VERY ROUGH WORK IN PROGRESS..NO REAL USEFUL INFORMATION AS OF YET.
Overview
The purpose of this page is to give an rough overview of how pseudo random number generators (PRNG) work and a rough idea of how to choose ones which are adequte for a game runtime.
Introduction
The vast majority of PRNGs all work in the same way. They take some state-data in the form of a sequence of bits and perform computations which mix the bits. Notice that hashing and random number generation are very similar. A given generator will have a
period which is the number of unique values the state will assume before wrapping around and repeating itself. Yeah, that was clear. OK, let's pretend like we're using a 2-bit integer for our state data, so our 2-bit integer can have values of:
{0,1,2,3}. For our random number generator we want to produce some permutation (
MathWorld,
Wikipedia) of that set which appears random. The number of permutations of a set with
n elements is
Factorial[n], so we have 24 choices for our 2-bit integer. Limiting the set to those that start with '0' (all the remaining are rotations), we have:
{0,1,2,3},{0,1,3,2},{0,2,1,3},{0,2,3,1},{0,3,1,2},{0,3,2,1}.
Now obviously none of the above permutation choices look very random but this is exactly how random number generators work. The problem here is that there just aren't enough unqiue values that any of the permutations appear random. Luckily factorials explode and if we were talking about only 8-bits then there'd be approximately 8.6x10
506 choices and 16-bits is ~5.2x10
287193. Other than some very narrow special cases (like in GLSL, when attempt to avoid using integers) there's no reason to use generators with less than 32-bits.
This does not imply that PRNGs with longer periods are superior in quality than those that are shorter.
Period
As mentioned above the period of a PRNG is the length of the sequence that it generates. Once the period is exhausted, the sequence wraps-around and starts to repeat itself.
For scientific usage long periods are important. The reason for this is that statistically they will begin show defects if in "single computation" more than
sqrt(T) random numbers are used, where
T is the period or the cube-root if the problem requires birthday spacing (
Wikipedia). Additionally long periods are considered desirable because one can break a problem across multiple CPUs/servers/whatever to attack a single problem and the longer the period, the lower the probablity that the individual computation units will be using overlapping parts of the sequence. (An alternate solution is to use different generators per computation unit, but that's neither here-nor-there for our purposes)
Note the "single computation" part. There's the mistaken notion in games that one needs a period long enough that it never repeats during gameplay. Not at all, it simply should be long enough that every single computation has more than enough values to complete. To give a rough idea of 'scale', here's a table of common short periods with its square and cube roots:
| T | Period (T) | T1/2 | T1/3 |
| 232 | 4294967296 | 65536 | 1625.5 |
| 248 | 281474976710656 | 16777216 | 65536 |
| 264 | 18446744073709551616 | 4294967296 | 2642246 |
| 2128 | 340282366920938463463374607431768211456 | 18446744073709551616 | 6981463658332 |
Write something about using above as a rough guideline.
Dimensions
Humm...any ideas here kids, other than don't worry about dimensions. Just don't use a LCG for more than 2.
Old Skool
Mention some mod-power-of-two LCGs here. Non-power-of-two just ain't worthwhile. Nor are IHMO sub-cycle generators.
New kids on the block
Mention some cheap LSFRs here
Quality
Write something somehow convicing about how quality a la. diehard and various crushes shouldn't matter.
Rules of thumb
Stuff like never use the same instance of a generator in more than one thread. Likewise don't use or write static utilities methods. Use different generators if you need a more expensive one for a sub-set of tasks...oh, and don't really worry about any of this stuff if you just don't generate many random numbers.
ReferenceBlah, blah
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