FW: bad rand generator: distribution/prevalences/periodicity
Re: Lego FW:extrem poor equal distribution of random prevalences
pls don't ever bug me with Java...^^
Re: Lego FW:extrem poor equal distribution of random prevalences
I meanwhile found the original code in the original reference:
http://computer.howstuffworks.com/c14.htm
http://computer.howstuffworks.com/c14.htm
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Re: Lego FW:extrem poor equal distribution of random prevalences
So, as I have passed the exam, I checked how rand(), Random() and Random(x) is implemented.
First of all, according to the specification (version 2.0) the number generator returns an signed 16-bit number. It reseeds for every 20 calls to this function.
For Random(16) the compiled NBC code is:It stores the range, then it calls the internal random function and moves the result into __RandomTmp which is a unsigned long. (Notice that this actually doesn't matter, as it is overwritten just after that...)
It adds 2^15 which insures that it becomes a positive value.
Now the range is multiplied into the result. Then it is divided with 2^16 which truncates all the lower unnecessary bits.
In short, it uses the most significant bits instead of the less significant bits which modulus would do.
Random() is simply:This is why it is signed when a range is not specified.
rand() is:Which is exactly the same as Random( RAND_MAX ).
IIRC casting should work fine in NBC so I don't know why it doesn't make use of that instead.
First of all, according to the specification (version 2.0) the number generator returns an signed 16-bit number. It reseeds for every 20 calls to this function.
For Random(16) the compiled NBC code is:
Code: Select all
set __D0main, 16
syscall 24, __RandomArgs
mov __RandomTmp, __RandomArgs.Result
add __RandomTmp, __RandomArgs.Result, __constVal32768
mul __RandomTmp, __RandomTmp, __D0main
div __RandomTmp, __RandomTmp, __constVal65536
mov __D0main, __RandomTmp
It adds 2^15 which insures that it becomes a positive value.
Now the range is multiplied into the result. Then it is divided with 2^16 which truncates all the lower unnecessary bits.
In short, it uses the most significant bits instead of the less significant bits which modulus would do.
Random() is simply:
Code: Select all
syscall 24, __RandomArgs
mov __D0main, __RandomArgs.Result
rand() is:
Code: Select all
mov __D0main, __constVal32768
syscall 24, __RandomArgs
mov __RandomTmp, __RandomArgs.Result
add __RandomTmp, __RandomArgs.Result, __constVal32768
mul __RandomTmp, __RandomTmp, __D0main
div __RandomTmp, __RandomTmp, __constVal65536
mov __D0main, __RandomTmp
IIRC casting should work fine in NBC so I don't know why it doesn't make use of that instead.
My blog: http://spillerrec.dk/category/lego/
RICcreator, an alternative to nxtRICeditV2: http://riccreator.sourceforge.net/
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Re: Lego FW:extrem poor equal distribution of random prevalences
Congratulations!So, as I have passed the exam
About the rand function processing I'm not sure if we should use this any more, the equal distribution of the basic series is simply too bad.
I think I will always use my custom function in future (provided the results of further statistical tests will still be ok)
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Re: Lego FW:extrem poor equal distribution of random prevalences
I don't see why this isn't good enough for NXT purposes:
What do you need to do which require it to be better than this?My blog: http://spillerrec.dk/category/lego/
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Re: Lego FW:extrem poor equal distribution of random prevalences
what exactly have you done?
edit:
ok, I suppose you used Random(16) instead of rand()%16
well, the distribution is ok, but
1) Random is no C cmd and I don't like non-C-cmds
2) the underlying rand() function is still not equally distributed (if it was, rand()%16 would be also equally distributed)
3) so the random series produced bei Random() is faked or manipulated in some way
4) It's still not possible to plant a random seed using NXC rand() or Random() with srand(x)
5) my own function rand_() works like ANSI C rand() and I can plant a random seed using srand(x) :)
edit:
ok, I suppose you used Random(16) instead of rand()%16
well, the distribution is ok, but
1) Random is no C cmd and I don't like non-C-cmds
2) the underlying rand() function is still not equally distributed (if it was, rand()%16 would be also equally distributed)
3) so the random series produced bei Random() is faked or manipulated in some way
4) It's still not possible to plant a random seed using NXC rand() or Random() with srand(x)
5) my own function rand_() works like ANSI C rand() and I can plant a random seed using srand(x) :)
Re: Lego FW:extrem poor equal distribution of random prevalences
The C version ofdoc-helmut wrote:1) Random is no C cmd and I don't like non-C-cmds
rand()
isn't perfect, either... if your function really is the real implementation of C-rand()
.And don't forget the patterns...doc-helmut wrote:2) the underlying rand() function is still not equally distributed (if it was, rand()%16 would be also equally distributed)
Here's the firmware code:
Code: Select all
//
//cCmdWrapRandomNumber
//ArgV[0]: (return) Random number, SWORD
//
NXT_STATUS cCmdWrapRandomNumber(UBYTE * ArgV[])
{
static UBYTE count = 0;
SWORD random;
if (count == 0)
srand(dTimerRead());
if (count > 20)
count = 0;
else
count++;
//!!! IAR's implementation of the rand() library function returns signed values, and we want it that way.
//Some stdlib implementations may return only positive numbers, so be wary if this code is ported.
random = rand();
*((SWORD *)ArgV[0]) = random;
return NO_ERR;
}
rand()
is like the function @doc-helmut posted earlier.Maybe John could make the reseeding happen over a larger period of time/calls. I suggest a minimum of 256 calls.
Commit to LEGO Mindstorms Robotics Stack Exchange:
bit.ly/MindstormsSE
Commit to LEGO Stack Exchange: bit.ly/Area51LEGOcommit
Re: Lego FW:extrem poor equal distribution of random prevalences
Maybe make the seeding interval random too?
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Re: Lego FW:extrem poor equal distribution of random prevalences
I thought of that, but only if it's something likemightor wrote:Maybe make the seeding interval random too?
1/1024
probability of reseed.Once again, I don't like the
rand()
implementation... but I guess it's OK speedwise.Commit to LEGO Mindstorms Robotics Stack Exchange:
bit.ly/MindstormsSE
Commit to LEGO Stack Exchange: bit.ly/Area51LEGOcommit
Re: Lego FW:extrem poor equal distribution of random prevalences
1) First, I don't claim that the code I took is "the" rand implementaion of C rand, it's just one that I found somewhere. There might be trillions of different random generators written by or for C - the main thing is: the pseudo random series they are producing are (stochstically) "good enough" so that they can be taken as a substitute to "real random numbers". I assume so far that the code I'm using is actually good enough - anyway, it seems to be a good deal better than Lego/NXC-rand().
2) from view of stochastics, there is not such a thing like "important" or "unimportant" bits. Each random number is as valid as any other, independ from it's size.
so e.g. the following series or randomly drawn numbers (1...1000000)are completely coequal and no bit of any number is more important than any other :
1, 89562, 2, 9
11, 895256, 778, 73562
3) next point:
there is no need of re-seeding ever.
if we once have 2 different seeds which lead to 2 different stochastical independend series of random numbers - what else do we want?
e.g. we may show (by sufficiently large samples) that 2 systematically or randomly taken seeds of consecutive numbers ((1,2), (56,57), (19,20), (82,83)) in every single case of those doublets lead to different random series (different sequence and not shifted against each other).
It that once has been shown, then e.g. 2 numbers taken from a rising system-time-counter (like time(0)) will also lead to stachastically different random series.
Also a seed like SystemTime since switched-on (CurrentTick() ) multiplied by a (provided) non-reproducable variable (like Batterylevel) will do the same.
If we have the reasonable presumption that a random generator is able to do this, there will be no need of re-seeding. If we want 2 independend random series we will only have to seed it by 2 different seeds.
On the other hand, if the same seed will lead to identical series we may reproduce each pseudo-random series as often as we want. Repeatedly re-seeding will make this probably impossible.
2) from view of stochastics, there is not such a thing like "important" or "unimportant" bits. Each random number is as valid as any other, independ from it's size.
so e.g. the following series or randomly drawn numbers (1...1000000)are completely coequal and no bit of any number is more important than any other :
1, 89562, 2, 9
11, 895256, 778, 73562
3) next point:
there is no need of re-seeding ever.
if we once have 2 different seeds which lead to 2 different stochastical independend series of random numbers - what else do we want?
e.g. we may show (by sufficiently large samples) that 2 systematically or randomly taken seeds of consecutive numbers ((1,2), (56,57), (19,20), (82,83)) in every single case of those doublets lead to different random series (different sequence and not shifted against each other).
It that once has been shown, then e.g. 2 numbers taken from a rising system-time-counter (like time(0)) will also lead to stachastically different random series.
Also a seed like SystemTime since switched-on (CurrentTick() ) multiplied by a (provided) non-reproducable variable (like Batterylevel) will do the same.
If we have the reasonable presumption that a random generator is able to do this, there will be no need of re-seeding. If we want 2 independend random series we will only have to seed it by 2 different seeds.
On the other hand, if the same seed will lead to identical series we may reproduce each pseudo-random series as often as we want. Repeatedly re-seeding will make this probably impossible.
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