In this StackOverflow question:
Generating random integer from a range
the accepted answer suggests the following formula for generating a random integer in between given min
and max
, with min
and max
being included into the range:
output = min + (rand() % (int)(max - min + 1))
But it also says that
This is still slightly biased towards lower numbers ... It's also possible to extend it so that it removes the bias.
But it doesn't explain why it's biased towards lower numbers or how to remove the bias. So, the question is: is this the most optimal approach to generation of a random integer within a (signed) range while not relying on anything fancy, just rand()
function, and in case if it is optimal, how to remove the bias?
EDIT:
I've just tested the while
-loop algorithm suggested by @Joey against floating-point extrapolation:
static const double s_invRandMax = 1.0/((double)RAND_MAX + 1.0);
return min + (int)(((double)(max + 1 - min))*rand()*s_invRandMax);
to see how much uniformly "balls" are "falling" into and are being distributed among a number of "buckets", one test for the floating-point extrapolation and another for the while
-loop algorithm. But results turned out to be varying depending on the number of "balls" (and "buckets") so I couldn't easily pick a winner. The working code can be found at this Ideone page. For example, with 10 buckets and 100 balls the maximum deviation from the ideal probability among buckets is less for the floating-point extrapolation than for the while
-loop algorithm (0.04 and 0.05 respectively) but with 1000 balls, the maximum deviation of the while
-loop algorithm is lesser (0.024 and 0.011), and with 10000 balls, the floating-point extrapolation is again doing better (0.0034 and 0.0053), and so on without much of consistency. Thinking of the possibility that none of the algorithms consistently produces uniform distribution better than that of the other algorithm, makes me lean towards the floating-point extrapolation since it appears to perform faster than the while
-loop algorithm. So is it fine to choose the floating-point extrapolation algorithm or my testings/conclusions are not completely correct?
Use the rand function to draw the values from a uniform distribution in the open interval, (50,100). a = 50; b = 100; r = (b-a). *rand(1000,1) + a; Verify the values in r are within the specified range.
The random. random() method returns a random float number between 0.0 to 1.0.
Generate a random number between 1 and 100print(randint(1, 100)) # Pick a random number between 1 and 100. x = randint(1, 100) # Pick a random number between 1 and 100.
The problem is that you're doing a modulo operation. This would be no problem if RAND_MAX
would be evenly divisible by your modulus, but usually that is not the case. As a very contrived example, assume RAND_MAX
to be 11 and your modulus to be 3. You'll get the following possible random numbers and the following resulting remainders:
0 1 2 3 4 5 6 7 8 9 10
0 1 2 0 1 2 0 1 2 0 1
As you can see, 0 and 1 are slightly more probable than 2.
One option to solve this is rejection sampling: By disallowing the numbers 9 and 10 above you can cause the resulting distribution to be uniform again. The tricky part is figuring out how to do so efficiently. A very nice example (one that took me two days to understand why it works) can be found in Java's java.util.Random.nextInt(int)
method.
The reason why Java's algorithm is a little tricky is that they avoid slow operations like multiplication and division for the check. If you don't care too much you can also do it the naïve way:
int n = (int)(max - min + 1);
int remainder = RAND_MAX % n;
int x, output;
do {
x = rand();
output = x % n;
} while (x >= RAND_MAX - remainder);
return min + output;
EDIT: Corrected a fencepost error in above code, now it works as it should. I also created a little sample program (C#; taking a uniform PRNG for numbers between 0 and 15 and constructing a PRNG for numbers between 0 and 6 from it via various ways):
using System;
class Rand {
static Random r = new Random();
static int Rand16() {
return r.Next(16);
}
static int Rand7Naive() {
return Rand16() % 7;
}
static int Rand7Float() {
return (int)(Rand16() / 16.0 * 7);
}
// corrected
static int Rand7RejectionNaive() {
int n = 7, remainder = 16 % n, x, output;
do {
x = Rand16();
output = x % n;
} while (x >= 16 - remainder);
return output;
}
// adapted to fit the constraints of this example
static int Rand7RejectionJava() {
int n = 7, x, output;
do {
x = Rand16();
output = x % n;
} while (x - output + 6 > 15);
return output;
}
static void Test(Func<int> rand, string name) {
var buckets = new int[7];
for (int i = 0; i < 10000000; i++) buckets[rand()]++;
Console.WriteLine(name);
for (int i = 0; i < 7; i++) Console.WriteLine("{0}\t{1}", i, buckets[i]);
}
static void Main() {
Test(Rand7Naive, "Rand7Naive");
Test(Rand7Float, "Rand7Float");
Test(Rand7RejectionNaive, "Rand7RejectionNaive");
}
}
The result is as follows (pasted into Excel and added conditional coloring of cells so that differences are more apparent):
Now that I fixed my mistake in above rejection sampling it works as it should (before it would bias 0). As you can see, the float method isn't perfect at all, it just distributes the biased numbers differently.
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