Why I keep getting the same random values? [duplicate] - objective-c

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why do i always get the same sequence of random numbers with rand()?
I am confounded by the fact that even using different programs (on the same machine) to run /compile, and after nilling the vaues (before and after) the function.. that NO MATTER WHAT.. I'll keep getting the SAME "random" numbers… each and every time I run it. I swear this is NOT how it's supposed to work.. I'm going to illustrate as simply as is possible…
#import <Foundation/Foundation.h>
int main(int argc, char *argv[]) {
int rPrimitive = 0; rPrimitive = 1 + rand() % 50;
NSNumber *rObject = nil; rObject = [NSNumber numberWithInt:rand() % 10];
NSLog(#"%i %#", rPrimitive, rObject);
rPrimitive = 0; rObject = nil;
NSLog(#"%i %#", rPrimitive, rObject);
return 0;
}
Run it in TextMate:
i686-apple-darwin11-llvm-gcc-4.2
8 9
0 (null)
Run it in CodeRunner:
i686-apple-darwin11-llvm-gcc-4.2
8 9
0 (null)
Run it a million times, if you'd like. You can gues what it will always be. Why does this happen? Why oh why is this "how it is"?

This is why (from the rand man page):
If no seed value is provided, the rand() function is automatically
seeded with a value of 1.
Since it is always seeded with the same number it will always produce the same sequence of numbers. To get it to produce a different sequence each time it runs, you need to use a different seed each time it runs. You can use srand() to set the seed.

Because the numbers aren't random, they're pseudorandom. They're generated according to an algorithm which will always produce the same output, given the same initial seed. You're not seeding the PRNG, so it uses a default, constant seed.
If you seed the PRNG using something less predictable (such as the current time and/or PID), you will get different results each time. In the case of rand(3), you need to seed it with srand(3).

The reason it is like that is because rand is a pseudo-random-number-generator, meaning it doesn't generate true random numbers (which is actually a very difficult thing to do). It generates the next number in the sequence using the “seed”, and at the start of execution the seed is always set to the same value (1 or so), so if you don't change the seed, you'll always get the same sequence of random numbers. You can use something like srand(time(NULL)); to seed the random number generator based on the time, or you can use a random number generator that is considered strong enough for cryptographic purposes, arc4random.
You might thing “why is it like this?”, but there are some cases where you want to generate the same series of “random numbers” multiple times.

Related

Generate random Float number in xCode [duplicate]

This is the first time I'm trying random numbers with C (I miss C#). Here is my code:
int i, j = 0;
for(i = 0; i <= 10; i++) {
j = rand();
printf("j = %d\n", j);
}
with this code, I get the same sequence every time I run the code. But it generates different random sequences if I add srand(/*somevalue/*) before the for loop. Can anyone explain why?
You have to seed it. Seeding it with the time is a good idea:
srand()
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
int main ()
{
srand ( time(NULL) );
printf ("Random Number: %d\n", rand() %100);
return 0;
}
You get the same sequence because rand() is automatically seeded with the a value of 1 if you do not call srand().
Edit
Due to comments
rand() will return a number between 0 and RAND_MAX (defined in the standard library). Using the modulo operator (%) gives the remainder of the division rand() / 100. This will force the random number to be within the range 0-99. For example, to get a random number in the range of 0-999 we would apply rand() % 1000.
rand() returns pseudo-random numbers. It generates numbers based on a given algorithm.
The starting point of that algorithm is always the same, so you'll see the same sequence generated for each invocation. This is handy when you need to verify the behavior and consistency of your program.
You can set the "seed" of the random generator with the srand function(only call srand once in a program) One common way to get different sequences from the rand() generator is to set the seed to the current time or the id of the process:
srand(time(NULL)); or srand(getpid()); at the start of the program.
Generating real randomness is very very hard for a computer, but for practical non-crypto related work, an algorithm that tries to evenly distribute the generated sequences works fine.
To quote from man rand :
The srand() function sets its argument
as the seed for a new sequence of
pseudo-random integers to be returned
by rand(). These sequences are
repeatable by calling srand() with the
same seed value.
If no seed value is provided, the
rand() function is automatically
seeded with a value of 1.
So, with no seed value, rand() assumes the seed as 1 (every time in your case) and with the same seed value, rand() will produce the same sequence of numbers.
There's a lot of answers here, but no-one seems to have really explained why it is that rand() always generates the same sequence given the same seed - or even what the seed is really doing. So here goes.
The rand() function maintains an internal state. Conceptually, you could think of this as a global variable of some type called rand_state. Each time you call rand(), it does two things. It uses the existing state to calculate a new state, and it uses the new state to calculate a number to return to you:
state_t rand_state = INITIAL_STATE;
state_t calculate_next_state(state_t s);
int calculate_return_value(state_t s);
int rand(void)
{
rand_state = calculate_next_state(rand_state);
return calculate_return_value(rand_state);
}
Now you can see that each time you call rand(), it's going to make rand_state move one step along a pre-determined path. The random values you see are just based on where you are along that path, so they're going to follow a pre-determined sequence too.
Now here's where srand() comes in. It lets you jump to a different point on the path:
state_t generate_random_state(unsigned int seed);
void srand(unsigned int seed)
{
rand_state = generate_random_state(seed);
}
The exact details of state_t, calculate_next_state(), calculate_return_value() and generate_random_state() can vary from platform to platform, but they're usually quite simple.
You can see from this that every time your program starts, rand_state is going to start off at INITIAL_STATE (which is equivalent to generate_random_state(1)) - which is why you always get the same sequence if you don't use srand().
If I remember the quote from Knuth's seminal work "The Art of Computer Programming" at the beginning of the chapter on Random Number Generation, it goes like this:
"Anyone who attempts to generate random numbers by mathematical means is, technically speaking, in a state of sin".
Simply put, the stock random number generators are algorithms, mathematical and 100% predictable. This is actually a good thing in a lot of situations, where a repeatable sequence of "random" numbers is desirable - for example for certain statistical exercises, where you don't want the "wobble" in results that truly random data introduces thanks to clustering effects.
Although grabbing bits of "random" data from the computer's hardware is a popular second alternative, it's not truly random either - although the more complex the operating environment, the more possibilities for randomness - or at least unpredictability.
Truly random data generators tend to look to outside sources. Radioactive decay is a favorite, as is the behavior of quasars. Anything whose roots are in quantum effects is effectively random - much to Einstein's annoyance.
Random number generators are not actually random, they like most software is completely predictable. What rand does is create a different pseudo-random number each time it is called One which appears to be random. In order to use it properly you need to give it a different starting point.
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
int main ()
{
/* initialize random seed: */
srand ( time(NULL) );
printf("random number %d\n",rand());
printf("random number %d\n",rand());
printf("random number %d\n",rand());
printf("random number %d\n",rand());
return 0;
}
This is from http://www.acm.uiuc.edu/webmonkeys/book/c_guide/2.13.html#rand:
Declaration:
void srand(unsigned int seed);
This function seeds the random number generator used by the function rand. Seeding srand with the same seed will cause rand to return the same sequence of pseudo-random numbers. If srand is not called, rand acts as if srand(1) has been called.
rand() returns the next (pseudo) random number in a series. What's happening is you have the same series each time its run (default '1'). To seed a new series, you have to call srand() before you start calling rand().
If you want something random every time, you might try:
srand (time (0));
Rand does not get you a random number. It gives you the next number in a sequence generated by a pseudorandom number generator. To get a different sequence every time you start your program, you have to seed the algorithm by calling srand.
A (very bad) way to do it is by passing it the current time:
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
int main() {
srand(time(NULL));
int i, j = 0;
for(i = 0; i <= 10; i++) {
j = rand();
printf("j = %d\n", j);
}
return 0;
}
Why this is a bad way? Because a pseudorandom number generator is as good as its seed, and the seed must be unpredictable. That is why you may need a better source of entropy, like reading from /dev/urandom.
call srand(sameSeed) before calling rand(). More details here.
Seeding the rand()
void srand (unsigned int seed)
This function establishes seed as the seed for a new series of pseudo-random numbers. If you call rand before a seed has been established with srand, it uses the value 1 as a default seed.
To produce a different pseudo-random series each time your program is run, do srand (time (0))
None of you guys are answering his question.
with this code i get the same sequance everytime the code but it generates random sequences if i add srand(/somevalue/) before the for loop . can someone explain why ?
From what my professor has told me, it is used if you want to make sure your code is running properly and to see if there is something wrong or if you can change something.

D std.random different behavior between integer and decimal uniform random number generation

I'm generating some seeded random numbers in D using the default random number generation engine, and I'm getting some "slightly off" values depending on whether I request integer or floating point/double random number generation. For example this code:
import std.random; // From docs: alias Random = MersenneTwisterEngine!(uint, 32, 624, 397, 31, 2567483615u, 11, 7, 2636928640u, 15, 4022730752u, 18).MersenneTwisterEngine;
int seed = 123;
Random genint = Random(seed);
Random gendouble = Random(seed);
foreach (i; 0..4) {
writefln("rand[%d]: %d %f", i, uniform(0, 1000000, genint), uniform(0.0, 1000000.0, gendouble));
}
generates these results:
rand[0]: 696626 696469.187433
rand[1]: 713115 712955.321584
rand[2]: 286203 286139.338810
rand[3]: 428567 428470.925062
For some reason they're close but off by a noticeable amount. Is this expected behavior? I'm not completely familiar with the method being used to generate the numbers so I'm wondering what might be causing this to occur. Specifically, the reason I'm curious about this is I'm trying to port some D code to Objective-C, using the MTRandom library:
int seed = 123;
MTRandom *genint = [[MTRandom alloc] initWithSeed:seed];
MTRandom *gendouble = [[MTRandom alloc] initWithSeed:seed];
for (int i = 0; i < 4; i++) {
NSLog(#"rand[%d]: %d %f", i, [genint randomUInt32From:0 to:1000000], [gendouble randomDoubleFrom:0.0 to:1000000.0]);
}
and I'm getting these results:
rand[0]: 696469 696469.187433
rand[1]: 712956 712955.321584
rand[2]: 286139 286139.338810
rand[3]: 428471 428470.925062
Identical for retrieving random doubles, but here the integer results are much closer.. though sometimes off by one! Is 712955.32 supposed to be rounded up to 712956 using this method of random generation? I just don't know...
What's the best way I can ensure that my seeded random integer generation is identical between D and Objective-C?
The following is based on a very quick review of the docs page:
I don't see where it's indicated that the results of uniform!int and uniform!double should even be remotely close, nor any specification on how the bits from the random number generator get converted to the requested type.
In short, I think the ints and doubles being close is an implementation detail and you can not depend on it. Furthermore, I'd not depend on the obj-c and D implementations returning the same sequence of doubles, even from the same seed. (I expect you can count of the MT construct producing the same bit stream however.)
If you need the same sequence, then you will need to crack open the obj-c version and port it to D as well.

arc4random initialisation

I am using random number generation as part of a procedure for minimising a function (using the Nelder-Mead simplex algorithm) in objective-c (for iOS). I have used arc4random() because it seems to be recommended everywhere on the grounds that a) it doesn't need to be seeded and b) it gives higher-quality random numbers than alternatives such as rand() and random(). I generate doubles between 0 and 1 using
#define ARC4RANDOM_MAX 0x100000000
-(double) Rnd{
return (double)arc4random() / (double)ARC4RANDOM_MAX ; }
However, to test the procedure I need to generate repeatable sequences of random numbers, and I can't find any reference to a way to initialise arc4random() to do this. Is it the case that arc4random() cannot be initialised to give a repeatable sequence? If so, how can anyone implement an automated unit test when every test will result in a different answer? Do I need to use the "lower quality" random numbers from random()? Thanks for your help.
The arc4random function gets random numbers from a pool over which it has no control. It has no mechanism to provide repeatability. For unit tests, you'll have to use something else.

Optimal Solution: Get a random sample of items from a data set

So I recently had this as an interview question and I was wondering what the optimal solution would be. Code is in Objective-c.
Say we have a very large data set, and we want to get a random sample
of items from it for testing a new tool. Rather than worry about the
specifics of accessing things, let's assume the system provides these
things:
// Return a random number from the set 0, 1, 2, ..., n-2, n-1.
int Rand(int n);
// Interface to implementations other people write.
#interface Dataset : NSObject
// YES when there is no more data.
- (BOOL)endOfData;
// Get the next element and move forward.
- (NSString*)getNext;
#end
// This function reads elements from |input| until the end, and
// returns an array of |k| randomly-selected elements.
- (NSArray*)getSamples:(unsigned)k from:(Dataset*)input
{
// Describe how this works.
}
Edit: So you are supposed to randomly select items from a given array. So if k = 5, then I would want to randomly select 5 elements from the dataset and return an array of those items. Each element in the dataset has to have an equal chance of getting selected.
This seems like a good time to use Reservoir Sampling. The following is an Objective-C adaptation for this use case:
NSMutableArray* result = [[NSMutableArray alloc] initWithCapacity:k];
int i,j;
for (i = 0; i < k; i++) {
[result setObject:[input getNext] atIndexedSubscript:i];
}
for (i = k; ![input endOfData]; i++) {
j = Rand(i);
NSString* next = [input getNext];
if (j < k) {
[result setObject:next atIndexedSubscript:j];
}
}
return result;
The code above is not the most efficient reservoir sampling algorithm because it generates a random number for every entry of the reservoir past the entry at index k. Slightly more complex algorithms exist under the general category "reservoir sampling". This is an interesting read on an algorithm named "Algorithm Z". I would be curious if people find newer literature on reservoir sampling, too, because this article was published in 1985.
Interessting question, but as there is no count or similar method in DataSet and you are not allowed to iterate more than once, i can only come up with this solution to get good random samples (no k > Datasize handling):
- (NSArray *)getSamples:(unsigned)k from:(Dataset*)input {
NSMutableArray *source = [[NSMutableArray alloc] init];
while(![input endOfData]) {
[source addObject:[input getNext]];
}
NSMutableArray *ret = [[NSMutableArray alloc] initWithCapacity:k];
int count = [source count];
while ([ret count] < k) {
int index = Rand(count);
[ret addObject:[source objectAtIndex:index]];
[source removeObjectAtIndex:index];
count--;
}
return ret;
}
This is not the answer I did in the interview but here is what I wish I had done:
Store pointer to first element in dataset
Loop over dataset to get count
Reset dataset to point at first element
Create NSMutableDictionary for storing random indexes
Do for loop from i=0 to i=k. Each iteration, generate a random value, check if value exists in dictionary. If it does, keep generating a random value until you get a fresh value.
Loop over dataset. If the current index is within the dictionary, add it to a the array of random subset values.
Return array of random subsets.
There are multiple ways to do this, the first way:
1. use input parameter k to dynamically allocate an array of numbers
unsigned * numsArray = (unsigned *)malloc(sizeof(unsigned) * k);
2. run a loop that gets k random numbers and stores them into the numsArray (must be careful here to check each new random to see if we have gotten it before, and if we have, get another random, etc...)
3. sort numsArray
4. run a loop beginning at the beginning of DataSet with your own incrementing counter dataCount and another counter numsCount both beginning at 0. whenever dataCount is equal to numsArray[numsCount], grab the current data object and add it to your newly created random list then increment numsCount.
5. The loop in step 4 can end when either numsCount > k or when dataCount reaches the end of the dataset.
6. The only other step that may need to be added here is before any of this to use the next command of the object type to count how large the dataset is to be able to bound your random numbers and check to make sure k is less than or equal to that.
The 2nd way to do this would be to run through the actual list MULTIPLE times.
// one must assume that once we get to the end, we can start over within the set again
1. run a while loop that checks for endOfData
a. count up a count variable that is initialized to 0
2. run a loop from 0 through k-1
a. generate a random number that you constrain to the list size
b. run a loop that moves through the dataset until it hits the rand element
c. compare that element with all other elements in your new list to make sure it isnt already in your new list
d. store the element into your new list
there may be ways to speed up the 2nd method by storing a current list location, that way if you generate a random that is past the current pointer you dont have to move through the whole list again to get back to element 0, then to the element you wish to retreive.
A potential 3rd way to do this might be to:
1. run a loop from 0 through k-1
a. generate a random
b. use the generated random as a skip count, move skip count objects through the list
c. store the current item from the list into your new list
Problem with this 3rd method is without knowing how big the list is, you dont know how to constrain the random skip count. Further, even if you did, chances are that it wouldnt truly look like a randomly grabbed subset that could easily reach the last element in the list as it would become statistically unlikely that you would ever reach the end element (i.e. not every element is given an equal shot of being select.)
Arguably the FASTEST way to do this is method 1, where you generate the random numerics first, then traverse the list only once (yes its actually twice, once to get the size of the dataset list then again to grab the random elements)
We need a little probability theory. As others, I will ignore the case n < k. The probability that the n'th item will be selected into the set of size k is just C(n-1, k-1) / C(n, k) where C is the binomial coefficient. A bit of math says shows that this is just k/n. For the rest, note that the selection of the n'th item is independent of all other selections. In other words, "the past doesn't matter."
So an algorithm is:
S = set of up to k elements
n = 0
while not end of input
v = next value
n = n + 1
if |S| < k add v to S
else if random(0,1) >= k/n replace a randomly chosen element of S with v
I will let the coders code this one! It's pretty trivial. All you need is an array of size k and one pass over the data.
If you care about efficiency (as your tags suggest) and the number of items in the population is known, don't use reservior sampling. That would require you to loop through the entire data set and generate a random number for each.
Instead, pick five values ranges from 0 to n-1. In the unlikely case, there is a duplicate among the five indexes, replace the duplicate with another random value. Then use the five indexes to do a random-access lookup to the i-th element in the population.
This is simple. It uses a minimum number of calls the random number generator. And it accesses memory only for the relevant selections.
If you don't know the number of data elements in advance, you can loop-over the data once to get the population size and proceed as above.
If you aren't allow to iterate over the data more than once, use a chunked form of reservior sampling: 1) Choose the first five elements as the initial sample, each having a probability of 1/5th. 2) Read in a large chunk of data and choose five new samples from the new set (using only five calls to Rand). 3) Pairwise, decide whether to keep the new sample item or old sample element (with odds proportional the the probablities for each of the two sample groups). 4) Repeat until all the data has been read.
For example, assume there are 1000 data elements (but we don't know this in advance).
Choose the first five as the initial sample: current_sample = read(5); population=5.
Read a chunk of n datapoints (perhaps n=200 in this example):
subpop = read(200);
m = len(subpop);
new_sample = choose(5, subpop);
loop-over the two samples pairwise:
for (a, b) in (current_sample and new_sample): if random(0 to population + m) < population, then keep a, otherwise keep *b)
population += m
repeat

How to make rand() more likely to select certain numbers?

Is it possible to use rand() or any other pseudo-random generator to pick out random numbers, but have it be more likely that it will pick certain numbers that the user feeds it? In other words, is there a way, with rand() or something else, to pick a pseudo random number, but be able to adjust the odds of getting certain outcomes, and how do you do that if it is possible.
BTW, I'm just asking how to change the numbers that rand() outputs, not how to get the user input.
Well, your question is a bit vague... but if you wanted to pick a number from 0-100 but with a bias for (say) 43 and 27, you could pick a number in the range [0, 102] and map 101 to 43 and 102 to 27. It will really depend on how much bias you want to put in, what your range is etc.
You want a mapping function between uniform density of rand() and the probability density that you desire. The mapping function can be done lots of different ways.
You can certainly use any random number generator to skew the results. Example in C#, since I don't know objective-c syntax. I assume that rand() return a number tween 0 and 1, 0 inclusive and 1 exclusive. It should be quite easy to understand the idear and convert the code to any other language.
/// <summary>
/// Dice roll with a double chance of rolling a 6.
/// </summary>
int SkewedDiceRoll()
{
// Set diceRool to a value from 1 to 7.
int diceRool = Math.Floor(7 * rand()) + 1;
// Treat a value of 7 as a 6.
if (diceRoll == 7)
{
diceRoll = 6;
}
return diceRoll;
}
This is not too difficult..
simply create an array of all possible numbers, then pad the array with extra numbers of which you want to result more often.
ie:
array('1',1','1','1','2','3','4','4');
Obviously when you query that array, it will call "1" the most, followed by "4"
In other words, is there a way, with rand() or something else, to pick a pseudo random number, but be able to adjust the odds of getting certain outcomes, and how do you do that if it is possible.
For simplicity sake, let's use the drand48() which returns "values uniformly distributed over the interval [0.0,1.0)".
To make the values close to one more likely to appear, apply skew function log2():
log2( drand48() + 1.0 ); // +1 since log2() in is [0.0, 1.0) for values in [1.0, 2.0)
To make the values close to zero more likely to appear, use the e.g. exp():
(exp(drand48()) - 1.0) * (1/(M_E-1.0)); // exp(0)=1, exp(1)=e
Generally you need to crate a function which would map the uniformly distributed values from the random function into values which are distributed differently, non-uniformly.
You can use the follwing trick
This example has a 50 percent chance of producing one of your 'favourite' numbers
int[] highlyProbable = new int[]{...};
public int biasedRand() {
double rand = rand();
if (rand < 0.5) {
return highlyProbable[(int)(highlyProbable.length * rand())];
} else {
return (int)YOUR_RANGE * rand();
}
}
In addition to what Kevin suggested, you could have your regular group of numbers (the wide range) chopped into a number of smaller ranges, and have the RNG pick from the ranges you find favorable. You could access these ranges in a particular order, or, you can access them in some random order (but I can assume this wouldn't be what you want.) Since you're using manually specified ranges to be accessed within the wide range of elements, you're likely to see the numbers you want pop up more than others. Of course, this is just how I'd approach it, and it may not seem all that rational.
Good luck.
By definition the output of a random number generator is random, which means that each number is equally likely to occur next (1/10 chance) and you should not be able to affect the outcome.
Of-course, a pseudo-random generator creates an output that will always follow the same pattern for a given input seed. So if you know the seed, then you may have some idea of the output sequence. You can, of-course, use the modulus operator to play around with the set of numbers being output from the generator (eg. %5 + 2 to generate numbers from 2 to 7).