can machine generate truly random numbers? - algorithm

I know that for most programs, a pseudo-random number is sufficient but there are ways that machines can generate truly random numbers. For example, devices that generate unpredictable processes. But, they tend to be biased somehow. So, is it possible to use or make devices that can generate unpredictable processes and being unbiased?

Yes. You can buy cards or USB devices to plug into your computer that use physical effects, such as quantum mechanics, to generate true random numbers. A simple Geiger counter would be an example, though commercially available devices are more complex with a higher bit rate.
Google "Quantis RNG" for some examples.

Related

Is random real in programming?

I am in the process of building a brute force applicaiton however when thinking about encoding, there are codes online that use the word "random" however are they actually totally random numbers generated by the computer. I say this because the way havent been taught about how computers work, goes against this word "random"
Am I correct in thinking there is no "random" in computers? or have I misunderstood.
Various platforms provide a pseudo random number generator, which is:
an algorithm for generating a sequence of numbers whose properties approximate the properties of sequences of random numbers.
A lot's already been written here and on other sites why generating a truly random sequence of numbers is hard for machines, see for example Is /dev/random considered truly random?, How can I generate truly (not pseudo) random numbers with C#? and so on.
From Can a computer generate a truly random number? | MIT School of Engineering:
“One thing that traditional computer systems aren’t good at is coin flipping” [...]
There are devices that generate numbers that claim to be truly random. They rely on unpredictable processes like thermal or atmospheric noise rather than human-defined patterns.
In programming we often use term 'psuedorandom' because any random number which can be generated by program is based on some logic. Program cannot generate number on its own without any logic.
So by that logic humans cant generate random numbers either......
It all depends on how you want to argue. If you want to argue for the sake of arguing of coarse they cant. But if you want to just say can we 100% accurately guess the next number they will choose. We cant...thus its random

What are typical means by which a random number can be generated in an embedded system?

What are typical means by which a random number can be generated in an embedded system? Can you offer advantages and disadvantages for each method, and/or some factors that might make you choose one method over another?
First, you have to ask a fundamental question: do you need unpredictable random numbers?
For example, cryptography requires unpredictable random numbers. That is, nobody must be able to guess what the next random number will be. This precludes any method that seeds a random number generator from common parameters such as the time: you need a proper source of entropy.
Some applications can live with a non-cryptographic-quality random number generator. For example, if you need to communicate over Ethernet, you need a random number generator for the exponential back-off; statistic randomness is enough for this¹.
Unpredictable RNG
You need an unpredictable RNG whenever an adversary might try to guess your random numbers and do something bad based on that guess. For example, if you're going to generate a cryptographic key, or use many other kinds of cryptographic algorithms, you need an unpredictable RNG.
An unpredictable RNG is made of two parts: an entropy source, and a pseudo-random number generator.
Entropy sources
An entropy source kickstarts the unpredictability. Entropy needs to come from an unpredictable source or a blend of unpredictable sources. The sources don't need to be fully unpredictable, they need to not be fully predictable. Entropy quantifies the amount of unpredictability. Estimating entropy is difficult; look for research papers or evaluations from security professionals.
There are three approaches to generating entropy.
Your device may include some non-deterministic hardware. Some devices include a dedicated hardware RNG based on physical phenomena such as unstable oscillators, thermal noise, etc. Some devices have sensors which capture somewhat unpredictable values, such as the low-order bits of light or sound sensors.
Beware that hardware RNG often have precise usage conditions. Most methods require some time after power-up before their output is truly random. Often environmental factors such as extreme temperatures can affect the randomness. Read the RNG's usage notes very carefully. For cryptographic applications, it is generally recommended to make statistical tests the HRNG's output and refuse to operate if these tests fail.
Never use a hardware RNG directly. The output is rarely fully unpredictable — e.g. each bit may have a 60% probability of being 1, or the probability of two consecutive bits being equal may be only 48%. Use the hardware RNG to seed a PRNG as explained below.
You can preload a random seed during manufacturing and use that afterwards. Entropy doesn't wear off when you use it²: if you have enough entropy to begin with, you'll have enough entropy during the lifetime of your device. The danger with keeping entropy around is that it must remain confidential: if the entropy pool accidentally leaks, it's toast.
If your device has a connection to a trusted third party (e.g. a server of yours, or a master node in a sensor network), it can download entropy from that (over a secure channel).
Pseudo-random number generator
A PRNG, also called deterministic random bit generator (DRBG), is a deterministic algorithm that generates a sequence of random numbers by transforming an internal state. The state must be seeded with sufficient entropy, after which the PRNG can run practically forever. Cryptographic-quality PRNG algorithms are based on cryptographic primitives; always use a vetted algorithm (preferably some well-audited third-party code if available).
The PRNG needs to be seeded with entropy. You can choose to inject entropy once during manufacturing, or at each boot, or periodically, or any combination.
Entropy after a reboot
You need to take care that the device doesn't boot twice in the same RNG state: otherwise an observer can repeat the same sequence of RNG calls after a reset and will know the RNG output the second time round. This is an issue for factory-injected entropy (which by definition is always the same) as well as for entropy derived from sensors (which takes time to accumulate).
If possible, save the RNG state to persistent storage. When the device boots, read the RNG state, apply some transformation to it (e.g. by generating one random word), and save the modified state. After this is done, you can start returning random numbers to applications and system services. That way, the device will boot with a different RNG state each time.
If this is not possible, you ned to be very careful. If your device has factory-injected entropy plus a reliable clock, you can mix the clock value into the RNG state to achieve unicity; however, beware that if your device loses power and the clock restarts from some fixed origin (blinking twelve), you'll be in a repeatable state.
Predictable RNG state after a reset or at the first boot is a common problem with embedded devices (and with servers). For example, a study of RSA public keys showed that many had been generated with insufficient entropy, resulting in many devices generating the same key³.
Statistical RNG
If you can't achieve a cryptographic quality, you can fall back to a less good RNG. You need to be aware that some applications (including a lot of cryptography) will be impossible.
Any RNG relies on a two-part structure: a unique seed (i.e. an entropy source) and a deterministic algorithm based on that seed.
If you can't gather enough entropy, at least gather as much as possible. In particular, make sure that no two devices start from the same state (this can usually be achieved by mixing the serial number into the RNG seed). If at all possible, arrange for the seed not to repeat after a reset.
The only excuse not to use a cryptographic DRBG is if your device doesn't have enough computing power. In that case, you can fall back to faster algorithm that allow observers to guess some numbers based on the RNG's past or future output. The Mersenne twister is a popular choice, but there have been improvements since its invention.
¹ Even this is debatable: with non-crypto-quality random backoff, another device could cause a denial of service by aligning its retransmission time with yours. But there are other ways to cause a DoS, by transmitting more often.
² Technically, it does, but only at an astronomical scale.
³ Or at least with one factor in common, which is just as bad.
One way to do it would be to create a Pseudo Random Bit Sequence, just a train of zeros and ones, and read the bottom bits as a number.
PRBS can be generated by tapping bits off a shift register, doing some logic on them, and using that logic to produce the next bit shifted in. Seed the shift register with any non zero number. There's a math that tells you which bits you need to tap off of to generate a maximum length sequence (i.e., 2^N-1 numbers for an N-bit shift register). There are tables out there for 2-tap, 3-tap, and 4-tap implementations. You can find them if you search on "maximal length shift register sequences" or "linear feedback shift register.
from: http://www.markharvey.info/fpga/lfsr/
HOROWITZ AND HILL gave a great part of a chapter on this. Most of the math surrounds the nature of the PRBS and not the number you generate with the bit sequence. There are some papers out there on the best ways to get a number out of the bit sequence and improving correlation by playing around with masking the bits you use to generate the random number, e.g., Horan and Guinee, Correlation Analysis of Random Number Sequences based on Pseudo Random Binary Sequence Generation, In the Proc. of IEEE ISOC ITW2005 on Coding and Complexity; editor M.J. Dinneen; co-chairs U. Speidel and D. Taylor; pages 82-85
An advantage would be that this can be achieved simply by bitshifting and simple bit logic operations. A one-liner would do it. Another advantage is that the math is pretty well understood. A disadvantage is that this is only pseudorandom, not random. Also, I don't know much about random numbers, and there might be better ways to do this that I simply don't know about.
How much energy you expend on this would depend on how random you need the number to be. If I were running a gambling site, and needed random numbers to generate deals, I wouldn't depend on Pseudo Random Bit Sequences. In those cases, I would probably look into analog noise techniques, maybe Johnson Noise around a big honking resistor or some junction noise on a PN junction, amplify that and sample it. The advantages of that are that if you get it right, you have a pretty good random number. The disadvantages are that sometimes you want a pseudorandom number where you can exactly reproduce a sequence by storing a seed. Also, this uses hardware, which someone must pay for, instead of a line or two of code, which is cheap. It also uses A/D conversion, which is yet another peripheral to use. Lastly, if you do it wrong -- say make a mistake where 60Hz ends up overwhelming your white noise-- you can get a pretty lousy random number.
What are typical means by which a random number can be generated in an embedded system?
Giles indirectly stated this: it depends on the use.
If you are using the generator to drive a simulation, then all you need is a uniform distribution and a linear congruential generator (LCG) will work fine.
If you need a secure generator, then its a trickier problem. I'm side-stepping what it means to be secure, but from 10,000 feet think "wrap it in a cryptographic transformation", like a SHA-1/HMAC or SHA-512/HMAC. There are others ways, like sampling random events, but they may not be viable.
When you need secure random numbers, some low resource devices are notoriously difficult to work with. See, for example, Mining Your Ps and Qs: Detection of Widespread Weak Keys in Network Devices and Traffic sensor flaw that could allow driver tracking fixed. And a caveat for Linux 3.0 kernel users: the kernel removed a couple of entropy sources, so entropy depletion and starvation might have gotten worse. See Appropriate sources of entropy on LWN.
If you have a secure generator, then your problem becomes getting your hands on a good seed (or seeds over time). One of the better methods I have seen for environments that are constrained is Hedging. Hedging was proposed for Virtual Machines where a program could produce the same sequence after a VM reset.
The idea for hedging is to extract the randomness provided by your peer, and use it to keep you secure generator fit. For example, in the case of TLS, there is a client_random and a server_random. If the device is a server, then it would stir in the client_random. If the device is a client, then it would stir in server_random.
You can find the two papers of interest that address hedging at:
When Good Randomness Goes Bad: Virtual Machine Reset
Vulnerabilities and Hedging Deployed Cryptography
When Virtual is Harder than Real: Resource Allocation Challenges in
Virtual Machine Based IT Environments
Using client_random and a server_random is consistent with Peter Guttman's view on the subject: "mix every entropy source you can get your hands on into your PRNG, including less-than-perfect ones". Gutmann is the author of Engineering Security.
Hedging only solves part of the problem. You will still need to solve other problems, like how to bootstrap the entropy pool, how to regenerate system key pairs when the pool is in a bad state, and how persist the entropy across reboots when there's no filesystem.
Although it may not be the most complex or sound method, it can be fun to use external stimuli as your seed for random number generation. Consider using analogue input from a photodiode, or a thermistor. Even random noise from a floating pin could potentially yield some interesting results.

Random numbers from physical sources on the Internet

What are the addresses of some websites that offers random numbers from physical sources? I'm looking both for free services and services that cost money.
I have been using http://www.random.org/, and i like it. Generates random numbers from atmospheric noise, and also is capable of generate:
coin flips
dice rolling
card shuffling
among others, take a look at it.
HotBits:
Genuine random numbers, generated by radioactive decay.
HotBits are generated by timing successive pairs of radioactive decays detected by a Geiger-Müller tube interfaced to a computer.
Once the random bytes are delivered to you, they are immediately discarded—the same data will never be sent to any other user and no records are kept of the data at this or any other site.
Secure Server HotBits Request
Sounds like the Quantum Random Bit Generator may be of use ? It relies on photonic emission in semiconductors and the detection thereof by photoelectric effect.
They supply command line and library/API access via various different platforms/frameworks.
www.Random.org
Apparently they use Atmospheric noise to generate they're numbers though I'm not sure if they've published their algorithms.
Many Linux systems have a /dev/random device built in. That provides random numbers from physical sources.
The random number generator gathers
environmental noise from device
drivers and other sources into an
entropy pool
See http://en.wikipedia.org/wiki/Urandom

True (not pseudo) random number generators. What's out there? [closed]

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I am looking for affordable solutions that generate true random numbers.
I have found LavaRnd, which is a cryptographically sound random number generator. Does anybody has experience in this field and/or knows about other solutions?
PS: IMHO the SO question True random number generator did not really cover this
EDIT:
My curiosity is more of academic nature. I don't want to know about PRNGs that are good enough for practical applications. I know they exist and that they will do.
Of course, generating true random numbers will require hardware devices. That's why I tagged this with hardware.
You didn't specify an environment.
From the documentation for Linux's /dev/random
The random number generator gathers
environmental noise from device
drivers and other sources into an
entropy pool. The generator also keeps
an estimate of the number of bit of
the noise in the entropy pool. From
this entropy pool random numbers are
created.
So this is a cryptographically secure random source, based on unpredictable input from such things as the arbitrary timings of ethernet packets, keyboard and mouse input, etc.
There's also Bruce Schneier's Yarrow PRNG server. Not truly random, but considered cryptographically secure.
... and also EGD, the Entropy Gathering Daemon. Written in Perl and hence portable across many platforms.
I've always wanted to buy either the PCI or USB Quantum Random Number Generator, but I have no idea what they cost, and frankly it might be a lot! They do deliver a staggering 16 Mibit/s and 4 Mibit/s respectively of random numbers, though, usable on both *NIX boxes and Windows. That's more than I'd ever need!
Other than that, how 'bout a book full of 'em? A Million Random Digits with 100,000 Normal Deviates is perhaps the coolest book they sell on Amazon! I've yet to buy it, but it's only a matter of time. Must be very handy to have such a stock of true random numbers on your book shelve!
Fully addressing the issue is a broad topic.
Hardware random number generators exist. These use thermal noise or even quantum effects (in the fastest models) to generate high quality random numbers.
There are some suspicions that thermal noise random number generation may have "biases". That is to say, that some numbers are generated more frequently than others, in the extreme long term. The numbers generated are still truly random.
To see how this might be, consider an unfair coin which gives heads 60% of the time. Flipping the coin is still a random process -- it is just that we should expect 60% of them to be heads, in the long run. Acting out the random process encodes information, or "entropy", since any definite result is only one of many possible outcomes. On the other hand, a sequence of Heads and Tails generated with an unfair coin will contain less information than the same sequence generated with a fair coin!
The upshot is that for provable, paranoid-level security, you don't want to use a hardware random number generator's numbers directly. You want to feed them into a pool of entropy, which the random (but possibly biased) numbers can churn.
As a matter of fact, most hardware random number generators are designed to feed /dev/random, through the kernel (or the Windows equivalent), to deal with this bias/entropy issue.
On the other hand, any decent random number generator will be uniform enough to do Monte Carlo simulations, fast.
True random numbers in computing does not exist and never will. Computers are deterministic, in that if you repeat the same experience under the same environment, the same result will be achieved.
What you get with computers are pseudo-random numbers, mostly depending on current circumstances: date, time, other variables like memory being used, network traffic at the moment, etc.
For example, some online poker sites, to guarantee to some extent the randomness of their dealt hands, had to install specific hardware that takes the ambient noise and generates random numbers based on that (not only that, but it's a major factor).
So, to have pseudo-random numbers that approximate to true randomness, you'll need to take outside factors into account.
There is an article in c't 2/2009 on true and pseudo random numbers. Other than LavaRnd also RandCam and VIA's PadLock are discussed.

What Type of Random Number Generator is Used in the Casino Gaming Industry? [closed]

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Given the extremely high requirements for unpredictability to prevent casinos from going bankrupt, what random number generation algorithm and seeding scheme is typically used in devices like slot machines, video poker machines, etc.?
EDIT: Related questions:
Do stateless random number generators exist?
True random number generator
Alternative Entropy Sources
There are many things that the gaming sites have to consider when choosing/implementing an RNG. Without due dilligence, it can go spectacularly wrong.
To get a licence to operate a gaming site in a particular jurisdiction usually requires that the RNG has been certified by an independent third-party. The third-party testers will analyse the source code and run statistical tests (e.g. Diehard) to ensure that the RNG behaves randomly. Reputable poker sites will usually include details of the certification that their RNG has undergone (for example: PokerStars's RNG page).
I've been involved in a few gaming projects, and for one of them I had to design and implement the RNG part, so I had to investigate all of these issues. Most poker sites will use some hardware device for entropy, but they won't rely on just hardware. Usually it will be used in conjunction with a pseudo-RNG (PRNG). There are two main reasons for this. Firstly, the hardware is slow, it can only extract a certain number of bits of entropy in a given time period from whatever physical process it is monitoring. Secondly, hardware fails in unpredictable ways that software PRNGs do not.
Fortuna is the state of the art in terms of cryptographically strong PRNGs. It can be fed entropy from one or more external sources (e.g. a hardware RNG) and is resilient in the face of attempted exploits or RNG hardware failure. It's a decent choice for gaming sites, though some might argue it is overkill.
Pokerroom.com used to just use Java's SecureRandom (they probably still do, but I couldn't find details on their site). This is mostly good enough, but it does suffer from the degrees of freedom problem.
Most stock RNG implementations (e.g. Mersenne Twister) do not have sufficient degrees of freedom to be able to generate every possible shuffle of a 52-card deck from a given initial state (this is something I tried to explain in a previous blog post).
EDIT: I've answered mostly in relation to online poker rooms and casinos, but the same considerations apply to physical video poker and video slots machines in real world casinos.
For a casino gaming applications, I think the seeding of the algorithm is the most important part to make sure all games "booted" up don't run through the same sequence or some small set of predictable sequences. That is, the source of entropy leading to the seed for the starting position is the critical thing. Beyond that, any good quality random number generator where each bit position as has a ~50/50 probability of being 1/0 and the period is relatively long would be sufficient. For example, something like the Mersenne twister PRNG has such properties.
Using cryptographically secure random generators only becomes important when the actual output of the random generator can be viewed directly. For example, if you were monitoring each number actually generated by the number generator - after viewing many numbers in the sequence - with a non-cryptographic generator information about that sequence can lead to establishing information about all the internal state of the generator. At this point, if you know what the algorithm looks like, you would be able to predict future numbers and that would be bad. The cryptographic generator prevents that reverse engineering back to the internal state so that predicting future numbers becomes "impossible".
However, in the case of a casino game, you would (or should) have no visibility to the actual numbers being generated under the hood. Each time a random number is generated - say a 32-bit number - that number will be used then, for example, mod 52 for a deck shuffling algorithm....no where in that process do you have any idea what numbers were being generated by the algorithm to shuffle that deck. That is, most of the bits of "randomness" is just being thrown out and even the ones being used you have no visibility to. Therefore, no way to reverse engineer the state.
Getting back to a true source of entropy to seed the whole process, that is the hard part. See the Wikipedia entry on entropy for some starting points on techniques.
As an aside, if you did want cryptographically sequence random numbers from a "regular" algorithm, a simple approach is to take a few random numbers in sequence, concatenate them together and then run something like MD5 or SHA-1 on them and the result is just as random and also cryptographically secure. That is, you just made your own "secure" random number generator.
We've been using the Protego R210-USB TRNG (and the non-usb version before that) as random seed generators in casino applications, with java.security.SecureRandom
on top. We had The Swedish National Laboratory of Forensic Science perform a separate audit of the R210, and it passed without a flaw.
You probably need a cryptographically secure pseudo-random generator. There are a lot of variants. Google "Blum-Blum-Shub", for example.
The security properties of these pseudo-random generators will generally be that, even when the attacker can observe polynomially many outputs from such generators, it won't be feasible to guess the next output with a probability much better than random guessing. Also, it is not feasible to distinguish the output of such generators from truly random bits. The security holds even when all the algorithms and parameters are known by the attacker (except for the secret seed).
The security of the generators is often measured with respect to a security parameter. In the case of BBS, it is the size of the modulus. This is no different from other crypto stuff. For example, RSA is secure only when the key is long enough.
Note that, the output of such generators may not be uniform (in fact, can be far away from uniform in statistical sense). But since no one can distinguish the two distributions without infinite computing power, these generators will suffice in most applications that require truly random bits.
Bear in mind, however, that these cryptographically secure pseudo-random generators are usually slow. So if speed is indeed a concern, less rigorous approaches may be more relevant, such as using hash functions, as suggested by Jeff.
Casino slot machines generate random numbers continuously at very high speed and use the most recent result(s) when the user pulls the lever (or hits the button) to spin the reels.
Even a simplistic generator can be used. Even if you knew the algorithm used, you cannot observe where in the sequence it is because nearly all the results are discarded. If somehow you did know where it was in the sequence, you'd have to have millisecond or better timing to take advantage of it.
Modern "mechanical reel" machines use PRNGs and drive the reels with stepper motors to simulate the old style spin-and-brake.
http://en.wikipedia.org/wiki/Slot_machine#Random_number_generators
http://entertainment.howstuffworks.com/slot-machine3.htm
Casinos shouldn't be using Pseudo-random number generators, they should be using hardware ones: http://en.wikipedia.org/wiki/Hardware_random_number_generator
I suppose anything goes for apps and offshore gambling nowadays, but all these other answers are incomplete, at least for Nevada Gaming Control Board licensed machines, which I believe the question is originally about.
The technical specifications for RNGs licensed in Nevada for gaming purposes are laid out in Regulation 14.040(2).
As of May 24, 2012, here is a summary of the rules a RNG must follow:
Static seeds cannot be used. You have to seed the RNG using a millisecond time source or other true entropy source which has no external readout anywhere on the machine. (This helps to reduce the incidence of "magic number" attacks)
The RNG must continue generating numbers in its sequence at least 100 times per second when the game is not being played. (This helps to avoid timing attacks)
RNG outputs cannot be reused; they must be used exactly once if at all and then thrown away.
Multi-system cabinets must use a separate RNG and separate seed for each game.
Games that use RNGs for helping to choose numbers on behalf of the player (such as Lotto Quick Pick) must use a separate RNG for that process.
Games must not roll RNGs until they are actually needed in a game. (i.e. you need to wait until the player chooses to deal or spin before generating RNGs)
The RNG must pass a 95% confidence chi-squared test based on 10,000 trials as apart of a system test. It must display a warning if this test fails, and it must disable play if it fails twice in a row.
It must remember, and be able to report on, the last 10 test results as described in 7.
Every possible game outcome must be generatable by the RNG. As a pessimal example, linear congruential generators don't actually generate every possible output in their range, so they're not very useful for gaming.
Additionally, your machine design has to be submitted to the gaming commission and it has to be approved, which is expensive and takes lots of time. There are a few third-party companies that specialize in auditing your new RNG to make sure it's random. Gaming Laboratories publishes an even stricter set of standards than Nevada does. They go into much greater detail about the limitations of hardware RNGs, and Nevada in particular likes to see core RNGs that it's previously approved. This can all get very expensive, which is why many developers prefer to license an existing previously-approved RNG for new game projects.
Here is a fun list of random number generator attacks to keep you up late at night.
For super-nerds only: the source for most USB hardware RNGs is typically an avalanche diode. However, the thermal noise produced by this type of diode is not quantum-random, and it is possible to influence the randomness of an avalanche diode by significantly lowering the temperature.
As a final note, someone above recommended just using a Mersenne Twister for random number generation. This is a Bad Idea unless you are taking additional entropy from some other source. The plain vanilla Mersenne Twister is highly inappropriate for gaming and cryptographic applications, as described by its creator.
If you want to do it properly you have to get physical - ERNIE the UK national savings number picker uses a shot noise in Neon tubes.
I for sure have seen a german gambling machine that was not allowed to be ran commercially after a given date, so I suppose it was a PNRG with a looong one time pad seed list.
Most poker sites use hardware random number generators. They will also modify the output to remove any scaling bias and often use 'pots' of numbers which can be 'stirred' using entropic events (user activity, serer i/o events etc). Quite often the resultant numbers just index pre-generated decks (starting off as a sorted list of cards).

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