I understand that time(0) is commonly using for seeding random number generators and that it only becomes a problem when the program is being run more than once per second. I'm wondering what are some better seeds to consider when generating random numbers. I read about GetTickCount, timeGetTime, and QueryPerformanceCounter on Windows. Will these suffice for almost all operations or are there even better seeding options?
Here is a quick code example using the boost library:
#include <iostream>
#include <boost/random.hpp>
using namespace std;
using namespace boost;
int main()
{
mt19937 randGen(42);
uniform_int<> range(0,100);
variate_generator<mt19937&, uniform_int<> > GetRand(randGen, range);
for (int i = 0; i < 30; ++i)
cout << GetRand() << endl;
}
time(0) gives the time in seconds since the Unix epoch, which is a pretty good "unpredictable" seed (you're guaranteed your seed will be the same only once, unless you start your program multiple times within the same second).
Definition and Usage. The seed() method is used to initialize the random number generator. The random number generator needs a number to start with (a seed value), to be able to generate a random number. By default the random number generator uses the current system time.
No, it doesn't matter and note that it shouldn't matter. Each uses what he/she likes, most use 1 , 123 , 42 ecc.. In your example it looks like a date, note that it's a simple product for R.
When you use statistical software to generate random numbers, you usually have an option to specify a random number seed. A seed is a positive integer that initializes a random-number generator (technically, a pseudorandom-number generator). A seed enables you to create reproducible streams of random numbers.
Some early hacks of Netscape security centered around knowing when an encrypted packet was sent and narrowing down the possible range of seeds with that knowledge. So, getting a tick count or something else even remotely deterministic is not your best bet.
Even using a seed, the sequence of "random" numbers is deterministic based on that seed. A Nevada Gaming Commission investigator realized this about certain slots he was supposed to inspect and used that knowledge to earn quite a bit of money before being caught.
If you need world-class randomness, you can add hardware to your system that provides for a highly randomized number. That's how the well-known poker sites do it (at least, that's what they say).
Short of that, combine a number of factors from your system that all change independently and rapidly, with as little predictability as possible, to create a very decent seed. An answer to a related post on SO suggested using Guid.NewGuid().GetHashCode(). Since a Guid is based on a number of deterministic factors including the time, that does not form a good basis for a seed:
Cryptanalysis of the WinAPI GUID generator shows that, since the sequence of V4 GUIDs is pseudo-random, given the initial state one can predict up to the next 250 000 GUIDs returned by the function UuidCreate[2]. This is why GUIDs should not be used in cryptography, e.g., as random keys.
Source: Wikipedia Globally Unique Identifier
Too long for a comment but interesting story about 32bit seeds in the early days of online poker
The shuffling algorithm used in the ASF software always starts with an ordered deck of cards, and then generates a sequence of random numbers used to reorder the deck. In a real deck of cards, there are 52! (~2^226) possible unique shuffles. Recall that the seed for a 32-bit random number generator must be a 32-bit number, meaning that there are just over 4 billion possible seeds. Since the deck is reinitialized and the generator reseeded before each shuffle, only 4 billion possible shuffles can result from this algorithm. 4B possible shuffles is alarmingly less than 52!.
The RST-developed tool to exploit this vulnerability requires five cards from the deck to be known. Based on the five known cards, the program searches through the few hundred thousand possible shuffles and deduces which one is a perfect match. In the case of Texas Hold 'em Poker, this means the program takes as input the two cards that the cheating player is dealt, plus the first three community cards that are dealt face up (the flop). These five cards are known after the first of four rounds of betting, and are enough to determine (in real time, during play) the exact shuffle.
http://www.ibm.com/developerworks/library/s-playing/
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