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153 lines
4.2 KiB
C++
153 lines
4.2 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "simulation_random.h"
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#include "nel/misc/debug.h"
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//
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// Implementation of a random number generator that draws from a
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// gaussian distribution. The underlying (uniform deviate)
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// pseudorandom number generator is the Park and Miller "Minimum
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// standard" generator with Bayes-Durham shuffle
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//
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// Copyright (c) 2001 Wesley H. Huang. All rights reserved.
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//
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#include <math.h>
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//#include <rand.h>
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// default random generator seed (nothing special about this number
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// except that it's not 0)
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const long defaultSeed = 18846224;
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long pmRandGenSeed = defaultSeed;
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// set the seed (optional)
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void pmRandSeed(long s)
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{
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if (s == 0) // can't use 0 as a seed
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pmRandGenSeed = defaultSeed; // use the default
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else
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pmRandGenSeed = s;
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}
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// parameters for the random number generator
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const long a = 16807;
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const long m = 2147483647;
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const long q = m/a; // 127773
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const long r = m % a; // 2836
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const long pmRandMax = m;
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// Park and Miller's "Minimal Standard" generator using Schrage's
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// method to do the computation in 32 bit arithmetic without overflow.
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//
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// This is a multiplicative congruential generator: I_{j+1} = a I_j mod m
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// using the above constants (which are very carefully picked).
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//
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// The result is an integer between 1 and m-1 inclusive.
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//
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// Reference: Numerical Recipes in C, 2nd ed, pg 278.
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long pmRand()
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{
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long k = pmRandGenSeed/q;
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pmRandGenSeed = a*(pmRandGenSeed - k*q) - r*k;
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if (pmRandGenSeed < 0)
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pmRandGenSeed += m;
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return pmRandGenSeed;
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}
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// the Bayes-Durham shuffle
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long pmRandShuffle()
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{
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const int size = 32;
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const long div = 1 + (pmRandMax-1)/size;
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static bool initialized = false;
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static long rn[size];
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static long next;
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int index;
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if (!initialized)
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{
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int k;
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for (k= 0; k < size; k++) // warm up
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pmRand();
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for (k= 0; k < size; k++) // fill table
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rn[k] =pmRand();
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next = pmRand();
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initialized = true;
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}
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index = next/div; // find out which table entry to use next
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next = rn[index]; // that random nember determines the next index
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rn[index] = pmRand(); // refill the table slot
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return next; // return the random number
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}
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//
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// This is a simple but pretty good random number generator.
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//
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// Returns a floating point number in (0.0, 1.0)
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float myRand()
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{
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return pmRandShuffle()/(pmRandMax + 1.0f);
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}
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void myRandSeed(long s)
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{
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pmRandSeed(s);
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}
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// returns a number drawn from the exponential distribution with the given mean
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float exponential( float mean )
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{
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float uniform = myRand();
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nlassert( uniform < 1.0f );
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float exponential = -logf( 1.0f - uniform ) * mean;
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// nldebug( "uniform rand: %.2f, exponential rand: %.2f", uniform, exponential );
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return exponential;
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}
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// returns a number drawn from a gaussian distribution with the
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// specified mean and standard deviation
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float gaussian(float mean, float stdev)
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{
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static bool cached = false;
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static float extra; // the extra number from a 0 mean unit stdev gaussian
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if (cached)
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{
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cached = false;
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return extra*stdev + mean;
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}
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else
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{
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// pick a random point in the unit circle (excluding the origin)
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float a,b,c;
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do
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{
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a = 2.0f*myRand()-1.0f;
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b = 2.0f*myRand()-1.0f;
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c = a*a + b*b;
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}
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while (c >= 1.0f || c == 0.0);
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// transform it into two values drawn from a gaussian
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float t = sqrtf(-2.0f*logf(c)/c);
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extra = t*a;
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cached = true;
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return t*b*stdev + mean;
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}
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}
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