generate random RGB color using rand() function - c

I need a function which will generate three numbers so I can use them as RGB pattern for my SVG.
While this is simple, I also need to make sure I'm not using the same color twice.
How exactly do I do that? Generate one number at a time with simple rand (seed time active) and then what? I don't want to exclude a number, but maybe the whole pattern?
I'm kind of lost here.
To be precise, by first calling of this function I will get for example 218 199 154 and by second I'll get 47 212 236 which definitely are two different colors. Any suggestions?
Also I think a struct with int r, int g, int b would be suitable for this?
Edit: Colors should be different to the human eye. Sorry for not mentioning this earlier.

You could use a set to store the generated colors.
First instanciate a new set.
Then, every time you generate a color, look if the value is present in your set.
If the record exists, skip it and retry for a new colour. If not, you can use it but dont forget to cache it in the Set after.
This may become not performant if you need to generate a big quantity of colour.

The cheapest way to do this would be to use a Bloom filter which is very small memory wise, but leads to occasional false positives (i.e., you will think you have used a colour, but you haven't). Basically, create three random numbers between 0-255, save them however you like, hash them as a triplet and place the hash in the filter.
Also, you might want to throw away the low bits of each channel since it's probably not easy to tell #FFFFF0 versus #FFFFF2.

Here is a simple way:
1.Generate a random integer.
2.Shift it 8 times to have 24 meaningful bits, store this integer value.
3.Use first 8 bits for R, second group of 8 bits for G,
and the remaining 8 bits for B value.
For every new random number, shift it 8 times, compare all the other integer values that you stored before, if none of them matches with the new one use it for the new color(step3).
The differentiation by human eye is an interesting topic, because perceptional thresholds vary from one to another person. To achieve it shift the integer 14 times, get the first 6 bits for R(pad two 0s to get 8 bits again), get the second 6 bits for G, and last 6 bits for B. If you think that 6 bits are not good for it, decrease it 5,4...
Simple Run with 4 significant bits for each channel:
My random integer is:
0101-1111-0000-1111-0000-1100-1101-0000
I shift(you can also use multiply or modulo) it to left 20 times:
0000-0000-0000-0000-0000-0101-1111-0000
store this value.
Then get first 4 bits for R second 4 bits for G and last 4 bits for B:
R: 0101
G: 1111
B: 0000
Pad them to make each of them 8 bits.
R: 0101-0000
G: 1111-0000
B: 0000-0000
Use those for your color components.
For each new random number after shifting it compare it with your stored integer values so far. If it is different, then store and use it for color.

One idea would be to use a bit vector to represent the set of colors generated. For 24-bit precision, the bit vector would be 224 bits long, which is 16,777,216 bits, or 2 MB. Certainly not a lot, these days, and it would be very fast to look up and insert colors.

Related

How to encode list of 16 numbers in less than 2 bytes

I need to convey information of availability of 16 items with their id(0-15) in a variable.
char item_availablity[16];
I can encode it with 2 bytes where every bit is mapped with one item id where 1 represents available and 0 represents unavailable
For ex 0000100010001000
This number has information that Items with id 4,8,12 are available
I need to encode this information by using less than 2 Bytes.
Is this possible? If so, how?
To put it simply:
No, you cannot. It's simply impossible to store 1 bit of information about 16 separate things in less than 16 bits. That is, in the general case.
An exception is if there are some restrictions. For instance, let's call the items i_1, i_2 ... i_16. If you know that i_1 is available if and only if i_2 also is available, then you can encode the availability about these two items in just one bit.
A more complicated example is that i_1 is available iff i_2 or i_3 is available. Then you could store the availability for these three items in two bits.
But for the general case, nope, it's completely impossible.
Trying to think out of the box here - If some items are more rare than others, you could use a variable length encoding so that, on average, it would take less than 16 bits to store the information. However, there will be combinations of availabilities where it would take more than 16 bits.

Is there a space efficent way to store and retrieve the order of a dataset?

Here's my problem. I have a set of 20 objects stored in memory as an array. I want to store a second piece of data that defines an order for the objects to be displayed.
The simplest way to store the order is as an array of 20 unsigned integers, each of which is 5 bits (aka 0-31). The position of the object in the output list would be defined by the number stored in this array at the same index as the object in it's array.
But.. I know from statistics that there are only 20! (that's 20 factorial), ways to arrange these objects.
This could be stored in 62 bits, since 2^62 > 20!
I'm currently using 100 bits to store the same information.
So my question is this: Is there a space efficient way to store ORDER as a sequence of bits?
I have some addition constraints as well. This will run on an embedded device, so I can't use any huge arrays or high level math functions. I would need a simple iterative method.
Edit: Some clarification on why this is necessary. Say for example the objects are pictures, and they're stored in ROM (aka they can't be moved around). Now lets say I want to keep track of what order to display the images in, and i'm going to update that order every second. My device has 1k of storage with wear leveling, but each bit in the storage can only be written 1000 times before it becomes unreliable. If I need 1kb to store the order, than my device will only work for 1000 seconds. If I need 0.1kb, it will work for 10k seconds, and so on. Thus the devices longevity will be inversely proportional to the number of bits I need to update every cycle.
You can store the order in a single 64-bit value x:
For the first choice, 20 possibilities, compute the index as x % 20 and update x as x /= 20,
For the next choice, only 19 possibilities, compute x % 19 and update x as x /= 19.
Continue this process 17 more times and you are done.
I think I've found a partial solution to my own question. Assuming I start at the left side of the order array, for every move right there are fewer remaining possibilities for the position value. The number of possibilities is 20,19,18,etc. I can take advantage of this by populating the order array in a relative fashion. The first index will place a value in the order array. There are 20 possibilities so this takes 5 bits. Placing the next value, there are only 19 position available (still 5 bits). Proceeding though the whole array. The bits-required is now 5,5,5,5,4,4,4,4,4,4,4,4,3,3,3,3,2,2,1,0. So that gets me down to 69 bits, much better.
There's still some "wasted" precision in each of the values, since for example the first position can store 32 possible values, even though there are only 20. I'm not sure how to deal with this, but I think will have something to do with carrying a remainder from one calculation to the next..

Fast 3D Lut lookups

I'm trying to write a fast 3D lut lookup function and noticed that most luts are either 33x33x33 or 17x17x17.
Why 33 or 17? Wouldn't the math be quicker with 32 or 16 instead? So you could do some shifts instead of divides? Or maybe I'm not understanding why.
Anyone?
This paper will provide a synopsis: https://www.hpl.hp.com/techreports/98/HPL-98-95.pdf
Basically what you need is to divide the color space into a certain number of pieces and do linear interpolation between those pieces. It's a method of doing the lookup table such that you can find the color positions without much error but with a more sparced lookup than you would otherwise have.
And here's the reason: if you cut a line 2 times, you have 3 pieces.
The reason you have 17 or 33 rather than 16 or 32 is that you need the piece you are in, not the nearest position. If you divide you're going to bitshift a 2^8 value, you'll have 16 values that you could have. But, since you need to linear interpolation the position within that piece, you need 17 values.
In short, the reason you have 17 and not 16 is that with 17 you can evenly divide the value by 16 which is faster, and then check the value that occurs after your floored integer division, and then make an educated guess where you should be between those values. And that takes N+1 values in the lookup table.

Generate unique identifier for chess board

I'm looking for something like a checksum for a chess board with pieces in specific places. I'm looking to see if a dynamic programming or memoized solution is viable for an AI chess player. The unique identifier would be used to easily check if two boards are equal or to use as indices in the arrays. Thanks for the help.
An extensively used checksum for board positions is the Zobrist signature.
It's an almost unique index number for any chess position, with the requirement that two similar positions generate entirely different indices. These index numbers are used for faster and space efficient transposition tables / opening books.
You need a set of randomly generated bitstrings:
one for each piece at each square;
one to indicate the side to move;
four for castling rights;
eight for the file of a valid en-passant square (if any).
If you want to get the Zobrist hash code of a certain position, you have to xor all random numbers linked to the given feature (details: here and Correctly Implementing Zobrist Hashing).
E.g the starting position:
[Hash for White Rook on a1] xor [White Knight on b1] xor ... ( all pieces )
... xor [White castling long] xor ... ( all castling rights )
XOR allows a fast incremental update of the hash key during make / unmake of moves.
Usually 64bit are used as a standard size in modern chess programs (see The Effect of Hash Signature Collisions in a Chess Program).
You can expect to encounter a collision in a 32 bit hash when you have evaluated √ 232 == 216. With a 64 bit hash, you can expect a collision after about 232 or 4 billion positions (birthday paradox).
If you're looking for a checksum, the usual solution is Zobrist Hashing.
If you're looking for a true unique-identifier, the usual human-readable solution is Forsyth notation.
For a non-human-readable unique-identifier, you can store the type/color of the piece on each square using four-bits. Throw in another 3-bits for en-passant square, 4-bits for which castlings are still allowed, and one-bit for whose turn it is, and you end up with exactly 33 bytes for each board-setup.
You can use a checksum like md5, sha, just pass your chessboard cells as text, like:
TKBQKBHT
........
........
........
tkbqkbht
And get the checksum for generated text.
The checksum between one to other board will be different without any related value, at this point may be create a unique string (or array of bits) is the best way:
TKBQKBHT........................tkbqkbht
Because it will be unique too and is easily compare with others.
If two games achieve the same configuration through different moves or move orders, they should still be "equal". e.g. You shouldn't have to distinguish between which pawn is in a particular location, as long as the location is the same. You don't seem to really want to hash, but to uniquely and correctly distinguish between these board states.
One method is to use a 64x12 square-by-piecetype membership matrix. You can store this as a bit vector and then compare vectors for the check. e.g. the first 64 addresses in the vector might show which locations on the board contain pawns. The next 64 show locations which contain knights. You could let the first 6 sections show membership of white pieces and the final 6 show membership of black pieces.
Binary membership matrix pseudocode:
bool[] memberships = zeros(64*12);
move(pawn,a3,a2);
def move(piece,location,oldlocation):
memberships(pawn,location) = 1;
memberships(pawn,oldlocation) = 0;
This is cumbersome because you have to be careful how you implement it. e.g. make sure there is only one king maximum for each player. The advantage is that it only takes 768 bits to store a state.
Another way is a length-64 integer vector representing vectorized addresses for the board locations. In this case, the first 8 addresses might represent the state of the first row of the board.
Non-binary membership matrix pseudocode:
half[] memberships = zeros(64);
memberships[8] = 1; // white pawn at location a2
memberships[0] = 2; // white rook at location a1
...
memberships[63] = 11; // black knight at location g8
memberships[64] = 12; // black rook at location h8
The nice thing about the non-binary vector is you don't have as much freedom to accidently assign multiple pieces to one location. The downside is that it is now larger to store each state. Larger representations will be slower to do equality comparisons on. (in my example, assume each vector location stores a 16-bit half-word, we get 64*16=1014 bits to store one state compared to the 768 bits for the binary vector)
Either way, you'd probably want to enumerate each piece and board location.
enumerate piece {
empty = 0;
white_pawn = 1;
white_rook = 2;
...
black_knight = 11;
black_rook = 12;
}
enumerate location {
a1 = 0;
...
}
And testing for equality is just comparing two vectors together.
There are 64 squares. There are twelve different figures in chess that can occupy a square plus the possibility of no figure occupying it. Makes 13. You need 4 bits to represent those 13 (2^4 = 16). So you end up with 32 bytes to unambiguously store a chess board.
If you want to ease handling you can store 64 bytes instead, one byte per square, as bytes are easier to read and write.
EDIT: I've read some more on chess and have come to the following conclusion: Two boards are only the same, if all previous boards since last capture or pawn move are also the same. This is because of the threefold repetition rule. If for the third time the board looks exactly the same in a game, a draw can be claimed. So in spite of seeing the same board in two matches, it may be considered unfortunate in one match to make a certain move, so as to avoid a draw, whereas in the other match there is no such danger.
It is up to you, how you want to go about it. You would need a unique identifyer of variable length due to the variable number of previous boards to store. Well, maybe you take it easy, turn a blind eye to this and just store the last five moves to detect directly repetetive moves that could lead to a third repetion of positions, this being the most often occuring reason.
If you want to store moves with the board: There are 64x63=4032 thinkable moves (12 bits necessary), but many of them illegal of course. If I count correctly there are 1728 legal moves (A1->A2 = legal, A1->D2 illegal for instance), which would fit in 11 bits. I would still go for the 12 bits, however, as to make interpretion as easy as possible by storing 0/1 for A1->A2 and 62/63 for H7->H8.
Then there is the 50 moves rule. You don't have to store moves here. Only the number of moves since last capture or pawn move from 0 to 50 (that's enough; it doesn't matter whether it's 50, 51 or more). So another six bits for this.
At last: Black's or white's move? Enpassantable pawn? Castlingable rook? Some additional bits for this (or extension of the 13 occupancies to save some bits).
EDIT again: So if you want to use the board to compare with other matches, then "two boards are only the same, if all previous boards since last capture or pawn move are also the same" applies. If you only want to detect repetion of positions in the same game, however, then you should be fine by just using the 15 occupancies x 64 squares plus one bit for who's move it is.

fast poker hand ranking

I am working on a simulation of poker and now I have to rank hands effectively:
Every hand is a combination of 5 cards and is represented as an uint64_t.
Every bit from 0 (Ace of Spades), 1 (Ace of Hearts) to 51 (Two of Clubs) indicates if the corresponding card is part (bit == 1) or isn't part (bit == 0) of the hand. The bits from 52 to 63 are always set to zero and don't hold any information.
I already know how I theoretically could generate a table, so that every valid hand can be mapped to rang (represented as uint16_t) between 1 (2,3,4,5,7 - not in the same color) and 7462 (Royal Flush) and all the others to the rang zero.
So a naive lookup table (with the integer value of the card as index) would have an enormous size of
2 bytes * 2^52 >= 9.007 PB.
Most of this memory would be filled with zeros, because almost all uint64_t's from 0 to 2^52-1 are invalid hands and therefor have a rang equal to zero.
The valuable data occupies only
2 bytes * 52!/(47!*5!) = 5.198 MB.
What method can I use for the mapping so that I only have to save the ranks from the valid cards and some overhead (max. 100 MB's) and still don't have to do some expensive search...
It should be as fast as possible!
If you have any other ideas, you're welcome! ;)
You need only a table of 13^5*2, with the extra level of information dictating if all the cards are of the same suit. If for some reason 'heart' outranks 'diamond', you need still at most a table with size of 13^6, as the last piece of information encodes as '0 = no pattern, 1 = all spades, 2 = all hearts, etc.'.
A hash table is probably also a good and fast approach -- Creating a table from nCk(52,5) combinations doesn't take much time (compared to all possible hands). One would, however, need to store 65 bits of information for each entry to store both the key (52 bits) and the rank (13 bits).
Speeding out evaluation of the hand, one first rules out illegal combinations from the mask:
if (popcount(mask) != 5); afterwards once can use enough bits from e.g. crc32(mask), which has instruction level support in i7-architecture at least.
If I understand your scheme correctly, you only need to know that the hamming weight of a particular hand is exactly 5 for it to be a valid hand. See Calculating Hamming Weight in O(1) for information on how to calculate the hamming weight.
From there, it seems you could probably work out the rest on your own. Personally, I'd want to store the result in some persistent memory (if it's available on your platform of choice) so that subsequent runs are quicker since they don't need to generate the index table.
This is a good source
Cactus Kev's
For a hand you can take advantage of at most 4 of any suit
4 bits for the rank (0-12) and 2 bits for the suit
6 bits * 5 cards is just 30 bit
Call it 4 bytes
There are only 2598960 hands
Total size a little under 10 mb
A simple implementation that comes to mind would be to change your scheme to a 5-digit number in base 52. The resulting table to hold all of these values would still be larger than necessary, but very simple to implement and it would easily fit into RAM on modern computers.
edit: You could also cut down even more by only storing the rank of each card and an additional flag (e.g., lowest bit) to specify if all cards are of the same suit (i.e., flush is possible). This would then be in base 13 + one bit for the ranking representation. You would presumably then need to store the specific suits of the cards separately to reconstruct the exact hand for display and such.
I would represent your hand in a different way:
There are only 4 suits = 2bits and only 13 cards = 4 bits for a total of 6 bits * 5 = 30 - so we fit into a 32bit int - we can also force this to always be sorted as per your ordering
[suit 0][suit 1][suit 2][suit 3][suit 4][value 0][value 1][value 2][value 3][value 4]
Then I would use a separate hash for:
consectutive values (very small) [mask off the suits]
1 or more multiples (pair, 2 pair, full house) [mask off the suits]
suits that are all the same (very small) [mask off the values]
Then use the 3 hashes to calculate your rankings
At 5MB you will likely have enough caching issues that will make a bit of math and three small lookups faster

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