#include "rng_sfmt.h" #include #include // This is from gcc sources, namely from fixincludes/inclhack.def // On C++11 systems, could be included instead. #define UINT64_MAX (~(uint64_t)0) RNG_SFMT::RNG_SFMT(QObject *parent) : RNG_Abstract(parent) { // initialize the random number generator with a 32bit integer seed (timestamp) sfmt_init_gen_rand(&sfmt, QDateTime::currentDateTime().toTime_t()); } /** * Much thought went into this, please read this comment before you modify the code. * Let SFMT() be an alias for sfmt_genrand_uint64() aka SFMT's rand() function. * * SMFT() returns a uniformly distributed pseudorandom number from 0 to UINT64_MAX. * As SFMT() operates on a limited integer range, it is a _discrete_ function. * * We want a random number from a given interval [min, max] though, so we need to * implement the (discrete) cumulative distribution function SFMT(min, max), which * returns a random number X from [min, max]. * * This CDF is by formal definition: * SFMT(X; min, max) = (floor(X) - min + 1) / (max - min + 1) * * To get out the random variable, solve for X: * floor(X) = SFMT(X; min, max) * (max - min + 1) + min - 1 * So this is, what getNumber(min, max) should look like. * Problem: SFMT(X; min, max) * (max - min + 1) could produce an integer overflow, * so it is not safe. * * One solution is to divide the universe into buckets of equal size depending on the * range [min, max] and assign X to the bucket that contains the number generated * by SFMT(). This equals to modulo computation and is not satisfying: * If the buckets don't divide the universe equally, because the bucket size is not * a divisor of 2, there will be a range in the universe that is biased because one * bucket is too small thus will be chosen less equally! * * This is solved by rejection sampling: * As SFMT() is assumed to be unbiased, we are allowed to ignore those random numbers * from SFMT() that would force us to have an unequal bucket and generate new random * numbers until one number fits into one of the other buckets. * This can be compared to an ideal six sided die that is rolled until only sides * 1-5 show up, while 6 represents something that you don't want. So you basically roll * a five sided die. * * Note: If you replace the SFMT RNG with some other rand() function in the future, * then you _need_ to change the UINT64_MAX constant to the largest possible random * number which can be created by the new rand() function. This value is often defined * in a RAND_MAX constant. * Otherwise you will probably skew the outcome of the getNumber() method or worsen the * performance of the application. */ unsigned int RNG_SFMT::getNumber(unsigned int min, unsigned int max) { // This all makes no sense if min > max. // So in debug mode Q_ASSERT will print a warning... Q_ASSERT(min <= max); // ... and at runtime min and max will be swapped; this should never happen. if(min > max) std::swap(min, max); // First compute the diameter (aka size, length) of the [min, max] interval const unsigned int diameter = max - min + 1; // Compute how many buckets (each in size of the diameter) will fit into the // universe. // If the division has a remainder, the result is floored automatically. const uint64_t buckets = UINT64_MAX / diameter; // Compute the last valid random number. All numbers beyond have to be ignored. // If there was no remainder in the previous step, limit is equal to UINT64_MAX. const uint64_t limit = diameter * buckets; uint64_t rand; // To make the random number generation thread-safe, a mutex is created around // the generation. Outside of the loop of course, to avoid lock/unlock overhead. mutex.lock(); do { rand = sfmt_genrand_uint64(&sfmt); } while (rand >= limit); mutex.unlock(); // Now determine the bucket containing the SFMT() random number and after adding // the lower bound, a random number from [min, max] can be returned. return (unsigned int) (rand / buckets + min); }