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Re: Random numbers
> >
> > It has lately been discussed different ways to construct pure
> > random number generators by means of radiactive decay. I must admit
> > that this is a very good way to produce such numbers, but for a
> > number of reasons it is impractical to use such a device. (High
> > radiation levels are needed too produce a significant amount of data.)
>
>
> The way to make good random numbers is to take about 20 stages of flops
> and feedback 2 or three terms. Clock the thing as fast as you can, Say
> 50 mhz, and asychronously to your main processor clock. The shift register
> needs its own crystal. The selection of feedback points is based on
> Linear Congruential Method of Pseudo random numbers generated by most
> machines.
>
> The numbers generated are very, very uniform.
>
> The way to test random number generators for randomness is to generate
> the numbers in pairs and plot them on a scatter plot. This simple
> cross check will show up many poor generators. Checking for uniform
> density in higher dimensions will uncover even more subtle variations
> from uniformity. There is an enormous literature on this topic. Obviously
> you can screw it up, but it isnt that hard to get right either. There
> is an excellent book just out on simulations that covers this. If
> anyone wants the reference, I can dig it up.
>
> Bottom line is that you don't need anything exotic. But the 8 or simple 16
> bit methods on the small processors are no good.
>
> Don Bellenger
> [email protected]
>
>
>
> >
>
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