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<ol class="chapter"><li><a href="../introduction.html"><strong aria-hidden="true">1.</strong> Introduction</a></li><li><a href="../ch00/index.html"><strong aria-hidden="true">2.</strong> Ch 0: Development Setup</a></li><li><a href="../ch01/index.html"><strong aria-hidden="true">3.</strong> Ch 1: Hello GBA</a></li><li><ol class="section"><li><a href="../ch01/hello1.html"><strong aria-hidden="true">3.1.</strong> hello1</a></li><li><a href="../ch01/volatile.html"><strong aria-hidden="true">3.2.</strong> Volatile</a></li><li><a href="../ch01/io_registers.html"><strong aria-hidden="true">3.3.</strong> IO Registers</a></li><li><a href="../ch01/the_display_control_register.html"><strong aria-hidden="true">3.4.</strong> The Display Control Register</a></li><li><a href="../ch01/video_memory_intro.html"><strong aria-hidden="true">3.5.</strong> Video Memory Intro</a></li><li><a href="../ch01/hello2.html"><strong aria-hidden="true">3.6.</strong> hello2</a></li></ol></li><li><a href="../ch02/index.html"><strong aria-hidden="true">4.</strong> Ch 2: User Input</a></li><li><ol class="section"><li><a href="../ch02/the_key_input_register.html"><strong aria-hidden="true">4.1.</strong> The Key Input Register</a></li><li><a href="../ch02/the_vcount_register.html"><strong aria-hidden="true">4.2.</strong> The VCount Register</a></li><li><a href="../ch02/light_cycle.html"><strong aria-hidden="true">4.3.</strong> light_cycle</a></li></ol></li><li><a href="../ch03/index.html"><strong aria-hidden="true">5.</strong> Ch 3: Memory and Objects</a></li><li><ol class="section"><li><a href="../ch03/gba_memory_mapping.html"><strong aria-hidden="true">5.1.</strong> GBA Memory Mapping</a></li><li><a href="../ch03/tile_data.html"><strong aria-hidden="true">5.2.</strong> Tile Data</a></li><li><a href="../ch03/regular_backgrounds.html"><strong aria-hidden="true">5.3.</strong> Regular Backgrounds</a></li><li><a href="../ch03/regular_objects.html"><strong aria-hidden="true">5.4.</strong> Regular Objects</a></li><li><a href="../ch03/gba_prng.html" class="active"><strong aria-hidden="true">5.5.</strong> GBA PRNG</a></li><li><a href="../ch03/memory_game.html"><strong aria-hidden="true">5.6.</strong> memory_game</a></li></ol></li></ol>
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<a class="header" href="#gba-prng" id="gba-prng"><h1>GBA PRNG</h1></a>
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<p>You often hear of the "Random Number Generator" in video games. First of all,
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usually a game doesn't have access to any source of "true randomness". On a PC
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you can send out a web request to <a href="https://www.random.org/">random.org</a> which
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uses atmospheric data, or even just <a href="https://blog.cloudflare.com/randomness-101-lavarand-in-production/">point a camera at some lava
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lamps</a>. Even
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then, the rate at which you'll want random numbers far exceeds the rate at which
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those services can offer them up. So instead you'll get a pseudo-random number
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generator and "seed" it with the true random data and then use that.</p>
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<p>However, we don't even have that! On the GBA, we can't ask any external anything
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what we should do for our initial seed. So we will not only need to come up with
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a few PRNG options, but we'll also need to come up with some seed source
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options. More than with other options within the book, I think this is an area
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where you can tailor what you do to your specific game.</p>
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<a class="header" href="#what-is-a-pseudo-random-number-generator" id="what-is-a-pseudo-random-number-generator"><h2>What is a Pseudo-random Number Generator?</h2></a>
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<p>For those of you who somehow read The Rust Book, plus possibly The Rustonomicon,
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and then found this book, but somehow <em>still</em> don't know what a PRNG is... Well,
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I don't think there are many such people. Still, we'll define it anyway I
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suppose.</p>
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<blockquote>
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<p>A PRNG is any mathematical process that takes an initial input (of some fixed
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size) and then produces a series of outputs (of a possibly different size).</p>
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</blockquote>
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<p>So, if you seed your PRNG with a 32-bit value you might get 32-bit values out or
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you might get 16-bit values out, or something like that.</p>
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<p>We measure the quality of a PRNG based upon:</p>
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<ol>
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<li><strong>Is the output range easy to work with?</strong> Most PRNG techniques that you'll
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find these days are already hip to the idea that we'll have the fastest
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operations with numbers that match our register width and all that, so
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they're usually designed around power of two inputs and power of two outputs.
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Still, every once in a while you might find some page old page intended for
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compatibility with the <code>rand()</code> function in the C standard library that'll
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talk about something <em>crazy</em> like having 15-bit PRNG outputs. Stupid as it
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sounds, that's real. Avoid those. Whenever possible we want generators that
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give us uniformly distributed <code>u8</code>, <code>u16</code>, <code>u32</code>, or whatever size value
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we're producing. From there we can mold our random bits into whatever else we
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need (eg: turning a <code>u8</code> into a "1d6" roll).</li>
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<li><strong>How long does each generation cycle take?</strong> This can be tricky for us. A
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lot of the top quality PRNGs you'll find these days are oriented towards
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64-bit machines so they do a bunch of 64-bit operations. You <em>can</em> do that on
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a 32-bit machine if you have to, and the compiler will automatically "lower"
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the 64-bit operation into a series of 32-bit operations. What we'd really
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like to pick is something that sticks to just 32-bit operations though, since
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those will be our best candidates for fast results. We can use <a href="https://rust.godbolt.org/z/JyX7z-">Compiler
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Explorer</a> and tell it to build for the
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<code>thumbv6m-none-eabi</code> target to get a basic idea of what the ASM for a
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generator looks like. That's not our exact target, but it's the closest
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target that's shipped with the standard rust distribution.</li>
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<li><strong>What is the statistical quality of the output?</strong> This involves heavy
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amounts of math. Since computers are quite good a large amounts of repeated
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math you might wonder if there's programs for this already, and there are.
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Many in fact. They take a generator and then run it over and over and perform
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the necessary tests and report the results. I won't be explaining how to hook
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our generators up to those tools, they each have their own user manuals.
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However, if someone says that a generator "passes BigCrush" (the biggest
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suite in TestU01) or "fails PractRand" or anything similar it's useful to
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know what they're referring to. Example test suites include:
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<ul>
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<li><a href="https://en.wikipedia.org/wiki/TestU01">TestU01</a></li>
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<li><a href="http://pracrand.sourceforge.net/">PractRand</a></li>
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<li><a href="https://webhome.phy.duke.edu/%7Ergb/General/dieharder.php">Dieharder</a></li>
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<li><a href="https://csrc.nist.gov/projects/random-bit-generation/documentation-and-software">NIST Statistical Test
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Suite</a></li>
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</ul>
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</li>
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</ol>
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<p>Note that if a generator is called upon to produce enough output relative to its
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state size it will basically always end up failing statistical tests. This means
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that any generator with 32-bit state will always fail in any of those test sets.
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The theoretical <em>minimum</em> state size for any generator at all to pass the
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standard suites is 36 bits, but most generators need many more than that.</p>
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<a class="header" href="#generator-size" id="generator-size"><h3>Generator Size</h3></a>
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<p>I've mostly chosen to discuss generators that are towards the smaller end of the
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state size scale. In fact we'll be going over many generators that are below the
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36-bit theoretical minimum to pass all those fancy statistical tests. Why so?
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Well, we don't always need the highest possible quality generators.</p>
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<p>"But Lokathor!", I can already hear you shouting. "I want the highest quality
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randomness at all times! The game depends on it!", you cry out.</p>
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<p>Well... does it? Like, <em>really</em>?</p>
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<p>The <a href="https://bulbapedia.bulbagarden.net/wiki/Pseudorandom_number_generation_in_Pok%C3%A9mon">GBA
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Pokemon</a>
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games use a <em>dead simple</em> 32-bit LCG (we'll see it below). Then starting with
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the DS they moved to also using Mersenne Twister, which also fails several
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statistical tests and is one of the most predictable PRNGs around. <a href="http://wiki.metroidconstruction.com/doku.php?id=fusion:technical:rng">Metroid
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Fusion</a>
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has a 100% goofy PRNG system for enemies that would definitely never pass any
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sort of statistics tests at all. But like, those games were still awesome. Since
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we're never going to be keeping secrets safe with our PRNG, it's okay if we
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trade in some quality for something else in return (we obviously don't want to
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trade quality for nothing).</p>
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<p>And you have to ask yourself: Where's the space used for the Metroid Fusion
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PRNG? No where at all. They were already using everything involved for other
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things too, so they're paying no extra cost to have the randomization they do.
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How much does it cost Pokemon to throw in a 32-bit LCG? Just 4 bytes, might as
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well. How much does it cost to add in a Mersenne Twister? ~2,500 bytes ya say?
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I'm sorry <em>what on Earth</em>? Yeah, that sounds crazy, we're probably not doing
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that one.</p>
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<a class="header" href="#k-dimensional-equidistribution" id="k-dimensional-equidistribution"><h3>k-Dimensional Equidistribution</h3></a>
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<p>So, wait, why did the Pokemon developers add in the Mersenne Twister generator?
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They're smart people, surely they had a reason. Obviously we can't know for
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sure, but Mersenne Twister is terrible in a lot of ways, so what's its single
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best feature? Well, that gets us to a funky thing called <strong>k-dimensional
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equidistribution</strong>. Basically, if you take a generator's output and chop it down
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to get some value you want, with uniform generator output you can always get a
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smaller ranged uniform result (though sometimes you will have to reject a result
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and run the generator again). Imagine you have a <code>u32</code> output from your
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generator. If you want a <code>u16</code> value from that you can just pick either half. If
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you want a <code>[bool; 4]</code> from that you can just pick four bits. However you wanna
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do it, as long as the final form of random thing we're getting needs a number of
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bits <em>equal to or less than</em> the number of bits that come out of a single
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generator use, we're totally fine.</p>
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<p>What happens if the thing you want to make requires <em>more</em> bits than a single
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generator's output? You obviously have to run the generator more than once and
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then stick two or more outputs together, duh. Except, that doesn't always work.
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What I mean is that obviously you can always put two <code>u8</code> side by side to get a
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<code>u16</code>, but if you start with a uniform <code>u8</code> generator and then you run it twice
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and stick the results together you <em>don't</em> always get a uniform <code>u16</code> generator.
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Imagine a byte generator that just does <code>state+=1</code> and then outputs the state.
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It's not good by almost any standard, but it <em>does give uniform output</em>. Then we
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run it twice in a row, put the two bytes together, and suddenly a whole ton of
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potential <code>u16</code> values can never be generated. That's what k-dimensional
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equidistribution is all about. Every uniform output generator is 1-dimensional
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equidistributed, but if you need to combine outputs and still have uniform
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results then you need a higher <code>k</code> value. So why does Pokemon have Mersenne
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Twister in it? Because it's got 623-dimensional equidistribution. That means
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when you're combining PRNG calls for all those little IVs and Pokemon Abilities
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and other things you're sure to have every potential pokemon actually be a
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pokemon that the game can generate. Do you need that for most situations?
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Absolutely not. Do you need it for pokemon? No, not even then, but a lot of the
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hot new PRNGs have come out just within the past 10 years, so we can't fault
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them too much for it.</p>
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<p>TLDR: 1-dimensional equidistribution just means "a normal uniform generator",
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and higher k values mean "you can actually combine up to k output chains and
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maintain uniformity". Generators that aren't uniform to begin with effectively
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have a k value of 0.</p>
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<a class="header" href="#other-tricks" id="other-tricks"><h3>Other Tricks</h3></a>
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<p>Finally, some generators have other features that aren't strictly quantifiable.
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Two tricks of note are "jump ahead" or "multiple streams":</p>
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<ul>
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<li>Jump ahead lets you advance the generator's state by some enormous number of
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outputs in a relatively small number of operations.</li>
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<li>Multi-stream generators have more than one output sequence, and then some part
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of their total state space picks a "stream" rather than being part of the
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actual seed, with each possible stream causing the potential output sequence
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to be in a different order.</li>
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|
</ul>
|
||
|
<p>They're normally used as a way to do multi-threaded stuff (we don't care about
|
||
|
that on GBA), but another interesting potential is to take one world seed and
|
||
|
then split off a generator for each "type" of thing you'd use PRNG for (combat,
|
||
|
world events, etc). This can become quite useful, where you can do things like
|
||
|
procedurally generate a world region, and then when they leave the region you
|
||
|
only need to store a single generator seed and a small amount of "delta"
|
||
|
information for what the player changed there that you want to save, and then
|
||
|
when they come back you can regenerate the region without having stored much at
|
||
|
all. This is the basis for how old games with limited memory like
|
||
|
<a href="https://en.wikipedia.org/wiki/Starflight">Starflight</a> did their whole thing
|
||
|
(800 planets to explore on just to 5.25" floppy disks!).</p>
|
||
|
<a class="header" href="#how-to-seed" id="how-to-seed"><h2>How To Seed</h2></a>
|
||
|
<p>Oh I bet you thought we could somehow get through a section without learning
|
||
|
about yet another IO register. Ha, wishful thinking.</p>
|
||
|
<p>There's actually not much involved. Starting at <code>0x400_0100</code> there's an array of
|
||
|
registers that go "data", "control", "data", "control", etc. TONC and GBATEK use
|
||
|
different names here, and we'll go by the TONC names because they're much
|
||
|
clearer:</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub const TM0D: VolatilePtr<u16> = VolatilePtr(0x400_0100 as *mut u16);
|
||
|
pub const TM0CNT: VolatilePtr<u16> = VolatilePtr(0x400_0102 as *mut u16);
|
||
|
|
||
|
pub const TM1D: VolatilePtr<u16> = VolatilePtr(0x400_0104 as *mut u16);
|
||
|
pub const TM1CNT: VolatilePtr<u16> = VolatilePtr(0x400_0106 as *mut u16);
|
||
|
|
||
|
pub const TM2D: VolatilePtr<u16> = VolatilePtr(0x400_0108 as *mut u16);
|
||
|
pub const TM2CNT: VolatilePtr<u16> = VolatilePtr(0x400_010A as *mut u16);
|
||
|
|
||
|
pub const TM3D: VolatilePtr<u16> = VolatilePtr(0x400_010C as *mut u16);
|
||
|
pub const TM3CNT: VolatilePtr<u16> = VolatilePtr(0x400_010E as *mut u16);
|
||
|
#}</code></pre></pre>
|
||
|
<p>Basically there's 4 timers, numbered 0 to 3. Each one has a Data register and a
|
||
|
Control register. They're all <code>u16</code> and you can definitely <em>read</em> from all of
|
||
|
them normally, but then it gets a little weird. You can also <em>write</em> to the
|
||
|
Control portions normally, when you write to the Data portion of a timer that
|
||
|
writes the value that the timer resets to, <em>without changing</em> its current Data
|
||
|
value. So if <code>TM0D</code> is paused on some value other than <code>5</code> and you write <code>5</code> to
|
||
|
it, when you read it back you won't get a <code>5</code>. When the next timer run starts
|
||
|
it'll begin counting at <code>5</code> instead of whatever value it currently reads as.</p>
|
||
|
<p>The Data registers are just a <code>u16</code> number, no special bits to know about.</p>
|
||
|
<p>The Control registers are also pretty simple compared to most IO registers:</p>
|
||
|
<ul>
|
||
|
<li>2 bits for the <strong>Frequency:</strong> 1, 64, 256, 1024. While active, the timer's
|
||
|
value will tick up once every <code>frequency</code> CPU cycles. On the GBA, 1 CPU cycle
|
||
|
is about 59.59ns (2^(-24) seconds). One display controller cycle is 280,896
|
||
|
CPU cycles.</li>
|
||
|
<li>1 bit for <strong>Cascade Mode:</strong> If this is on the timer doesn't count on its own,
|
||
|
instead it ticks up whenever the <em>preceding</em> timer overflows its counter (eg:
|
||
|
if t0 overflows, t1 will tick up if it's in cascade mode). You still have to
|
||
|
also enable this timer for it to do that (below). This naturally doesn't have
|
||
|
an effect when used with timer 0.</li>
|
||
|
<li>3 bits that do nothing</li>
|
||
|
<li>1 bit for <strong>Interrupt:</strong> Whenever this timer overflows it will signal an
|
||
|
interrupt. We still haven't gotten into interrupts yet (since you have to hand
|
||
|
write some ASM for that, it's annoying), but when we cover them this is how
|
||
|
you do them with timers.</li>
|
||
|
<li>1 bit to <strong>Enable</strong> the timer. When you disable a timer it retains the current
|
||
|
value, but when you enable it again the value jumps to whatever its currently
|
||
|
assigned default value is.</li>
|
||
|
</ul>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
|
||
|
#[repr(transparent)]
|
||
|
pub struct TimerControl(u16);
|
||
|
|
||
|
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||
|
pub enum TimerFrequency {
|
||
|
One = 0,
|
||
|
SixFour = 1,
|
||
|
TwoFiveSix = 2,
|
||
|
OneZeroTwoFour = 3,
|
||
|
}
|
||
|
|
||
|
impl TimerControl {
|
||
|
pub fn frequency(self) -> TimerFrequency {
|
||
|
match self.0 & 0b11 {
|
||
|
0 => TimerFrequency::One,
|
||
|
1 => TimerFrequency::SixFour,
|
||
|
2 => TimerFrequency::TwoFiveSix,
|
||
|
3 => TimerFrequency::OneZeroTwoFour,
|
||
|
_ => unreachable!(),
|
||
|
}
|
||
|
}
|
||
|
pub fn cascade_mode(self) -> bool {
|
||
|
self.0 & 0b100 > 0
|
||
|
}
|
||
|
pub fn interrupt(self) -> bool {
|
||
|
self.0 & 0b100_0000 > 0
|
||
|
}
|
||
|
pub fn enabled(self) -> bool {
|
||
|
self.0 & 0b1000_0000 > 0
|
||
|
}
|
||
|
//
|
||
|
pub fn set_frequency(&mut self, frequency: TimerFrequency) {
|
||
|
self.0 &= !0b11;
|
||
|
self.0 |= frequency as u16;
|
||
|
}
|
||
|
pub fn set_cascade_mode(&mut self, bit: bool) {
|
||
|
if bit {
|
||
|
self.0 |= 0b100;
|
||
|
} else {
|
||
|
self.0 &= !0b100;
|
||
|
}
|
||
|
}
|
||
|
pub fn set_interrupt(&mut self, bit: bool) {
|
||
|
if bit {
|
||
|
self.0 |= 0b100_0000;
|
||
|
} else {
|
||
|
self.0 &= !0b100_0000;
|
||
|
}
|
||
|
}
|
||
|
pub fn set_enabled(&mut self, bit: bool) {
|
||
|
if bit {
|
||
|
self.0 |= 0b1000_0000;
|
||
|
} else {
|
||
|
self.0 &= !0b1000_0000;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<a class="header" href="#a-timer-based-seed" id="a-timer-based-seed"><h3>A Timer Based Seed</h3></a>
|
||
|
<p>Okay so how do we turns some timers into a PRNG seed? Well, usually our seed is
|
||
|
a <code>u32</code>. So we'll take two timers, string them together with that cascade deal,
|
||
|
and then set them off. Then we wait until the user presses any key. We probably
|
||
|
do this as our first thing at startup, but we might show the title and like a
|
||
|
"press any key to continue" message, or something.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
/// Mucks with the settings of Timers 0 and 1.
|
||
|
unsafe fn u32_from_user_wait() -> u32 {
|
||
|
let mut t = TimerControl::default();
|
||
|
t.set_enabled(true);
|
||
|
t.set_cascading(true);
|
||
|
TM1CNT.write(t.0);
|
||
|
t.set_cascading(false);
|
||
|
TM0CNT.write(t.0);
|
||
|
while key_input().0 == 0 {}
|
||
|
t.set_enabled(false);
|
||
|
TM0CNT.write(t.0);
|
||
|
TM1CNT.write(t.0);
|
||
|
let low = TM0D.read() as u32;
|
||
|
let high = TM1D.read() as u32;
|
||
|
(high << 32) | low
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<a class="header" href="#various-generators" id="various-generators"><h2>Various Generators</h2></a>
|
||
|
<a class="header" href="#sm64-16-bit-state-16-bit-output-non-uniform-bonkers" id="sm64-16-bit-state-16-bit-output-non-uniform-bonkers"><h3>SM64 (16-bit state, 16-bit output, non-uniform, bonkers)</h3></a>
|
||
|
<p>Our first PRNG to mention isn't one that's at all good, but it sure might be
|
||
|
cute to use. It's the PRNG that Super Mario 64 had (<a href="https://www.youtube.com/watch?v=MiuLeTE2MeQ">video explanation,
|
||
|
long</a>).</p>
|
||
|
<p>With a PRNG this simple the output of one call is <em>also</em> the seed to the next
|
||
|
call, so we don't need to make a struct for it or anything. You're also assumed
|
||
|
to just seed with a plain 0 value at startup. The generator has a painfully
|
||
|
small period, and you're assumed to be looping through the state space
|
||
|
constantly while the RNG goes.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn sm64(mut input: u16) -> u16 {
|
||
|
if input == 0x560A {
|
||
|
input = 0;
|
||
|
}
|
||
|
let mut s0 = input << 8;
|
||
|
s0 ^= input;
|
||
|
input = s0.rotate_left(8);
|
||
|
s0 = ((s0 as u8) << 1) as u16 ^ input;
|
||
|
let s1 = (s0 >> 1) ^ 0xFF80;
|
||
|
if (s0 & 1) == 0 {
|
||
|
if s1 == 0xAA55 {
|
||
|
input = 0;
|
||
|
} else {
|
||
|
input = s1 ^ 0x1FF4;
|
||
|
}
|
||
|
} else {
|
||
|
input = s1 ^ 0x8180;
|
||
|
}
|
||
|
input
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p><a href="https://rust.godbolt.org/z/1F6P8L">Compiler Explorer</a></p>
|
||
|
<p>If you watch the video explanation about this generator you'll note that the
|
||
|
first <code>if</code> checking for <code>0x560A</code> prevents you from being locked into a 2-step
|
||
|
cycle, but it's only important if you want to feed bad seeds to the generator. A
|
||
|
bad seed is unhelpfully defined defined as "any value that the generator can't
|
||
|
output". The second <code>if</code> that checks for <code>0xAA55</code> doesn't seem to be important
|
||
|
at all from a mathematical perspective. It cuts the generator's period shorter
|
||
|
by an arbitrary amount for no known reason. It's left in there only for
|
||
|
authenticity.</p>
|
||
|
<a class="header" href="#lcg32-32-bit-state-32-bit-output-uniform" id="lcg32-32-bit-state-32-bit-output-uniform"><h3>LCG32 (32-bit state, 32-bit output, uniform)</h3></a>
|
||
|
<p>The <a href="https://en.wikipedia.org/wiki/Linear_congruential_generator">Linear Congruential
|
||
|
Generator</a> is a
|
||
|
well known PRNG family. You pick a multiplier and an additive and you're done.
|
||
|
Right? Well, not exactly, because (as the wikipedia article explains) the values
|
||
|
that you pick can easily make your LCG better or worse all on its own. You want
|
||
|
a good multiplier, and you want your additive to be odd. In our example here
|
||
|
we've got the values that
|
||
|
<a href="https://bulbapedia.bulbagarden.net/wiki/Pseudorandom_number_generation_in_Pok%C3%A9mon">Bulbapedia</a>
|
||
|
says were used in the actual GBA Pokemon games, though Bulbapedia also lists
|
||
|
values for a few other other games as well.</p>
|
||
|
<p>I don't actually know if <em>any</em> of the constants used in the official games are
|
||
|
particularly good from a statistical viewpoint, though with only 32 bits an LCG
|
||
|
isn't gonna be passing any of the major statistical tests anyway (you need way
|
||
|
more bits in your LCG for that to happen). In my mind the main reason to use a
|
||
|
plain LCG like this is just for the fun of using the same PRNG that an official
|
||
|
Pokemon game did.</p>
|
||
|
<p>You should <em>not</em> use this as your default generator if you care about quality.</p>
|
||
|
<p>It is <em>very</em> fast though... if you want to set everything else on fire for
|
||
|
speed. If you do, please <em>at least</em> remember that the highest bits are the best
|
||
|
ones, so if you're after less than 32 bits you should shift the high ones down
|
||
|
and keep those, or if you want to turn it into a <code>bool</code> cast to <code>i32</code> and then
|
||
|
check if it's negative, etc.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn lcg32(seed: u32) -> u32 {
|
||
|
seed.wrapping_mul(0x41C6_4E6D).wrapping_add(0x6073)
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p><a href="https://rust.godbolt.org/z/k5n_jJ">Compiler Explorer</a></p>
|
||
|
<a class="header" href="#multi-stream-generators" id="multi-stream-generators"><h4>Multi-stream Generators</h4></a>
|
||
|
<p>Note that you don't have to add a compile time constant, you could add a runtime
|
||
|
value instead. Doing so allows the generator to be "multi-stream", with each
|
||
|
different additive value being its own unique output stream. This true of LCGs
|
||
|
as well as all the PCGs below (since they're LCG based). The examples here just
|
||
|
use a fixed stream for simplicity and to save space, but if you want streams you
|
||
|
can add that in for only a small amount of extra space used:</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn lcg_streaming(seed: u32, stream: u32) -> u32 {
|
||
|
seed.wrapping_mul(0x41C6_4E6D).wrapping_add(stream)
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>With a streaming LCG you should pass the same stream value every single time. If
|
||
|
you don't, then your generator will jump between streams in some crazy way and
|
||
|
you lose your nice uniformity properties.</p>
|
||
|
<p>There is the possibility of intentionally changing the stream value exactly when
|
||
|
the seed lands on a pre-determined value (after the multiply and add). This
|
||
|
<em>basically</em> makes the stream selection value's bit size (minus one bit, because
|
||
|
it must be odd) count into the LCG's state bit size for calculating the overall
|
||
|
period of the generator. So an LCG32 with a 32-bit stream selection would have a
|
||
|
period of 2^32 * 2^31 = 2^63.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
let next_seed = lcg_streaming(seed, stream);
|
||
|
// It's cheapest to test for 0, so we pick 0
|
||
|
if seed == 0 {
|
||
|
stream = stream.wrapping_add(2)
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>However, this isn't a particularly effective way to extend the generator's
|
||
|
period, and we'll see a much better extension technique below.</p>
|
||
|
<a class="header" href="#pcg16-xsh-rs-32-bit-state-16-bit-output-uniform" id="pcg16-xsh-rs-32-bit-state-16-bit-output-uniform"><h3>PCG16 XSH-RS (32-bit state, 16-bit output, uniform)</h3></a>
|
||
|
<p>The <a href="https://en.wikipedia.org/wiki/Permuted_congruential_generator">Permuted Congruential
|
||
|
Generator</a> family
|
||
|
is the next step in LCG technology. We start with LCG output, which is good but
|
||
|
not great, and then we apply one of several possible permutations to bump up the
|
||
|
quality. There's basically a bunch of permutation components that are each
|
||
|
defined in terms of the bit width that you're working with.</p>
|
||
|
<p>The "default" variant of PCG, PCG32, has 64 bits of state and 32 bits of output,
|
||
|
and it uses the "XSH-RR" permutation. Here we'll put together a 32 bit version
|
||
|
with 16-bit output, and using the "XSH-RS" permutation (but we'll show the other
|
||
|
one too for comparison).</p>
|
||
|
<p>Of course, since PCG is based on a LCG, we have to start with a good LCG base.
|
||
|
As I said above, a better or worse set of LCG constants can make your generator
|
||
|
better or worse. The Wikipedia example for PCG has a good 64-bit constant, but
|
||
|
not a 32-bit constant. So we gotta <a href="http://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf">ask an
|
||
|
expert</a>
|
||
|
about what a good 32-bit constant would be. I'm definitely not the best at
|
||
|
reading math papers, but it seems that the general idea is that we want <code>m % 8 == 5</code> and <code>is_even(a)</code> to both hold for the values we pick. There are three
|
||
|
suggested LCG multipliers in a chart on page 10. A chart that's quite hard to
|
||
|
understand. Truth be told I asked several folks that are good at math papers and
|
||
|
even they couldn't make sense of the chart. Eventually <code>timutable</code> read the
|
||
|
whole paper in depth and concluded the same as I did: that we probably want to
|
||
|
pick the <code>32310901</code> option.</p>
|
||
|
<p>For an additive value, we can pick any odd value, so we might as well pick
|
||
|
something small so that we can do an immediate add. <em>Immediate</em> add? That sounds
|
||
|
new. An immediate instruction is when one side of an operation is small enough
|
||
|
that you can encode the value directly into the space that'd normally be for the
|
||
|
register you want to use. It basically means one less load you have to do, if
|
||
|
you're working with small enough numbers. To see what I mean compare <a href="https://rust.godbolt.org/z/LKCFUS">loading
|
||
|
the add value</a> and <a href="https://rust.godbolt.org/z/SnZW9a">immediate add
|
||
|
value</a>. It's something you might have seen
|
||
|
frequently in <code>x86</code> or <code>x86_64</code> ASM output, but because a thumb instruction is
|
||
|
only 16 bits total, we can only get immediate instructions if the target value
|
||
|
is 8 bits or less, so we haven't used them too much ourselves yet.</p>
|
||
|
<p>I guess we'll pick 5, because I happen to personally like the number.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
// Demo only. The "default" PCG permutation, for use when rotate is cheaper
|
||
|
pub fn pcg16_xsh_rr(seed: &mut u32) -> u16 {
|
||
|
*seed = seed.wrapping_mul(32310901).wrapping_add(5);
|
||
|
const INPUT_SIZE: u32 = 32;
|
||
|
const OUTPUT_SIZE: u32 = 16;
|
||
|
const ROTATE_BITS: u32 = 4;
|
||
|
let mut out32 = *seed;
|
||
|
let rot = out32 >> (INPUT_SIZE - ROTATE_BITS);
|
||
|
out32 ^= out32 >> ((OUTPUT_SIZE + ROTATE_BITS) / 2);
|
||
|
((out32 >> (OUTPUT_SIZE - ROTATE_BITS)) as u16).rotate_right(rot)
|
||
|
}
|
||
|
|
||
|
// This has slightly worse statistics but runs much better on the GBA
|
||
|
pub fn pcg16_xsh_rs(seed: &mut u32) -> u16 {
|
||
|
*seed = seed.wrapping_mul(32310901).wrapping_add(5);
|
||
|
const INPUT_SIZE: u32 = 32;
|
||
|
const OUTPUT_SIZE: u32 = 16;
|
||
|
const SHIFT_BITS: u32 = 2;
|
||
|
const NEXT_MOST_BITS: u32 = 19;
|
||
|
let mut out32 = *seed;
|
||
|
let shift = out32 >> (INPUT_SIZE - SHIFT_BITS);
|
||
|
out32 ^= out32 >> ((OUTPUT_SIZE + SHIFT_BITS) / 2);
|
||
|
(out32 >> (NEXT_MOST_BITS + shift)) as u16
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p><a href="https://rust.godbolt.org/z/NtJAwS">Compiler Explorer</a></p>
|
||
|
<a class="header" href="#pcg32-rxs-m-xs-32-bit-state-32-bit-output-uniform" id="pcg32-rxs-m-xs-32-bit-state-32-bit-output-uniform"><h3>PCG32 RXS-M-XS (32-bit state, 32-bit output, uniform)</h3></a>
|
||
|
<p>Having the output be smaller than the input is great because you can keep just
|
||
|
the best quality bits that the LCG stage puts out, and you basically get 1 point
|
||
|
of dimensional equidistribution for each bit you discard as the size goes down
|
||
|
(so 32->16 gives 16). However, if your output size <em>has</em> to the the same as your
|
||
|
input size, the PCG family is still up to the task.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn pcg32_rxs_m_xs(seed: &mut u32) -> u32 {
|
||
|
*seed = seed.wrapping_mul(32310901).wrapping_add(5);
|
||
|
let mut out32 = *seed;
|
||
|
let rxs = out32 >> 28;
|
||
|
out32 ^= out32 >> (4 + rxs);
|
||
|
const PURE_MAGIC: u32 = 277803737;
|
||
|
out32 *= PURE_MAGIC;
|
||
|
out32^ (out32 >> 22)
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p><a href="https://rust.godbolt.org/z/j3KPId">Compiler Explorer</a></p>
|
||
|
<p>This permutation is the slowest but gives the strongest statistical benefits. If
|
||
|
you're going to be keeping 100% of the output bits you want the added strength
|
||
|
obviously. However, the period isn't actually any longer, so each output will be
|
||
|
given only once within the full period (1-dimensional equidistribution).</p>
|
||
|
<a class="header" href="#pcg-extension-array" id="pcg-extension-array"><h3>PCG Extension Array</h3></a>
|
||
|
<p>As a general improvement to any PCG you can hook on an "extension array" to give
|
||
|
yourself a longer period. It's all described in the <a href="http://www.pcg-random.org/paper.html">PCG
|
||
|
Paper</a>, but here's the bullet points:</p>
|
||
|
<ul>
|
||
|
<li>In addition to your generator's state (and possible stream) you keep an array
|
||
|
of "extension" values. The array <em>type</em> is the same as your output type, and
|
||
|
the array <em>count</em> must be a power of two value that's less than the maximum
|
||
|
value of your state size.</li>
|
||
|
<li>When you run the generator, use the <em>lowest</em> bits to select from your
|
||
|
extension array according to the array's power of two. Eg: if the size is 2
|
||
|
then use the single lowest bit, if it's 4 then use the lowest 2 bits, etc.</li>
|
||
|
<li>Every time you run the generator, XOR the output with the selected value from
|
||
|
the array.</li>
|
||
|
<li>Every time the generator state lands on 0, cycle the array. We want to be
|
||
|
careful with what we mean here by "cycle". We want the <em>entire</em> pattern of
|
||
|
possible array bits to occur eventually. However, we obviously can't do
|
||
|
arbitrary adds for as many bits as we like, so we'll have to "carry the 1"
|
||
|
between the portions of the array by hand.</li>
|
||
|
</ul>
|
||
|
<p>Here's an example using an 8 slot array and <code>pcg16_xsh_rs</code>:</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
// uses pcg16_xsh_rs from above
|
||
|
|
||
|
pub struct PCG16Ext8 {
|
||
|
state: u32,
|
||
|
ext: [u16; 8],
|
||
|
}
|
||
|
|
||
|
impl PCG16Ext8 {
|
||
|
pub fn next_u16(&mut self) -> u16 {
|
||
|
// PCG as normal.
|
||
|
let mut out = pcg16_xsh_rs(&mut self.state);
|
||
|
// XOR with a selected extension array value
|
||
|
out ^= unsafe { self.ext.get_unchecked((self.state & !0b111) as usize) };
|
||
|
// if state == 0 we cycle the array with a series of overflowing adds
|
||
|
if self.state == 0 {
|
||
|
let mut carry = true;
|
||
|
let mut index = 0;
|
||
|
while carry && index < self.ext.len() {
|
||
|
let (add_output, next_carry) = self.ext[index].overflowing_add(1);
|
||
|
self.ext[index] = add_output;
|
||
|
carry = next_carry;
|
||
|
index += 1;
|
||
|
}
|
||
|
}
|
||
|
out
|
||
|
}
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p><a href="https://rust.godbolt.org/z/HTxoHY">Compiler Explorer</a></p>
|
||
|
<p>The period gained from using an extension array is quite impressive. For a b-bit
|
||
|
generator giving r-bit outputs, and k array slots, the period goes from 2^b to
|
||
|
2^(k*r+b). So our 2^32 period generator has been extended to 2^160.</p>
|
||
|
<p>Of course, we might care to seed the array itself so that it's not all 0 bits
|
||
|
all the way though, but that's not strictly necessary. All 0s is a legitimate
|
||
|
part of the extension cycle, so we have to pass through it at some point.</p>
|
||
|
<a class="header" href="#xoshiro128-128-bit-state-32-bit-output-non-uniform" id="xoshiro128-128-bit-state-32-bit-output-non-uniform"><h3>Xoshiro128** (128-bit state, 32-bit output, non-uniform)</h3></a>
|
||
|
<p>The <a href="http://xoshiro.di.unimi.it/xoshiro128starstar.c">Xoshiro128**</a> generator is
|
||
|
an advancement of the <a href="https://en.wikipedia.org/wiki/Xorshift">Xorshift family</a>.
|
||
|
It was specifically requested, and I'm not aware of Xorshift specifically being
|
||
|
used in any of my favorite games, so instead of going over Xorshift and then
|
||
|
leading up to this, we'll just jump straight to this. Take care not to confuse
|
||
|
this generator with the very similarly named
|
||
|
<a href="http://xoshiro.di.unimi.it/xoroshiro128starstar.c">Xoroshiro128**</a> generator,
|
||
|
which is the 64 bit variant. Note the extra "ro" hiding in the 64-bit version's
|
||
|
name near the start.</p>
|
||
|
<p>Anyway, weird names aside, it's fairly zippy. The biggest downside is that you
|
||
|
can't have a seed state that's all 0s, and as a result 0 will be produced one
|
||
|
less time than all other outputs within a full cycle, making it non-uniform by
|
||
|
just a little bit. You also can't do a simple stream selection like with the LCG
|
||
|
based generators, instead it has a fixed jump function that advances a seed as
|
||
|
if you'd done 2^64 normal generator advancements.</p>
|
||
|
<p>Note that <code>Xoshiro256**</code> is known to fail statistical tests, so the 128 version
|
||
|
is unlikely to pass them, though I admit that I didn't check myself.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn xoshiro128_starstar(seed: &mut [u32; 4]) -> u32 {
|
||
|
let output = seed[0].wrapping_mul(5).rotate_left(7).wrapping_mul(9);
|
||
|
let t = seed[1] << 9;
|
||
|
|
||
|
seed[2] ^= seed[0];
|
||
|
seed[3] ^= seed[1];
|
||
|
seed[1] ^= seed[2];
|
||
|
seed[0] ^= seed[3];
|
||
|
|
||
|
seed[2] ^= t;
|
||
|
|
||
|
seed[3] = seed[3].rotate_left(11);
|
||
|
|
||
|
output
|
||
|
}
|
||
|
|
||
|
pub fn xoshiro128_starstar_jump(seed: &mut [u32; 4]) {
|
||
|
const JUMP: [u32; 4] = [0x8764000b, 0xf542d2d3, 0x6fa035c3, 0x77f2db5b];
|
||
|
let mut s0 = 0;
|
||
|
let mut s1 = 0;
|
||
|
let mut s2 = 0;
|
||
|
let mut s3 = 0;
|
||
|
for j in JUMP.iter() {
|
||
|
for b in 0 .. 32 {
|
||
|
if *j & (1 << b) > 0 {
|
||
|
s0 ^= seed[0];
|
||
|
s1 ^= seed[1];
|
||
|
s2 ^= seed[2];
|
||
|
s3 ^= seed[3];
|
||
|
}
|
||
|
xoshiro128_starstar(seed);
|
||
|
}
|
||
|
}
|
||
|
seed[0] = s0;
|
||
|
seed[1] = s1;
|
||
|
seed[2] = s2;
|
||
|
seed[3] = s3;
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p><a href="https://rust.godbolt.org/z/PGvwZw">Compiler Explorer</a></p>
|
||
|
<a class="header" href="#jsf32-128-bit-state-32-bit-output-non-uniform" id="jsf32-128-bit-state-32-bit-output-non-uniform"><h3>jsf32 (128-bit state, 32-bit output, non-uniform)</h3></a>
|
||
|
<p>This is Bob Jenkins's [Small/Fast PRNG](small noncryptographic PRNG). It's a
|
||
|
little faster than <code>Xoshiro128**</code> (no multiplication involved), and can pass any
|
||
|
statistical test that's been thrown at it.</p>
|
||
|
<p>Interestingly the generator's period is <em>not</em> fixed based on the generator
|
||
|
overall. It's actually set by the exact internal generator state. There's even
|
||
|
six possible internal generator states where the generator becomes a fixed
|
||
|
point. Because of this, we should use the verified seeding method provided.
|
||
|
Using the provided seeding, the minimum period is expected to be 2^94, the
|
||
|
average is about 2^126, and no seed given to the generator is likely to overlap
|
||
|
with another seed's output for at least 2^64 uses.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub struct JSF32 {
|
||
|
a: u32,
|
||
|
b: u32,
|
||
|
c: u32,
|
||
|
d: u32,
|
||
|
}
|
||
|
|
||
|
impl JSF32 {
|
||
|
pub fn new(seed: u32) -> Self {
|
||
|
let mut output = JSF32 {
|
||
|
a: 0xf1ea5eed,
|
||
|
b: seed,
|
||
|
c: seed,
|
||
|
d: seed
|
||
|
};
|
||
|
for _ in 0 .. 20 {
|
||
|
output.next();
|
||
|
}
|
||
|
output
|
||
|
}
|
||
|
|
||
|
pub fn next(&mut self) -> u32 {
|
||
|
let e = self.a - self.b.rotate_left(27);
|
||
|
self.a = self.b ^ self.c.rotate_left(17);
|
||
|
self.b = self.c + self.d;
|
||
|
self.c = self.d + e;
|
||
|
self.d = e + self.a;
|
||
|
self.d
|
||
|
}
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p><a href="https://rust.godbolt.org/z/qO3obQ">Compiler Explorer</a></p>
|
||
|
<p>Here it's presented with (27,17), but you can also use any of the following if
|
||
|
you want alternative generator flavors that use this same core technique:</p>
|
||
|
<ul>
|
||
|
<li>(9,16), (9,24), (10,16), (10,24), (11,16), (11,24), (25,8), (25,16), (26,8),
|
||
|
(26,16), (26,17), or (27,16).</li>
|
||
|
</ul>
|
||
|
<p>Note that these alternate flavors haven't had as much testing as the (27,17)
|
||
|
version, though they are likely to be just as good.</p>
|
||
|
<a class="header" href="#other-generators" id="other-generators"><h3>Other Generators?</h3></a>
|
||
|
<ul>
|
||
|
<li><a href="https://en.wikipedia.org/wiki/Mersenne_Twister">Mersenne Twister</a>: Gosh, 2.5k
|
||
|
is just way too many for me to ever want to use this thing. If you'd really
|
||
|
like to use it, there is <a href="https://docs.rs/mersenne_twister/1.1.1/mersenne_twister/">a
|
||
|
crate</a> for it that
|
||
|
already has it. Small catch, they use a ton of stuff from <code>std</code> that they
|
||
|
could be importing from <code>core</code>, so you'll have to fork it and patch it
|
||
|
yourself to get it working on the GBA. They also stupidly depend on an old
|
||
|
version of <code>rand</code>, so you'll have to cut out that nonsense.</li>
|
||
|
</ul>
|
||
|
<a class="header" href="#placing-a-value-in-range" id="placing-a-value-in-range"><h2>Placing a Value In Range</h2></a>
|
||
|
<p>I said earlier that you can always take a uniform output and then throw out some
|
||
|
bits, and possibly the whole result, to reduce it down into a smaller range. How
|
||
|
exactly does one do that? Well it turns out that it's <a href="http://www.pcg-random.org/posts/bounded-rands.html">very
|
||
|
tricky</a> to get right, and we
|
||
|
could be losing as much as 60% of our execution time if we don't do it carefully.</p>
|
||
|
<p>The <em>best</em> possible case is if you can cleanly take a specific number of bits
|
||
|
out of your result without even doing any branching. The rest can be discarded
|
||
|
or kept for another step as you choose. I know that I keep referencing Pokemon,
|
||
|
but it's a very good example for the use of randomization. Each pokemon has,
|
||
|
among many values, a thing called an "IV" for each of 6 stats. The IVs range
|
||
|
from 0 to 31, which is total nonsense to anyone not familiar with decimal/binary
|
||
|
conversions, but to us programmers that's clearly a 5 bit range. Rather than
|
||
|
making math that's better for people using decimal (such as a 1-20 range or
|
||
|
something like that) they went with what's easiest for the computer.</p>
|
||
|
<p>The <em>next</em> best case is if you can have a designated range that you want to
|
||
|
generate within that's known at compile time. This at least gives us a chance to
|
||
|
write some bit of extremely specialized code that can take random bits and get
|
||
|
them into range. Hopefully your range can be "close enough" to a binary range
|
||
|
that you can get things into place. Example: if you want a "1d6" result then you
|
||
|
can generate a <code>u16</code>, look at just 3 bits (<code>0..8</code>), and if they're in the range
|
||
|
you're after you're good. If not you can discard those and look at the next 3
|
||
|
bits. We started with 16 of them, so you get five chances before you have to run
|
||
|
the generator again entirely.</p>
|
||
|
<p>The goal here is to avoid having to do one of the worst things possible in
|
||
|
computing: <em>divmod</em>. It's terribly expensive, even on a modern computer it's
|
||
|
about 10x as expensive as any other arithmetic, and on a GBA it's even worse for
|
||
|
us. We have to call into the BIOS to have it do a software division. Calling
|
||
|
into the BIOS at all is about a 60 cycle overhead (for comparison, a normal
|
||
|
function call is more like 30 cycles of overhead), <em>plus</em> the time it takes to
|
||
|
do the math itself. Remember earlier how we were happy to have a savings of 5
|
||
|
instructions here or there? Compared to this, all our previous efforts are
|
||
|
basically useless if we can't evade having to do a divmod. You can do quite a
|
||
|
bit of <code>if</code> checking and potential additional generator calls before it exceeds
|
||
|
the cost of having to do even a single divmod.</p>
|
||
|
<a class="header" href="#calling-the-bios" id="calling-the-bios"><h3>Calling The BIOS</h3></a>
|
||
|
<p>How do we do the actual divmod when we're forced to? Easy: <a href="https://doc.rust-lang.org/unstable-book/language-features/asm.html">inline
|
||
|
assembly</a> of
|
||
|
course (There's also an <a href="http://embed.rs/articles/2016/arm-inline-assembly-rust/">ARM
|
||
|
oriented</a> blog post
|
||
|
about it that I found most helpful). The GBA has many <a href="http://problemkaputt.de/gbatek.htm#biosfunctions">BIOS
|
||
|
Functions</a>, each of which has
|
||
|
a designated number. We use the
|
||
|
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0068b/BABFCEEG.html">swi</a>
|
||
|
op (short for "SoftWare Interrupt") combined with the BIOS function number that
|
||
|
we want performed. Our code halts, some setup happens (hence that 60 cycles of
|
||
|
overhead I mentioned), the BIOS does its thing, and then eventually control
|
||
|
returns to us.</p>
|
||
|
<p>The precise details of what the BIOS call does depends on the function number
|
||
|
that we call. We'd even have to potentially mark it as volatile asm if there's
|
||
|
no clear outputs, otherwise the compiler would "helpfully" eliminate it for us
|
||
|
during optimization. In our case there <em>are</em> clear outputs. The numerator goes
|
||
|
into register 0, and the denominator goes into register 1, the divmod happens,
|
||
|
and then the division output is left in register 0 and the modulus output is
|
||
|
left in register 1. I keep calling it "divmod" because div and modulus are two
|
||
|
sides of the same coin. There's no way to do one of them faster by not doing the
|
||
|
other or anything like that, so we'll first define it as a unified function that
|
||
|
returns a tuple:</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#![feature(asm)]
|
||
|
#fn main() {
|
||
|
// put the above at the top of any program and/or library that uses inline asm
|
||
|
|
||
|
pub fn div_modulus(numerator: i32, denominator: i32) -> (i32, i32) {
|
||
|
assert!(denominator != 0);
|
||
|
{
|
||
|
let div_out: i32;
|
||
|
let mod_out: i32;
|
||
|
unsafe {
|
||
|
asm!(/* assembly template */ "swi 0x06"
|
||
|
:/* output operands */ "={r0}"(div_out), "={r1}"(mod_out)
|
||
|
:/* input operands */ "{r0}"(numerator), "{r1}"(denominator)
|
||
|
:/* clobbers */ "r3"
|
||
|
:/* options */
|
||
|
);
|
||
|
}
|
||
|
(div_out, mod_out)
|
||
|
}
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>And next, since most of the time we really do want just the <code>div</code> or <code>modulus</code>
|
||
|
without having to explicitly throw out the other half, we also define
|
||
|
intermediary functions to unpack the correct values.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn div(numerator: i32, denominator: i32) -> i32 {
|
||
|
div_modulus(numerator, denominator).0
|
||
|
}
|
||
|
|
||
|
pub fn modulus(numerator: i32, denominator: i32) -> i32 {
|
||
|
div_modulus(numerator, denominator).1
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>We can generally trust the compiler to inline single line functions correctly
|
||
|
even without an <code>#[inline]</code> directive when it's not going cross-crate or when
|
||
|
LTO is on. I'd point you to some exact output from the Compiler Explorer, but at
|
||
|
the time of writing their nightly compiler is broken, and you can only use
|
||
|
inline asm with a nightly compiler. Unfortunate. Hopefully they'll fix it soon
|
||
|
and I can come back to this section with some links.</p>
|
||
|
<a class="header" href="#finally-those-random-ranges-we-mentioned" id="finally-those-random-ranges-we-mentioned"><h3>Finally Those Random Ranges We Mentioned</h3></a>
|
||
|
<p>Of course, now that we can do divmod if we need to, let's get back to random
|
||
|
numbers in ranges that aren't exact powers of two.</p>
|
||
|
<p>yada yada yada, if you just use <code>x % n</code> to place <code>x</code> into the range <code>0..n</code> then
|
||
|
you'll turn an unbiased value into a biased value (or you'll turn a biased value
|
||
|
into an arbitrarily <em>more</em> biased value). You should never do this, etc etc.</p>
|
||
|
<p>So what's a good way to get unbiased outputs? We're going to be adapting some
|
||
|
CPP code from that that I first hinted at way up above. It's specifically all
|
||
|
about the various ways you can go about getting unbiased random results for
|
||
|
various bounds. There's actually many different methods offered, and for
|
||
|
specific situations there's sometimes different winners for speed. The best
|
||
|
overall performer looks like this:</p>
|
||
|
<pre><code class="language-cpp">uint32_t bounded_rand(rng_t& rng, uint32_t range) {
|
||
|
uint32_t x = rng();
|
||
|
uint64_t m = uint64_t(x) * uint64_t(range);
|
||
|
uint32_t l = uint32_t(m);
|
||
|
if (l < range) {
|
||
|
uint32_t t = -range;
|
||
|
if (t >= range) {
|
||
|
t -= range;
|
||
|
if (t >= range)
|
||
|
t %= range;
|
||
|
}
|
||
|
while (l < t) {
|
||
|
x = rng();
|
||
|
m = uint64_t(x) * uint64_t(range);
|
||
|
l = uint32_t(m);
|
||
|
}
|
||
|
}
|
||
|
return m >> 32;
|
||
|
}
|
||
|
</code></pre>
|
||
|
<p>And, wow, I sure don't know what a lot of that means (well, I do, but let's
|
||
|
pretend I don't for dramatic effect, don't tell anyone). Let's try to pick it
|
||
|
apart some.</p>
|
||
|
<p>First, all the <code>uint32_t</code> and <code>uint64_t</code> are C nonsense names for what we just
|
||
|
call <code>u32</code> and <code>u64</code>. You probably guessed that on your own.</p>
|
||
|
<p>Next, <code>rng_t& rng</code> is more properly written as <code>rng: &rng_t</code>. Though, here
|
||
|
there's a catch: as you can see we're calling <code>rng</code> within the function, so in
|
||
|
rust we'd need to declare it as <code>rng: &mut rng_t</code>, because C++ doesn't track
|
||
|
mutability the same as we do (barbaric, I know).</p>
|
||
|
<p>Finally, what's <code>rng_t</code> actually defined as? Well, I sure don't know, but in our
|
||
|
context it's taking nothing and then spitting out a <code>u32</code>. We'll also presume
|
||
|
that it's a different <code>u32</code> each time (not a huge leap in this context). To us
|
||
|
rust programmers that means we'd want something like <code>impl FnMut() -> u32</code>.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn bounded_rand(rng: &mut impl FnMut() -> u32, range: u32) -> u32 {
|
||
|
let mut x: u32 = rng();
|
||
|
let mut m: u64 = x as u64 * range as u64;
|
||
|
let mut l: u32 = m as u32;
|
||
|
if l < range {
|
||
|
let mut t: u32 = range.wrapping_neg();
|
||
|
if t >= range {
|
||
|
t -= range;
|
||
|
if t >= range {
|
||
|
t = modulus(t, range);
|
||
|
}
|
||
|
}
|
||
|
while l < t {
|
||
|
x = rng();
|
||
|
m = x as u64 * range as u64;
|
||
|
l = m as u32;
|
||
|
}
|
||
|
}
|
||
|
(m >> 32) as u32
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>So, now we can read it. Can we compile it? No, actually. Turns out we can't.
|
||
|
Remember how our <code>modulus</code> function is <code>(i32, i32) -> i32</code>? Here we're doing
|
||
|
<code>(u32, u32) -> u32</code>. You can't just cast, modulus, and cast back. You'll get
|
||
|
totally wrong results most of the time because of sign-bit stuff. Since it's
|
||
|
fairly probable that <code>range</code> fits in a positive <code>i32</code>, its negation must
|
||
|
necessarily be a negative value, which triggers exactly the bad situation where
|
||
|
casting around gives us the wrong results.</p>
|
||
|
<p>Well, that's not the worst thing in the world either, since we also didn't
|
||
|
really wanna be doing those 64-bit multiplies. Let's try again with everything
|
||
|
scaled down one stage:</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn bounded_rand16(rng: &mut impl FnMut() -> u16, range: u16) -> u16 {
|
||
|
let mut x: u16 = rng();
|
||
|
let mut m: u32 = x as u32 * range as u32;
|
||
|
let mut l: u16 = m as u16;
|
||
|
if l < range {
|
||
|
let mut t: u16 = range.wrapping_neg();
|
||
|
if t >= range {
|
||
|
t -= range;
|
||
|
if t >= range {
|
||
|
t = modulus(t as i32, range as i32) as u16;
|
||
|
}
|
||
|
}
|
||
|
while l < t {
|
||
|
x = rng();
|
||
|
m = x as u32 * range as u32;
|
||
|
l = m as u16;
|
||
|
}
|
||
|
}
|
||
|
(m >> 16) as u16
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>Okay, so the code compiles, <em>and</em> it plays nicely what the known limits of the
|
||
|
various number types involved. We know that if we cast a <code>u16</code> up into <code>i32</code>
|
||
|
it's assured to fit properly and also be positive, and the output is assured to
|
||
|
be smaller than the input so it'll fit when we cast it back down to <code>u16</code>.
|
||
|
What's even happening though? Well, this is a variation on <a href="https://arxiv.org/abs/1805.10941">Lemire's
|
||
|
method</a>. One of the biggest attempts at a
|
||
|
speedup here is that when you have</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
a %= b;
|
||
|
#}</code></pre></pre>
|
||
|
<p>You can translate that into</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
if a >= b {
|
||
|
a -= b;
|
||
|
if a >= b {
|
||
|
a %= b;
|
||
|
}
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>Now... if we're being real with ourselves, let's just think about this for a
|
||
|
moment. How often will this help us? I genuinely don't know. But I do know how
|
||
|
to find out: we write a program to just <a href="https://play.rust-lang.org/?version=stable&mode=release&edition=2015&gist=48b36f8c9f6a3284c0bc65366a4fab47">enumerate all possible
|
||
|
cases</a>
|
||
|
and run the code. You can't always do this, but there's not many possible <code>u16</code>
|
||
|
values. The output is this:</p>
|
||
|
<pre><code>skip_all:32767
|
||
|
sub_worked:10923
|
||
|
had_to_modulus:21846
|
||
|
Some skips:
|
||
|
32769
|
||
|
32770
|
||
|
32771
|
||
|
32772
|
||
|
32773
|
||
|
Some subs:
|
||
|
21846
|
||
|
21847
|
||
|
21848
|
||
|
21849
|
||
|
21850
|
||
|
Some mods:
|
||
|
0
|
||
|
1
|
||
|
2
|
||
|
3
|
||
|
4
|
||
|
</code></pre>
|
||
|
<p>So, about half the time, we're able to skip all our work, and about a sixth of
|
||
|
the time we're able to solve it with just the subtract, with the other third of
|
||
|
the time we have to do the mod. However, what I personally care about the most
|
||
|
is smaller ranges, and we can see that we'll have to do the mod if our target
|
||
|
range size is in <code>0..21846</code>, and just the subtract if our target range size is
|
||
|
in <code>21846..32769</code>, and we can only skip all work if our range size is <code>32769</code>
|
||
|
and above. So that's not cool.</p>
|
||
|
<p>But what <em>is</em> cool is that we're doing the modulus only once, and the rest of
|
||
|
the time we've just got the cheap operations. Sounds like we can maybe try to
|
||
|
cache that work and reuse a range of some particular size. We can also get that
|
||
|
going pretty easily.</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||
|
pub struct RandRangeU16 {
|
||
|
range: u16,
|
||
|
threshold: u16,
|
||
|
}
|
||
|
|
||
|
impl RandRangeU16 {
|
||
|
pub fn new(mut range: u16) -> Self {
|
||
|
let mut threshold = range.wrapping_neg();
|
||
|
if threshold >= range {
|
||
|
threshold -= range;
|
||
|
if threshold >= range {
|
||
|
threshold = modulus(threshold as i32, range as i32) as u16;
|
||
|
}
|
||
|
}
|
||
|
RandRangeU16 { range, threshold }
|
||
|
}
|
||
|
|
||
|
pub fn roll_random(&self, rng: &mut impl FnMut() -> u16) -> u16 {
|
||
|
let mut x: u16 = rng();
|
||
|
let mut m: u32 = x as u32 * self.range as u32;
|
||
|
let mut l: u16 = m as u16;
|
||
|
if l < self.range {
|
||
|
while l < self.threshold {
|
||
|
x = rng();
|
||
|
m = x as u32 * self.range as u32;
|
||
|
l = m as u16;
|
||
|
}
|
||
|
}
|
||
|
(m >> 16) as u16
|
||
|
}
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>What if you really want to use ranges bigger than <code>u16</code>? Well, that's possible,
|
||
|
but we'd want a whole new technique. Preferably one that didn't do divmod at
|
||
|
all, to avoid any nastiness with sign bit nonsense. Thankfully there is one such
|
||
|
method listed in the blog post, "Bitmask with Rejection (Unbiased)"</p>
|
||
|
<pre><code class="language-cpp">uint32_t bounded_rand(rng_t& rng, uint32_t range) {
|
||
|
uint32_t mask = ~uint32_t(0);
|
||
|
--range;
|
||
|
mask >>= __builtin_clz(range|1);
|
||
|
uint32_t x;
|
||
|
do {
|
||
|
x = rng() & mask;
|
||
|
} while (x > range);
|
||
|
return x;
|
||
|
}
|
||
|
</code></pre>
|
||
|
<p>And in Rust</p>
|
||
|
<pre><pre class="playpen"><code class="language-rust">
|
||
|
# #![allow(unused_variables)]
|
||
|
#fn main() {
|
||
|
pub fn bounded_rand32(rng: &mut impl FnMut() -> u32, mut range: u32) -> u32 {
|
||
|
let mut mask: u32 = !0;
|
||
|
range -= 1;
|
||
|
mask >>= (range | 1).leading_zeros();
|
||
|
let mut x = rng() & mask;
|
||
|
while x > range {
|
||
|
x = rng() & mask;
|
||
|
}
|
||
|
x
|
||
|
}
|
||
|
#}</code></pre></pre>
|
||
|
<p>Wow, that's so much less code. What the heck? Less code is <em>supposed</em> to be the
|
||
|
faster version, why is this rated slower? Basically, because of how the math
|
||
|
works out on how often you have to run the PRNG again and stuff, Lemire's method
|
||
|
<em>usually</em> better with smaller ranges and the masking method <em>usually</em> works
|
||
|
better with larger ranges. If your target range fits in a <code>u8</code>, probably use
|
||
|
Lemire's. If it's bigger than <code>u8</code>, or if you need to do it just once and can't
|
||
|
benefit from the cached modulus, you might want to start moving toward the
|
||
|
masking version at some point in there. Obviously if your target range is more
|
||
|
than a <code>u16</code> then you have to use the masking method. The fact that they're each
|
||
|
oriented towards different size generator outputs only makes things more
|
||
|
complicated.</p>
|
||
|
<p>Life just be that way, I guess.</p>
|
||
|
<a class="header" href="#summary-table" id="summary-table"><h2>Summary Table</h2></a>
|
||
|
<p>That was a whole lot. Let's put them in a table:</p>
|
||
|
<table><thead><tr><th align="left"> Generator </th><th align="center"> Bytes </th><th align="center"> Output </th><th align="center"> Period </th><th align="center"> k-Dim </th></tr></thead><tbody>
|
||
|
<tr><td align="left"> sm64 </td><td align="center"> 2 </td><td align="center"> u16 </td><td align="center"> 65,114 </td><td align="center"> 0 </td></tr>
|
||
|
<tr><td align="left"> lcg32 </td><td align="center"> 4 </td><td align="center"> u16 </td><td align="center"> 2^32 </td><td align="center"> 1 </td></tr>
|
||
|
<tr><td align="left"> pcg16_xsh_rs </td><td align="center"> 4 </td><td align="center"> u16 </td><td align="center"> 2^32 </td><td align="center"> 1 </td></tr>
|
||
|
<tr><td align="left"> pcg32_rxs_m_xs </td><td align="center"> 4 </td><td align="center"> u32 </td><td align="center"> 2^32 </td><td align="center"> 1 </td></tr>
|
||
|
<tr><td align="left"> PCG16Ext8 </td><td align="center"> 20 </td><td align="center"> u16 </td><td align="center"> 2^160 </td><td align="center"> 8 </td></tr>
|
||
|
<tr><td align="left"> xoshiro128** </td><td align="center"> 16 </td><td align="center"> u32 </td><td align="center"> 2^128-1</td><td align="center"> 0 </td></tr>
|
||
|
<tr><td align="left"> jsf32 </td><td align="center"> 16 </td><td align="center"> u32 </td><td align="center"> ~2^126 </td><td align="center"> 0 </td></tr>
|
||
|
</tbody></table>
|
||
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