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IRandomUniform.cs
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IRandomUniform.cs
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using Aardvark.Base.Sorting;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Aardvark.Base
{
/// <summary>
/// This interface enforces a common API for random number generators.
/// </summary>
public interface IRandomUniform
{
#region Info and Seeding
/// <summary>
/// Returns the number of random bits that the generator
/// delivers. This many bits are actually random in the
/// doubles returned by <see cref="UniformDouble()"/>.
/// </summary>
int RandomBits { get; }
/// <summary>
/// Returns true if the doubles generated by this random
/// generator contain 52 random mantissa bits.
/// </summary>
bool GeneratesFullDoubles { get; }
/// <summary>
/// Reinitializes the random generator with the specified seed.
/// </summary>
void ReSeed(int seed);
#endregion
#region Random Integers
/// <summary>
/// Returns a uniformly distributed integer in the interval
/// [0, 2^31-1].
/// </summary>
int UniformInt();
/// <summary>
/// Returns a uniformly distributed integer in the interval
/// [0, 2^32-1].
/// </summary>
uint UniformUInt();
/// <summary>
/// Returns a uniformly distributed integer in the interval
/// [0, 2^63-1].
/// </summary>
long UniformLong();
/// <summary>
/// Returns a uniformly distributed integer in the interval
/// [0, 2^64-1].
/// </summary>
ulong UniformULong();
#endregion
#region Random Floating Point Values
/// <summary>
/// Returns a uniformly distributed float in the half-open interval
/// [0.0f, 1.0f).
/// </summary>
float UniformFloat();
/// <summary>
/// Returns a uniformly distributed float in the closed interval
/// [0.0f, 1.0f].
/// </summary>
float UniformFloatClosed();
/// <summary>
/// Returns a uniformly distributed float in the open interval
/// (0.0f, 1.0f).
/// </summary>
float UniformFloatOpen();
/// <summary>
/// Returns a uniformly distributed double in the half-open interval
/// [0.0, 1.0). Note, that only RandomBits bits are guaranteed to be
/// random.
/// </summary>
double UniformDouble();
/// <summary>
/// Returns a uniformly distributed double in the closed interval
/// [0.0, 1.0]. Note, that only RandomBits bits are guaranteed to be
/// random.
/// </summary>
double UniformDoubleClosed();
/// <summary>
/// Returns a uniformly distributed double in the open interval
/// (0.0, 1.0). Note, that only RandomBits bits are guaranteed to be
/// random.
/// </summary>
double UniformDoubleOpen();
#endregion
}
public static class IRandomUniformExtensions
{
#region Random Bits
/// <summary>
/// Supply random bits one at a time. The currently unused bits are
/// maintained in the supplied reference parameter. Before the first
/// call randomBits must be 0.
/// </summary>
public static bool RandomBit(
this IRandomUniform rnd, ref int randomBits)
{
if (randomBits <= 1)
{
randomBits = rnd.UniformInt();
bool bit = (randomBits & 1) != 0;
randomBits = 0x40000000 | (randomBits >> 1);
return bit;
}
else
{
bool bit = (randomBits & 1) != 0;
randomBits >>= 1;
return bit;
}
}
#endregion
#region Random Integers
/// <summary>
/// Returns a uniformly distributed int in the interval [0, count-1].
/// In order to avoid excessive aliasing, two random numbers are used
/// when count is greater or equal 2^24 and the random generator
/// delivers 32 random bits or less. The method thus works fairly
/// decently for all integers.
/// </summary>
public static int UniformInt(this IRandomUniform rnd, int size)
{
if (rnd.GeneratesFullDoubles || size < 16777216)
return (int)(rnd.UniformDouble() * size);
else
return (int)(rnd.UniformDoubleFull() * size);
}
/// <summary>
/// Returns a uniformly distributed long in the interval [0, size-1].
/// NOTE: If count has more than about 48 bits, aliasing leads to
/// noticeable (greater 5%) shifts in the probabilities (i.e. one
/// long has a probability of x and the other a probability of
/// x * (2^(52-b)-1)/(2^(52-b)), where b is log(size)/log(2)).
/// </summary>
public static long UniformLong(this IRandomUniform rnd, long size)
{
if (rnd.GeneratesFullDoubles || size < 16777216)
return (long)(rnd.UniformDouble() * size);
else
return (long)(rnd.UniformDoubleFull() * size);
}
/// <summary>
/// Returns a uniform int which is guaranteed not to be zero.
/// </summary>
public static int UniformIntNonZero(this IRandomUniform rnd)
{
int r;
do { r = rnd.UniformInt(); } while (r == 0);
return r;
}
/// <summary>
/// Returns a uniform long which is guaranteed not to be zero.
/// </summary>
public static long UniformLongNonZero(this IRandomUniform rnd)
{
long r;
do { r = rnd.UniformLong(); } while (r == 0);
return r;
}
#endregion
#region Random Floating Point Values
/// <summary>
/// Returns a uniformly distributed double in the half-open interval
/// [0.0, 1.0). Note, that two random values are used to make all 53
/// bits random. If you use this repeatedly, consider using a 64-bit
/// random generator, which can provide such doubles directly using
/// UniformDouble().
/// </summary>
public static double UniformDoubleFull(this IRandomUniform rnd)
{
if (rnd.GeneratesFullDoubles) return rnd.UniformDouble();
long r = ((~0xfL & (long)rnd.UniformInt()) << 22)
| ((long)rnd.UniformInt() >> 5);
return r * (1.0 / 9007199254740992.0);
}
/// <summary>
/// Returns a uniformly distributed double in the closed interval
/// [0.0, 1.0]. Note, that two random values are used to make all 53
/// bits random.
/// </summary>
public static double UniformDoubleFullClosed(this IRandomUniform rnd)
{
if (rnd.GeneratesFullDoubles) return rnd.UniformDoubleClosed();
long r = ((~0xfL & (long)rnd.UniformInt()) << 22)
| ((long)rnd.UniformInt() >> 5);
return r * (1.0 / 9007199254740991.0);
}
/// <summary>
/// Returns a uniformly distributed double in the open interval
/// (0.0, 1.0). Note, that two random values are used to make all 53
/// bits random.
/// </summary>
public static double UniformDoubleFullOpen(this IRandomUniform rnd)
{
if (rnd.GeneratesFullDoubles) return rnd.UniformDoubleOpen();
long r;
do
{
r = ((~0xfL & (long)rnd.UniformInt()) << 22)
| ((long)rnd.UniformInt() >> 5);
}
while (r == 0);
return r * (1.0 / 9007199254740992.0);
}
#endregion
#region Creating Randomly Filled Arrays
/// <summary>
/// Create a random array of ints in the interval
/// [0, 2^31-1] of the specified length.
/// </summary>
public static int[] CreateUniformIntArray(
this IRandomUniform rnd, long length)
{
var array = new int[length];
rnd.FillUniform(array);
return array;
}
/// <summary>
/// Create a random array of longs in the interval
/// [0, 2^63-1] of the specified length.
/// </summary>
public static long[] CreateUniformLongArray(
this IRandomUniform rnd, long length)
{
var array = new long[length];
rnd.FillUniform(array);
return array;
}
/// <summary>
/// Create a random array of floats in the half-open interval
/// [0.0, 1.0) of the specified length.
/// </summary>
public static float[] CreateUniformFloatArray(
this IRandomUniform rnd, long length)
{
var array = new float[length];
rnd.FillUniform(array);
return array;
}
/// <summary>
/// Create a random array of doubles in the half-open interval
/// [0.0, 1.0) of the specified length.
/// </summary>
public static double[] CreateUniformDoubleArray(
this IRandomUniform rnd, long length)
{
var array = new double[length];
rnd.FillUniform(array);
return array;
}
/// <summary>
/// Create a random array of full doubles in the half-open interval
/// [0.0, 1.0) of the specified length.
/// </summary>
public static double[] CreateUniformDoubleFullArray(
this IRandomUniform rnd, long length)
{
var array = new double[length];
rnd.FillUniformFull(array);
return array;
}
/// <summary>
/// Fills the specified array with random ints in the interval
/// [0, 2^31-1].
/// </summary>
public static void FillUniform(this IRandomUniform rnd, int[] array)
{
long count = array.LongLength;
for (long i = 0; i < count; i++)
array[i] = rnd.UniformInt();
}
/// <summary>
/// Fills the specified array with random longs in the interval
/// [0, 2^63-1].
/// </summary>
public static void FillUniform(this IRandomUniform rnd, long[] array)
{
long count = array.LongLength;
for (long i = 0; i < count; i++)
array[i] = rnd.UniformLong();
}
/// <summary>
/// Fills the specified array with random floats in the half-open
/// interval [0.0f, 1.0f).
/// </summary>
public static void FillUniform(this IRandomUniform rnd, float[] array)
{
long count = array.LongLength;
for (long i = 0; i < count; i++)
array[i] = rnd.UniformFloat();
}
/// <summary>
/// Fills the specified array with random doubles in the half-open
/// interval [0.0, 1.0).
/// </summary>
public static void FillUniform(
this IRandomUniform rnd, double[] array)
{
long count = array.LongLength;
for (long i = 0; i < count; i++)
array[i] = rnd.UniformDouble();
}
/// <summary>
/// Fills the specified array with fully random doubles (53 random
/// bits) in the half-open interval [0.0, 1.0).
/// </summary>
public static void FillUniformFull(
this IRandomUniform rnd, double[] array)
{
long count = array.LongLength;
if (rnd.GeneratesFullDoubles)
{
for (long i = 0; i < count; i++)
array[i] = rnd.UniformDoubleFull();
}
else
{
for (long i = 0; i < count; i++)
array[i] = rnd.UniformDouble();
}
}
/// <summary>
/// Creates an array that contains a random permutation of the
/// ints in the interval [0, count-1].
/// </summary>
public static int[] CreatePermutationArray(
this IRandomUniform rnd, int count)
{
var p = new int[count].SetByIndex(i => i);
rnd.Randomize(p);
return p;
}
/// <summary>
/// Creates an array that contains a random permutation of the
/// numbers in the interval [0, count-1].
/// </summary>
public static long[] CreatePermutationArrayLong(
this IRandomUniform rnd, long count)
{
var p = new long[count].SetByIndexLong(i => i);
rnd.Randomize(p);
return p;
}
#endregion
#region Creationg a Random Subset (while maintaing order)
/// <summary>
/// Returns a random subset of an array with a supplied number of
/// elements (subsetCount). The elements in the subset are in the
/// same order as in the original array. O(count).
/// NOTE: this method needs to generate one random number for each
/// element of the original array. If subsetCount is significantly
/// smaller than count, it is more efficient to use
/// <see cref="CreateSmallRandomSubsetIndexArray"/> or
/// <see cref="CreateSmallRandomSubsetIndexArrayLong"/> or
/// <see cref="CreateSmallRandomOrderedSubsetIndexArray"/> or
/// <see cref="CreateSmallRandomOrderedSubsetIndexArrayLong"/>.
/// </summary>
public static T[] CreateRandomSubsetOfSize<T>(
this T[] array, long subsetCount, IRandomUniform rnd = null)
{
if (rnd == null) rnd = new RandomSystem();
long count = array.LongLength;
if (!(subsetCount >= 0 && subsetCount <= count)) throw new ArgumentOutOfRangeException(nameof(subsetCount));
var subset = new T[subsetCount];
long si = 0;
for (int ai = 0; ai < count && si < subsetCount; ai++)
{
var p = (double)(subsetCount - si) / (double)(count - ai);
if (rnd.UniformDouble() <= p) subset[si++] = array[ai];
}
return subset;
}
/// <summary>
/// Returns a random subset of the enumeration with a supplied number of
/// elements (subsetCount). The elements in the subset are in the
/// same order as in the input. O(count).
/// NOTE: The number of elements of the Enumerable need to be calculated, in case of true enumerations
/// the implementation of .Count() results in a second evaluation of the enumerable.
/// </summary>
public static T[] CreateRandomSubsetOfSize<T>(
this IEnumerable<T> input, long subsetCount, IRandomUniform rnd = null)
{
if (rnd == null) rnd = new RandomSystem();
long count = input.Count();
if (!(subsetCount >= 0 && subsetCount <= count)) throw new ArgumentOutOfRangeException(nameof(subsetCount));
var subset = new T[subsetCount];
long si = 0, ai = 0;
foreach (var a in input)
{
if (ai < count && si < subsetCount)
{
var p = (double)(subsetCount - si) / (double)(count - ai++);
if (rnd.UniformDouble() <= p) subset[si++] = a;
}
else
break;
}
return subset;
}
/// <summary>
/// Creates an unordered array of subsetCount long indices that
/// constitute a subset of all longs in the range [0, count-1].
/// O(subsetCount) for subsetCount << count.
/// NOTE: It is assumed that subsetCount is significantly smaller
/// than count. If this is not the case, use
/// CreateRandomSubsetOfSize instead.
/// WARNING: As subsetCount approaches count execution time
/// increases significantly.
/// </summary>
public static long[] CreateSmallRandomSubsetIndexArrayLong(
this IRandomUniform rnd, long subsetCount, long count)
{
if (!(subsetCount >= 0 && subsetCount <= count)) throw new ArgumentOutOfRangeException(nameof(subsetCount));
var subsetIndices = new LongSet(subsetCount);
for (int i = 0; i < subsetCount; i++)
{
long index;
do { index = rnd.UniformLong(count); }
while (!subsetIndices.TryAdd(index));
}
return subsetIndices.ToArray();
}
/// <summary>
/// Creates an ordered array of subsetCount long indices that
/// constitute a subset of all longs in the range [0, count-1].
/// O(subsetCount * log(subsetCount)) for subsetCount << count.
/// NOTE: It is assumed that subsetCount is significantly smaller
/// than count. If this is not the case, use
/// CreateRandomSubsetOfSize instead.
/// WARNING: As subsetCount approaches count execution time
/// increases significantly.
/// </summary>
public static long[] CreateSmallRandomOrderedSubsetIndexArrayLong(
this IRandomUniform rnd, long subsetCount, long count)
{
var subsetIndexArray = rnd.CreateSmallRandomSubsetIndexArrayLong(subsetCount, count);
subsetIndexArray.QuickSortAscending();
return subsetIndexArray;
}
/// <summary>
/// Creates an unordered array of subsetCount int indices that
/// constitute a subset of all ints in the range [0, count-1].
/// O(subsetCount) for subsetCount << count.
/// NOTE: It is assumed that subsetCount is significantly smaller
/// than count. If this is not the case, use
/// CreateRandomSubsetOfSize instead.
/// WARNING: As subsetCount approaches count execution time
/// increases significantly.
/// </summary>
public static int[] CreateSmallRandomSubsetIndexArray(
this IRandomUniform rnd, int subsetCount, int count)
{
if (!(subsetCount >= 0 && subsetCount <= count)) throw new ArgumentOutOfRangeException(nameof(subsetCount));
var subsetIndices = new IntSet(subsetCount);
for (int i = 0; i < subsetCount; i++)
{
int index;
do { index = rnd.UniformInt(count); }
while (!subsetIndices.TryAdd(index));
}
return subsetIndices.ToArray();
}
/// <summary>
/// Creates an ordered array of subsetCount int indices that
/// constitute a subset of all ints in the range [0, count-1].
/// O(subsetCount * log(subsetCount)) for subsetCount << count.
/// NOTE: It is assumed that subsetCount is significantly smaller
/// than count. If this is not the case, use
/// CreateRandomSubsetOfSize instead.
/// WARNING: As subsetCount approaches count execution time
/// increases significantly.
/// </summary>
public static int[] CreateSmallRandomOrderedSubsetIndexArray(
this IRandomUniform rnd, int subsetCount, int count)
{
var subsetIndexArray = rnd.CreateSmallRandomSubsetIndexArray(subsetCount, count);
subsetIndexArray.QuickSortAscending();
return subsetIndexArray;
}
#endregion
#region Randomizing Existing Arrays
/// <summary>
/// Randomly permute the first count elements of the
/// supplied array. This does work with counts of up
/// to about 2^50.
/// </summary>
public static void Randomize<T>(
this IRandomUniform rnd, T[] array, long count)
{
if (count <= (long)int.MaxValue)
{
int intCount = (int)count;
for (int i = 0; i < intCount; i++)
array.Swap(i, rnd.UniformInt(intCount));
}
else
{
for (long i = 0; i < count; i++)
array.Swap(i, rnd.UniformLong(count));
}
}
/// <summary>
/// Randomly permute the elements of the supplied array. This does
/// work with arrays up to a length of about 2^50.
/// </summary>
public static void Randomize<T>(
this IRandomUniform rnd, T[] array)
{
rnd.Randomize(array, array.LongLength);
}
/// <summary>
/// Randomly permute the elements of the supplied list.
/// </summary>
public static void Randomize<T>(
this IRandomUniform rnd, List<T> list)
{
int count = list.Count;
for (int i = 0; i < count; i++)
list.Swap(i, rnd.UniformInt(count));
}
/// <summary>
/// Randomly permute the specified number of elements in the supplied
/// array starting at the specified index.
/// </summary>
public static void Randomize<T>(
this IRandomUniform rnd, T[] array, int start, int count)
{
for (int i = start, e = start + count; i < e; i++)
array.Swap(i, start + rnd.UniformInt(count));
}
/// <summary>
/// Randomly permute the specified number of elements in the supplied
/// array starting at the specified index.
/// </summary>
public static void Randomize<T>(
this IRandomUniform rnd, T[] array, long start, long count)
{
for (long i = start, e = start + count; i < e; i++)
array.Swap(i, start + rnd.UniformLong(count));
}
/// <summary>
/// Randomly permute the specified number of elements in the supplied
/// list starting at the specified index.
/// </summary>
public static void Randomize<T>(
this IRandomUniform rnd, List<T> list, int start, int count)
{
for (int i = start; i < start + count; i++)
list.Swap(i, start + rnd.UniformInt(count));
}
#endregion
#region Random Distributions
/// <summary>
/// Generates normal distributed random variable with given mean and standard deviation.
/// Uses the Box-Muller Transformation to transform two uniform distributed random variables to one normal distributed value.
/// NOTE: If multiple normal distributed random values are required, consider using <see cref="RandomGaussian"/>.
/// </summary>
public static double Gaussian(this IRandomUniform rnd, double mean = 0.0, double stdDev = 1.0)
{
// Box-Muller Transformation
var u1 = 1.0 - rnd.UniformDouble(); // uniform (0,1] -> log requires > 0
var u2 = rnd.UniformDouble(); // uniform [0,1)
var randStdNormal = Fun.Sqrt(-2.0 * Fun.Log(u1)) *
Fun.Sin(Constant.PiTimesTwo * u2);
return mean + stdDev * randStdNormal;
}
#endregion
}
public static class IRandomEnumerableExtensions
{
#region Random Order
/// <summary>
/// Enumerates elements in random order.
/// </summary>
public static IEnumerable<T> RandomOrder<T>(this IEnumerable<T> self, IRandomUniform rnd = null)
{
var tmp = self.ToArray();
if (rnd == null) rnd = new RandomSystem();
var perm = rnd.CreatePermutationArray(tmp.Length);
return perm.Select(index => tmp[index]);
}
#endregion
}
}