Is this shuffle random by property - random

def shuffle(deck):
for i in range(len(deck)):
idxToPlaceHere = randint(i, len(deck) -1)
swap(deck, i, idxToPlaceHere);
I know theres a standard random shuffle algo on here among other sites, but for some reason this is the natural way I write shuffle. It seems to me to maintain (len-1)! possibilities. I'm new at this stuff though so can someone please confirm whether or not this is random so I know if I must memorize the standard way of doing it so as to not bomb my interview. Thanks.

You use len-1 out of the following reason:
You have a deck with 3 cards, they are storred inside an array:
deck = {
0 = "card 1",
1 = "card 2",
2 = "card 3"
}
So len(deck) returns the ammount of elements, in this case 3. Inside your for loop you have the index i.
The keys start with 0 so your variable i will be 0, 1, 2
randint(startIndex, endIndex)
randint calculates a random number between the startIndex and the endIndex. Without len-1 it would be a number between 0 and 3.
The problem is you dont have an key 3 in your array, cause your array start from 0. Thats why u use len-1, that way you have the real last possible key.

Related

List of random numbers

I need to generate a list of numbers (about 120.) The numbers range from 1 to X (max 10), both included. The algorithm should use every number an equal amount of times, or at least try, if some numbers are used once less, that's OK.
This is the first time I have to make this kind of algorithm, I've created very simple once, but I'm stumped on how to do this. I tried googling first, though don't really know what to call this kind of algorithms, so I couldn't find anything.
Thanks a lot!
It sounds like what you want to do is first fill a list with the numbers you want and then shuffle that list. One way to do this would be to add each of your numbers to the list and then repeat that process until the list has as many items as you want. After that, randomly shuffle the list.
In pseudo-code, generating the initial list might look something like this:
list = []
while length(list) < N
for i in 1, 2, ..., X
if length(list) >= N
break
end if
list.append(i)
end for
end while
I leave the shuffling part as an exercise to the reader.
EDIT:
As pointed out in the comments the above will always put more smaller numbers than larger numbers. If this isn't what's desired, you could iterate over the possible numbers in a random order. For example:
list = []
numbers = shuffle( [1, 2, ..., X] )
while length(list) < N
for i in 1, 2, ..., X
if length(list) >= N
break
end if
list.append( numbers[i] )
end for
end while
I think this should remove that bias.
What you want is a uniformly distributed random number (wiki). It means that if you generate 10 numbers between 1 to 10 then there is a high probability that all the numbers 1 upto 10 are present in the list.
The Random() class in java gives a fairly uniform distribution. So just go for it. To test, just check this:
Random rand = new Random();
for(int i=0;i<10;i++)
int rNum = rand.nextInt(10);
And see in the result whether you get all the numbers between 1 to 10.
One more similar discussion that might help: Uniform distribution with Random class

Elements mixing algorithm

Not sure about title.
Here is what I need.
Lets for example have this set of elements 20*A, 10*B, 5*C, 5*D, 2*E, 1*F
I need to mix them so there are not two same elements next to each other and also I can for example say I don't want B and C to be next to each other. Elements have to be evenly spread (if there are 2 E one should be near begining/ in firs half a and second near end/in second half. Number of elements can of course change.
I haven't done anything like this yet. Is there some knowledge-base of this kind of algorithms where could I find some hints and methods how to solve this kind of problem or do I have to do all the math myself?
I think the solution is pretty easy.
Start with an array x initialised to empty values such that there is one space for each item you need to place.
Then, for each (item, frequency) pair in descending order of frequency, assign item values to x in alternating slots starting from the first empty slot.
Here's how it works for your example:
20*A A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A
10*B ABABABABABABABABABABA_A_A_A_A_A_A_A_A_A
5*C ABABABABABABABABABABACACACACACA_A_A_A_A
2*E ABABABABABABABABABABACACACACACAEAEA_A_A
1*F ABABABABABABABABABABACACACACACAEAEAFA_A
At this point we fail, since x still has an empty slot. Note that we could have identified this right from the start since we need at least 19 slots between the As, but we only have 18 other items.
UPDATE
Leonidas has now explained that the items should be distributed "evenly" (that is, if we have k items of a particular kind, and n slots to fill, each "bucket" of n/k slots must contain one item of that kind.
We can adapt to this constraint by spreading out our allocations rather than simply going for alternating slots. In this case (and let's assume 2 Fs so we can solve this), we would have
20*A A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A_A
10*B ABA_ABA_ABA_ABA_ABA_ABA_ABA_ABA_ABA_ABA
5*C ABACABA_ABACABA_ABACABA_ABACABA_ABACABA
2*E ABACABAEABACABA_ABACABAEABACABA_ABACABA
2*F ABACABAEABACABAFABACABAEABACABAFABACABA
You can solve this problem recursively:
def generate(lastChar, remDict):
res = []
for i in remDict:
if i!=lastChar):
newRemDict = remDict
newRemDict[i]-=1
subres = generate(i,newRemDict)
res += [i+j for j in subres]
return res
Note that I am leaving out corner conditions and many checks that need to be done. But only the core recursion is shown. You can also quit pursuing a branch if more than half+1 of the remaining letters is a same letter.
I ran into a similar problem, and after evaluating various metrics, I came up with the idea of grabbing the first item for which the proportion through the source array is less than the proportion through the result array. There is a case where all of these values may come out as 1, for instance when halfway through merging a group of even arrays - everything's exactly half done - so I grab something from the first array in that case.
This solution does use the source array order, which is something that I wanted. If the calling routine wants to merge arrays A, B, and C, where A has 3 elements but B and C have 2, we should get A,B,C,A,B,C,A, not A,C,B,A,C,B,A or other possibilities. I find that choosing the first of my source arrays that's "overdue" (by having a proportion that's lower than our overall progress), I get a nice spacing with all arrays.
Source in Python:
#classmethod
def intersperse_arrays(cls, arrays: list):
# general idea here is to produce a result with as even a balance as possible between all the arrays as we go down.
# Make sure we don't have any component arrays of length 0 to worry about.
arrays = [array for array in arrays if len(array) > 0]
# Handle basic cases:
if len(arrays) == 0:
return []
if len(arrays) == 1:
return arrays[0]
ret = []
num_used = []
total_count = 0
for j in range(0, len(arrays)):
num_used.append(0)
total_count += len(arrays[j])
while len(ret) < total_count:
first_overdue_array = None
first_remaining_array = None
overall_prop = len(ret) / total_count
for j in range(0, len(arrays)):
# Continue if this array is already done.
if len(arrays[j]) <= num_used[j]:
continue
current_prop = num_used[j] / len(arrays[j])
if current_prop < overall_prop:
first_overdue_array = j
break
elif first_remaining_array is None:
first_remaining_array = j
if first_overdue_array is not None:
next_array = first_overdue_array
else:
# Think this only happens in an exact tie. (Halfway through all arrays, for example.)
next_array = first_remaining_array
if next_array is None:
log.error('Internal error in intersperse_arrays')
break # Shouldn't happen - hasn't been seen.
ret.append(arrays[next_array][num_used[next_array]])
num_used[next_array] += 1
return ret
When used on the example given, I got:
ABCADABAEABACABDAFABACABADABACDABAEABACABAD
(Seems reasonable.)

Algorithm for random numbers

I have to implement an algorithm for a raffle. The problem is that i would like that some of the participant to have more chances, because they have more points. How can i do that?
I thounght to simply put them many times in the raffle, but doesn't seems legit.
Do you know any algorithms that can do that?
Thanks
Pseudo algorithm:
winnerTicket <- a random number between zero and sum ticket count - 1
currentTicket <- 0
For each participant in participants ordered by id
If winnerTicket - currentTicket > participant.ticketCount
currentTicket += participant.ticketCount
Else
return participant
Why wouldn't that be "legit". If you base your amount of chance on a number of points, you add the person for X times in the raffle based on his points. That person's chance increase.
I would solve it in this way.
You have a mapping: participant => number of chances. In many programming languages you can declare a mapping or dictionary like this:
{"player1": 2, "player2": 5, ... many more like these}
so you can iterate like this:
accumulatedMap = {} #an empty map
total = 0
for each pair of key:count in the mapping:
total = total + count
accumulatedMap[key] = total
#now, get random and calculate
element = random between 1 and total, inclusive.
for each pair of key:accumulated in the mapping:
if element <= accumulated:
return key
#at this point, in the worst case the last key was returned.
This code is just an example. Remember that mappings don't always keep an insertion order when iterating.

How can I randomly iterate through a large Range?

I would like to randomly iterate through a range. Each value will be visited only once and all values will eventually be visited. For example:
class Array
def shuffle
ret = dup
j = length
i = 0
while j > 1
r = i + rand(j)
ret[i], ret[r] = ret[r], ret[i]
i += 1
j -= 1
end
ret
end
end
(0..9).to_a.shuffle.each{|x| f(x)}
where f(x) is some function that operates on each value. A Fisher-Yates shuffle is used to efficiently provide random ordering.
My problem is that shuffle needs to operate on an array, which is not cool because I am working with astronomically large numbers. Ruby will quickly consume a large amount of RAM trying to create a monstrous array. Imagine replacing (0..9) with (0..99**99). This is also why the following code will not work:
tried = {} # store previous attempts
bigint = 99**99
bigint.times {
x = rand(bigint)
redo if tried[x]
tried[x] = true
f(x) # some function
}
This code is very naive and quickly runs out of memory as tried obtains more entries.
What sort of algorithm can accomplish what I am trying to do?
[Edit1]: Why do I want to do this? I'm trying to exhaust the search space of a hash algorithm for a N-length input string looking for partial collisions. Each number I generate is equivalent to a unique input string, entropy and all. Basically, I'm "counting" using a custom alphabet.
[Edit2]: This means that f(x) in the above examples is a method that generates a hash and compares it to a constant, target hash for partial collisions. I do not need to store the value of x after I call f(x) so memory should remain constant over time.
[Edit3/4/5/6]: Further clarification/fixes.
[Solution]: The following code is based on #bta's solution. For the sake of conciseness, next_prime is not shown. It produces acceptable randomness and only visits each number once. See the actual post for more details.
N = size_of_range
Q = ( 2 * N / (1 + Math.sqrt(5)) ).to_i.next_prime
START = rand(N)
x = START
nil until f( x = (x + Q) % N ) == START # assuming f(x) returns x
I just remembered a similar problem from a class I took years ago; that is, iterating (relatively) randomly through a set (completely exhausting it) given extremely tight memory constraints. If I'm remembering this correctly, our solution algorithm was something like this:
Define the range to be from 0 to
some number N
Generate a random starting point x[0] inside N
Generate an iterator Q less than N
Generate successive points x[n] by adding Q to
the previous point and wrapping around if needed. That
is, x[n+1] = (x[n] + Q) % N
Repeat until you generate a new point equal to the starting point.
The trick is to find an iterator that will let you traverse the entire range without generating the same value twice. If I'm remembering correctly, any relatively prime N and Q will work (the closer the number to the bounds of the range the less 'random' the input). In that case, a prime number that is not a factor of N should work. You can also swap bytes/nibbles in the resulting number to change the pattern with which the generated points "jump around" in N.
This algorithm only requires the starting point (x[0]), the current point (x[n]), the iterator value (Q), and the range limit (N) to be stored.
Perhaps someone else remembers this algorithm and can verify if I'm remembering it correctly?
As #Turtle answered, you problem doesn't have a solution. #KandadaBoggu and #bta solution gives you random numbers is some ranges which are or are not random. You get clusters of numbers.
But I don't know why you care about double occurence of the same number. If (0..99**99) is your range, then if you could generate 10^10 random numbers per second (if you have a 3 GHz processor and about 4 cores on which you generate one random number per CPU cycle - which is imposible, and ruby will even slow it down a lot), then it would take about 10^180 years to exhaust all the numbers. You have also probability about 10^-180 that two identical numbers will be generated during a whole year. Our universe has probably about 10^9 years, so if your computer could start calculation when the time began, then you would have probability about 10^-170 that two identical numbers were generated. In the other words - practicaly it is imposible and you don't have to care about it.
Even if you would use Jaguar (top 1 from www.top500.org supercomputers) with only this one task, you still need 10^174 years to get all numbers.
If you don't belive me, try
tried = {} # store previous attempts
bigint = 99**99
bigint.times {
x = rand(bigint)
puts "Oh, no!" if tried[x]
tried[x] = true
}
I'll buy you a beer if you will even once see "Oh, no!" on your screen during your life time :)
I could be wrong, but I don't think this is doable without storing some state. At the very least, you're going to need some state.
Even if you only use one bit per value (has this value been tried yes or no) then you will need X/8 bytes of memory to store the result (where X is the largest number). Assuming that you have 2GB of free memory, this would leave you with more than 16 million numbers.
Break the range in to manageable batches as shown below:
def range_walker range, batch_size = 100
size = (range.end - range.begin) + 1
n = size/batch_size
n.times do |i|
x = i * batch_size + range.begin
y = x + batch_size
(x...y).sort_by{rand}.each{|z| p z}
end
d = (range.end - size%batch_size + 1)
(d..range.end).sort_by{rand}.each{|z| p z }
end
You can further randomize solution by randomly choosing the batch for processing.
PS: This is a good problem for map-reduce. Each batch can be worked by independent nodes.
Reference:
Map-reduce in Ruby
you can randomly iterate an array with shuffle method
a = [1,2,3,4,5,6,7,8,9]
a.shuffle!
=> [5, 2, 8, 7, 3, 1, 6, 4, 9]
You want what's called a "full cycle iterator"...
Here is psudocode for the simplest version which is perfect for most uses...
function fullCycleStep(sample_size, last_value, random_seed = 31337, prime_number = 32452843) {
if last_value = null then last_value = random_seed % sample_size
return (last_value + prime_number) % sample_size
}
If you call this like so:
sample = 10
For i = 1 to sample
last_value = fullCycleStep(sample, last_value)
print last_value
next
It would generate random numbers, looping through all 10, never repeating If you change random_seed, which can be anything, or prime_number, which must be greater than, and not be evenly divisible by sample_size, you will get a new random order, but you will still never get a duplicate.
Database systems and other large-scale systems do this by writing the intermediate results of recursive sorts to a temp database file. That way, they can sort massive numbers of records while only keeping limited numbers of records in memory at any one time. This tends to be complicated in practice.
How "random" does your order have to be? If you don't need a specific input distribution, you could try a recursive scheme like this to minimize memory usage:
def gen_random_indices
# Assume your input range is (0..(10**3))
(0..3).sort_by{rand}.each do |a|
(0..3).sort_by{rand}.each do |b|
(0..3).sort_by{rand}.each do |c|
yield "#{a}#{b}#{c}".to_i
end
end
end
end
gen_random_indices do |idx|
run_test_with_index(idx)
end
Essentially, you are constructing the index by randomly generating one digit at a time. In the worst-case scenario, this will require enough memory to store 10 * (number of digits). You will encounter every number in the range (0..(10**3)) exactly once, but the order is only pseudo-random. That is, if the first loop sets a=1, then you will encounter all three-digit numbers of the form 1xx before you see the hundreds digit change.
The other downside is the need to manually construct the function to a specified depth. In your (0..(99**99)) case, this would likely be a problem (although I suppose you could write a script to generate the code for you). I'm sure there's probably a way to re-write this in a state-ful, recursive manner, but I can't think of it off the top of my head (ideas, anyone?).
[Edit]: Taking into account #klew and #Turtle's answers, the best I can hope for is batches of random (or close to random) numbers.
This is a recursive implementation of something similar to KandadaBoggu's solution. Basically, the search space (as a range) is partitioned into an array containing N equal-sized ranges. Each range is fed back in a random order as a new search space. This continues until the size of the range hits a lower bound. At this point the range is small enough to be converted into an array, shuffled, and checked.
Even though it is recursive, I haven't blown the stack yet. Instead, it errors out when attempting to partition a search space larger than about 10^19 keys. I has to do with the numbers being too large to convert to a long. It can probably be fixed:
# partition a range into an array of N equal-sized ranges
def partition(range, n)
ranges = []
first = range.first
last = range.last
length = last - first + 1
step = length / n # integer division
((first + step - 1)..last).step(step) { |i|
ranges << (first..i)
first = i + 1
}
# append any extra onto the last element
ranges[-1] = (ranges[-1].first)..last if last > step * ranges.length
ranges
end
I hope the code comments help shed some light on my original question.
pastebin: full source
Note: PW_LEN under # options can be changed to a lower number in order to get quicker results.
For a prohibitively large space, like
space = -10..1000000000000000000000
You can add this method to Range.
class Range
M127 = 170_141_183_460_469_231_731_687_303_715_884_105_727
def each_random(seed = 0)
return to_enum(__method__) { size } unless block_given?
unless first.kind_of? Integer
raise TypeError, "can't randomly iterate from #{first.class}"
end
sample_size = self.end - first + 1
sample_size -= 1 if exclude_end?
j = coprime sample_size
v = seed % sample_size
each do
v = (v + j) % sample_size
yield first + v
end
end
protected
def gcd(a,b)
b == 0 ? a : gcd(b, a % b)
end
def coprime(a, z = M127)
gcd(a, z) == 1 ? z : coprime(a, z + 1)
end
end
You could then
space.each_random { |i| puts i }
729815750697818944176
459631501395637888351
189447252093456832526
919263002791275776712
649078753489094720887
378894504186913665062
108710254884732609237
838526005582551553423
568341756280370497598
298157506978189441773
27973257676008385948
757789008373827330134
487604759071646274309
217420509769465218484
947236260467284162670
677052011165103106845
406867761862922051020
136683512560740995195
866499263258559939381
596315013956378883556
326130764654197827731
55946515352016771906
785762266049835716092
515578016747654660267
...
With a good amount of randomness so long as your space is a few orders smaller than M127.
Credit to #nick-steele and #bta for the approach.
This isn't really a Ruby-specific answer but I hope it's permitted. Andrew Kensler gives a C++ "permute()" function that does exactly this in his "Correlated Multi-Jittered Sampling" report.
As I understand it, the exact function he provides really only works if your "array" is up to size 2^27, but the general idea could be used for arrays of any size.
I'll do my best to sort of explain it. The first part is you need a hash that is reversible "for any power-of-two sized domain". Consider x = i + 1. No matter what x is, even if your integer overflows, you can determine what i was. More specifically, you can always determine the bottom n-bits of i from the bottom n-bits of x. Addition is a reversible hash operation, as is multiplication by an odd number, as is doing a bitwise xor by a constant. If you know a specific power-of-two domain, you can scramble bits in that domain. E.g. x ^= (x & 0xFF) >> 5) is valid for the 16-bit domain. You can specify that domain with a mask, e.g. mask = 0xFF, and your hash function becomes x = hash(i, mask). Of course you can add a "seed" value into that hash function to get different randomizations. Kensler lays out more valid operations in the paper.
So you have a reversible function x = hash(i, mask, seed). The problem is that if you hash your index, you might end up with a value that is larger than your array size, i.e. your "domain". You can't just modulo this or you'll get collisions.
The reversible hash is the key to using a technique called "cycle walking", introduced in "Ciphers with Arbitrary Finite Domains". Because the hash is reversible (i.e. 1-to-1), you can just repeatedly apply the same hash until your hashed value is smaller than your array! Because you're applying the same hash, and the mapping is one-to-one, whatever value you end up on will map back to exactly one index, so you don't have collisions. So your function could look something like this for 32-bit integers (pseudocode):
fun permute(i, length, seed) {
i = hash(i, 0xFFFF, seed)
while(i >= length): i = hash(i, 0xFFFF, seed)
return i
}
It could take a lot of hashes to get to your domain, so Kensler does a simple trick: he keeps the hash within the domain of the next power of two, which makes it require very few iterations (~2 on average), by masking out the unnecessary bits. The final algorithm looks like this:
fun next_pow_2(length) {
# This implementation is for clarity.
# See Kensler's paper for one way to do it fast.
p = 1
while (p < length): p *= 2
return p
}
permute(i, length, seed) {
mask = next_pow_2(length)-1
i = hash(i, mask, seed) & mask
while(i >= length): i = hash(i, mask, seed) & mask
return i
}
And that's it! Obviously the important thing here is choosing a good hash function, which Kensler provides in the paper but I wanted to break down the explanation. If you want to have different random permutations each time, you can add a "seed" value to the permute function which then gets passed to the hash function.

Random number generator that fills an interval

How would you implement a random number generator that, given an interval, (randomly) generates all numbers in that interval, without any repetition?
It should consume as little time and memory as possible.
Example in a just-invented C#-ruby-ish pseudocode:
interval = new Interval(0,9)
rg = new RandomGenerator(interval);
count = interval.Count // equals 10
count.times.do{
print rg.GetNext() + " "
}
This should output something like :
1 4 3 2 7 5 0 9 8 6
Fill an array with the interval, and then shuffle it.
The standard way to shuffle an array of N elements is to pick a random number between 0 and N-1 (say R), and swap item[R] with item[N]. Then subtract one from N, and repeat until you reach N =1.
This has come up before. Try using a linear feedback shift register.
One suggestion, but it's memory intensive:
The generator builds a list of all numbers in the interval, then shuffles it.
A very efficient way to shuffle an array of numbers where each index is unique comes from image processing and is used when applying techniques like pixel-dissolve.
Basically you start with an ordered 2D array and then shift columns and rows. Those permutations are by the way easy to implement, you can even have one exact method that will yield the resulting value at x,y after n permutations.
The basic technique, described on a 3x3 grid:
1) Start with an ordered list, each number may exist only once
0 1 2
3 4 5
6 7 8
2) Pick a row/column you want to shuffle, advance it one step. In this case, i am shifting the second row one to the right.
0 1 2
5 3 4
6 7 8
3) Pick a row/column you want to shuffle... I suffle the second column one down.
0 7 2
5 1 4
6 3 8
4) Pick ... For instance, first row, one to the left.
2 0 7
5 1 4
6 3 8
You can repeat those steps as often as you want. You can always do this kind of transformation also on a 1D array. So your result would be now [2, 0, 7, 5, 1, 4, 6, 3, 8].
An occasionally useful alternative to the shuffle approach is to use a subscriptable set container. At each step, choose a random number 0 <= n < count. Extract the nth item from the set.
The main problem is that typical containers can't handle this efficiently. I have used it with bit-vectors, but it only works well if the largest possible member is reasonably small, due to the linear scanning of the bitvector needed to find the nth set bit.
99% of the time, the best approach is to shuffle as others have suggested.
EDIT
I missed the fact that a simple array is a good "set" data structure - don't ask me why, I've used it before. The "trick" is that you don't care whether the items in the array are sorted or not. At each step, you choose one randomly and extract it. To fill the empty slot (without having to shift an average half of your items one step down) you just move the current end item into the empty slot in constant time, then reduce the size of the array by one.
For example...
class remaining_items_queue
{
private:
std::vector<int> m_Items;
public:
...
bool Extract (int &p_Item); // return false if items already exhausted
};
bool remaining_items_queue::Extract (int &p_Item)
{
if (m_Items.size () == 0) return false;
int l_Random = Random_Num (m_Items.size ());
// Random_Num written to give 0 <= result < parameter
p_Item = m_Items [l_Random];
m_Items [l_Random] = m_Items.back ();
m_Items.pop_back ();
}
The trick is to get a random number generator that gives (with a reasonably even distribution) numbers in the range 0 to n-1 where n is potentially different each time. Most standard random generators give a fixed range. Although the following DOESN'T give an even distribution, it is often good enough...
int Random_Num (int p)
{
return (std::rand () % p);
}
std::rand returns random values in the range 0 <= x < RAND_MAX, where RAND_MAX is implementation defined.
Take all numbers in the interval, put them to list/array
Shuffle the list/array
Loop over the list/array
One way is to generate an ordered list (0-9) in your example.
Then use the random function to select an item from the list. Remove the item from the original list and add it to the tail of new one.
The process is finished when the original list is empty.
Output the new list.
You can use a linear congruential generator with parameters chosen randomly but so that it generates the full period. You need to be careful, because the quality of the random numbers may be bad, depending on the parameters.

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