Javascript creates pseudo-random numbers with the function Math. random() . This function takes no parameters and creates a random decimal number between 0 and 1. The returned value may be 0, but it will never be 1.
The random number is either in the range [0,0.5) or [0.5,1) . So you should use return Math. random() < 0.5; to have a (theoretical) 50/50 chance.
One option is http://davidbau.com/seedrandom which is a seedable RC4-based Math.random() drop-in replacement with nice properties.
If you don't need the seeding capability just use Math.random()
and build helper functions around it (eg. randRange(start, end)
).
I'm not sure what RNG you're using, but it's best to know and document it so you're aware of its characteristics and limitations.
Like Starkii said, Mersenne Twister is a good PRNG, but it isn't easy to implement. If you want to do it yourself try implementing a LCG - it's very easy, has decent randomness qualities (not as good as Mersenne Twister), and you can use some of the popular constants.
EDIT: consider the great options at this answer for short seedable RNG implementations, including an LCG option.
function RNG(seed) {
// LCG using GCC's constants
this.m = 0x80000000; // 2**31;
this.a = 1103515245;
this.c = 12345;
this.state = seed ? seed : Math.floor(Math.random() * (this.m - 1));
}
RNG.prototype.nextInt = function() {
this.state = (this.a * this.state + this.c) % this.m;
return this.state;
}
RNG.prototype.nextFloat = function() {
// returns in range [0,1]
return this.nextInt() / (this.m - 1);
}
RNG.prototype.nextRange = function(start, end) {
// returns in range [start, end): including start, excluding end
// can't modulu nextInt because of weak randomness in lower bits
var rangeSize = end - start;
var randomUnder1 = this.nextInt() / this.m;
return start + Math.floor(randomUnder1 * rangeSize);
}
RNG.prototype.choice = function(array) {
return array[this.nextRange(0, array.length)];
}
var rng = new RNG(20);
for (var i = 0; i < 10; i++)
console.log(rng.nextRange(10, 50));
var digits = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9'];
for (var i = 0; i < 10; i++)
console.log(rng.choice(digits));
If you want to be able to specify the seed, you just need to replace the calls to getSeconds()
and getMinutes()
. You could pass in an int and use half of it mod 60 for the seconds value and the other half modulo 60 to give you the other part.
That being said, this method looks like garbage. Doing proper random number generation is very hard. The obvious problem with this is that the random number seed is based on seconds and minutes. To guess the seed and recreate your stream of random numbers only requires trying 3600 different second and minute combinations. It also means that there are only 3600 different possible seeds. This is correctable, but I'd be suspicious of this RNG from the start.
If you want to use a better RNG, try the Mersenne Twister. It is a well tested and fairly robust RNG with a huge orbit and excellent performance.
EDIT: I really should be correct and refer to this as a Pseudo Random Number Generator or PRNG.
"Anyone who uses arithmetic methods to produce random numbers is in a state of sin."
--- John von Neumann
I use a JavaScript port of the Mersenne Twister: https://gist.github.com/300494 It allows you to set the seed manually. Also, as mentioned in other answers, the Mersenne Twister is a really good PRNG.
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