On 14-Apr-2009, at 22:32, Ricky Sharp wrote:
Personally, for all things random, I now use the Mersenne Twister algorithm.

Again, it depends for what. Mersenne is bursty: it precalcs a buffer of 624 values at a time, then it just reads out a value (and performs a little magic on it) for each function call. So you have 623 fast function calls and the 624th call sits in a loop recalculating the buffer. Not great for, say, a real time process. RT generally prefers to have a constant processor load.

And it's probably overkill for OP.

For all rand() is a poor RNG, if used cautiously it might well be good enough (and efficient enough) for the task at hand. Of course random() is a better algorithm, but it has some overhead. I often prefer Tausworthe 88 for an efficient RNG with good statistical properties, although it's not in any of the standard libraries.

However, I would advise against rand()%10 to get random numbers in the range 0-9. The output will have a short cycle, as well bias. The low- order bits of rand() are notoriously non-random. Better to calculate rand()/(RAND_MAX/10 + 1).

This last point would not be a problem with random() or other better quality RNG.

On 14-Apr-2009, at 22:32, Eric E. Dolecki wrote:
int result = (arc4random()%9) + 1;

if (result >= activeTarget) ++result;

activeTarget = result;

That seems a little odd to me to do things that way - but I'm not really
sure.

This will give you biased results. Instead of equally distributed values in {1, 2,.. 10}, you will only get 10 just over 1.2% of the time and 1 a bit under the expected 10%, with the other values taking up the slack. Additionally, the absolute differences of consecutive values will not be equally distributed. There will be a skew towards sequences where x(n+1) = x(n) + 1. The second point may or may not be a problem for a game whereas the first point is probably too deadly even for a game.

The following would deal with the first point:

  int result = myRandomNumberGenerator() % 10 + 1;
  if (result == activeTarget)
    result = result % 10 + 1;
  activeTarget = result;


-- Peter



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