random generator now based on pcg-random
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6 changed files with 405 additions and 5 deletions
116
pcg/pcg_basic.c
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116
pcg/pcg_basic.c
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/*
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* PCG Random Number Generation for C.
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*
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* Copyright 2014 Melissa O'Neill <oneill@pcg-random.org>
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* For additional information about the PCG random number generation scheme,
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* including its license and other licensing options, visit
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*
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* http://www.pcg-random.org
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*/
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/*
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* This code is derived from the full C implementation, which is in turn
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* derived from the canonical C++ PCG implementation. The C++ version
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* has many additional features and is preferable if you can use C++ in
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* your project.
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*/
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#include "pcg_basic.h"
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// state for global RNGs
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static pcg32_random_t pcg32_global = PCG32_INITIALIZER;
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// pcg32_srandom(initstate, initseq)
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// pcg32_srandom_r(rng, initstate, initseq):
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// Seed the rng. Specified in two parts, state initializer and a
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// sequence selection constant (a.k.a. stream id)
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void pcg32_srandom_r(pcg32_random_t* rng, uint64_t initstate, uint64_t initseq)
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{
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rng->state = 0U;
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rng->inc = (initseq << 1u) | 1u;
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pcg32_random_r(rng);
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rng->state += initstate;
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pcg32_random_r(rng);
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}
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void pcg32_srandom(uint64_t seed, uint64_t seq)
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{
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pcg32_srandom_r(&pcg32_global, seed, seq);
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}
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// pcg32_random()
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// pcg32_random_r(rng)
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// Generate a uniformly distributed 32-bit random number
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uint32_t pcg32_random_r(pcg32_random_t* rng)
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{
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uint64_t oldstate = rng->state;
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rng->state = oldstate * 6364136223846793005ULL + rng->inc;
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uint32_t xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
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uint32_t rot = oldstate >> 59u;
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return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
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}
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uint32_t pcg32_random()
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{
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return pcg32_random_r(&pcg32_global);
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}
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// pcg32_boundedrand(bound):
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// pcg32_boundedrand_r(rng, bound):
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// Generate a uniformly distributed number, r, where 0 <= r < bound
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uint32_t pcg32_boundedrand_r(pcg32_random_t* rng, uint32_t bound)
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{
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// To avoid bias, we need to make the range of the RNG a multiple of
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// bound, which we do by dropping output less than a threshold.
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// A naive scheme to calculate the threshold would be to do
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//
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// uint32_t threshold = 0x100000000ull % bound;
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//
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// but 64-bit div/mod is slower than 32-bit div/mod (especially on
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// 32-bit platforms). In essence, we do
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//
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// uint32_t threshold = (0x100000000ull-bound) % bound;
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//
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// because this version will calculate the same modulus, but the LHS
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// value is less than 2^32.
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uint32_t threshold = -bound % bound;
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// Uniformity guarantees that this loop will terminate. In practice, it
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// should usually terminate quickly; on average (assuming all bounds are
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// equally likely), 82.25% of the time, we can expect it to require just
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// one iteration. In the worst case, someone passes a bound of 2^31 + 1
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// (i.e., 2147483649), which invalidates almost 50% of the range. In
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// practice, bounds are typically small and only a tiny amount of the range
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// is eliminated.
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for (;;) {
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uint32_t r = pcg32_random_r(rng);
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if (r >= threshold)
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return r % bound;
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}
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}
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uint32_t pcg32_boundedrand(uint32_t bound)
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{
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return pcg32_boundedrand_r(&pcg32_global, bound);
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}
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