# Not So Random (#173)

**URL:** <https://www.ruby-forum.com/t/not-so-random-173/146537>\
**Category:** Ruby\
**Created:** [August 22, 2008, 5:30am UTC](https://www.ruby-forum.com/t/not-so-random-173/146537 "2008-08-22T05:30:16Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![mansfiem](https://www.ruby-forum.com/letter_avatar_proxy/v4/letter/m/fbc32d/32.png) [@mansfiem](https://www.ruby-forum.com/u/mansfiem)\
**Post date:** [August 22, 2008, 5:30am UTC](https://www.ruby-forum.com/t/not-so-random-173/146537/1 "2008-08-22T05:30:16Z")

</div>

Apologies for the late summary… I’m moving to a new place today,  
tomorrow, this weekend… and start classes on Monday. Also, look for  
the next quiz to show up this Saturday, not tomorrow.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[Procedural generation](http://en.wikipedia.org/wiki/Procedural_generation) is a valuable technique for computer  
graphics and games that relies on algorithms to produce content on the  
fly. Use of procedural techniques have increased in recent years, due  
to the large volume of content that must be created… too large or  
unwieldy to be completed by hand in a short duration. But procedural  
generation is not new. Early computer games such as _Elite_ and  
_Rescue on Fractalus_ used algorithms, rather than preformed data, to  
represent large worlds on machines with limited storage.

On one hand, CPU cycles are traded for storage limitations. On the  
other, CPU cycles are exchanged for human and schedule limitations.  
Essentially, procedural generation is a way to swap CPU time for other  
limited resources. But if the same algorithms are run repeatedly,  
won’t everything look the same? An algorithm, given the same input, by  
definition produces the same output.

That’s where pseudorandom numbers can help, both to provide variety  
and maintain repeatability. A random sequence starting with a seed  
value of 42 will – when put through a particular algorithm – always  
generate the same output. Yet, start the sequence with seed value 43,  
and the same algorithm will generate new output. We can generate a  
forest of randomly generated trees, each looking similar but unique,  
and not have the trees randomly change every frame.

Do we need more than one generator? It depends on your algorithms and  
how you generate the content. It could work, but it may be easier to  
keep some things separate. One random number generator for the forest.  
Another generator for the city buildings. Another one for people. That  
way, I can avoid generating information for the forest if it happens  
to go offscreen, because the PRNGs for the buildings and the people  
are independent of the forest PRNG.

Generally, for task such as this, you don’t usually need a generator  
such as the Mersenne Twister. A [linear congruential generator](http://en.wikipedia.org/wiki/Linear_congruential_generator),  
while not really very random, is quite simple, fast and often  
sufficient. For such a task, Ruby code of a few lines would have been  
completely sufficient.

But I wanted to see how we could convince Ruby’s `rand` to do what we  
wanted, without writing a new PRNG. I’m glad I asked, because after  
playing with closures and continuations, I conceived only one solution  
myself… I knew there had to be another, better way.

But first, let’s look at the first solution from _Frederick C._,  
which implements the only idea I had.

```
class Random
   def initialize(*rand_args)
     @rand_args = rand_args
     ignored, @start_seed = srand, srand
     @sequence = 0
   end

   def next
     srand(@start_seed)
     @sequence.times { rand *@rand_args}
     @sequence += 1
     rand *@rand_args
   end

   def reset
     @sequence = 0
   end
end

```

At first, I thought Frederick was the only one who implemented a  
solution that would allow `rand` to produce random floats between zero  
and one (i.e. what you get when you call `rand` with no parameters). I  
consider this important behavior. However, it turns out that passing  
zero to `rand` induces the same behavior, so props to everyone who  
provided a default value of zero.

This implementation is straightforward. Each time we call `next` to  
get the next random number in the sequence, we restart the sequence,  
calling `rand` a number of times equal to `@sequence`, which is  
incremented each call. This is very simple and guarantees we always  
get back to the correct point, whether or not other `Random` objects  
have generated numbers.

(Note that while I did mention concurrent in the quiz description, I  
did not mean to imply multithreaded, so for our purposes here, this is  
sufficient.)

I found this line in the initializer a little curious:

```
   ignored, @start_seed = srand, srand

```

`srand` returns the previous seed. Calling it twice in a row will  
first set the seed, then return that and set it again to a new value.  
But the saved seed is what is used in calls to `next`. It’s a nice  
trick to get the (time-based) seed generated by `srand`.

While simple, this solution is highly inefficient. Procedural  
generation can require a lot of random numbers, and this PRNG  
algorithm is quadratic. (That is, `O(n^2)`.) Very quickly, this  
generator would become painfully slow.

One possible improvement, provided in a few solutions, is caching.  
Since we’re generating the same exact data, we can save our work and  
reuse it later. In our contrived situation, This isn’t as bad as it  
sounds. Although memory use must be considered, it’s not unlikely that  
a particular `Random` object – a particular sequence – will always  
generate the same quantity of numbers every time. If we’re not  
uprooting trees in that forest, it’s likely we need to continue  
generating the same number of trees. Of course, in typical situations,  
you wouldn’t force yourself into this quiz’s confines, but if a small  
cache and a one-time generation is sufficient, you could trade a  
little memory for CPU time, if need be.

To finish up, let’s look at _brabuhr_’s clean, compact solution.

```
require 'slave'

class Random
  def initialize(ceiling, seed = nil)
    @ceiling = ceiling
    @seed = seed || rand(2112)
    @slave = Slave::new{
      lambda {|reset|
        if reset
          srand(@seed)
        else
          rand(@ceiling)
        end
      }
    }
    self.reset
  end

  def next
    @slave.object.call(false)
  end

  def reset
    @slave.object.call(true)
  end
end

```

The [Slave](http://codeforpeople.com/lib/ruby/slave/slave-1.2.1/) library combines a forked Ruby process with DRb  
(Distributed Ruby) and creates a client-server relationship between  
the two processes. This relationship is created in the call to  
`Slave::new`, which passes the following block to the slave:

```
      lambda { |reset|
        if reset
          srand(@seed)
        else
          rand(@ceiling)
        end
      }

```

Calling this block with a boolean (as done in the `next` and `reset`  
methods) simply invokes either `srand` or `rand`. But because the  
slave object is a forked Ruby process, it contains a separate built-in  
seed for those methods. Each `Random` instance will create such a  
slave, thereby creating independent seeds that cannot interfere with  
one another. In my own experience, I am so used to threading (i.e.  
shared state and address space), the idea of using a forked process  
(i.e. independent state and address space) didn’t cross my mind.

Using Slave may have some overhead from the interprocess  
communication. However, it is a constant-time operation: it should  
easily beat the first `Random` implementation for performance for  
typical use.

---

<div class="post-metadata">

**Author:** ![mansfiem](https://www.ruby-forum.com/letter_avatar_proxy/v4/letter/m/fbc32d/32.png) [@mansfiem](https://www.ruby-forum.com/u/mansfiem)\
**Post date:** [August 23, 2008, 6:11pm UTC](https://www.ruby-forum.com/t/not-so-random-173/146537/2 "2008-08-23T18:11:27Z")

</div>

On 22 Aug 2008, at 04:24, Matthew M. wrote:

> I found this line in the initializer a little curious:
> 
> ```
> ignored, @start_seed = srand, srand
> 
> ```
> 
> `srand` returns the previous seed. Calling it twice in a row will  
> first set the seed, then return that and set it again to a new value.  
> But the saved seed is what is used in calls to `next`. It’s a nice  
> trick to get the (time-based) seed generated by `srand`.

It’s worth noting that (when available) srand with no arguments will  
try and use things like /dev/random to seed itself so you can get  
yourself a nice random seed.

Fred
