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  • C++ random number from a set

    - by user69514
    Is it possible to print a random number in C++ from a set of numbers with ONE SINGLE statement? let's say the set is 2, 5, 22, 55, 332 i looked up rand, but I double it's possible to do in a single statement

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  • How do I produce "enjoyably" random, as opposed to pseudo-random?

    - by Hilton Campbell
    I'm making a game which presents a number of different kinds of puzzles in sequence. I choose each puzzle with a pseudorandom number. For each puzzle, there are a number of variations. I choose the variation with another pseudorandom number. And so on. The thing is, while this produces near-true randomness, this isn't what the player really wants. The player typically wants what they perceive to be and identify as random, but only if it doesn't tend to repeat puzzles. So, not really random. Just unpredictable. Giving it some thought, I can imagine hacky ways of doing it. For example, temporarily eliminating the most recent N choices from the set of possibilities when selecting a new choice. Or assigning every choice an equal probability, reducing a choice's probability to zero on selection, and then increasing all probabilities slowly with each selection. I assume there's an established way of doing this, but I just don't know the terminology so I can't find it. Anyone know? Or has anyone solved this in a pleasing way?

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • Random Position between ranges.

    - by blakey87
    Does anyone have a good algorithm for generating a random y position for spawning a block, which takes into account a minimum and maximum height, allowing player to to jump on the block. Blocks will continually be spawned, so the player must always be able to jump onto the next block, bearing in mind the minimum position which would be the ground, and the maximum which would the players jump height bearing in mind the ceiling

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  • Best way to choose random element from weighted list

    - by Qqwy
    I want to create a simple game. Every so often, a power up should appear. Right now the different kinds of power ups are stored in an array. However, not every power up should appear equally often: For instance, a score multiplier should appear much more often than an extra life. What is the best/fastest way to pick an element at random from a list where some of the elements should be picked more often than others?

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  • Why is it impossible to produce truly random numbers?

    - by Vinoth Kumar
    I was trying to solve a hobby problem that required generating a million random numbers. But I quickly realized, it is becoming difficult to make them unique. I picked up Algorithm Design Manual to read about random number generation. It has the following paragraph that I am fully not able to understand. Unfortunately, generating random numbers looks a lot easier than it really is. Indeed, it is fundamentally impossible to produce truly random numbers on any deterministic device. Von Neumann [Neu63] said it best: “Anyone who considers arithmetical methods of producing random digits is, of course, in a state of sin.” The best we can hope for are pseudo-random numbers, a stream of numbers that appear as if they were generated randomly. Why is it impossible to produce truly random numbers in any deterministic device? What does this sentence mean?

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  • Generating strongly biased radom numbers for tests

    - by nobody
    I want to run tests with randomized inputs and need to generate 'sensible' random numbers, that is, numbers that match good enough to pass the tested function's preconditions, but hopefully wreak havoc deeper inside its code. math.random() (I'm using Lua) produces uniformly distributed random numbers. Scaling these up will give far more big numbers than small numbers, and there will be very few integers. I would like to skew the random numbers (or generate new ones using the old function as a randomness source) in a way that strongly favors 'simple' numbers, but will still cover the whole range, I.e. extending up to positive/negative infinity (or ±1e309 for double). This means: numbers up to, say, ten should be most common, integers should be more common than fractions, numbers ending in 0.5 should be the most common fractions, followed by 0.25 and 0.75; then 0.125, and so on. A different description: Fix a base probability x such that probabilities will sum to one and define the probability of a number n as xk where k is the generation in which n is constructed as a surreal number1. That assigns x to 0, x2 to -1 and +1, x3 to -2, -1/2, +1/2 and +2, and so on. This gives a nice description of something close to what I want (it skews a bit too much), but is near-unusable for computing random numbers. The resulting distribution is nowhere continuous (it's fractal!), I'm not sure how to determine the base probability x (I think for infinite precision it would be zero), and computing numbers based on this by iteration is awfully slow (spending near-infinite time to construct large numbers). Does anyone know of a simple approximation that, given a uniformly distributed randomness source, produces random numbers very roughly distributed as described above? I would like to run thousands of randomized tests, quantity/speed is more important than quality. Still, better numbers mean less inputs get rejected. Lua has a JIT, so performance can't be reasonably predicted. Jumps based on randomness will break every prediction, and many calls to math.random() will be slow, too. This means a closed formula will be better than an iterative or recursive one. 1 Wikipedia has an article on surreal numbers, with a nice picture. A surreal number is a pair of two surreal numbers, i.e. x := {n|m}, and its value is the number in the middle of the pair, i.e. (for finite numbers) {n|m} = (n+m)/2 (as rational). If one side of the pair is empty, that's interpreted as increment (or decrement, if right is empty) by one. If both sides are empty, that's zero. Initially, there are no numbers, so the only number one can build is 0 := { | }. In generation two one can build numbers {0| } =: 1 and { |0} =: -1, in three we get {1| } =: 2, {|1} =: -2, {0|1} =: 1/2 and {-1|0} =: -1/2 (plus some more complex representations of known numbers, e.g. {-1|1} ? 0). Note that e.g. 1/3 is never generated by finite numbers because it is an infinite fraction – the same goes for floats, 1/3 is never represented exactly.

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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  • Implementing a Clock Drift random number generator in PHP

    - by Excl
    Hi, I wrote the following code: function create_rand($time) { $counter = 0; $stop = microtime(true) + $time; while(microtime(true) < $stop) $counter++; return $counter; } function create_rand_max($time, $a, $b = false) { $rand_a = create_rand($time); $rand_b = create_rand($time); $rand_c = create_rand($time); $max = max($rand_a, $rand_b, $rand_c); $min = min($rand_a, $rand_b, $rand_c); if($max === $min) return create_rand_max($time, $a, $b); $middle = $rand_a + $rand_b + $rand_c - $max - $min; if($b !== false) return min($a, $b) + ($middle - $min) * (max($a, $b) - min($a, $b)) / ($max - $min); return ($middle - $min) * $a / ($max - $min); } $stop = 1000; $sum = 0; for($i = 0; $i < $stop; $i++) { $sum += create_rand_max(0.001, 100, 200); } echo $sum / $stop; The average is usually between 157 to 161, instead of ~150. Any ideas?

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  • The Most Common and Least Used 4-Digit PIN Numbers [Security Analysis Report]

    - by Asian Angel
    How ‘secure’ is your 4-digit PIN number? Is your PIN number a far too common one or is it a bit more unique in comparison to others? The folks over at the Data Genetics blog have put together an interesting analysis report that looks at the most common and least used 4-digit PIN numbers chosen by people. Numerically based (0-9) 4-digit PIN numbers only allow for a total of 10,000 possible combinations, so it stands to reason that some combinations are going to be far more common than others. The question is whether or not your personal PIN number choices are among the commonly used ones or ‘stand out’ as being more unique. Note 1: Data Genetics used data condensed from released, exposed, & discovered password tables and security breaches to generate the analysis report. Note 2: The updates section at the bottom has some interesting tidbits concerning peoples’ use of dates and certain words for PIN number generation. The analysis makes for very interesting reading, so browse on over to get an idea of where you stand with regards to your personal PIN number choices. 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • How does a cryptographically secure random number generator work?

    - by Byron Whitlock
    I understand how standard random number generators work. But when working with crytpography, the random numbers really have to be random. I know there are instruments that read cosmic white noise to help generate secure hashes, but your standard PC doesn't have this. How does a cryptographically secure random number generator get its values with no repeatable patterns?

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  • Two different page numbers in Word 2007 (one starting at 1, the other at VI)

    - by user1251007
    I have a document (docA) with arabic page numbers in the header. Now docA is part of a thesis which has roman numbers in the footer. So I want to add roman page numbers to docA. This is no problem. But now I want to adjust the numbering of the roman numbers (as the thesis has lets say five pages). This is what I want: arabic page numbers in the header, starting at 1 roman page numbers in the footer, starting at VI I tried this: I choosed 'Page Number', 'Page Number Format' and tried to adjust the starting point. However, this changes both page numbers. How is it possible to have different numbering in the header and in the footer?

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  • Random List of numbers in C

    - by Ant
    I have just started a C programming course and so far have only done the basics like printf, read a little on variables etc on the course book. The teacher has tasked us with writing a program that will take a value entered by the user, this will be the number of students in the class (25 at the moment but can be variable). It will then list the number of students randomly and place them in 3 columns. The purpose is to sort students into groups of 3 randomly, then display on the screen in columns. Now my question is not for the code that defeats the object of me attempting the exercise, but how to structure it. I can see that using an array can be used to display the list, but really after some pointers on how best to approach the problem in blocks, then I can attempt to program each block.

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  • Does urandom share the same entropy of random?

    - by ???
    Does the entropy pool /dev/random used the same to /dev/urandom? I want to mknod /dev/random 1 9 to replace the slow random, I think the current entropy is randomly enough, if urandom is based on the same entropy, and all succeed random numbers are generated based on that entropy, I don't think there'll be any vulnerable.

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  • Arbitrary-precision random numbers in C: generation for Monte Carlo simulation without atmospheric n

    - by Yktula
    I know that there are other questions similar to this one, however the following question pertains to arbitrary-precision random number generation in C for use in Monte Carlo simulation. How can we generate good quality arbitrary-precision random numbers in C, when atmospheric noise isn't always available, without relying on disk i/o or network access that would create bottlenecks? libgmp is capable of generating random numbers, but, like other implementations of pseudo-random number generators, it requires a seed. As the manual mentions, "the system time is quite easy to guess, so if unpredictability is required then it should definitely not be the only source for the seed value." Is there a portable/ported library for generating random numbers, or seeds for random numbers? The libgmp also mentions that "On some systems there's a special device /dev/random which provides random data better suited for use as a seed." However, /dev/random and /dev/urandom can only be used on *nix systems.

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  • How to get unique numbers using randomint python?

    - by user2519572
    I am creating a 'Euromillions Lottery generator' just for fun and I keep getting the same numbers printing out. How can I make it so that I get random numbers and never get the same number popping up: from random import randint numbers = randint(1,50) stars = randint(1,11) print "Your lucky numbers are: ", numbers, numbers, numbers, numbers, numbers print "Your lucky stars are: " , stars, stars The output is just: >>> Your lucky numbers are: 41 41 41 41 41 >>> Your lucky stars are: 8 8 >>> Good bye! How can I fix this? Regards

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  • Python Random Question

    - by coson
    Good Day, I am using Python 2.6 and am trying to run a simple random number generator program (random.py): import random for i in range(5): # random float: 0.0 <= number < 1.0 print random.random(), # random float: 10 <= number < 20 print random.uniform(10, 20), # random integer: 100 <= number <= 1000 print random.randint(100, 1000), # random integer: even numbers in 100 <= number < 1000 print random.randrange(100, 1000, 2) I'm now receiving the following error: C:\Users\Developer\Documents\PythonDemo>python random.py Traceback (most recent call last): File "random.py", line 3, in <module> import random File "C:\Users\Developer\Documents\PythonDemo\random.py", line 8, in <module> print random.random(), TypeError: 'module' object is not callable C:\Users\Developer\Documents\PythonDemo> I've looked at the Python docs and this version of Python supports random. Is there something else I'm missing? TIA, coson

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  • Sample uniformly at random from an n-dimensional unit simplex.

    - by dreeves
    Sampling uniformly at random from an n-dimensional unit simplex is the fancy way to say that you want n random numbers such that they are all non-negative, they sum to one, and every possible vector of n non-negative numbers that sum to one are equally likely. In the n=2 case you want to sample uniformly from the segment of the line x+y=1 (ie, y=1-x) that is in the positive quadrant. In the n=3 case you're sampling from the triangle-shaped part of the plane x+y+z=1 that is in the positive octant of R3: (Image from http://en.wikipedia.org/wiki/Simplex.) Note that picking n uniform random numbers and then normalizing them so they sum to one does not work. You end up with a bias towards less extreme numbers. Similarly, picking n-1 uniform random numbers and then taking the nth to be one minus the sum of them also introduces bias. Wikipedia gives two algorithms to do this correctly: http://en.wikipedia.org/wiki/Simplex#Random_sampling (Though the second one currently claims to only be correct in practice, not in theory. I'm hoping to clean that up or clarify it when I understand this better. I initially stuck in a "WARNING: such-and-such paper claims the following is wrong" on that Wikipedia page and someone else turned it into the "works only in practice" caveat.) Finally, the question: What do you consider the best implementation of simplex sampling in Mathematica (preferably with empirical confirmation that it's correct)? Related questions http://stackoverflow.com/questions/2171074/generating-a-probability-distribution http://stackoverflow.com/questions/3007975/java-random-percentages

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  • Reversible pseudo-random sequence generator

    - by user350651
    I would like some sort of method to create a fairly long sequence of random numbers that I can flip through backwards and forwards. Like a machine with "next" and "previous" buttons, that will give you random numbers. Something like 10-bit resolution (i.e. positive integers in a range from 0 to 1023) is enough, and a sequence of 100k numbers. It's for a simple game-type app, I don't need encryption-strength randomness or anything, but I want it to feel fairly random. I have a limited amount of memory available though, so I can't just generate a chunk of random data and go through it. I need to get the numbers in "interactive time" - I can easily spend a few ms thinking about the next number, but not comfortably much more than that. Eventually it will run on some sort of microcontroller, probably just an Arduino. I could do it with a simple linear congruential generator (LCG). Going forwards is simple, to go backwards I'd have to cache the most recent numbers and store some points at intervals so I can recreate the sequence from there. But maybe there IS some pseudo-random generator that allows you to go both forwards and forwards? It should be possible to hook up two linear feedback shift registers (LFSRs) to roll in different directions, no? Or maybe I can just get by with garbling the index number using a hash function of some sort? I'm going to try that first. Any other ideas?

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  • Computationally simple Pseudo-Gaussian Distribution with varying mean and standard deviation?

    - by mstksg
    This picture from wikipedia has a nice example of the sort of functions I'd ideally like to generate http://en.wikipedia.org/wiki/File:Normal_Distribution_PDF.svg Right now I'm using the Irwin-Hall Distribution, which is more or less a Polynomial approximation of the Gaussian distribution...basically, you use uniform random number generator and iterate it x times, and take the average. The more iterations, the more like a Gaussian Distribution it is. It's pretty nice; however I'd like to be able to have one where I can vary the mean. For example, let's say I wanted a number between the range 0 and 10, but around 7. Like, the mean (if I repeated this function multiple times) would turn out to be 7, but the actual range is 0-10. Is there one I should look up, or should I work on doing some fancy maths with standard Gaussian Distributions?

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  • Random number generation in MVC applications

    - by SlimShaggy
    What is the correct way of generating random numbers in an ASP.NET MVC application if I need exactly one number per request? According to MSDN, in order to get randomness of sufficient quality, it is necessary to generate multiple numbers using a single System.Random object, created once. Since a new instance of a controller class is created for each request in MVC, I cannot use a private field initialized in the controller's constructor for the Random object. So in what part of the MVC app should I create and store the Random object? Currently I store it in a static field of the controller class and lazily initialize it in the action method that uses it: public class HomeController : Controller { ... private static Random random; ... public ActionResult Download() { ... if (random == null) random = new Random(); ... } } Since the "random" field can be accessed by multiple instances of the controller class, is it possible for its value to become corrupted if two instances attempt to initialize it simultaneously? And one more question: I know that the lifetime of statics is the lifetime of the application, but in case of an MVC app what is it? Is it from IIS startup till IIS shutdown?

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  • C# Random generation

    - by Betamoo
    I have just passed this article online: C# Corner and C# Corner and his article (a software developer with over 13 years of experience) recommended using System.Random as follows: private int RandomNumber(int min, int max) { Random random = new Random(); return random.Next(min, max); } Isn't that would give him the same number every time ?? Edit: So my question will become: How does Random choose its seed? a constant or current time value? Thanks

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  • Pseudo LRU tree algorithm.

    - by patros
    A lot of descriptions of Pseudo LRU algorithms involve using a binary search tree, and setting flags to "point away" from the node you're searching for every time you access the tree. This leads to a reasonable approximation of LRU. However, it seems from the descriptions that all of the nodes deemed LRU would be leaf nodes. Is there a pseudo-LRU algorithm that deals with a static tree that will still perform reasonably well, while determining that non-leaf nodes are suitable LRU candidates?

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  • Understanding binary numbers in terms of real world objects

    - by Kaushik
    When I represent a number in the decimal system, I have an intuitive knowledge of what it amounts to. For example take the number '10': I understand that it means 10 apples or 10 people... i.e I can count in the real world. But as soon as the number is converted to any other system, this understanding no longer applies. For example 10 when converted to binary will be 1010...now what does this represent? Is there a way to understand this number 1010 in terms of counting objects in the real world?

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