Public source of randomness - random

I want to set up "public lottery", in which everyone can see the selection is random and fair. If I only needed one bit, I would use, for example, the LSB of the closing Dow Jones index for that day. The problem is, I need 32 bits. I need a source that is:
available daily
visible to the public throughout the world
not manipulable (by me or anyone else)
unbiased
simple
I suppose I could just pick 32 stocks or stock-indices and use the LSB of each, that would be at least difficult to manipulate, and run them through some hash to eliminate any bias toward 0, but that doesn't really qualify as "simple". Other thoughts: some feed of meteorological or seismological data. That would be more difficult to manipulate (much easier to buy a share of stock than to cause an earthquake) but harder to authenticate (since there aren't armies of auditors watching weather data).
Any suggestions?

Check out http://www.random.org/ They have a section for Third-Party Draw Service
The Third-Party Draw Service is useful for people who operate raffles,
sweepstakes, promotional giveaways and other lottery type services
professionally. In a similar fashion to a certified official,
RANDOM.ORG acts as an unbiased third party who conducts the drawings
in a manner that is guaranteed to be fair and truly random. The
drawings are made using true randomness that comes from atmospheric
noise, which for many purposes is better than the pseudo-random number
algorithms typically used in computer programs.
Check out the Public Records for details about recent drawings held
with the service.
This sounds like what you are looking for, but you would end up having to rely on random.org for the numbers.

The part "visible to the public throughout the world" is the trickiest part in my opinion.
An excellent source of really random numbers is the noise on a webcam (or any other CCD camera). This noise is caused by quantum fluctuation of electron temperature on the CCD plate, so it's truly random.
You could use a picture from a publicly available webcam, but it's hard to find one with a closed shutter... You could set one up and make it available yourself, or you could use one that monitors some meteorological event and subtract a time-averaged image every day.
I hope this is simple enough!

Look at the XKCD GeoHashing algorithm.
MD5(Date, Dow Jones Opening)
Depends how "simple" you want.

I would take a large set of unrelated inputs. You could include some or all of these:
Stock prices (preferably from multiple locations, e.g. Last digit of Dow Jones + last digit of FTSE)
Last digit of the reading from a publicly-visible digital thermometer (easy to find in large cities)
The date
MD5 sum of the current google.com logo image
Name of top-billed guest on today's episode of <insert name of TV talk show here>
Other public lotteries
Concatenate all of these into one large string and apply a cryptographic hash function to it.
The hash will not increase the total entropy, but what it will do is make the output harder to manipulate (because the attacker would need to manipulate many inputs simultaneously.)
Now just take the first 32 bits of the hash.

Separate the non deterministic from the random use a third party service that streams random number sets with a sn assigned to each set.
you set up the number of bits and the number of digits in sn.
Now it streams in random sets with assigned sn in a loop the size of your sn. Save it and you get a batch set of numbers that you put out for public record
Now you can chose a smaller number that doesn't need to be random, just non deterministic to pick the single set of numbers

Related

How to get truly random data, not random data fed into a PRNG seed like CSRNG's do?

From what I understand, a CSRNG like RNGCryptoServiceProvider still passes the truly random user data like mouse movement, etc through a PRNG to sort of sanitize the output and make it equal distribution. The bits need to be completely independent.
(this is for a theoretical infinite computing power attacker)
If the CSRNG takes 1KB of true random data and expands it to 1MB, all the attacker has to do is generate every combination of 1KB of data, expand it, and see which 1MB of data generates a one-time pad that returns sensible english output. I read somewhere that if the one-time pad had a PRNG anywhere in the RNG, it is just a glorified stream cipher. I was wondering if the truly random starting data was in large enough numbers to just use instead of cryptographically expanding. I need truly random output for a one-time pad, not just a cryptographically secure RNG. Or perhaps if there were other ways to somehow get truly random data, so that all bits are independent of each other. I was thinking of XOR'ing with the mouse coordinates for a few seconds, then perhaps the last digits of the Environment.TickCount, then maybe getting microphone input (1, 2, 3, 4) as well. However, as some point out on stackoverflow, I should really just let the OS handle it all. Unfortunately that isn't possible since there is an PSRNG used. I would like to avoid a hardware solution, since this is meant to be an easy to use program, and also not utilize RDRAND since it ALSO uses a PRNG (unless RDRAND can return the truly random data before it goes through a PRNG??). Would appreciate any responses if such a thing is even possible; I've been working on this for weeks under the impression that RNGCryptoServiceProvider was sufficient for a one time pad. Thanks.
(Side note: some say for most crypto functions you don't need true entropy, just unpredictability. for a one-time pad, it MUST be random otherwise it is not a one time pad.)
As you know, "truly random" means each of the bits is independent of everything else as well as uniformly distributed. However, this ideal is hard, if not impossible, to achieve in practice. In general, the closest way to get "truly random data" in practice is to gather hard-to-guess bits from nondeterministic sources, then condense those bits into a random block of data.
There are many issues involved with getting this close to "truly random data", including the following:
The sources must be nondeterministic, that is, their output cannot be determined by their inputs. Examples of nondeterministic sources include timings of input devices; thermal noise; and the noise registered by microphone and camera outputs.
The sources' output must be hard to guess. This is more formally known as entropy, such as 32 bits of entropy per 64 bits of output. However, measuring entropy is far from trivial. If you need 1 MB (8 million bits) of truly random data, you need to have data with at least 8 million bits of entropy (which in practice will be many times more than 1 MB long depending on the sources), then condense the data somehow into 1 MB of data while preserving that entropy.
The sources must be independent of each other.
There should be two or more independent sources. This is because it's impossible to extract full randomness from just one source (see McInnes and Pinkas 1990). On the other hand, extracting randomness from three or more independent sources is relatively trivial, but there is still a matter of choosing an appropriate randomness extractor, and a survey of randomness extractors would be beyond the scope of this answer.
In general, for random number generation purposes, the more sources available, the better.
REFERENCES:
McInnes, J. L., & Pinkas, B. (1990, August). On the impossibility of private key cryptography with weakly random keys. In Conference on the Theory and Application of Cryptography (pp. 421-435).

Generating true random numbers

In my cryptography lessons I learned that one should use as many parameters together as possible in order to have the entropy to generate a close to perfect random number. My question is: Let's say I would just measure the temperature of room at a given moment (e.g. 19,6573°C), would the number not be already random enough? I mean an attacker could not possibly guess my room temperature and he could also not measure it afterwards, because he would need to go back in time.
Since cryptographic algorithms would turn my temperature from 19,6573 to a string of 512 characters or more and an attacker would not be able to reproduce the measurement, my random number should be random enough, shouldn't it?

Random Number Generator that Allows "Indexing"

I hope it's not too obvious a question: is there a random number generation algorithm that doesn't depend on previously returned values, so that I can get (for example) the 50th number in the sequence, without computing the previous 49?
The reason is that I am making roguelike that will be persistent (so that I can recreate the exact same level from the same seed), but to compute certain features of each level, I don't want to have to "compute" all previous features just to get the random number generator to the correct "state" of having been used, for example, 100 times so far. I would like to be able to query the 101st random number without determining previous values so that the program can create level features separately.
You can encrypt ordinary sequence number [1..N] with any cipher,
and by this way - generate unique pseudorandom value for each SeqNo.
If you use a linear congruential random number generator, it is trivial to compute the $n$-th element generated from a given seed. But it is probably easier just to stash away the state at the "interesting" points of the game.
OTOH, if you want to "restart" the game at a certain point, you'll presumably want to be able to recreate the dungeon's features, but (due to different player actions) the RNG usage will be different from then on. I.e., if started at the same point, if I shoot twice at a monster the RNG will be used more times than if I just run away; the next item generated will get different values. Perhaps what you really want is several independent random number streams, and saving the states as needed?
There are lots of roguelike games around, mostly open source. Some are limited/small (from "build a game in a day" sort of competitions), and might make a good starting point for you. Why start your own, and not hack on an existing one?

Why are some random() functions deemed "not secure?"

I've heard people being warned all over the place not to rely on a language's random() function to generate a random number or string sequence "for security reasons." Java even has a SecureRandom class. Why is this?
When people talk about predicting the output of a random number generator, they don't even need to get the actual "next number". Even something subtle like noticing that the random numbers aren't evenly distributed, or that they never produce the same number twice in a row, or that "bit 5 is always set", can go a long way towards turning an attack based on guessing a "random" number from taking years, to taking days.
There is a tradeoff, generally, too. Without specific hardware to do it, generating large quantities of random numbers quickly can be really hard, since there isn't enough "randomness" available to the computer so it has to fake it.
If you're not using the randomness for security (cryptography, passwords, etc), but instead for things like simulations or numerical work, then it doesn't matter too much if they're predictable, only that they're statistically random.
Almost every random number generator is 'pseudo random' in that it uses a table of random numbers or a predictable formula. A seed is sometimes used to "start" the random sequence at a specific point, e.g. seedRandom(timer).
This was especially prevalent in the days of BAsIC programming, because it's random number generator always started at exactly the same sequence of numbers, making it unusable for any kind of GUID generation.
Back in the day, the Z-80 microprocessor had a truly random number generator, although it was only a number between 0 and 127. It used a processor cycle function and was unpredictable.
Pseudo-random numbers that can be determined in advance can lead to security holes that are vulnerable to a random number generator attack.
Predictability of a random number is a big issue. Most "random" functions derive their value from time. Given the right set of conditions you could end up with two "random" numbers of a large value that are the same.
In windows .NET world CPRNG (Cryptographically secure pseudo random number generator) can be found in System.Security.Cryptography.RandomNumberGenerator through underlying win32 APIs
In Linux there is a random "device"

Shuffle and deal a deck of card with constraints

Here is the facts first.
In the game of bridge there are 4
players named North, South, East and
West.
All 52 cards are dealt with 13 cards
to each player.
There is a Honour counting systems.
Ace=4 points, King=3 points, Queen=2
points and Jack=1 point.
I'm creating a "Card dealer" with constraints where for example you might say that the hand dealt to north has to have exactly 5 spades and between 13 to 16 Honour counting points, the rest of the hands are random.
How do I accomplish this without affecting the "randomness" in the best way and also having effective code?
I'm coding in C# and .Net but some idea in Pseudo code would be nice!
Since somebody already mentioned my Deal 3.1, I'd like to point out some of the optimizations I made in that code.
First of all, to get the most flexibly constraints, I wanted to add a complete programming language to my dealer, so you could generate whole libraries of constraints with different types of evaluators and rules. I used Tcl for that language, because I was already learning it for work, and, in 1994 when Deal 0.0 was released, Tcl was the easiest language to embed inside a C application.
Second, I needed the constraint language to run fairly fast. The constraints are running deep inside the loop. Quite a lot of code in my dealer is little optimizations with lookup tables and the like.
One of the most surprising and simple optimizations was to not deal cards to a seat until a constraint is checked on that seat. For example, if you want north to match constraint A and south to match constraint B, and your constraint code is:
match constraint A to north
match constraint B to south
Then only when you get to the first line do you fill out the north hand. If it fails, you reject the complete deal. If it passes, next fill out the south hand and check its constraint. If it fails, throw out the entire deal. Otherwise, finish the deal and accept it.
I found this optimization when doing some profiling and noticing that most of the time was spent in the random number generator.
There is one fancy optimization, which can work in some instances, call "smart stacking."
deal::input smartstack south balanced hcp 20 21
This generates a "factory" for the south hand which takes some time to build but which can then very quickly fill out the one hand to match this criteria. Smart stacking can only be applied to one hand per deal at a time, because of conditional probability problems. [*]
Smart stacking takes a "shape class" - in this case, "balanced," a "holding evaluator", in this case, "hcp", and a range of values for the holding evaluator. A "holding evaluator" is any evaluator which is applied to each suit and then totaled, so hcp, controls, losers, and hcp_plus_shape, etc. are all holding evalators.
For smartstacking to be effective, the holding evaluator needs to take a fairly limited set of values. How does smart stacking work? That might be a bit more than I have time to post here, but it's basically a huge set of tables.
One last comment: If you really only want this program for bidding practice, and not for simulations, a lot of these optimizations are probably unnecessary. That's because the very nature of practicing makes it unworthy of the time to practice bids that are extremely rare. So if you have a condition which only comes up once in a billion deals, you really might not want to worry about it. :)
[Edit: Add smart stacking details.]
Okay, there are exactly 8192=2^13 possible holdings in a suit. Group them by length and honor count:
Holdings(length,points) = { set of holdings with this length and honor count }
So
Holdings(3,7) = {AK2, AK3,...,AKT,AQJ}
and let
h(length,points) = |Holdings(length,points)|
Now list all shapes that match your shape condition (spades=5):
5-8-0-0
5-7-1-0
5-7-0-1
...
5-0-0-8
Note that the collection of all possible hand shapes has size 560, so this list is not huge.
For each shape, list the ways you can get the total honor points you are looking for by listing the honor points per suit. For example,
Shape Points per suit
5-4-4-0 10-3-0-0
5-4-4-0 10-2-1-0
5-4-4-0 10-1-2-0
5-4-4-0 10-0-3-0
5-4-4-0 9-4-0-0
...
Using our sets Holdings(length,points), we can compute the number of ways to get each of these rows.
For example, for the row 5-4-4-0 10-3-0-0, you'd have:
h(5,10)*h(4,3)*h(4,0)*h(0,0)
So, pick one of these rows at random, with relative probability based on the count, and then, for each suit, choose a holding at random from the correct Holdings() set.
Obviously, the wider the range of hand shapes and points, the more rows you will need to pre-compute. A little more code, you can still do this with some cards pre-determined - if you know where the ace of spades or west's whole hand or whatever.
[*] In theory, you can solve these conditional probability issues for smart stacking with multiple hands, but the solution to the problem would make it effective only for extremely rare types of deals. That's because the number of rows in the factory's table is roughly the product of the number of rows for stacking one hand times the number of rows for stacking the other hand. Also, the h() table has to be keyed on the number of ways of dividing the n cards amongst hand 1, hand 2, and other hands, which changes the number of values from roughly 2^13 to 3^13 possible values, which is about two orders of magnitude bigger.
Since the numbers are quite small here, you could just take the heuristic approach: Randomly deal your cards, evaluate the constraints and just deal again if they are not met.
Depending on how fast your computer is, it might be enough to do this:
Repeat:
do a random deal
Until the board meets all the constraints
As with all performance questions, the thing to do is try it and see!
edit I tried it and saw:
done 1000000 hands in 12914 ms, 4424 ok
This is without giving any thought to optimisation - and it produces 342 hands per second meeting your criteria of "North has 5 spades and 13-16 honour points". I don't know the details of your application but it seems to me that this might be enough.
I would go for this flow, which I think does not affect the randomness (other than by pruning solutions that do not meet constraints):
List in your program all possible combinations of "valued" cards whose total Honour points count is between 13 and 16. Then pick randomly one of these combinations, removing the cards from a fresh deck.
Count how many spades you already have among the valued cards, and pick randomly among the remaining spades of the deck until you meet the count.
Now pick from the deck as much non-spades, non-valued cards as you need to complete the hand.
Finally pick the other hands among the remaining cards.
You can write a program that generates the combinations of my first point, or simply hardcode them while accounting for color symmetries to reduce the number of lines of code :)
Since you want to practise bidding, I guess you will likely be having various forms of constraints (and not just 1S opening, as I guess for this current problem) coming up in the future. Trying to come up with the optimal hand generation tailored to the constraints could be a huge time sink and not really worth the effort.
I would suggest you use rejection sampling: Generate a random deal (without any constraints) and test if it satisfies your constraints.
In order to make this feasible, I suggest you concentrate on making the random deal generation (without any constraints) as fast as you can.
To do this, map each hand to a 12byte integer (the total number of bridge hands fits in 12 bytes). Generating a random 12 byte integer can be done in just 3, 4 byte random number calls, of course since the number of hands is not exactly fitting in 12 bytes, you might have a bit of processing to do here, but I expect it won't be too much.
Richard Pavlicek has an excellent page (with algorithms) to map a deal to a number and back.
See here: http://www.rpbridge.net/7z68.htm
I would also suggest you look at the existing bridge hand dealing software (like Deal 3.1, which is freely available) too. Deal 3.1 also supports doing double dummy analysis. Perhaps you could make it work for you without having to roll one of your own.
Hope that helps.

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