bound is positive this returns a positive long. The bound * can even be 0, which will cause this to return 0L every time. This uses a biased technique to get numbers from * large ranges, but the amount of bias is incredibly small (expected to be under 1/1000 if enough random ranged * numbers are requested, which is about the same as an unbiased method that was also considered). It may have * noticeable bias if the LinnormRNG's period is exhausted by only calls to this method, which would take months on * 2018-era consumer hardware. Unlike all unbiased methods, this advances the state by an equivalent to exactly one * call to {@link #nextLong()}, where rejection sampling would sometimes advance by one call, but other times by * arbitrarily many more. *
* Credit for this method goes to Rafael Baptista's blog, * with some adaptation for signed long values and a 64-bit generator. This method is drastically faster than the * previous implementation when the bound varies often (roughly 4x faster, possibly more). It also always gets at * most one random number, so it advances the state as much as {@link #nextInt(int)} or {@link #nextLong()}. * @param bound the outer exclusive bound; can be positive or negative * @return a random long between 0 (inclusive) and bound (exclusive) */ public long nextLong(long bound) { long rand = (state = state * 0x369DEA0F31A53F85L + 1L); rand = (rand ^ rand >>> 23 ^ rand >>> 47) * 0xAEF17502108EF2D9L; rand ^= rand >>> 25; final long randLow = rand & 0xFFFFFFFFL; final long boundLow = bound & 0xFFFFFFFFL; rand >>>= 32; bound >>= 32; final long z = (randLow * boundLow >> 32); final long t = rand * boundLow + z; return rand * bound + (t >> 32) + ((t & 0xFFFFFFFFL) + randLow * bound >> 32) - (z >> 63); } /** * Inclusive inner, exclusive outer; lower and upper can be positive or negative and there's no requirement for one * to be greater than or less than the other. * * @param lower the lower bound, inclusive, can be positive or negative * @param upper the upper bound, exclusive, can be positive or negative * @return a random long that may be equal to lower and will otherwise be between lower and upper */ public final long nextLong(final long lower, final long upper) { return lower + nextLong(upper - lower); } /** * Gets a uniform random double in the range [0.0,1.0) * * @return a random double at least equal to 0.0 and less than 1.0 */ public final double nextDouble() { long z = (state = state * 0x369DEA0F31A53F85L + 1L); z = (z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L; return ((z ^ z >>> 25) & 0x1FFFFFFFFFFFFFL) * 0x1p-53; } /** * Gets a uniform random double in the range [0.0,outer) given a positive parameter outer. If outer * is negative, it will be the (exclusive) lower bound and 0.0 will be the (inclusive) upper bound. * * @param outer the exclusive outer bound, can be negative * @return a random double between 0.0 (inclusive) and outer (exclusive) */ public final double nextDouble(final double outer) { long z = (state = state * 0x369DEA0F31A53F85L + 1L); z = (z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L; return ((z ^ z >>> 25) & 0x1FFFFFFFFFFFFFL) * 0x1p-53 * outer; } /** * Gets a uniform random float in the range [0.0,1.0) * * @return a random float at least equal to 0.0 and less than 1.0 */ public final float nextFloat() { long z = (state = state * 0x369DEA0F31A53F85L + 1L); return ((z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L >>> 40) * 0x1p-24f; } /** * Gets a random value, true or false. * Calls nextLong() once. * * @return a random true or false value. */ public final boolean nextBoolean() { long z = (state = state * 0x369DEA0F31A53F85L + 1L); return ((z ^ z >>> 23 ^ z >>> 47) * 0xAEF17502108EF2D9L) < 0; } /** * Given a byte array as a parameter, this will fill the array with random bytes (modifying it * in-place). Calls nextLong() {@code Math.ceil(bytes.length / 8.0)} times. * * @param bytes a byte array that will have its contents overwritten with random bytes. */ public final void nextBytes(final byte[] bytes) { int i = bytes.length, n; while (i != 0) { n = Math.min(i, 8); for (long bits = nextLong(); n-- != 0; bits >>>= 8) bytes[--i] = (byte) bits; } } /** * Sets the seed (also the current state) of this generator. * * @param seed the seed to use for this LinnormRNG, as if it was constructed with this seed. */ @Override public final void setState(final long seed) { state = seed; } /** * Gets the current state of this generator. * * @return the current seed of this LinnormRNG, changed once per call to nextLong() */ @Override public final long getState() { return state; } @Override public String toString() { return "LinnormRNG with state 0x" + StringKit.hex(state) + 'L'; } @Override public boolean equals(Object o) { if (this == o) return true; if (o == null || getClass() != o.getClass()) return false; return state == ((LinnormRNG) o).state; } @Override public int hashCode() { return (int) (state ^ (state >>> 32)); } /** * Static randomizing method that takes its state as a parameter; state is expected to change between calls to this. * It is recommended that you use {@code LinnormRNG.determine(++state)} or {@code LinnormRNG.determine(--state)} to * produce a sequence of different numbers, but you can also use {@code LinnormRNG.determine(state += 12345L)} or * any odd-number increment. All longs are accepted by this method, and all longs can be produced; unlike several * other classes' determine() methods, passing 0 here does not return 0. * @param state any long; subsequent calls should change by an odd number, such as with {@code ++state} * @return any long */ public static long determine(long state) { return (state = ((state = ((state * 0x632BE59BD9B4E019L) ^ 0x9E3779B97F4A7C15L) * 0xC6BC279692B5CC83L) ^ state >>> 27) * 0xAEF17502108EF2D9L) ^ state >>> 25; } /** * Static randomizing method that takes its state as a parameter and limits output to an int between 0 (inclusive) * and bound (exclusive); state is expected to change between calls to this. It is recommended that you use * {@code LinnormRNG.determineBounded(++state, bound)} or {@code LinnormRNG.determineBounded(--state, bound)} to * produce a sequence of different numbers, but you can also use * {@code LinnormRNG.determineBounded(state += 12345L, bound)} or any odd-number increment. All longs are accepted * by this method, but not all ints between 0 and bound are guaranteed to be produced with equal likelihood (for any * odd-number values for bound, this isn't possible for most generators). The bound can be negative. * @param state any long; subsequent calls should change by an odd number, such as with {@code ++state} * @param bound the outer exclusive bound, as an int * @return an int between 0 (inclusive) and bound (exclusive) */ public static int determineBounded(long state, final int bound) { return (int)((bound * (((state = ((state = (((state * 0x632BE59BD9B4E019L) ^ 0x9E3779B97F4A7C15L) * 0xC6BC279692B5CC83L)) ^ state >>> 27) * 0xAEF17502108EF2D9L) ^ state >>> 25) & 0x7FFFFFFFL)) >> 31); } /** * Returns a random float that is deterministic based on state; if state is the same on two calls to this, this will * return the same float. This is expected to be called with a changing variable, e.g. {@code determine(++state)}, * where the increment for state should be odd but otherwise doesn't really matter. This multiplies state by * {@code 0x632BE59BD9B4E019L} within this method, so using a small increment won't be much different from using a * very large one, as long as it is odd. The period is 2 to the 64 if you increment or decrement by 1, but there are * less than 2 to the 30 possible floats between 0 and 1. * @param state a variable that should be different every time you want a different random result; * using {@code determine(++state)} is recommended to go forwards or {@code determine(--state)} to * generate numbers in reverse order * @return a pseudo-random float between 0f (inclusive) and 1f (exclusive), determined by {@code state} */ public static float determineFloat(long state) { return ((((state = (((state * 0x632BE59BD9B4E019L) ^ 0x9E3779B97F4A7C15L) * 0xC6BC279692B5CC83L)) ^ state >>> 27) * 0xAEF17502108EF2D9L) >>> 40) * 0x1p-24f; } /** * Returns a random double that is deterministic based on state; if state is the same on two calls to this, this * will return the same float. This is expected to be called with a changing variable, e.g. * {@code determine(++state)}, where the increment for state should be odd but otherwise doesn't really matter. This * multiplies state by {@code 0x632BE59BD9B4E019L} within this method, so using a small increment won't be much * different from using a very large one, as long as it is odd. The period is 2 to the 64 if you increment or * decrement by 1, but there are less than 2 to the 62 possible doubles between 0 and 1. * @param state a variable that should be different every time you want a different random result; * using {@code determine(++state)} is recommended to go forwards or {@code determine(--state)} to * generate numbers in reverse order * @return a pseudo-random double between 0.0 (inclusive) and 1.0 (exclusive), determined by {@code state} */ public static double determineDouble(long state) { return (((state = ((state = (((state * 0x632BE59BD9B4E019L) ^ 0x9E3779B97F4A7C15L) * 0xC6BC279692B5CC83L)) ^ state >>> 27) * 0xAEF17502108EF2D9L) ^ state >>> 25) & 0x1FFFFFFFFFFFFFL) * 0x1p-53; } }




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