The algorithm works by generating a random number, r, within a specified range of numbers, and making decisions based on r's value. A randomized algorithm could help in a situation of doubt by flipping a coin or a drawing a card from a deck in order to make a decision.
Random numbers are important for computer encryption, lotteries, scientific modelling, and gambling. Current methods of generating random numbers can produce predictable results. Researchers said the new method could generate higher-quality random numbers with less computer processing.
A randomized algorithm is an algorithm that employs a degree of randomness as part of its logic or procedure.
Your QuickRandom
implementation hasn't really an uniform distribution. The frequencies are generally higher at the lower values while Math.random()
has a more uniform distribution. Here's a SSCCE which shows that:
package com.stackoverflow.q14491966;
import java.util.Arrays;
public class Test {
public static void main(String[] args) throws Exception {
QuickRandom qr = new QuickRandom();
int[] frequencies = new int[10];
for (int i = 0; i < 100000; i++) {
frequencies[(int) (qr.random() * 10)]++;
}
printDistribution("QR", frequencies);
frequencies = new int[10];
for (int i = 0; i < 100000; i++) {
frequencies[(int) (Math.random() * 10)]++;
}
printDistribution("MR", frequencies);
}
public static void printDistribution(String name, int[] frequencies) {
System.out.printf("%n%s distribution |8000 |9000 |10000 |11000 |12000%n", name);
for (int i = 0; i < 10; i++) {
char[] bar = " ".toCharArray(); // 50 chars.
Arrays.fill(bar, 0, Math.max(0, Math.min(50, frequencies[i] / 100 - 80)), '#');
System.out.printf("0.%dxxx: %6d :%s%n", i, frequencies[i], new String(bar));
}
}
}
The average result looks like this:
QR distribution |8000 |9000 |10000 |11000 |12000
0.0xxx: 11376 :#################################
0.1xxx: 11178 :###############################
0.2xxx: 11312 :#################################
0.3xxx: 10809 :############################
0.4xxx: 10242 :######################
0.5xxx: 8860 :########
0.6xxx: 9004 :##########
0.7xxx: 8987 :#########
0.8xxx: 9075 :##########
0.9xxx: 9157 :###########
MR distribution |8000 |9000 |10000 |11000 |12000
0.0xxx: 10097 :####################
0.1xxx: 9901 :###################
0.2xxx: 10018 :####################
0.3xxx: 9956 :###################
0.4xxx: 9974 :###################
0.5xxx: 10007 :####################
0.6xxx: 10136 :#####################
0.7xxx: 9937 :###################
0.8xxx: 10029 :####################
0.9xxx: 9945 :###################
If you repeat the test, you'll see that the QR distribution varies heavily, depending on the initial seeds, while the MR distribution is stable. Sometimes it reaches the desired uniform distribution, but more than often it doesn't. Here's one of the more extreme examples, it's even beyond the borders of the graph:
QR distribution |8000 |9000 |10000 |11000 |12000
0.0xxx: 41788 :##################################################
0.1xxx: 17495 :##################################################
0.2xxx: 10285 :######################
0.3xxx: 7273 :
0.4xxx: 5643 :
0.5xxx: 4608 :
0.6xxx: 3907 :
0.7xxx: 3350 :
0.8xxx: 2999 :
0.9xxx: 2652 :
What you are describing is a type of random generator called a linear congruential generator. The generator works as follows:
This generator has many nice properties, but has significant problems as a good random source. The Wikipedia article linked above describes some of the strengths and weaknesses. In short, if you need good random values, this is probably not a very good approach.
Hope this helps!
Your random number function is poor, as it has too little internal state -- the number output by the function at any given step is entirely dependent on the previous number. For instance, if we assume that magicNumber
is 2 (by way of example), then the sequence:
0.10 -> 0.20
is strongly mirrored by similar sequences:
0.09 -> 0.18
0.11 -> 0.22
In many cases, this will generate noticeable correlations in your game -- for instance, if you make successive calls to your function to generate X and Y coordinates for objects, the objects will form clear diagonal patterns.
Unless you have good reason to believe that the random number generator is slowing your application down (and this is VERY unlikely), there is no good reason to try and write your own.
The real problem with this is that it's output histogram is dependent on the initial seed far to much - much of the time it will end up with a near uniform output but a lot of the time will have distinctly un-uniform output.
Inspired by this article about how bad php's rand()
function is, I made some random matrix images using QuickRandom
and System.Random
. This run shows how sometimes the seed can have a bad effect (in this case favouring lower numbers) where as System.Random
is pretty uniform.
QuickRandom
System.Random
If we initialise QuickRandom
as new QuickRandom(0.01, 1.03)
we get this image:
using System;
using System.Drawing;
using System.Drawing.Imaging;
namespace QuickRandomTest
{
public class QuickRandom
{
private double prevNum;
private readonly double magicNumber;
private static readonly Random rand = new Random();
public QuickRandom(double seed1, double seed2)
{
if (seed1 >= 1 || seed1 < 0) throw new ArgumentException("Seed 1 must be >= 0 and < 1, not " + seed1);
prevNum = seed1;
if (seed2 <= 1 || seed2 > 10) throw new ArgumentException("Seed 2 must be > 1 and <= 10, not " + seed2);
magicNumber = seed2;
}
public QuickRandom()
: this(rand.NextDouble(), rand.NextDouble() * 10)
{
}
public double Random()
{
return prevNum = (prevNum * magicNumber) % 1;
}
}
class Program
{
static void Main(string[] args)
{
var rand = new Random();
var qrand = new QuickRandom();
int w = 600;
int h = 600;
CreateMatrix(w, h, rand.NextDouble).Save("System.Random.png", ImageFormat.Png);
CreateMatrix(w, h, qrand.Random).Save("QuickRandom.png", ImageFormat.Png);
}
private static Image CreateMatrix(int width, int height, Func<double> f)
{
var bitmap = new Bitmap(width, height);
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
var c = (int) (f()*255);
bitmap.SetPixel(x, y, Color.FromArgb(c,c,c));
}
}
return bitmap;
}
}
}
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