Better random algorithm?

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情书的邮戳
情书的邮戳 2020-12-16 06:48

I\'m making a game in C++ and it involves filling tiles with random booleans (either yes or no) whether it is yes or no is decided by rand() % 1. It doesn\'t fe

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  • 2020-12-16 07:23

    The easiest thing you can do, short of writing another PRNG or using a library, would be to just use all bits that a single call to rand() gives you. Most random number generators can be broken down to a stream of bits which has certain randomness and statistical properties. Individual bits, spaced evenly on that stream, need not have the same properties. Essentially you're throwing away between 14 and 31 bits of pseudo-randomness here.

    You can just cache the number generated by a call to rand() and use each bit of it (depending on the number of bits rand() gives you, of course, which will depend on RAND_MAX). So if your RAND_MAX is 32768 you can use the lowest-order 15 bits of that number in sequence. Especially if RAND_MAX is that small you are not dealing with the low-order bits of the generator, so taking bits from the high end doesn't gain you much. For example the Microsoft CRT generates random numbers with the equation

    xn + 1 = xn · 214013 + 2531011

    and then shifts away the lowest-order 16 bits of that result and restricts it to 15 bits. So no low-order bits from the generator there. This largely holds true for generators where RAND_MAX is as high as 231 but you can't count on that sometimes (so maybe restrict yourself to 16 or 24 bits there, taken from the high-order end).

    So, generally, just cache the result of a call to rand() and use the bits of that number in sequence for your application, instead of rand() % 2.

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  • 2020-12-16 07:24

    Many pseudo-random number generators suffer from cyclical lower bits, especially linear congruential algorithms, which are typically the most common implementations. Some people suggest shifting out the least significant bits to solve this.

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  • 2020-12-16 07:27

    The perfect way of Yes or No as random is toggling those. You may not need random function.

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  • 2020-12-16 07:27

    A quick thing that might make your numbers feel a bit more random would be to re-seed the generator each time the condition if(rand() % 50==0) is true.

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  • 2020-12-16 07:29

    I have used the Mersenne Twister random number generator successfully for many years. Its source code is available from the maths department of Hiroshima Uni here. (Direct link so you don't have to read Japanese!)

    What is great about this algorithm is that:

    1. Its 'randomness' is very good
    2. Its state vector is a vector of unsigned ints and an index, so it is very easy to save its state, reload its state, and resume a pseudo-random process from where it left off.

    I'd recommend giving it a look for your game.

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  • 2020-12-16 07:39

    Also if you reseed too fast then you will get the exact same number. Personally I use a class that updates the seed only when the time has changed.

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