Class AceRandom

All Implemented Interfaces:
Externalizable, Serializable, RandomGenerator

public class AceRandom extends EnhancedRandom
Like TrimRandom with five 64-bit states; does not use multiplication, only add, subtract, XOR, and left-rotate operations. Has a state that runs like a counter, guaranteeing a minimum period of 2 to the 64. This passes roughly 180 petabytes of intensive testing on the GPU with ReMort, as well as 64TB of PractRand's broad spectrum of tests. It can sometimes be the fastest generator here, outpacing WhiskerRandom on Java 19 on occasion, but it isn't quite as fast as Whisker on older JDKs, or as fast as PouchRandom in most cases. Whisker doesn't have a guaranteed minimum period, Pouch has a lower guaranteed minimum period, and this is usually faster than PasarRandom, another 5-state generator with a minimum period of 2 to the 64. The maximum and/or expected periods for both PasarRandom and AceRandom are far larger than they would need to be, even if run for decades on current hardware. The minimum period alone would take multiple years to exhaust if using a CPU, let alone to find that particular cycle with the shortest period. Running on a fast GPU would take less time, but still an impractically long time.
An unexpected advantage AceRandom has over PasarRandom and WhiskerRandom is that if many generators of each of those types have their states assigned with small and/or repeated values, AceRandom looks clearly better. AceRandom only has non-random patterns briefly as it escapes the non-random initial state, then returns to typical uncorrelated white noise. On the other hand, PasarRandom and WhiskerRandom will alternate between two different patterns - if the small states were assigned using x and y positions on a grid, then the patterns will be horizontal or vertical stripes. ScruffRandom can also show stripe artifacts, typically on every third generation if given a very non-random initial state. The reason AceRandom does better probably has to do with how it mixes its five states more than the others - WhiskerRandom and ScruffRandom each only mix one pair of states per generation, and PasarRandom only mixes two pairs of states, but AceRandom mixes three pairs. Ace looks about as random as PouchRandom once sufficient values have been generated (about 30 longs usually works).
This implements all optional methods in EnhancedRandom except EnhancedRandom.skip(long); it does implement previousLong() without using skip().
The name comes from the 52 cards (excluding jokers, but including aces) in a standard playing card deck, since this uses a left rotation by exactly 52 as one of its critical components. Rotations by anything else I tried didn't pass testing as well, or even at all.
See Also:
  • Field Details

    • stateA

      protected long stateA
      The first state; can be any long.
    • stateB

      protected long stateB
      The second state; can be any long.
    • stateC

      protected long stateC
      The third state; can be any long.
    • stateD

      protected long stateD
      The fourth state; can be any long.
    • stateE

      protected long stateE
      The fifth state; can be any long. The first call to nextLong() will return this verbatim, if no other methods have been called.
  • Constructor Details

    • AceRandom

      public AceRandom()
      Creates a new AceRandom with a random state.
    • AceRandom

      public AceRandom(long seed)
      Creates a new AceRandom with the given seed; all long values are permitted. The seed will be passed to setSeed(long) to attempt to adequately distribute the seed randomly.
      Parameters:
      seed - any long value
    • AceRandom

      public AceRandom(long stateA, long stateB)
      Creates a new AceRandom with the given two states; all long values are permitted. These states will be used verbatim, and the third, fourth, and fifth states will be assigned stateA + stateB, stateA ^ stateB, and stateB - stateA, respectively.
      Parameters:
      stateA - any long value
      stateB - any long value
    • AceRandom

      public AceRandom(long stateA, long stateB, long stateC)
      Creates a new AceRandom with the given three states; all long values are permitted. These states will be used verbatim, and the fourth and fifth states will be assigned stateA + stateC and stateB ^ stateC, respectively.
      Parameters:
      stateA - any long value
      stateB - any long value
      stateC - any long value
    • AceRandom

      public AceRandom(long stateA, long stateB, long stateC, long stateD)
      Creates a new AceRandom with the given four states; all long values are permitted. These states will be used verbatim, and the fifth state will be assigned stateA + stateC ^ stateB + stateD.
      Parameters:
      stateA - any long value
      stateB - any long value
      stateC - any long value
      stateD - any long value
    • AceRandom

      public AceRandom(long stateA, long stateB, long stateC, long stateD, long stateE)
      Creates a new AceRandom with the given five states; all long values are permitted. These states will be used verbatim.
      Parameters:
      stateA - any long value
      stateB - any long value
      stateC - any long value
      stateD - any long value
      stateE - any long value
  • Method Details

    • getTag

      public String getTag()
      Description copied from class: EnhancedRandom
      Gets the tag used to identify this type of EnhancedRandom, as a String. This tag should be unique, and for uniformity purposes, all tags used in this library are 4 characters long. User-defined tags should have a different length.
      Specified by:
      getTag in class EnhancedRandom
      Returns:
      a unique String identifier for this type of EnhancedRandom; usually 4 chars long.
    • getStateCount

      public int getStateCount()
      This generator has 5 long states, so this returns 5.
      Overrides:
      getStateCount in class EnhancedRandom
      Returns:
      5 (five)
    • getSelectedState

      public long getSelectedState(int selection)
      Gets the state determined by selection, as-is. The value for selection should be between 0 and 4, inclusive; if it is any other value this gets state E as if 4 was given.
      Overrides:
      getSelectedState in class EnhancedRandom
      Parameters:
      selection - used to select which state variable to get; generally 0, 1, 2, 3, or 4
      Returns:
      the value of the selected state
    • setSelectedState

      public void setSelectedState(int selection, long value)
      Sets one of the states, determined by selection, to value, as-is. Selections 0, 1, 2, 3, and 4 refer to states A, B, C, D, and E, and if the selection is anything else, this treats it as 4 and sets stateE.
      Overrides:
      setSelectedState in class EnhancedRandom
      Parameters:
      selection - used to select which state variable to set; generally 0, 1, 2, 3, or 4
      value - the exact value to use for the selected state, if valid
    • setSeed

      public void setSeed(long seed)
      This initializes all 5 states of the generator to random values based on the given seed. (2 to the 64) possible initial generator states can be produced here, all with a different first value returned by nextLong().
      Specified by:
      setSeed in class EnhancedRandom
      Parameters:
      seed - the initial seed; may be any long
    • getStateA

      public long getStateA()
    • setStateA

      public void setStateA(long stateA)
      Sets the first part of the state.
      Parameters:
      stateA - can be any long
    • getStateB

      public long getStateB()
    • setStateB

      public void setStateB(long stateB)
      Sets the second part of the state.
      Parameters:
      stateB - can be any long
    • getStateC

      public long getStateC()
    • setStateC

      public void setStateC(long stateC)
      Sets the third part of the state.
      Parameters:
      stateC - can be any long
    • getStateD

      public long getStateD()
    • setStateD

      public void setStateD(long stateD)
      Sets the fourth part of the state.
      Parameters:
      stateD - can be any long
    • getStateE

      public long getStateE()
    • setStateE

      public void setStateE(long stateE)
      Sets the fifth part of the state.
      Parameters:
      stateE - can be any long
    • setState

      public void setState(long state)
      Delegates to setSeed(long), using a hash function on the input to get a variety of initial states. To set the states all to exactly what you want, use setState(long, long, long, long, long).
      Overrides:
      setState in class EnhancedRandom
      Parameters:
      state - the long value to pass to setSeed(long)
      See Also:
    • setState

      public void setState(long stateA, long stateB)
      Sets the state completely to the given two state variables. The third state variable will be set as if you had called setStateE(stateA + stateB). The fourth state variable will be set as if you had called setStateE(stateA ^ stateB). The fifth state variable will be set as if you had called setStateE(stateB - stateA). This is the same as calling setStateA(long), setStateB(long), setStateC(long), setStateD(long), and setStateE(long) (as mentioned) as a group. To set the states all to exactly what you want, use setState(long, long, long, long, long).
      Overrides:
      setState in class EnhancedRandom
      Parameters:
      stateA - the first state; can be any long
      stateB - the second state; can be any long
    • setState

      public void setState(long stateA, long stateB, long stateC)
      Sets the state completely to the given three state variables. The fourth state variable will be set as if you had called setStateE(stateA + stateC). The fifth state variable will be set as if you had called setStateE(stateB ^ stateC). This is the same as calling setStateA(long), setStateB(long), setStateC(long), setStateD(long), and setStateE(long) (as mentioned) as a group. To set the states all to exactly what you want, use setState(long, long, long, long, long).
      Overrides:
      setState in class EnhancedRandom
      Parameters:
      stateA - the first state; can be any long
      stateB - the second state; can be any long
      stateC - the third state; can be any long
    • setState

      public void setState(long stateA, long stateB, long stateC, long stateD)
      Sets the state completely to the given four state variables. The fifth state variable will be set as if you had called setStateE(stateA + stateC ^ stateB + stateD). This is the same as calling setStateA(long), setStateB(long), setStateC(long), setStateD(long), and setStateE(long) (as mentioned) as a group. To set the states all to exactly what you want, use setState(long, long, long, long, long).
      Overrides:
      setState in class EnhancedRandom
      Parameters:
      stateA - the first state; can be any long
      stateB - the second state; can be any long
      stateC - the third state; can be any long
      stateD - the fourth state; can be any long
    • setState

      public void setState(long stateA, long stateB, long stateC, long stateD, long stateE)
      Sets the state completely to the given five state variables. This is the same as calling setStateA(long), setStateB(long), setStateC(long), setStateD(long), and setStateE(long) as a group.
      Overrides:
      setState in class EnhancedRandom
      Parameters:
      stateA - the first state; can be any long
      stateB - the second state; can be any long
      stateC - the third state; can be any long
      stateD - the fourth state; can be any long
      stateE - the fifth state; can be any long
    • nextLong

      public long nextLong()
      Description copied from class: EnhancedRandom
      Returns the next pseudorandom, uniformly distributed long value from this random number generator's sequence. The general contract of nextLong is that one long value is pseudorandomly generated and returned.
      The only methods that need to be implemented by this interface are this and EnhancedRandom.copy(), though other methods can be implemented as appropriate for generators that, for instance, natively produce ints rather than longs.
      Specified by:
      nextLong in interface RandomGenerator
      Specified by:
      nextLong in class EnhancedRandom
      Returns:
      the next pseudorandom, uniformly distributed long value from this random number generator's sequence
    • previousLong

      public long previousLong()
      Description copied from class: EnhancedRandom
      Optional; moves the state to its previous value and returns the previous long that would have been produced by EnhancedRandom.nextLong(). This can be equivalent to calling EnhancedRandom.skip(long) with -1L, but not always; many generators can't efficiently skip long distances, but can step back by one value.
      Generators that natively generate int results typically produce long values by generating an int for the high 32 bits and an int for the low 32 bits. When producing the previous long, the order the high and low bits are generated, such as by EnhancedRandom.previousInt(), should be reversed. Generators that natively produce long values usually don't need to implement EnhancedRandom.previousInt(), but those that produce int usually should implement it, and may optionally call previousInt() twice in this method.
      If you know how to implement the reverse of a particular random number generator, it is recommended you do so here, rather than rely on skip(). This isn't always easy, but should always be possible for any decent PRNG (some historical PRNGs, such as the Middle-Square PRNG, cannot be reversed at all). If a generator cannot be reversed because multiple initial states can transition to the same subsequent state, it is known to have statistical problems that are not necessarily present in a generator that matches one initial state to one subsequent state.
      The public implementation calls EnhancedRandom.skip(long) with -1L, and if skip() has not been implemented differently, then it will throw an UnsupportedOperationException.
      Overrides:
      previousLong in class EnhancedRandom
      Returns:
      the previous number this would have produced with EnhancedRandom.nextLong()
    • next

      public int next(int bits)
      Description copied from class: EnhancedRandom
      Generates the next pseudorandom number with a specific maximum size in bits (not a max number). If you want to get a random number in a range, you should usually use EnhancedRandom.nextInt(int) instead. For some specific cases, this method is more efficient and less biased than EnhancedRandom.nextInt(int). For bits values between 1 and 30, this should be similar in effect to nextInt(1 << bits); though it won't typically produce the same values, they will have the correct range. If bits is 31, this can return any non-negative int; note that nextInt(1 << 31) won't behave this way because 1 << 31 is negative. If bits is 32 (or 0), this can return any int.

      The general contract of next is that it returns an int value and if the argument bits is between 1 and 32 (inclusive), then that many low-order bits of the returned value will be (approximately) independently chosen bit values, each of which is (approximately) equally likely to be 0 or 1.

      Note that you can give this values for bits that are outside its expected range of 1 to 32, but the value used, as long as bits is positive, will effectively be bits % 32. As stated before, a value of 0 for bits is the same as a value of 32.

      Overrides:
      next in class EnhancedRandom
      Parameters:
      bits - the amount of random bits to request, from 1 to 32
      Returns:
      the next pseudorandom value from this random number generator's sequence
    • leap

      public long leap()
      Jumps extremely far in the generator's sequence, such that one call to leap() advances the state as many as Math.pow(2, 48) calls to nextLong(). This can be used to create 65536 substreams of this generator's sequence, each with a period of at least Math.pow(2, 48) but likely much more.
      Returns:
      the result of what nextLong() would return if it was called at the state this jumped to
    • copy

      public AceRandom copy()
      Description copied from class: EnhancedRandom
      Creates a new EnhancedRandom with identical states to this one, so if the same EnhancedRandom methods are called on this object and its copy (in the same order), the same outputs will be produced. This is not guaranteed to copy the inherited state of any parent class, so if you call methods that are only implemented by a superclass (like Random) and not this one, the results may differ.
      Specified by:
      copy in class EnhancedRandom
      Returns:
      a deep copy of this EnhancedRandom.
    • equals

      public boolean equals(Object o)
      Overrides:
      equals in class Object
    • toString

      public String toString()
      Overrides:
      toString in class Object