digitalmars.D.learn - Random double
- qznc (11/11) Apr 23 2013 I want to generate a random "double" value, excluding wierdos
- =?UTF-8?B?QWxpIMOHZWhyZWxp?= (23/31) Apr 23 2013 Since double.max is a valid double value, you may want to call uniform
- qznc (11/25) Apr 23 2013 Using a union seems to be a good workaround:
- =?UTF-8?B?QWxpIMOHZWhyZWxp?= (35/59) Apr 23 2013 Unfortunately, that will not produce a uniform distribution. The results...
- qznc (4/38) Apr 23 2013 Interesting. Why [-0.5,0.5], though? I would have expected [-1.0,1.0] fr...
- =?UTF-8?B?QWxpIMOHZWhyZWxp?= (6/13) Apr 25 2013 Hmmm... I don't know. Interestingly, I wrote that *before* running the
- bearophile (9/12) Apr 23 2013 Can you explain why you need uniform doubles in their whole
- qznc (8/17) Apr 23 2013 Good guess. :)
- Ivan Kazmenko (7/10) Apr 23 2013 I'd like to mention that there's no such mathematical object as
- Andrea Fontana (3/9) Apr 24 2013 ... you neither can choose a random real number in any interval
- Ivan Kazmenko (6/10) Apr 24 2013 ... but that is at least valid mathematically, albeit achievable
- Andrea Fontana (10/23) Apr 24 2013 I mean that a random real number is not valid mathematically too.
- Ivan Kazmenko (11/20) Apr 24 2013 Right again.
- qznc (4/14) Apr 24 2013 Of course not, since infinity is not a number.
- Joseph Rushton Wakeling (10/12) Apr 24 2013 More than that -- the number of unique values generated by the underlyin...
- Ivan Kazmenko (46/53) Apr 24 2013 I've just tried to reproduce that. The first line gives a
- Ivan Kazmenko (4/5) Apr 24 2013 I meant exponent bits being all 0 or all 1, sorry. That's where
I want to generate a random "double" value, excluding wierdos like NaN and Infinity. However, std.random.uniform seems to be useless. I tried things like std.random.uniform( double.min, double.max); std.random.uniform(-double.max, double.max); std.random.uniform(0.0, double.max); However, I just get Inf values. :( I assume this is due to floating point computation within uniform, which easily becomes Inf, if you come near the double.max boundary. Should that be considered a bug? Nevertheless, any ideas how to work around that issue?
Apr 23 2013
On 04/23/2013 07:43 AM, qznc wrote:I want to generate a random "double" value, excluding wierdos like NaN and Infinity. However, std.random.uniform seems to be useless. I tried things like std.random.uniform( double.min, double.max); std.random.uniform(-double.max, double.max); std.random.uniform(0.0, double.max);Since double.max is a valid double value, you may want to call uniform with a closed range: uniform!"[]"(-double.max, double.max) However, that still produces double.inf. :)Should that be considered a bug?I would say yes, it is a bug.Nevertheless, any ideas how to work around that issue?Floating point numbers have this interesting property where the number of representable values in the range [double.min_normal, 1) is equal to the number of representable values in the range [1, double.max]. The number line on this article should help with what I am trying to say: http://dlang.org/d-floating-point.html So, to workaround this problem I would suggest simply using the following range: uniform(-1.0, 1.0); One benefit is, now the range is open ended: You don't need to provide !"[)" to leave 1 out, because it is the default. On the other hand, the width of the range is now 2.0 so you must keep that in mind when you scale the value: Additionally, note that the random numbers in the range between [-double.min_normal, double.min_normal] and outside of those may have a different distribution. Test before using. :) (I have no experience with floating point random numbers.) Ali
Apr 23 2013
Tue, 23 Apr 2013 16:43:14 +0200: qznc wroteI want to generate a random "double" value, excluding wierdos like NaN and Infinity. However, std.random.uniform seems to be useless. I tried things like std.random.uniform( double.min, double.max); std.random.uniform(-double.max, double.max); std.random.uniform(0.0, double.max); However, I just get Inf values. :( I assume this is due to floating point computation within uniform, which easily becomes Inf, if you come near the double.max boundary. Should that be considered a bug? Nevertheless, any ideas how to work around that issue?Using a union seems to be a good workaround: union foo { ulong input; double output; } foo val = void; do { val.input = uniform(ulong.min, ulong.max); } while (val.output == double.infinity || val.output == -double.infinity || val.output != val.output); return val.output; Maybe the implementation of uniform should use a similar trick?
Apr 23 2013
On 04/23/2013 11:55 AM, qznc wrote:> Tue, 23 Apr 2013 16:43:14 +0200: qznc wroteUnfortunately, that will not produce a uniform distribution. The results will mostly be in the range [-0.5, 0.5]. The lower and higher values will have half the chance of the middle range: import std.stdio; import std.random; double myUniform() { union foo { ulong input; double output; } foo val = void; do { val.input = uniform(ulong.min, ulong.max); } while (val.output == double.infinity || val.output == -double.infinity || val.output != val.output); return val.output; } void main() { size_t[3] bins; foreach (i; 0 .. 1_000_000) { size_t binId = 0; auto result = myUniform(); if (result > -0.5) { ++binId; } if (result > 0.5) { ++binId; } ++bins[binId]; } writeln(bins); } Here is an output of the program: [250104, 499537, 250359] The first value is "less than -0.5", the second one is "between -0.5 and 0.5", and the third one is "higher than 0.5". AliI want to generate a random "double" value, excluding wierdos like NaN and Infinity. However, std.random.uniform seems to be useless. I tried things like std.random.uniform( double.min, double.max); std.random.uniform(-double.max, double.max); std.random.uniform(0.0, double.max); However, I just get Inf values. :( I assume this is due to floating point computation within uniform, which easily becomes Inf, if you come near the double.max boundary. Should that be considered a bug? Nevertheless, any ideas how to work around that issue?Using a union seems to be a good workaround: union foo { ulong input; double output; } foo val = void; do { val.input = uniform(ulong.min, ulong.max); } while (val.output == double.infinity || val.output == -double.infinity || val.output != val.output); return val.output; Maybe the implementation of uniform should use a similar trick?
Apr 23 2013
Tue, 23 Apr 2013 13:49:48 -0700: Ali Çehreli wroteOn 04/23/2013 11:55 AM, qznc wrote:> Tue, 23 Apr 2013 16:43:14 +0200: qznc wrote > >> I want to generate a random "double" value, excluding wierdos like >> NaN and Infinity. However, std.random.uniform seems to be useless. I >> tried things like >> >> std.random.uniform( double.min, double.max); >> std.random.uniform(-double.max, double.max); >> std.random.uniform(0.0, double.max); >> >> However, I just get Inf values. :( >> >> I assume this is due to floating point computation within uniform, >> which easily becomes Inf, if you come near the double.max boundary. >> Should that be considered a bug? Nevertheless, any ideas how to work >> around that issue? > > Using a union seems to be a good workaround: > > union foo { ulong input; double output; } > foo val = void; > do { > val.input = uniform(ulong.min, ulong.max); > } while (val.output == double.infinity > || val.output == -double.infinity || val.output != > val.output); > return val.output; > > Maybe the implementation of uniform should use a similar trick? Unfortunately, that will not produce a uniform distribution. The results will mostly be in the range [-0.5, 0.5]. The lower and higher values will have half the chance of the middle range:Interesting. Why [-0.5,0.5], though? I would have expected [-1.0,1.0] from Clugston's article. http://dlang.org/d-floating-point.html
Apr 23 2013
On 04/23/2013 11:46 PM, qznc wrote:Tue, 23 Apr 2013 13:49:48 -0700: Ali Çehreli wrotefromUnfortunately, that will not produce a uniform distribution. The results will mostly be in the range [-0.5, 0.5]. The lower and higher values will have half the chance of the middle range:Interesting. Why [-0.5,0.5], though? I would have expected [-1.0,1.0]Clugston's article. http://dlang.org/d-floating-point.htmlHmmm... I don't know. Interestingly, I wrote that *before* running the test program, which has confirmed it. So, I was correct without knowing why. :) Ali
Apr 25 2013
qznc:I want to generate a random "double" value, excluding wierdos like NaN and Infinity. However, std.random.uniform seems to be useless.Can you explain why you need uniform doubles in their whole range? I think I have never had to generate them so far. Maybe for a unittest? Also note by their nature doubles are not equally spread across the line of Reals, so getting a truly uniform distribution is hard or impossible. Bye, bearophile
Apr 23 2013
Tue, 23 Apr 2013 22:59:41 +0200: bearophile wroteqznc:Good guess. :) I want to port QuickCheck. The core problem is: Given a type T, generate a random value. https://bitbucket.org/qznc/d-quickcheck/src/ eca58bb97b24cedd6128cdda77bbebeaf1689956/quickcheck.d?at=masterI want to generate a random "double" value, excluding wierdos like NaN and Infinity. However, std.random.uniform seems to be useless.Can you explain why you need uniform doubles in their whole range? I think I have never had to generate them so far. Maybe for a unittest?Also note by their nature doubles are not equally spread across the line of Reals, so getting a truly uniform distribution is hard or impossible.It also raises the question what uniform means in the context of floating point. Uniform over the numbers or uniform over the bit patterns?
Apr 23 2013
On Wednesday, 24 April 2013 at 06:37:50 UTC, qznc wrote:It also raises the question what uniform means in the context of floating point. Uniform over the numbers or uniform over the bit patterns?I'd like to mention that there's no such mathematical object as "uniform distribution on [0..+infinity)". On the other hand, a (discrete) uniform distribution of the bit pattern, or restricted bit pattern (that is, no special values), is of course valid. A "random positive double" as a bit pattern most closely resembles exponential distribution I think.
Apr 23 2013
On Wednesday, 24 April 2013 at 06:56:44 UTC, Ivan Kazmenko wrote:On Wednesday, 24 April 2013 at 06:37:50 UTC, qznc wrote:... you neither can choose a random real number in any interval ...It also raises the question what uniform means in the context of floating point. Uniform over the numbers or uniform over the bit patterns?I'd like to mention that there's no such mathematical object as "uniform distribution on [0..+infinity)".
Apr 24 2013
On Wednesday, 24 April 2013 at 10:26:19 UTC, Andrea Fontana wrote:... but that is at least valid mathematically, albeit achievable only approximately on a computer. On the other hand, an infinite case, even if it would be possible, won't be practical anyway since with probability 1, the result would require more bits to store than available on any modern hardware.I'd like to mention that there's no such mathematical object as "uniform distribution on [0..+infinity)".... you neither can choose a random real number in any interval ...
Apr 24 2013
On Wednesday, 24 April 2013 at 10:33:49 UTC, Ivan Kazmenko wrote:On Wednesday, 24 April 2013 at 10:26:19 UTC, Andrea Fontana wrote:I mean that a random real number is not valid mathematically too. In any given real interval there are infinite numbers, how you can choose a number in an infinite (and non-numerable!) interval? I think you always need some sampling. What's the probability to guess a precise number in [0..1]? I think is 0 as long as you have infinite numbers. What's the probability to guess a interval in [0..1]? I think it's the interval size. Am I wrong?... but that is at least valid mathematically, albeit achievable only approximately on a computer. On the other hand, an infinite case, even if it would be possible, won't be practical anyway since with probability 1, the result would require more bits to store than available on any modern hardware.I'd like to mention that there's no such mathematical object as "uniform distribution on [0..+infinity)".... you neither can choose a random real number in any interval ...
Apr 24 2013
On Wednesday, 24 April 2013 at 10:46:57 UTC, Andrea Fontana wrote:What's the probability to guess a precise number in [0..1]? I think is 0 as long as you have infinite numbers.Right.What's the probability to guess a interval in [0..1]? I think it's the interval size.Right again.I mean that a random real number is not valid mathematically too. In any given real interval there are infinite numbers, how you can choose a number in an infinite (and non-numerable!) interval? I think you always need some sampling. Am I wrong?In a sense, yes. A continuous probability distribution is well-defined. In short, as you pointed out, you can coherently define the probabilities to hit each possible segment and get a useful mathematical object, though the probability to hit each single point is zero. It's no less strict than a typical high school definition of an integral. See the link for more info: http://en.wikipedia.org/wiki/Probability_distribution#Continuous_prob bility_distribution .
Apr 24 2013
On Wednesday, 24 April 2013 at 06:56:44 UTC, Ivan Kazmenko wrote:On Wednesday, 24 April 2013 at 06:37:50 UTC, qznc wrote:Of course not, since infinity is not a number. However, double.max is not infinity, but 0x1p+1024. See http://dlang.org/d-floating-point.htmlIt also raises the question what uniform means in the context of floating point. Uniform over the numbers or uniform over the bit patterns?I'd like to mention that there's no such mathematical object as "uniform distribution on [0..+infinity)". On the other hand, a (discrete) uniform distribution of the bit pattern, or restricted bit pattern (that is, no special values), is of course valid. A "random positive double" as a bit pattern most closely resembles exponential distribution I think.
Apr 24 2013
On 04/23/2013 10:59 PM, bearophile wrote:Also note by their nature doubles are not equally spread across the line of Reals, so getting a truly uniform distribution is hard or impossible.More than that -- the number of unique values generated by the underlying RNG should (for Mersenne Twister) be much smaller than the number of unique double values in [-double.max, double.max], because the type used is uint32. I think the infinities probably come from the fact that the returned random value is generated by the following expression: _a + (_b - _a) * cast(NumberType) (urng.front - urng.min) / (urng.max - urng.min); So, you've got a double.max + (double.max - double.min) in there which evaluates to inf.
Apr 24 2013
On Tuesday, 23 April 2013 at 14:43:15 UTC, qznc wrote:I want to generate a random "double" value, excluding wierdos like NaN and Infinity. However, std.random.uniform seems to be useless. I tried things like std.random.uniform( double.min, double.max); std.random.uniform(-double.max, double.max); std.random.uniform(0.0, double.max); However, I just get Inf values. :(I've just tried to reproduce that. The first line gives a deprecation warning, the second gives infinities, but the third line does give me non-infinities. I've checked that under DMD 2.062 on Windows, and the hardware is Intel Xeon E5450. Here is an example: ----- import std.random; import std.stdio; void main () { foreach (i; 0..5) { double x = uniform (-double.max, +double.max); writefln ("%25a %30.20g", x, x); } foreach (i; 0..5) { double x = uniform ( 0, +double.max); writefln ("%25a %30.20g", x, x); } } ----- And an example output is: ----- inf inf inf inf inf inf inf inf inf inf 0x1.9d6fad0f9d6f9p+1023 1.4516239851099787345e+308 0x1.b53e4c11b53e3p+1020 1.919017005286872499e+307 0x1.5dc7e6d15dc7dp+1020 1.5351529811186840176e+307 0x1.bd608187bd606p+1023 1.5637717442069522658e+308 0x1.e38d5871e38d4p+1023 1.6978092693521789428e+308 ----- Perhaps "std.random.uniform(-double.max, double.max);" call does indeed cause overflow. If the example does not work for you, try "double.max / 2" or "double.max / 4" boundary instead. That said, note that the values generated this way will have exponent close to the maximal possible (1024), and that may be not the only case you wish to cover. Your suggestion to generate 64-bit patterns instead of real numbers, probably excluding special values (all-0 or all-1), sounds like the way to go. I'd include some important cases (like +-0 and +-1) manually too. Ivan Kazmenko.
Apr 24 2013
On Wednesday, 24 April 2013 at 13:30:41 UTC, Ivan Kazmenko wrote:probably excluding special values (all-0 or all-1),I meant exponent bits being all 0 or all 1, sorry. That's where the special values reside, at least according to IEEE-754-1985 here: http://en.wikipedia.org/wiki/IEEE_754-1985
Apr 24 2013