Improving the quality of random number generation in Qt 5.3 - c++

I am currently implementing a random number generator in Qt5.3 as part of genetic algorithm experiments. I have tried several methods but the best seems to be:
// Seed the random generator with current time
QTime time = QTime::currentTime();
qsrand((uint)time.msec());
And then this funtion to generate the random numbers:
int MainWindow::getRandomNo(int low, int high)
{
return qrand() % ((high + 1) - low) + low;
}
Because of the nature of these experiments, the random nature of these numbers is important. Is there a way to improve the quality of the random number samples? Upon statistical analysis, the Qt random number generator exhibits typical patterns that are found in older systems of random number generation.
The method used above relies on the current time as a seed for the number generator. Is there a way to improve the seed so that the random sequences are less prone to patterns? I would be extremely grateful for any help.

Use MT.
You can get an implementation here:
http://www.agner.org/random/
http://de.wikipedia.org/wiki/Mersenne-Twister
boost_random
I ran into the same problem years ago in a delphi software, and switching to MT sovled my problem. But check the list in the boost docu for further detailed information about the differences between RNG algorithms.

Adjusting your seed won't really effect the quality of the numbers generated, just the particular order of the numbers generated. You will need to use a better algorithm to generate your random numbers.
In addition, the way you are using the generated numbers is slightly biased. With your getRandomNo function, there will be a slight bias towards smaller numbers. For example if qrand returns a value in the range 0..2^32-1, and you have low=0 and high=2^32-2, then using % as you do, will mean that 0 will be returned (approximately) twice as often as any other number.
An improvement would be to try something like this:
Let n be a positive integer where you want a random integer in the range 0..n-1, let m be the smallest power of 2 greater than or equal to n.
unsigned int myrand( unsigned int n, unsigned int m )
{
unsigned int i = qrand() % m; /* or (qrand() & (m-1)) */
while ( i >= n )
{
i = qrand() % m;
}
return i;
}
This will be slower, but the expected number of iterations is 2. Also, if you are using the same range multiple times, you can pre-compute m.

an amendment to dohashi's answer can be to take m as the first prime number greater than or equal to n

Related

How to set a minimum range for generating random number in c++? [duplicate]

I need a function which would generate a random integer in a given range (including boundary values). I don't have unreasonable quality/randomness requirements; I have four requirements:
I need it to be fast. My project needs to generate millions (or sometimes even tens of millions) of random numbers and my current generator function has proven to be a bottleneck.
I need it to be reasonably uniform (use of rand() is perfectly fine).
the minimum-maximum ranges can be anything from <0, 1> to <-32727, 32727>.
it has to be seedable.
I currently have the following C++ code:
output = min + (rand() * (int)(max - min) / RAND_MAX)
The problem is that it is not really uniform - max is returned only when rand() = RAND_MAX (for Visual C++ it is 1/32727). This is a major issue for small ranges like <-1, 1>, where the last value is almost never returned.
So I grabbed pen and paper and came up with following formula (which builds on the (int)(n + 0.5) integer rounding trick):
But it still doesn't give me a uniform distribution. Repeated runs with 10000 samples give me ratio of 37:50:13 for values values -1, 0. 1.
Is there a better formula? (Or even whole pseudo-random number generator function?)
The simplest (and hence best) C++ (using the 2011 standard) answer is:
#include <random>
std::random_device rd; // Only used once to initialise (seed) engine
std::mt19937 rng(rd()); // Random-number engine used (Mersenne-Twister in this case)
std::uniform_int_distribution<int> uni(min,max); // Guaranteed unbiased
auto random_integer = uni(rng);
There isn't any need to reinvent the wheel, worry about bias, or worry about using time as the random seed.
A fast, somewhat better than yours, but still not properly uniform distributed solution is
output = min + (rand() % static_cast<int>(max - min + 1))
Except when the size of the range is a power of 2, this method produces biased non-uniform distributed numbers regardless the quality of rand(). For a comprehensive test of the quality of this method, please read this.
If your compiler supports C++0x and using it is an option for you, then the new standard <random> header is likely to meet your needs. It has a high quality uniform_int_distribution which will accept minimum and maximum bounds (inclusive as you need), and you can choose among various random number generators to plug into that distribution.
Here is code that generates a million random ints uniformly distributed in [-57, 365]. I've used the new std <chrono> facilities to time it as you mentioned performance is a major concern for you.
#include <iostream>
#include <random>
#include <chrono>
int main()
{
typedef std::chrono::high_resolution_clock Clock;
typedef std::chrono::duration<double> sec;
Clock::time_point t0 = Clock::now();
const int N = 10000000;
typedef std::minstd_rand G; // Select the engine
G g; // Construct the engine
typedef std::uniform_int_distribution<> D; // Select the distribution
D d(-57, 365); // Construct the distribution
int c = 0;
for (int i = 0; i < N; ++i)
c += d(g); // Generate a random number
Clock::time_point t1 = Clock::now();
std::cout << N/sec(t1-t0).count() << " random numbers per second.\n";
return c;
}
For me (2.8 GHz Intel Core i5) this prints out:
2.10268e+07 random numbers per second.
You can seed the generator by passing in an int to its constructor:
G g(seed);
If you later find that int doesn't cover the range you need for your distribution, this can be remedied by changing the uniform_int_distribution like so (e.g., to long long):
typedef std::uniform_int_distribution<long long> D;
If you later find that the minstd_rand isn't a high enough quality generator, that can also easily be swapped out. E.g.:
typedef std::mt19937 G; // Now using mersenne_twister_engine
Having separate control over the random number generator, and the random distribution can be quite liberating.
I've also computed (not shown) the first four "moments" of this distribution (using minstd_rand) and compared them to the theoretical values in an attempt to quantify the quality of the distribution:
min = -57
max = 365
mean = 154.131
x_mean = 154
var = 14931.9
x_var = 14910.7
skew = -0.00197375
x_skew = 0
kurtosis = -1.20129
x_kurtosis = -1.20001
(The x_ prefix refers to "expected".)
Let's split the problem into two parts:
Generate a random number n in the range 0 through (max-min).
Add min to that number
The first part is obviously the hardest. Let's assume that the return value of rand() is perfectly uniform. Using modulo will add bias
to the first (RAND_MAX + 1) % (max-min+1) numbers. So if we could magically change RAND_MAX to RAND_MAX - (RAND_MAX + 1) % (max-min+1), there would no longer be any bias.
It turns out that we can use this intuition if we are willing to allow pseudo-nondeterminism into the running time of our algorithm. Whenever rand() returns a number which is too large, we simply ask for another random number until we get one which is small enough.
The running time is now geometrically distributed, with expected value 1/p where p is the probability of getting a small enough number on the first try. Since RAND_MAX - (RAND_MAX + 1) % (max-min+1) is always less than (RAND_MAX + 1) / 2,
we know that p > 1/2, so the expected number of iterations will always be less than two
for any range. It should be possible to generate tens of millions of random numbers in less than a second on a standard CPU with this technique.
Although the above is technically correct, DSimon's answer is probably more useful in practice. You shouldn't implement this stuff yourself. I have seen a lot of implementations of rejection sampling and it is often very difficult to see if it's correct or not.
Use the Mersenne Twister. The Boost implementation is rather easy to use and is well tested in many real-world applications. I've used it myself in several academic projects, such as artificial intelligence and evolutionary algorithms.
Here's their example where they make a simple function to roll a six-sided die:
#include <boost/random/mersenne_twister.hpp>
#include <boost/random/uniform_int.hpp>
#include <boost/random/variate_generator.hpp>
boost::mt19937 gen;
int roll_die() {
boost::uniform_int<> dist(1, 6);
boost::variate_generator<boost::mt19937&, boost::uniform_int<> > die(gen, dist);
return die();
}
Oh, and here's some more pimping of this generator just in case you aren't convinced you should use it over the vastly inferior rand():
The Mersenne Twister is a "random
number" generator invented by Makoto
Matsumoto and Takuji Nishimura; their
website includes numerous
implementations of the algorithm.
Essentially, the Mersenne Twister is a
very large linear-feedback shift
register. The algorithm operates on a
19,937 bit seed, stored in an
624-element array of 32-bit unsigned
integers. The value 2^19937-1 is a
Mersenne prime; the technique for
manipulating the seed is based on an
older "twisting" algorithm -- hence
the name "Mersenne Twister".
An appealing aspect of the Mersenne
Twister is its use of binary
operations -- as opposed to
time-consuming multiplication -- for
generating numbers. The algorithm also
has a very long period, and good
granularity. It is both fast and
effective for non-cryptographic applications.
int RandU(int nMin, int nMax)
{
return nMin + (int)((double)rand() / (RAND_MAX+1) * (nMax-nMin+1));
}
This is a mapping of 32768 integers to (nMax-nMin+1) integers. The mapping will be quite good if (nMax-nMin+1) is small (as in your requirement). Note however that if (nMax-nMin+1) is large, the mapping won't work (For example - you can't map 32768 values to 30000 values with equal probability). If such ranges are needed - you should use a 32-bit or 64-bit random source, instead of the 15-bit rand(), or ignore rand() results which are out-of-range.
Assume min and max are integer values,
[ and ] means include this value,
( and ) means do not include this value,
using the above to get the right value using C++'s rand().
Reference:
For ()[] define, visit Interval (mathematics).
For the rand and srand function or RAND_MAX define,
visit std::rand.
[min, max]
int randNum = rand() % (max - min + 1) + min
(min, max]
int randNum = rand() % (max - min) + min + 1
[min, max)
int randNum = rand() % (max - min) + min
(min, max)
int randNum = rand() % (max - min - 1) + min + 1
Here is an unbiased version that generates numbers in [low, high]:
int r;
do {
r = rand();
} while (r < ((unsigned int)(RAND_MAX) + 1) % (high + 1 - low));
return r % (high + 1 - low) + low;
If your range is reasonably small, there is no reason to cache the right-hand side of the comparison in the do loop.
I recommend the Boost.Random library. It's super detailed and well-documented, lets you explicitly specify what distribution you want, and in non-cryptographic scenarios can actually outperform a typical C library rand implementation.
Notice that in most suggestions the initial random value that you have got from rand() function, which is typically from 0 to RAND_MAX, is simply wasted. You are creating only one random number out of it, while there is a sound procedure that can give you more.
Assume that you want [min,max] region of integer random numbers. We start from [0, max-min]
Take base b=max-min+1
Start from representing a number you got from rand() in base b.
That way you have got floor(log(b,RAND_MAX)) because each digit in base b, except possibly the last one, represents a random number in the range [0, max-min].
Of course the final shift to [min,max] is simple for each random number r+min.
int n = NUM_DIGIT-1;
while(n >= 0)
{
r[n] = res % b;
res -= r[n];
res /= b;
n--;
}
If NUM_DIGIT is the number of digit in base b that you can extract and that is
NUM_DIGIT = floor(log(b,RAND_MAX))
then the above is as a simple implementation of extracting NUM_DIGIT random numbers from 0 to b-1 out of one RAND_MAX random number providing b < RAND_MAX.
In answers to this question, rejection sampling was already addressed, but I wanted to suggest one optimization based on the fact that rand() % 2^something does not introduce any bias as already mentioned above.
The algorithm is really simple:
calculate the smallest power of 2 greater than the interval length
randomize one number in that "new" interval
return that number if it is less than the length of the original interval
reject otherwise
Here's my sample code:
int randInInterval(int min, int max) {
int intervalLen = max - min + 1;
//now calculate the smallest power of 2 that is >= than `intervalLen`
int ceilingPowerOf2 = pow(2, ceil(log2(intervalLen)));
int randomNumber = rand() % ceilingPowerOf2; //this is "as uniform as rand()"
if (randomNumber < intervalLen)
return min + randomNumber; //ok!
return randInInterval(min, max); //reject sample and try again
}
This works well especially for small intervals, because the power of 2 will be "nearer" to the real interval length, and so the number of misses will be smaller.
PS: Obviously avoiding the recursion would be more efficient (there isn't any need to calculate over and over the log ceiling...), but I thought it was more readable for this example.
The following is the idea presented by Walter. I wrote a self-contained C++ class that will generate a random integer in the closed interval [low, high]. It requires C++11.
#include <random>
// Returns random integer in closed range [low, high].
class UniformRandomInt {
std::random_device _rd{};
std::mt19937 _gen{_rd()};
std::uniform_int_distribution<int> _dist;
public:
UniformRandomInt() {
set(1, 10);
}
UniformRandomInt(int low, int high) {
set(low, high);
}
// Set the distribution parameters low and high.
void set(int low, int high) {
std::uniform_int_distribution<int>::param_type param(low, high);
_dist.param(param);
}
// Get random integer.
int get() {
return _dist(_gen);
}
};
Example usage:
UniformRandomInt ur;
ur.set(0, 9); // Get random int in closed range [0, 9].
int value = ur.get()
The formula for this is very simple, so try this expression,
int num = (int) rand() % (max - min) + min;
//Where rand() returns a random number between 0.0 and 1.0
The following expression should be unbiased if I am not mistaken:
std::floor( ( max - min + 1.0 ) * rand() ) + min;
I am assuming here that rand() gives you a random value in the range between 0.0 and 1.0 not including 1.0 and that max and min are integers with the condition that min < max.

Why is rand()%6 biased?

When reading how to use std::rand, I found this code on cppreference.com
int x = 7;
while(x > 6)
x = 1 + std::rand()/((RAND_MAX + 1u)/6); // Note: 1+rand()%6 is biased
What is wrong with the expression on the right? Tried it and it works perfectly.
There are two issues with rand() % 6 (the 1+ doesn't affect either problem).
First, as several answers have pointed out, if the low bits of rand() aren't appropriately uniform, the result of the remainder operator is also not uniform.
Second, if the number of distinct values produced by rand() is not a multiple of 6, then the remainder will produce more low values than high values. That's true even if rand() returns perfectly distributed values.
As an extreme example, pretend that rand() produces uniformly distributed values in the range [0..6]. If you look at the remainders for those values, when rand() returns a value in the range [0..5], the remainder produces uniformly distributed results in the range [0..5]. When rand() returns 6, rand() % 6 returns 0, just as if rand() had returned 0. So you get a distribution with twice as many 0's as any other value.
The second is the real problem with rand() % 6.
The way to avoid that problem is to discard values that would produce non-uniform duplicates. You calculate the largest multiple of 6 that's less than or equal to RAND_MAX, and whenever rand() returns a value that's greater than or equal to that multiple you reject it and call `rand() again, as many times a needed.
So:
int max = 6 * ((RAND_MAX + 1u) / 6)
int value = rand();
while (value >= max)
value = rand();
That's a different implementation of the code in question, intended to more clearly show what's going on.
There are hidden depths here:
The use of the small u in RAND_MAX + 1u. RAND_MAX is defined to be an int type, and is often the largest possible int. The behaviour of RAND_MAX + 1 would be undefined in such instances as you'd be overflowing a signed type. Writing 1u forces type conversion of RAND_MAX to unsigned, so obviating the overflow.
The use of % 6 can (but on every implementation of std::rand I've seen doesn't) introduce any additional statistical bias above and beyond the alternative presented. Such instances where % 6 is hazardous are cases where the number generator has correlation plains in the low order bits, such as a rather famous IBM implementation (in C) of rand in, I think, the 1970s which flipped the high and low bits as "a final flourish". A further consideration is that 6 is very small cf. RAND_MAX, so there will be a minimal effect if RAND_MAX is not a multiple of 6, which it probably isn't.
In conclusion, these days, due to its tractability, I'd use % 6. It's not likely to introduce any statistical anomalies beyond those introduced by the generator itself. If you are still in doubt, test your generator to see if it has the appropriate statistical properties for your use case.
This example code illustrates that std::rand is a case of legacy cargo cult balderdash that should make your eyebrows raise every time you see it.
There are several issues here:
The contract people usually assume—even the poor hapless souls who don't know any better and won't think of it in precisely these terms—is that rand samples from the uniform distribution on the integers in 0, 1, 2, …, RAND_MAX, and each call yields an independent sample.
The first problem is that the assumed contract, independent uniform random samples in each call, is not actually what the documentation says—and in practice, implementations historically failed to provide even the barest simulacrum of independence. For example, C99 §7.20.2.1 ‘The rand function’ says, without elaboration:
The rand function computes a sequence of pseudo-random integers in the range 0 to RAND_MAX.
This is a meaningless sentence, because pseudorandomness is a property of a function (or family of functions), not of an integer, but that doesn't stop even ISO bureaucrats from abusing the language. After all, the only readers who would be upset by it know better than to read the documentation for rand for fear of their brain cells decaying.
A typical historical implementation in C works like this:
static unsigned int seed = 1;
static void
srand(unsigned int s)
{
seed = s;
}
static unsigned int
rand(void)
{
seed = (seed*1103515245 + 12345) % ((unsigned long)RAND_MAX + 1);
return (int)seed;
}
This has the unfortunate property that even though a single sample may be uniformly distributed under a uniform random seed (which depends on the specific value of RAND_MAX), it alternates between even and odd integers in consecutive calls—after
int a = rand();
int b = rand();
the expression (a & 1) ^ (b & 1) yields 1 with 100% probability, which is not the case for independent random samples on any distribution supported on even and odd integers. Thus, a cargo cult emerged that one should discard the low-order bits to chase the elusive beast of ‘better randomness’. (Spoiler alert: This is not a technical term. This is a sign that whosever prose you are reading either doesn't know what they're talking about, or thinks you are clueless and must be condescended to.)
The second problem is that even if each call did sample independently from a uniform random distribution on 0, 1, 2, …, RAND_MAX, the outcome of rand() % 6 would not be uniformly distributed in 0, 1, 2, 3, 4, 5 like a die roll, unless RAND_MAX is congruent to -1 modulo 6. Simple counterexample: If RAND_MAX = 6, then from rand(), all outcomes have equal probability 1/7, but from rand() % 6, the outcome 0 has probability 2/7 while all other outcomes have probability 1/7.
The right way to do this is with rejection sampling: repeatedly draw an independent uniform random sample s from 0, 1, 2, …, RAND_MAX, and reject (for example) the outcomes 0, 1, 2, …, ((RAND_MAX + 1) % 6) - 1—if you get one of those, start over; otherwise, yield s % 6.
unsigned int s;
while ((s = rand()) < ((unsigned long)RAND_MAX + 1) % 6)
continue;
return s % 6;
This way, the set of outcomes from rand() that we accept is evenly divisible by 6, and each possible outcome from s % 6 is obtained by the same number of accepted outcomes from rand(), so if rand() is uniformly distributed then so is s. There is no bound on the number of trials, but the expected number is less than 2, and the probability of success grows exponentially with the number of trials.
The choice of which outcomes of rand() you reject is immaterial, provided that you map an equal number of them to each integer below 6. The code at cppreference.com makes a different choice, because of the first problem above—that nothing is guaranteed about the distribution or independence of outputs of rand(), and in practice the low-order bits exhibited patterns that don't ‘look random enough’ (never mind that the next output is a deterministic function of the previous one).
Exercise for the reader: Prove that the code at cppreference.com yields a uniform distribution on die rolls if rand() yields a uniform distribution on 0, 1, 2, …, RAND_MAX.
Exercise for the reader: Why might you prefer one or the other subsets to reject? What computation is needed for each trial in the two cases?
A third problem is that the seed space is so small that even if the seed is uniformly distributed, an adversary armed with knowledge of your program and one outcome but not the seed can readily predict the seed and subsequent outcomes, which makes them seem not so random after all. So don't even think about using this for cryptography.
You can go the fancy overengineered route and C++11's std::uniform_int_distribution class with an appropriate random device and your favorite random engine like the ever-popular Mersenne twister std::mt19937 to play at dice with your four-year-old cousin, but even that is not going to be fit for generating cryptographic key material—and the Mersenne twister is a terrible space hog too with a multi-kilobyte state wreaking havoc on your CPU's cache with an obscene setup time, so it is bad even for, e.g., parallel Monte Carlo simulations with reproducible trees of subcomputations; its popularity likely arises mainly from its catchy name. But you can use it for toy dice rolling like this example!
Another approach is to use a simple cryptographic pseudorandom number generator with a small state, such as a simple fast key erasure PRNG, or just a stream cipher such as AES-CTR or ChaCha20 if you are confident (e.g., in a Monte Carlo simulation for research in the natural sciences) that there are no adverse consequences to predicting past outcomes if the state is ever compromised.
I'm not an experienced C++ user by any means, but was interested to see if the other answers regarding
std::rand()/((RAND_MAX + 1u)/6) being less biased than 1+std::rand()%6 actually holds true. So I wrote a test program to tabulate the results for both methods (I haven't written C++ in ages, please check it). A link for running the code is found here. It's also reproduced as follows:
// Example program
#include <cstdlib>
#include <iostream>
#include <ctime>
#include <string>
int main()
{
std::srand(std::time(nullptr)); // use current time as seed for random generator
// Roll the die 6000000 times using the supposedly unbiased method and keep track of the results
int results[6] = {0,0,0,0,0,0};
// roll a 6-sided die 20 times
for (int n=0; n != 6000000; ++n) {
int x = 7;
while(x > 6)
x = 1 + std::rand()/((RAND_MAX + 1u)/6); // Note: 1+rand()%6 is biased
results[x-1]++;
}
for (int n=0; n !=6; n++) {
std::cout << results[n] << ' ';
}
std::cout << "\n";
// Roll the die 6000000 times using the supposedly biased method and keep track of the results
int results_bias[6] = {0,0,0,0,0,0};
// roll a 6-sided die 20 times
for (int n=0; n != 6000000; ++n) {
int x = 7;
while(x > 6)
x = 1 + std::rand()%6;
results_bias[x-1]++;
}
for (int n=0; n !=6; n++) {
std::cout << results_bias[n] << ' ';
}
}
I then took the output of this and used the chisq.test function in R to run a Chi-square test to see if the results are significantly different than expected. This stackexchange question goes into more detail of using the chi-square test to test die fairness: How can I test whether a die is fair?. Here are the results for a few runs:
> ?chisq.test
> unbias <- c(100150, 99658, 100319, 99342, 100418, 100113)
> bias <- c(100049, 100040, 100091, 99966, 100188, 99666 )
> chisq.test(unbias)
Chi-squared test for given probabilities
data: unbias
X-squared = 8.6168, df = 5, p-value = 0.1254
> chisq.test(bias)
Chi-squared test for given probabilities
data: bias
X-squared = 1.6034, df = 5, p-value = 0.9008
> unbias <- c(998630, 1001188, 998932, 1001048, 1000968, 999234 )
> bias <- c(1000071, 1000910, 999078, 1000080, 998786, 1001075 )
> chisq.test(unbias)
Chi-squared test for given probabilities
data: unbias
X-squared = 7.051, df = 5, p-value = 0.2169
> chisq.test(bias)
Chi-squared test for given probabilities
data: bias
X-squared = 4.319, df = 5, p-value = 0.5045
> unbias <- c(998630, 999010, 1000736, 999142, 1000631, 1001851)
> bias <- c(999803, 998651, 1000639, 1000735, 1000064,1000108)
> chisq.test(unbias)
Chi-squared test for given probabilities
data: unbias
X-squared = 7.9592, df = 5, p-value = 0.1585
> chisq.test(bias)
Chi-squared test for given probabilities
data: bias
X-squared = 2.8229, df = 5, p-value = 0.7273
In the three runs that I did, the p-value for both methods was always greater than typical alpha values used to test significance (0.05). This means that we wouldn't consider either of them to be biased. Interestingly, the supposedly unbiased method has consistently lower p-values, which indicates that it might actually be more biased. The caveat being that I only did 3 runs.
UPDATE: While I was writing my answer, Konrad Rudolph posted an answer that takes the same approach, but gets a very different result. I don't have the reputation to comment on his answer, so I'm going to address it here. First, the main thing is that the code he uses uses the same seed for the random number generator every time it's run. If you change the seed, you actually get a variety of results. Second, if you don't change the seed, but change the number of trials, you also get a variety of results. Try increasing or decreasing by an order of magnitude to see what I mean. Third, there is some integer truncation or rounding going on where the expected values aren't quite accurate. It probably isn't enough to make a difference, but it's there.
Basically, in summary, he just happened to get the right seed and number of trials that he might be getting a false result.
One can think of a random number generator as working on a stream of binary digits. The generator turns the stream into numbers by slicing it up into chunks. If the std:rand function is working with a RAND_MAX of 32767, then it is using 15 bits in each slice.
When one takes the modules of a number between 0 and 32767 inclusive one finds that 5462 '0's and '1's but only 5461 '2's, '3's, '4's, and '5's. Hence the result is biased. The larger the RAND_MAX value is, the less bias there will be, but it is inescapable.
What is not biased is a number in the range [0..(2^n)-1]. You can generate a (theoretically) better number in the range 0..5 by extracting 3 bits, converting them to an integer in the range 0..7 and rejecting 6 and 7.
One hopes that every bit in the bit stream has an equal chance of being a '0' or a '1' irrespective of where it is in the stream or the values of other bits. This is exceptionally difficult in practice. The many different implementations of software PRNGs offer different compromises between speed and quality. A linear congruential generator such as std::rand offers fastest speed for lowest quality. A cryptographic generator offers highest quality for lowest speed.

C++ Random Number Check for Very Small Probabilities

I have a very small probability of an event occurring (of order 1e-5) and am trying to use a uniform random number to test for success. As the probability drops to around 1e-4 the fraction of successes no longer matches the probability in the test code below.
How can I get an accurate check for success with such small probabilities? I tried using other random number generators but all the suggestions I found were for C++11 which I am not using. Many thanks in advance!
#include <cstlib>
#include <iostream>
#include <cmath>
double Prob, rand_num, frac_success;
int num_success, num_tries;
Prob = 1e-4;
num_tries = 1e8;
num_success = 0;
for (int i=0; i<num_tries; i++) {
rand_num = (double) rand() / RAND_MAX; // random number between 0 and 1
if (rand_num < Prob) {
num_success ++; // Record success
}
}
frac_success = double(num_success) / double(num_tries);
cout << Prob << endl << frac_success << endl;
The fraction of successes is roughly equal to Prob when Prob = 1e-3, but for Prob = 1e-4 it is always greater than 1.2e-4. The discrepancy gets worse with lower probabilities, and does not seem to be fixed by increasing the number of tries.
EDIT:
As said by DiJuMx and Stefano Sanfilippo it seems rand() simply isn't a good enough generator to use. I decided to change to C++11 so I could use the uniform_real_distribution which solves the problem (this meant changes to other non-C++11 code but there was happily less to change than I expected).
This sounds like your value of RAND_MAX is too small.
Consider the fact that rand() returns an integer between 0 and RAND_MAX. If you divide this number by RAND_MAX then, besides 0, the smallest number you can get is 1.0/RAND_MAX.
When RAND_MAX is 32767, the smallest value is 3e-5. Whereas, on my machine, RAND_MAX is 2147483647, so the smallest value is 4e-10.
Alternatively, look at Stefano's answer about using C++ specific libraries.
rand() is a very bad RNG, it would be ok just for implementing tic-tac-toe, but not for any serious business.
If you can't use C+11 random module, you can still take advantage of Boost.Random, which works with C++03 too. Browse the generators page and look for the best suit.
First, you have to consider that your estimator comes with a certain error. I didnt find a good link, in short it is:
H = success / trials // your estimator
E(H) = p // the expectation value is the real probability
Var(H) = p(1-p)/n // variance of your estimator
This alone would suggest that you should get better results for smaller probabilities.
However, as suggested in the other answers, you should use a proper random number generator.
The rng should produces each possible outcome with same probablity (if its uniform). Lets say for a moment RAND_MAX=3. If we run it often enough, each possible value will occur with the same frequency and we get the same result as if we used each value only once. Now consider
for (int i=0;i<4;i++){std::cout << (double)i/3 << std::endl;}
this will produce
0
0.333333
0.666667
1
This will give reasonable results for not too small probabilities (eg. when trying to find p=0.5 by chance you can find the exact value). However, when you try to find a small probability, the result will be too big.
The effect is the same when RAND_MAX=32767, it just shows up for smaller probabilities (somewhere around p < 1/RAND_MAX). Actually I dont know if this can be fixed by simply dividing by RAND_MAX+1 but here is a video that quite nicely dramatizes and explains the problems with rand().
If you suspect your random number generator has a bias you can check it by running it a large number of times and generating the frequency distribution.
Try it with different seeds and see if the bias holds.
If it does have a steady bias, record the distribution and use this to overcome the bias.

Implementation of random number generator [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How does a random number generator work?
I am looking for internal implementation of a random number generator in C/C++.Basically I am interested to know, what exactly happens when rand() is called. After all machine follows definite set of instructions, how can it be random!
Edit: Want to know how can I implement one in C/C++.
They're pseudo-random number generators, not truly random ones. This is often a good thing since it allows you to reproduce bugs more easily where "random" numbers are involved.
You can get random number generators, such as reading /dev/random under Linux but the normal ones that ship with C libraries generally aren't.
The simplest one are linear congruential generators where:
nx+1 = (nx * A + C) modulo M
with suitably chosen values of A, C and M.
Wikipedia's page on LCGs gives some sample values used by various implementations. For example, the glibc one listed there has A = 1103515245, C = 12345, M = 2^31 so it's a simple thing like:
static unsigned int seed = 1;
void srand (int newseed) {
seed = (unsigned)newseed & 0x7fffffffU;
}
int rand (void) {
seed = (seed * 1103515245U + 12345U) & 0x7fffffffU;
return (int)seed;
}
Aside: The glibc implementation still has this generator within it (called the Type 0 generator) but it also has a fancier trinomial generator as well, which is (presumably) better.
There are also more complex ones (such as the Mersenne twister) that have a much greater cycle time (time before starting to repeat).
Any truly random generator must use a truly random input source which is why /dev/random will sometimes block "waiting for entropy", while /dev/urandom won't.
"Truly" random sources may be affected by timing between keystrokes, data entered by users, the contents of network packets, disk I/O patterns, time taken for an ICMP response to come back over the network and all sorts of other wondrous, mostly non-deterministic things.
Unless you're heavily into crypto, normal random number generators should be just fine.
Here is a simple pseudo random algorithm:
//generates pseudo random series of numbers 0...RAND_MAX - 1 with uniform distribution, starting with 0
static const int A = 15342; // any number in (0, RAND_MAX)
static const int C = 45194; // any number in [0, RAND_MAX)
static const RAND_MAX = 100000;
int rand()
{
static int prev = 0; //seed. any number in [0, RAND_MAX)
prev = ( prev * A + C ) % RAND_MAX;
return prev;
}
You can read more here: http://en.wikipedia.org/wiki/Linear_congruential_generator
As I said in the comments, the random generators of RAM machines are not truly random, they are pseudo-random.
You can always have a look at the java source of java.util.Random.
Specifically - the method next(int bits) is what you are looking for.
protected int next(int bits) {
long oldseed, nextseed;
AtomicLong seed = this.seed;
do {
oldseed = seed.get();
nextseed = (oldseed * multiplier + addend) & mask;
} while (!seed.compareAndSet(oldseed, nextseed));
return (int)(nextseed >>> (48 - bits));
}
(*) This answer fits for a previous version of the question, which was tagged as java and did not ask specifically for C++.

Generating a random integer from a range

I need a function which would generate a random integer in a given range (including boundary values). I don't have unreasonable quality/randomness requirements; I have four requirements:
I need it to be fast. My project needs to generate millions (or sometimes even tens of millions) of random numbers and my current generator function has proven to be a bottleneck.
I need it to be reasonably uniform (use of rand() is perfectly fine).
the minimum-maximum ranges can be anything from <0, 1> to <-32727, 32727>.
it has to be seedable.
I currently have the following C++ code:
output = min + (rand() * (int)(max - min) / RAND_MAX)
The problem is that it is not really uniform - max is returned only when rand() = RAND_MAX (for Visual C++ it is 1/32727). This is a major issue for small ranges like <-1, 1>, where the last value is almost never returned.
So I grabbed pen and paper and came up with following formula (which builds on the (int)(n + 0.5) integer rounding trick):
But it still doesn't give me a uniform distribution. Repeated runs with 10000 samples give me ratio of 37:50:13 for values values -1, 0. 1.
Is there a better formula? (Or even whole pseudo-random number generator function?)
The simplest (and hence best) C++ (using the 2011 standard) answer is:
#include <random>
std::random_device rd; // Only used once to initialise (seed) engine
std::mt19937 rng(rd()); // Random-number engine used (Mersenne-Twister in this case)
std::uniform_int_distribution<int> uni(min,max); // Guaranteed unbiased
auto random_integer = uni(rng);
There isn't any need to reinvent the wheel, worry about bias, or worry about using time as the random seed.
A fast, somewhat better than yours, but still not properly uniform distributed solution is
output = min + (rand() % static_cast<int>(max - min + 1))
Except when the size of the range is a power of 2, this method produces biased non-uniform distributed numbers regardless the quality of rand(). For a comprehensive test of the quality of this method, please read this.
If your compiler supports C++0x and using it is an option for you, then the new standard <random> header is likely to meet your needs. It has a high quality uniform_int_distribution which will accept minimum and maximum bounds (inclusive as you need), and you can choose among various random number generators to plug into that distribution.
Here is code that generates a million random ints uniformly distributed in [-57, 365]. I've used the new std <chrono> facilities to time it as you mentioned performance is a major concern for you.
#include <iostream>
#include <random>
#include <chrono>
int main()
{
typedef std::chrono::high_resolution_clock Clock;
typedef std::chrono::duration<double> sec;
Clock::time_point t0 = Clock::now();
const int N = 10000000;
typedef std::minstd_rand G; // Select the engine
G g; // Construct the engine
typedef std::uniform_int_distribution<> D; // Select the distribution
D d(-57, 365); // Construct the distribution
int c = 0;
for (int i = 0; i < N; ++i)
c += d(g); // Generate a random number
Clock::time_point t1 = Clock::now();
std::cout << N/sec(t1-t0).count() << " random numbers per second.\n";
return c;
}
For me (2.8 GHz Intel Core i5) this prints out:
2.10268e+07 random numbers per second.
You can seed the generator by passing in an int to its constructor:
G g(seed);
If you later find that int doesn't cover the range you need for your distribution, this can be remedied by changing the uniform_int_distribution like so (e.g., to long long):
typedef std::uniform_int_distribution<long long> D;
If you later find that the minstd_rand isn't a high enough quality generator, that can also easily be swapped out. E.g.:
typedef std::mt19937 G; // Now using mersenne_twister_engine
Having separate control over the random number generator, and the random distribution can be quite liberating.
I've also computed (not shown) the first four "moments" of this distribution (using minstd_rand) and compared them to the theoretical values in an attempt to quantify the quality of the distribution:
min = -57
max = 365
mean = 154.131
x_mean = 154
var = 14931.9
x_var = 14910.7
skew = -0.00197375
x_skew = 0
kurtosis = -1.20129
x_kurtosis = -1.20001
(The x_ prefix refers to "expected".)
Let's split the problem into two parts:
Generate a random number n in the range 0 through (max-min).
Add min to that number
The first part is obviously the hardest. Let's assume that the return value of rand() is perfectly uniform. Using modulo will add bias
to the first (RAND_MAX + 1) % (max-min+1) numbers. So if we could magically change RAND_MAX to RAND_MAX - (RAND_MAX + 1) % (max-min+1), there would no longer be any bias.
It turns out that we can use this intuition if we are willing to allow pseudo-nondeterminism into the running time of our algorithm. Whenever rand() returns a number which is too large, we simply ask for another random number until we get one which is small enough.
The running time is now geometrically distributed, with expected value 1/p where p is the probability of getting a small enough number on the first try. Since RAND_MAX - (RAND_MAX + 1) % (max-min+1) is always less than (RAND_MAX + 1) / 2,
we know that p > 1/2, so the expected number of iterations will always be less than two
for any range. It should be possible to generate tens of millions of random numbers in less than a second on a standard CPU with this technique.
Although the above is technically correct, DSimon's answer is probably more useful in practice. You shouldn't implement this stuff yourself. I have seen a lot of implementations of rejection sampling and it is often very difficult to see if it's correct or not.
Use the Mersenne Twister. The Boost implementation is rather easy to use and is well tested in many real-world applications. I've used it myself in several academic projects, such as artificial intelligence and evolutionary algorithms.
Here's their example where they make a simple function to roll a six-sided die:
#include <boost/random/mersenne_twister.hpp>
#include <boost/random/uniform_int.hpp>
#include <boost/random/variate_generator.hpp>
boost::mt19937 gen;
int roll_die() {
boost::uniform_int<> dist(1, 6);
boost::variate_generator<boost::mt19937&, boost::uniform_int<> > die(gen, dist);
return die();
}
Oh, and here's some more pimping of this generator just in case you aren't convinced you should use it over the vastly inferior rand():
The Mersenne Twister is a "random
number" generator invented by Makoto
Matsumoto and Takuji Nishimura; their
website includes numerous
implementations of the algorithm.
Essentially, the Mersenne Twister is a
very large linear-feedback shift
register. The algorithm operates on a
19,937 bit seed, stored in an
624-element array of 32-bit unsigned
integers. The value 2^19937-1 is a
Mersenne prime; the technique for
manipulating the seed is based on an
older "twisting" algorithm -- hence
the name "Mersenne Twister".
An appealing aspect of the Mersenne
Twister is its use of binary
operations -- as opposed to
time-consuming multiplication -- for
generating numbers. The algorithm also
has a very long period, and good
granularity. It is both fast and
effective for non-cryptographic applications.
int RandU(int nMin, int nMax)
{
return nMin + (int)((double)rand() / (RAND_MAX+1) * (nMax-nMin+1));
}
This is a mapping of 32768 integers to (nMax-nMin+1) integers. The mapping will be quite good if (nMax-nMin+1) is small (as in your requirement). Note however that if (nMax-nMin+1) is large, the mapping won't work (For example - you can't map 32768 values to 30000 values with equal probability). If such ranges are needed - you should use a 32-bit or 64-bit random source, instead of the 15-bit rand(), or ignore rand() results which are out-of-range.
Assume min and max are integer values,
[ and ] means include this value,
( and ) means do not include this value,
using the above to get the right value using C++'s rand().
Reference:
For ()[] define, visit Interval (mathematics).
For the rand and srand function or RAND_MAX define,
visit std::rand.
[min, max]
int randNum = rand() % (max - min + 1) + min
(min, max]
int randNum = rand() % (max - min) + min + 1
[min, max)
int randNum = rand() % (max - min) + min
(min, max)
int randNum = rand() % (max - min - 1) + min + 1
Here is an unbiased version that generates numbers in [low, high]:
int r;
do {
r = rand();
} while (r < ((unsigned int)(RAND_MAX) + 1) % (high + 1 - low));
return r % (high + 1 - low) + low;
If your range is reasonably small, there is no reason to cache the right-hand side of the comparison in the do loop.
I recommend the Boost.Random library. It's super detailed and well-documented, lets you explicitly specify what distribution you want, and in non-cryptographic scenarios can actually outperform a typical C library rand implementation.
Notice that in most suggestions the initial random value that you have got from rand() function, which is typically from 0 to RAND_MAX, is simply wasted. You are creating only one random number out of it, while there is a sound procedure that can give you more.
Assume that you want [min,max] region of integer random numbers. We start from [0, max-min]
Take base b=max-min+1
Start from representing a number you got from rand() in base b.
That way you have got floor(log(b,RAND_MAX)) because each digit in base b, except possibly the last one, represents a random number in the range [0, max-min].
Of course the final shift to [min,max] is simple for each random number r+min.
int n = NUM_DIGIT-1;
while(n >= 0)
{
r[n] = res % b;
res -= r[n];
res /= b;
n--;
}
If NUM_DIGIT is the number of digit in base b that you can extract and that is
NUM_DIGIT = floor(log(b,RAND_MAX))
then the above is as a simple implementation of extracting NUM_DIGIT random numbers from 0 to b-1 out of one RAND_MAX random number providing b < RAND_MAX.
In answers to this question, rejection sampling was already addressed, but I wanted to suggest one optimization based on the fact that rand() % 2^something does not introduce any bias as already mentioned above.
The algorithm is really simple:
calculate the smallest power of 2 greater than the interval length
randomize one number in that "new" interval
return that number if it is less than the length of the original interval
reject otherwise
Here's my sample code:
int randInInterval(int min, int max) {
int intervalLen = max - min + 1;
//now calculate the smallest power of 2 that is >= than `intervalLen`
int ceilingPowerOf2 = pow(2, ceil(log2(intervalLen)));
int randomNumber = rand() % ceilingPowerOf2; //this is "as uniform as rand()"
if (randomNumber < intervalLen)
return min + randomNumber; //ok!
return randInInterval(min, max); //reject sample and try again
}
This works well especially for small intervals, because the power of 2 will be "nearer" to the real interval length, and so the number of misses will be smaller.
PS: Obviously avoiding the recursion would be more efficient (there isn't any need to calculate over and over the log ceiling...), but I thought it was more readable for this example.
The following is the idea presented by Walter. I wrote a self-contained C++ class that will generate a random integer in the closed interval [low, high]. It requires C++11.
#include <random>
// Returns random integer in closed range [low, high].
class UniformRandomInt {
std::random_device _rd{};
std::mt19937 _gen{_rd()};
std::uniform_int_distribution<int> _dist;
public:
UniformRandomInt() {
set(1, 10);
}
UniformRandomInt(int low, int high) {
set(low, high);
}
// Set the distribution parameters low and high.
void set(int low, int high) {
std::uniform_int_distribution<int>::param_type param(low, high);
_dist.param(param);
}
// Get random integer.
int get() {
return _dist(_gen);
}
};
Example usage:
UniformRandomInt ur;
ur.set(0, 9); // Get random int in closed range [0, 9].
int value = ur.get()
The formula for this is very simple, so try this expression,
int num = (int) rand() % (max - min) + min;
//Where rand() returns a random number between 0.0 and 1.0
The following expression should be unbiased if I am not mistaken:
std::floor( ( max - min + 1.0 ) * rand() ) + min;
I am assuming here that rand() gives you a random value in the range between 0.0 and 1.0 not including 1.0 and that max and min are integers with the condition that min < max.