001/*  Written in 2016 by David Blackman and Sebastiano Vigna (vigna@acm.org)
002
003To the extent possible under law, the author has dedicated all copyright
004and related and neighboring rights to this software to the public domain
005worldwide. This software is distributed without any warranty.
006
007See <http://creativecommons.org/publicdomain/zero/1.0/>. */
008package squidpony.squidmath;
009
010import squidpony.StringKit;
011
012import java.io.Serializable;
013
014/**
015 * A modification of Blackman and Vigna's xoroshiro64** generator; uses two 32-bit ints of state like {@link Lathe32RNG}
016 * but has better equidistribution. Starfish is 2-dimensionally equidistributed, so it can return all long values except
017 * for one, while Lathe is 1-dimensionally equidistributed so it can return all int values but not all longs. Starfish
018 * passes all 32TB of PractRand's statistical tests, and does so with no anomalies and no failures (the best possible
019 * outcome). It also passes at least one seed of TestU01's BigCrush in both forward and reverse with no failures. In
020 * statistical testing, xoroshiro128+ always fails some binary matrix rank tests, but that uses a pair of 64-bit states,
021 * and when the states are reduced to 32-bits, these small-word versions fail other tests as well. Starfish uses a
022 * simpler variant on xoroshiro64** that reduces some issues with that generator and trades them for better-understood
023 * issues. Starfish does not change xoroshiro's well-tested state transition, but it doesn't base the output on the sum
024 * of the two states (like xoroshiro128+), instead using the first state only for output (exactly like xoroshiro64** and
025 * similar to xoshiro256**). Any arithmetic it performs is safe for GWT. Starfish adds an extremely small amount of
026 * extra code to xoroshiro, running xoroshiro's state transition as normal, using stateA (or s[0] in the original
027 * xoroshiro code) multiplied by 31 as the initial result, then bitwise-rotating that initial result by 28 and adding a
028 * constant that is close to 2 to the 32 times the golden ratio, specifically {@code 0x9E3779BD}. Although no bits of
029 * xoroshiro are truly free of artifacts, some are harder to find issues with
030 * (see <a href="http://www.pcg-random.org/posts/xoroshiro-fails-truncated.html">this article by PCG-Random's author</a>
031 * for more detail). It is unclear if the changes made here would improve the larger-state version, but they probably
032 * would help to some extent with at least the binary rank failures. The period is identical to xoroshiro with two
033 * 32-bit states, at 0xFFFFFFFFFFFFFFFF or 2 to the 64 minus 1. This generator is a little slower than xoroshiro64+ or
034 * Lathe, but has better distribution than either. It is equivalent to the algorithm used in {@link GWTRNG}.
035 * <br>
036 * This avoids an issue in xoroshiro** generators where many multipliers, when applied to the output of a xoroshiro**
037 * generator, will cause the modified output to rapidly fail binary matrix rank tests. It has its own issue where
038 * subtracting {@code 0x9E3779BD} or a number with a low Hamming distance from {@code 0x9E3779BD} from every output will
039 * cause similar binary matrix rank failures. It should be clear that this is not a cryptographic generator, but I am
040 * not claiming this is a rock-solid or all-purpose generator either; if a hostile user is trying to subvert a Starfish
041 * generator and can access full outputs, it is a cakewalk to find or create issues.
042 * <br>
043 * The name comes from the single Star operation used (relative to the StarStar scrambler) and the addition of the
044 * golden ratio, or phi, which sounds close to fish.
045 * <br>
046 * <a href="http://xoshiro.di.unimi.it/xoroshiro64starstar.c">Original version here for xoroshiro64**</a>.
047 * <br>
048 * Written in 2016 by David Blackman and Sebastiano Vigna (vigna@acm.org)
049 * Ported and modified in 2018 by Tommy Ettinger
050 * @author Sebastiano Vigna
051 * @author David Blackman
052 * @author Tommy Ettinger (if there's a flaw, use SquidLib's or Sarong's issues and don't bother Vigna or Blackman, it's probably a mistake in SquidLib's implementation)
053 */
054public final class Starfish32RNG implements StatefulRandomness, Serializable {
055
056    private static final long serialVersionUID = 2L;
057
058    private int stateA, stateB;
059
060    /**
061     * Creates a new generator seeded using two calls to Math.random().
062     */
063    public Starfish32RNG() {
064        setState((int)((Math.random() * 2.0 - 1.0) * 0x80000000), (int)((Math.random() * 2.0 - 1.0) * 0x80000000));
065    }
066    /**
067     * Constructs this Lathe32RNG by dispersing the bits of seed using {@link #setSeed(int)} across the two parts of state
068     * this has.
069     * @param seed an int that won't be used exactly, but will affect both components of state
070     */
071    public Starfish32RNG(final int seed) {
072        setSeed(seed);
073    }
074    /**
075     * Constructs this Lathe32RNG by splitting the given seed across the two parts of state this has with
076     * {@link #setState(long)}.
077     * @param seed a long that will be split across both components of state
078     */
079    public Starfish32RNG(final long seed) {
080        setState(seed);
081    }
082    /**
083     * Constructs this Lathe32RNG by calling {@link #setState(int, int)} on stateA and stateB as given; see that method
084     * for the specific details (stateA and stateB are kept as-is unless they are both 0).
085     * @param stateA the number to use as the first part of the state; this will be 1 instead if both seeds are 0
086     * @param stateB the number to use as the second part of the state
087     */
088    public Starfish32RNG(final int stateA, final int stateB) {
089        setState(stateA, stateB);
090    }
091    
092    @Override
093    public final int next(int bits) {
094        final int s0 = stateA;
095        final int s1 = stateB ^ s0;
096        final int result = s0 * 31;
097        stateA = (s0 << 26 | s0 >>> 6) ^ s1 ^ (s1 << 9);
098        stateB = (s1 << 13 | s1 >>> 19);
099        return (result << 28 | result >>> 4) + 0x9E3779BD >>> (32 - bits);
100    }
101
102    /**
103     * Can return any int, positive or negative, of any size permissible in a 32-bit signed integer.
104     * @return any int, all 32 bits are random
105     */
106    public final int nextInt() {
107        final int s0 = stateA;
108        final int s1 = stateB ^ s0;
109        final int result = s0 * 31;
110        stateA = (s0 << 26 | s0 >>> 6) ^ s1 ^ (s1 << 9);
111        stateB = (s1 << 13 | s1 >>> 19);
112        return (result << 28 | result >>> 4) + 0x9E3779BD;
113    }
114
115    @Override
116    public final long nextLong() {
117        int s0 = stateA;
118        int s1 = stateB ^ s0;
119        final int high = s0 * 31;
120        s0 = (s0 << 26 | s0 >>> 6) ^ s1 ^ (s1 << 9);
121        s1 = (s1 << 13 | s1 >>> 19) ^ s0;
122        final int low = s0 * 31;
123        stateA = (s0 << 26 | s0 >>> 6) ^ s1 ^ (s1 << 9);
124        stateB = (s1 << 13 | s1 >>> 19);
125        return ((high << 28 | high >>> 4) + 0x9E3779BDL) << 32
126                | ((low << 28 | low >>> 4) + 0x9E3779BD & 0xFFFFFFFFL);
127    }
128
129    /**
130     * Produces a copy of this RandomnessSource that, if next() and/or nextLong() are called on this object and the
131     * copy, both will generate the same sequence of random numbers from the point copy() was called. This just needs to
132     * copy the state so it isn't shared, usually, and produce a new value with the same exact state.
133     *
134     * @return a copy of this RandomnessSource
135     */
136    @Override
137    public Starfish32RNG copy() {
138        return new Starfish32RNG(stateA, stateB);
139    }
140
141    /**
142     * Sets the state of this generator using one int, running it through Zog32RNG's algorithm two times to get 
143     * two ints. If the states would both be 0, state A is assigned 1 instead.
144     * @param seed the int to use to produce this generator's state
145     */
146    public void setSeed(final int seed) {
147        int z = seed + 0xC74EAD55, a = seed ^ z;
148        a ^= a >>> 14;
149        z = (z ^ z >>> 10) * 0xA5CB3;
150        a ^= a >>> 15;
151        stateA = (z ^ z >>> 20) + (a ^= a << 13);
152        z = seed + 0x8E9D5AAA;
153        a ^= a >>> 14;
154        z = (z ^ z >>> 10) * 0xA5CB3;
155        a ^= a >>> 15;
156        stateB = (z ^ z >>> 20) + (a ^ a << 13);
157        if((stateA | stateB) == 0)
158            stateA = 1;
159    }
160
161    public int getStateA()
162    {
163        return stateA;
164    }
165    /**
166     * Sets the first part of the state to the given int. As a special case, if the parameter is 0 and stateB is
167     * already 0, this will set stateA to 1 instead, since both states cannot be 0 at the same time. Usually, you
168     * should use {@link #setState(int, int)} to set both states at once, but the result will be the same if you call
169     * setStateA() and then setStateB() or if you call setStateB() and then setStateA().
170     * @param stateA any int
171     */
172
173    public void setStateA(int stateA)
174    {
175        this.stateA = (stateA | stateB) == 0 ? 1 : stateA;
176    }
177    public int getStateB()
178    {
179        return stateB;
180    }
181
182    /**
183     * Sets the second part of the state to the given int. As a special case, if the parameter is 0 and stateA is
184     * already 0, this will set stateA to 1 and stateB to 0, since both cannot be 0 at the same time. Usually, you
185     * should use {@link #setState(int, int)} to set both states at once, but the result will be the same if you call
186     * setStateA() and then setStateB() or if you call setStateB() and then setStateA().
187     * @param stateB any int
188     */
189    public void setStateB(int stateB)
190    {
191        this.stateB = stateB;
192        if((stateB | stateA) == 0) stateA = 1;
193    }
194
195    /**
196     * Sets the current internal state of this Lathe32RNG with three ints, where stateA and stateB can each be any int
197     * unless they are both 0 (which will be treated as if stateA is 1 and stateB is 0).
198     * @param stateA any int (if stateA and stateB are both 0, this will be treated as 1)
199     * @param stateB any int
200     */
201    public void setState(int stateA, int stateB)
202    {
203        this.stateA = (stateA | stateB) == 0 ? 1 : stateA;
204        this.stateB = stateB;
205    }
206
207    /**
208     * Get the current internal state of the StatefulRandomness as a long.
209     *
210     * @return the current internal state of this object.
211     */
212    @Override
213    public long getState() {
214        return (stateA & 0xFFFFFFFFL) | ((long)stateB) << 32;
215    }
216
217    /**
218     * Set the current internal state of this StatefulRandomness with a long.
219     *
220     * @param state a 64-bit long. You should avoid passing 0; this implementation will treat it as 1.
221     */
222    @Override
223    public void setState(long state) {
224        stateA = state == 0 ? 1 : (int)(state & 0xFFFFFFFFL);
225        stateB = (int)(state >>> 32);
226    }
227
228    @Override
229    public String toString() {
230        return "Starfish32RNG with stateA 0x" + StringKit.hex(stateA) + " and stateB 0x" + StringKit.hex(stateB);
231    }
232
233    @Override
234    public boolean equals(Object o) {
235        if (this == o) return true;
236        if (o == null || getClass() != o.getClass()) return false;
237
238        Starfish32RNG starfish32RNG = (Starfish32RNG) o;
239
240        if (stateA != starfish32RNG.stateA) return false;
241        return stateB == starfish32RNG.stateB;
242    }
243
244    @Override
245    public int hashCode() {
246        return 31 * stateA + stateB;
247    }
248}