Why are the outputs of this pseudo random number generator (LFSR) so predictable? - hardware

Recently I asked here, how to generate random numbers in hardware and was told to use an LFSR. It will be random but will start repeating after a certain value.
The problem is that the random numbers generated are so predictable that the next value can be easily guessed. For example check the simulation below:
The next "random" number can be guessed by adding the previous number with a +1 of itself. Can someone please verify if this is normal and to be expected.
Here is the code I used for the LFSR:
module LFSR(
input clock,
input reset,
output [12:0] rnd
);
wire feedback = rnd[12] ^ rnd[3] ^ rnd[2] ^ rnd[0];
reg [12:0] random;
always # (posedge clock or posedge reset)
begin
if (reset)
random <= 13'hF; //An LFSR cannot have an all 0 state, thus reset to FF
else
random <= {random[11:0], feedback}; //shift left the xor'd every posedge clock
end
assign rnd = random;
endmodule
The location of the bits to XOR are picked up from here: The table page 5

LFSR only generates one random bit per clock. It doesn't generate a new (in your case) 13-bit number each cycle. The other 12 bits in rnd are just the old random values, so it will not appear very random.
If you need a 13-bit random number, then you must either sample LFSR every 13 cycles, or put 13 LFSR in parallel with different seeds, and use the 13 zero bits as your random number.

An LFSR is most certainly not 'random' in any real sense whatsoever. To quote Von Neumann "Any one who considers arithmetical methods of producing random digits is, of course, in a state of sin." I haven't looked up whether the feedback terms you've chosen are maximal, meaning that they'll provide a sequence with a length equal to the number of bits in your LFSR, but that's the best you can do.
So yes, the next value in your LFSR is extremely predictable. If you need something more securely 'random' you need to look into cryptographic methods, these depend on a secret key of course, and are also much more computationally intensive than an LFSR. You 'get what you pay for' though.
Incidentally, a system where you get predictable 'random' numbers is highly useful in it's own right. Usually for simulation purposes.

Related

How does libgcrypt increment the counter for CTR mode?

I have a file encrypted with AES-256 using libgcrypt's CTR mode implementation.
I want to be able to decrypt the file in parts (e.g. decrypting blocks 5-10 out of 20 blocks without decrypting the whole file).
I know that by using CTR mode, I should be able to do it. All I need is to know the correct counter.
The problem lies in the fact that all I have is the initial counter for block 0. If I want to decrypt block 5 for example, I need another counter, one that is achieved by doing some action on the initial counter for each block from 0 to 5.
I can't seem to find an API that libgcrypt exposes in order to calculate counter for later blocks given the initial counter.
How can I calculate the counter of later blocks (e.g. block #5) given the counter of block #0?
When in doubt, go to the source. Here's the code in gcrypt's generic CTR mode implementation (_gcry_cipher_ctr_encrypt() in cipher-ctr.c) that increments the counter:
for (i = blocksize; i > 0; i--)
{
c->u_ctr.ctr[i-1]++;
if (c->u_ctr.ctr[i-1] != 0)
break;
}
There are other, more optimized implementations of counter incrementing found in other places in the libgcrypt source, e.g. in the various cipher-specific fast bulk CTR encryption implementations, but this generic one happens to be nice and readable. (Of course, all those alternative implementations need to produce the same sequence of counter values anyway, so that gcrypt stays compatible with itself.)
OK, so what does it actually do?
Well, looking at the context (or, more specifically, cipher-internal.h), it's clear that c->u_ctr.ctr is an array of blocksize unsigned bytes (where blocksize equals 16 bytes for AES). The code above increments its last byte by one, and checks if the result wrapped around to zero. If it didn't, it stops; if it did wrap, the code then moves to the second-to-last byte, increments it, checks to see if it wrapped, and keeps looping until it either finds a byte that doesn't wrap around when incremented, or it has incremented all of the blocksize bytes.
So, for example, if your original counter value was {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, then after incrementing it would become {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}. If incremented again, it would become {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2}, then {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, and so on up to {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255}, after which the next counter value would be {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0} (and after that {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,3}, etc.).
Of course, what this is really doing is just arithmetically incrementing a single (blocksize × 8)-bit integer, stored in memory in big-endian byte order.

Fibonacci sequence with other qualifications such as a limit and no shift functions

Does anyone have any tips on how I can start the assembly for this program?
Write a program to find and print a Fibonacci sequence of numbers. The Fibonacci sequence is
defined as follows:
Your program should prompt the user to enter a limit, print the sequence up to the limit, and then
indicate what is the greatest power of 2 that the final number printed is divisible by. Note: You
are NOT allowed to use the divide function or any shift functions. If the number is odd, then the
greatest power of 2 would be 20
= 1. Assume user input will be between 1 and 4096.
Assuming that you have no problem in finding the fibonacci number in the given limit. Let it be n
I guess % should not be used as it is closely related to /.
Now you can tr this (based on boolean properties)
Take a number t=1 and another ctr=0;
In a loop take n&t. if (n&t==0) {ctr++;t*=2;}else break the loop;
The final ctr value should be your answer

Efficient random permutation of n-set-bits

For the problem of producing a bit-pattern with exactly n set bits, I know of two practical methods, but they both have limitations I'm not happy with.
First, you can enumerate all of the possible word values which have that many bits set in a pre-computed table, and then generate a random index into that table to pick out a possible result. This has the problem that as the output size grows the list of candidate outputs eventually becomes impractically large.
Alternatively, you can pick n non-overlapping bit positions at random (for example, by using a partial Fisher-Yates shuffle) and set those bits only. This approach, however, computes a random state in a much larger space than the number of possible results. For example, it may choose the first and second bits out of three, or it might, separately, choose the second and first bits.
This second approach must consume more bits from the random number source than are strictly required. Since it is choosing n bits in a specific order when their order is unimportant, this means that it is making an arbitrary distinction between n! different ways of producing the same result, and consuming at least floor(log_2(n!)) more bits than are necessary.
Can this be avoided?
There is obviously a third approach of iteratively computing and counting off the legal permutations until a random index is reached, but that's simply a space-for-time trade-off on the first approach, and isn't directly helpful unless there is an efficient way to count off those n permutations.
clarification
The first approach requires picking a single random number between zero and (where w is the output size), as this is the number of possible solutions.
The second approach requires picking n random values between zero and w-1, zero and w-2, etc., and these have a product of , which is times larger than the first approach.
This means that the random number source has been forced to produce bits to distinguish n! different results which are all equivalent. I'd like to know if there's an efficient method to avoid relying on this superfluous randomness. Perhaps by using an algorithm which produces an un-ordered list of bit positions, or by directly computing the nth unique permutation of bits.
Seems like you want a variant of Floyd's algorithm:
Algorithm to select a single, random combination of values?
Should be especially useful in your case, because the containment test is a simple bitmask operation. This will require only k calls to the RNG. In the code below, I assume you have randint(limit) which produces a uniform random from 0 to limit-1, and that you want k bits set in a 32-bit int:
mask = 0;
for (j = 32 - k; j < 32; ++j) {
r = randint(j+1);
b = 1 << r;
if (mask & b) mask |= (1 << j);
else mask |= b;
}
How many bits of entropy you need here depends on how randint() is implemented. If k > 16, set it to 32 - k and negate the result.
Your alternative suggestion of generating a single random number representing one combination among the set (mathematicians would call this a rank of the combination) is simpler if you use colex order rather than lexicographic rank. This code, for example:
for (i = k; i >= 1; --i) {
while ((b = binomial(n, i)) > r) --n;
buf[i-1] = n;
r -= b;
}
will fill the array buf[] with indices from 0 to n-1 for the k-combination at colex rank r. In your case, you'd replace buf[i-1] = n with mask |= (1 << n). The binomial() function is binomial coefficient, which I do with a lookup table (see this). That would make the most efficient use of entropy, but I still think Floyd's algorithm would be a better compromise.
[Expanding my comment:] If you only have a little raw entropy available, then use a PRNG to stretch it further. You only need enough raw entropy to seed a PRNG. Use the PRNG to do the actual shuffle, not the raw entropy. For the next shuffle reseed the PRNG with some more raw entropy. That spreads out the raw entropy and makes less of a demand on your entropy source.
If you know exactly the range of numbers you need out of the PRNG, then you can, carefully, set up your own LCG PRNG to cover the appropriate range while needing the minimum entropy to seed it.
ETA: In C++there is a next_permutation() method. Try using that. See std::next_permutation Implementation Explanation for more.
Is this a theory problem or a practical problem?
You could still do the partial shuffle, but keep track of the order of the ones and forget the zeroes. There are log(k!) bits of unused entropy in their final order for your future consumption.
You could also just use the recurrence (n choose k) = (n-1 choose k-1) + (n-1 choose k) directly. Generate a random number between 0 and (n choose k)-1. Call it r. Iterate over all of the bits from the nth to the first. If we have to set j of the i remaining bits, set the ith if r < (i-1 choose j-1) and clear it, subtracting (i-1 choose j-1), otherwise.
Practically, I wouldn't worry about the couple of words of wasted entropy from the partial shuffle; generating a random 32-bit word with 16 bits set costs somewhere between 64 and 80 bits of entropy, and that's entirely acceptable. The growth rate of the required entropy is asymptotically worse than the theoretical bound, so I'd do something different for really big words.
For really big words, you might generate n independent bits that are 1 with probability k/n. This immediately blows your entropy budget (and then some), but it only uses linearly many bits. The number of set bits is tightly concentrated around k, though. For a further expected linear entropy cost, I can fix it up. This approach has much better memory locality than the partial shuffle approach, so I'd probably prefer it in practice.
I would use solution number 3, generate the i-th permutation.
But do you need to generate the first i-1 ones?
You can do it a bit faster than that with kind of divide and conquer method proposed here: Returning i-th combination of a bit array and maybe you can improve the solution a bit
Background
From the formula you have given - w! / ((w-n)! * n!) it looks like your problem set has to do with the binomial coefficient which deals with calculating the number of unique combinations and not permutations which deals with duplicates in different positions.
You said:
"There is obviously a third approach of iteratively computing and counting off the legal permutations until a random index is reached, but that's simply a space-for-time trade-off on the first approach, and isn't directly helpful unless there is an efficient way to count off those n permutations.
...
This means that the random number source has been forced to produce bits to distinguish n! different results which are all equivalent. I'd like to know if there's an efficient method to avoid relying on this superfluous randomness. Perhaps by using an algorithm which produces an un-ordered list of bit positions, or by directly computing the nth unique permutation of bits."
So, there is a way to efficiently compute the nth unique combination, or rank, from the k-indexes. The k-indexes refers to a unique combination. For example, lets say that the n choose k case of 4 choose 3 is taken. This means that there are a total of 4 numbers that can be selected (0, 1, 2, 3), which is represented by n, and they are taken in groups of 3, which is represented by k. The total number of unique combinations can be calculated as n! / ((k! * (n-k)!). The rank of zero corresponds to the k-index of (2, 1, 0). Rank one is represented by the k-index group of (3, 1, 0), and so forth.
Solution
There is a formula that can be used to very efficiently translate between a k-index group and the corresponding rank without iteration. Likewise, there is a formula for translating between the rank and corresponding k-index group.
I have written a paper on this formula and how it can be seen from Pascal's Triangle. The paper is called Tablizing The Binomial Coeffieicent.
I have written a C# class which is in the public domain that implements the formula described in the paper. It uses very little memory and can be downloaded from the site. It performs the following tasks:
Outputs all the k-indexes in a nice format for any N choose K to a file. The K-indexes can be substituted with more descriptive strings or letters.
Converts the k-index to the proper lexicographic index or rank of an entry in the sorted binomial coefficient table. This technique is much faster than older published techniques that rely on iteration. It does this by using a mathematical property inherent in Pascal's Triangle and is very efficient compared to iterating over the entire set.
Converts the index in a sorted binomial coefficient table to the corresponding k-index. The technique used is also much faster than older iterative solutions.
Uses Mark Dominus method to calculate the binomial coefficient, which is much less likely to overflow and works with larger numbers. This version returns a long value. There is at least one other method that returns an int. Make sure that you use the method that returns a long value.
The class is written in .NET C# and provides a way to manage the objects related to the problem (if any) by using a generic list. The constructor of this class takes a bool value called InitTable that when true will create a generic list to hold the objects to be managed. If this value is false, then it will not create the table. The table does not need to be created in order to use the 4 above methods. Accessor methods are provided to access the table.
There is an associated test class which shows how to use the class and its methods. It has been extensively tested with at least 2 cases and there are no known bugs.
The following tested example code demonstrates how to use the class and will iterate through each unique combination:
public void Test10Choose5()
{
String S;
int Loop;
int N = 10; // Total number of elements in the set.
int K = 5; // Total number of elements in each group.
// Create the bin coeff object required to get all
// the combos for this N choose K combination.
BinCoeff<int> BC = new BinCoeff<int>(N, K, false);
int NumCombos = BinCoeff<int>.GetBinCoeff(N, K);
// The Kindexes array specifies the indexes for a lexigraphic element.
int[] KIndexes = new int[K];
StringBuilder SB = new StringBuilder();
// Loop thru all the combinations for this N choose K case.
for (int Combo = 0; Combo < NumCombos; Combo++)
{
// Get the k-indexes for this combination.
BC.GetKIndexes(Combo, KIndexes);
// Verify that the Kindexes returned can be used to retrive the
// rank or lexigraphic order of the KIndexes in the table.
int Val = BC.GetIndex(true, KIndexes);
if (Val != Combo)
{
S = "Val of " + Val.ToString() + " != Combo Value of " + Combo.ToString();
Console.WriteLine(S);
}
SB.Remove(0, SB.Length);
for (Loop = 0; Loop < K; Loop++)
{
SB.Append(KIndexes[Loop].ToString());
if (Loop < K - 1)
SB.Append(" ");
}
S = "KIndexes = " + SB.ToString();
Console.WriteLine(S);
}
}
So, the way to apply the class to your problem is by considering each bit in the word size as the total number of items. This would be n in the n!/((k! (n - k)!) formula. To obtain k, or the group size, simply count the number of bits set to 1. You would have to create a list or array of the class objects for each possible k, which in this case would be 32. Note that the class does not handle N choose N, N choose 0, or N choose 1 so the code would have to check for those cases and return 1 for both the 32 choose 0 case and 32 choose 32 case. For 32 choose 1, it would need to return 32.
If you need to use values not much larger than 32 choose 16 (the worst case for 32 items - yields 601,080,390 unique combinations), then you can use 32 bit integers, which is how the class is currently implemented. If you need to use 64 bit integers, then you will have to convert the class to use 64 bit longs. The largest value that a long can hold is 18,446,744,073,709,551,616 which is 2 ^ 64. The worst case for n choose k when n is 64 is 64 choose 32. 64 choose 32 is 1,832,624,140,942,590,534 - so a long value will work for all 64 choose k cases. If you need numbers bigger than that, then you will probably want to look into using some sort of big integer class. In C#, the .NET framework has a BigInteger class. If you are working in a different language, it should not be hard to port.
If you are looking for a very good PRNG, one of the fastest, lightweight, and high quality output is the Tiny Mersenne Twister or TinyMT for short . I ported the code over to C++ and C#. it can be found here, along with a link to the original author's C code.
Rather than using a shuffling algorithm like Fisher-Yates, you might consider doing something like the following example instead:
// Get 7 random cards.
ulong Card;
ulong SevenCardHand = 0;
for (int CardLoop = 0; CardLoop < 7; CardLoop++)
{
do
{
// The card has a value of between 0 and 51. So, get a random value and
// left shift it into the proper bit position.
Card = (1UL << RandObj.Next(CardsInDeck));
} while ((SevenCardHand & Card) != 0);
SevenCardHand |= Card;
}
The above code is faster than any shuffling algorithm (at least for obtaining a subset of random cards) since it only works on 7 cards instead of 52. It also packs the cards into individual bits within a single 64 bit word. It makes evaluating poker hands much more efficient as well.
As a side, note, the best binomial coefficient calculator I have found that works with very large numbers (it accurately calculated a case that yielded over 15,000 digits in the result) can be found here.

Efficiently: Random numbers in fixed range without repetitions

Hey guys, I know that there are a million questions on random numbers, but exactly because of that I searched a lot but I couldn't find something similar to mine - without implying it's not there. In any case, pardon me if I am repeating a question, just point me to it if that's the case.
So, I wanna do something simple in the most efficient way.
I want to generate randomly all N integers in the range [0, N], one by one, such that there are no repetitions.
I know, I can do this by inserting everything in a list, shuffle it, get the head and then remove head from the list. But then I will have shuffled my list of length N, N-1 times.
Any better / faster idea?
You can just do one shuffle, and then step through the list.
I'd recommend a Fisher-Yates shuffle.
This question has been asked a few times, and in each case the correct answer given is to shuffle an array (either the original, or an array of indices), however this isn't a satisfactory answer in cases where the number of possible indices is prohibitively large (either it's huge, or memory is tight, or you simply crave maximum efficiency for whatever reason).
As such I want to add an alternative for the sake of completeness. Now, this isn't truly random, so if that's what you need then do not use this, however, if your goal is simply "good enough" with minimal memory requirements then the following pseudo-code may be of interest:
function init:
start = random [0, length) // Pick a fully random starting index
stride = random [1, length - 1) // Pick a random step size
next_index = start
function advance_next_index:
next_index = (next_index + stride) % length
if next_index is equal to start then
start = (start + 1) % length
next_index = start
Here's an example of how to implement a re-usable function for grabbing pseudo-random values:
counter = length
function pseudo_random:
counter = counter + 1
if counter is equal to length then
init()
counter = 0
advance_next_index()
return next_index
Quite simply pseudo_random will call init once every length iterations, thus re-shuffling the "random" pattern of results produced by advance_next_index, and ensure that for every length values there is not a single duplicate.
To reiterate; this isn't a particularly random algorithm, so it must not be used in situations where true randomness is required. However, the results are random enough for some basic, non-critical, tasks, and it has a tiny memory footprint. For example, if you just want to randomise some behaviour in a game to avoid something becoming repetitive, or the data-set is large and never exposed to the user (in which case it is effectively random to them) it would take a long time to piece together the order and somehow exploit it.
If anyone knows of any better algorithms with similar properties then please share!

How can I use SYNCSORT to format a Packed Decimal field with a specifc sign value?

I want to use SYNCSORT to force all Packed Decimal fields to a negative sign value. The critical requirement is the 2nd nibble must be Hex 'D'. I have a method that works but it seems much too complex. In keeping with the KISS principle, I'm hoping someone has a better method. Perhaps using a bit mask on the last 4 bits? Here is the code I have come up with. Is there a better way?
*
* This sort logic is intended to force all Packed Decimal amounts to
* have a negative sign with a B'....1101' value (Hex 'xD').
*
SORT FIELDS=COPY
OUTFIL FILES=1,
INCLUDE=(8,1,BI,NE,B'....1..1',OR, * POSITIVE PACKED DECIMAL
8,1,BI,EQ,B'....1111'), * UNSIGNED PACKED DECIMAL
OUTREC=(1:1,7, * INCLUDING +0
8:(-1,MUL,8,1,PD),PD,LENGTH=1,
9:9,72)
OUTFIL FILES=2,
INCLUDE=(8,1,BI,EQ,B'....1..1',AND, * NEGATIVE PACKED DECIMAL
8,1,BI,NE,B'....1111'), * NOT UNSIGNED PACKED DECIMAL
OUTREC=(1:1,7, * INCLUDING -0
8:(+1,MUL,8,1,PD),PD,LENGTH=1,
9:9,72)
In the code that processes the VSAM file, can you change the read logic to GET with KEY GTEQ and check for < 0 on the result instead of doing a specific keyed read?
If you did that, you could accept all three negative packed values xA, xB and xD.
Have you considered writing an E15 user exit? The E15 user exit lets you
manipulate records as they are input to the sort process. In this case you would have a
REXX, COBOL or other LE compatible language subroutine patch the packed decimal sign field as it is input to the sort process. No need to split into multiple files to be merged later on.
Here is a link to example JCL
for invoking an E15 exit from DFSORT (same JCL for SYNCSORT). Chapter 4 of this reference
describes how to develop User Exit routines, again this is a DFSORT manual but I believe SyncSort is
fully compatible in this respect. Writing a user exit is no different than writing any other subroutine - get the linkage right and the rest is easy.
This is a very general outline, but I hope it helps.
Okay, it took some digging but NEALB's suggestion to seek help on MVSFORUMS.COM paid off... here is the final result. The OUTREC logic used with SORT/MERGE replaces OUTFIL and takes advantage of new capabilities (IFTHEN, WHEN and OVERLAY) in Syncsort 1.3 that I didn't realize existed. It pays to have current documentation available!
*
* This MERGE logic is intended to assert that the Packed Decimal
* field has a negative sign with a B'....1101' value (Hex X'.D').
*
*
MERGE FIELDS=(27,5.4,BI,A),EQUALS
SUM FIELDS=NONE
OUTREC IFTHEN=(WHEN=(32,1,BI,NE,B'....1..1',OR,
32,1,BI,EQ,B'....1111'),
OVERLAY=(32:(-1,MUL,32,1,PD),PD,LENGTH=1)),
IFTHEN=(WHEN=(32,1,BI,EQ,B'....1..1',AND,
32,1,BI,NE,B'....1111'),
OVERLAY=(32:(+1,MUL,32,1,PD),PD,LENGTH=1))
Looking at the last byte of a packed field is possible. You want positive/unsigned to negative, so if it is greater than -1, subtract it from zero.
From a short-lived Answer by MikeC, it is now known that the data contains non-preferred signs (that is, it can contain A through F in the low-order half-byte, whereas a preferred sign would be C (positive) or D (negative). F is unsigned, treated as positive.
This is tested with DFSORT. It should work with SyncSORT. Turns out that DFSORT can understand a negative packed-decimal zero, but it will not create a negative packed-decimal zero (it will allow a zoned-decimal negative zero to be created from a negative zero packed-decimal).
The idea is that a non-preferred sign is valid and will be accurately signed for input to a decimal machine instruction, but the result will always be a preferred sign, and will be correct. So by adding zero first, the field gets turned into a preferred sign and then the test for -1 will work as expected. With data in the sign-nybble for packed-decimal fields, SORT has some specific and documented behaviours, which just don't happen to help here.
Since there is only one value to deal with to become the negative zero, X'0C', after the normalisation of signs already done, there is a simple test and replacement with a constant of X'0D' for the negative zero. Since the negative zero will not work, the second test is changed from the original minus one to zero.
With non-preferred signs in the data:
SORT FIELDS=COPY
INREC IFTHEN=(WHEN=INIT,
OVERLAY=(32:+0,ADD,32,1,PD,TO=PD,LENGTH=1)),
IFTHEN=(WHEN=(32,1,CH,EQ,X'0C'),
OVERLAY=(32:X'0D')),
IFTHEN=(WHEN=(32,1,PD,GT,0),
OVERLAY=(32:+0,SUB,32,1,PD,TO=PD,LENGTH=1))
With preferred signs in the data:
SORT FIELDS=COPY
INREC IFTHEN=(WHEN=(32,1,CH,EQ,X'0C'),
OVERLAY=(32:X'0D')),
IFTHEN=(WHEN=(32,1,PD,GT,0),
OVERLAY=(32:+0,SUB,32,1,PD,TO=PD,LENGTH=1))
Note: If non-preferred signs are stuffed through a COBOL program not using compiler option NUMPROC(NOPFD) then results will be "interesting".