Random number generator repeates some numbers too often - arrays

I'm writing a lottery draw simulation program as a project. The way the game works is you need to pick the 6 numbers that are draw from the 49 to win.
Your chance of winning is 1/13,983,816 because that's how many combinations of 6 in 49 there are. The demo program on Go playground generates six new numbers each time around the loop forever.
Each time a new set of numbers is generated I test to see if it already exists and if it does I break out of the loop. With 13,983,816 combinations you would think it would be a long time before the same 6 numbers would repeat but, in testing it fails always before 10000 iteration. Does anyone know why this is happening?

In my opinion you have a couple of problems here.
You use Go playground, where your randomness is fixed. This line rand.Seed(time.Now().UnixNano()) always produce the same seed because time.Now() is the same.
You test completely different things with your simulation. I will write about it in the end.
if you want to do something similar to gambling - you have to use cryptographically secure PRNG and Go has it. If you want you can read more details here (the answer is to php question, but it explains the difference).
On the probability part:
The probability of winning your lottery is indeed 1/C(49, 6) = 1/13,983,816. But this is the probability that someone would select an already predefined set of numbers. For example you claim that your winner is {1, 5, 47, 3, 4, 5} and now the probability that someone would win is approximately 1 in 14 mln. So you have to do the following. Randomly select a set of 6 numbers and then compare your new selection in a loop to already found.
But what you do is to check the probability of collision. That having N people some of them would select the same sets (not necessarily even the winning set). This is known as the birthday paradox. And as you see there, the probability of collision increase dramatically with the increase of number of people N.
This is absolutely the same problem, but your number of days in the year is 13,983,816 and you can check here that for this number of days you need only 5000 iterations to guarantee with 0.59 percents that you will get a collision. And with 9000 iterations you will find the collision with probability 0.94.

I believe you are solving a different problem, the likelihood that two identical draws show up is much higher than one specific one will show up.
This is known as Birthday Problem

BTW, a rough rule of thumb for the birthday paradox is that if you have N days, you need roundabout sqrt(N) people to get a good chance (around 50%) of a collision.
So, for the original birthday paradox, you have 365 days, so the rule of thumb gives you that with 365^.5 or about 19 people you already have a decent chance of collision (true answer for >50%: 23 people).
Here, with 13,983,816 possible outcomes, the rule of thumb tells you that with 3739 draws you have a pretty good chance of collision (true answer for 50%: 4400 draws).

Related

MCTS UCT with a scoring system

I'm trying to solve a variant of 2048 by a Monte-Carlo Tree Search. I found that UCT could a good way to have some trade-off between exploration/exploitation.
My only issue is that all the versions I've seen assume that the score is a win percentage. How can I adapt it to a game where the score is the value of the board at the last state, and thus going from 1-MAX and not a win.
I could normalize the score using the constant c by dividing by MAX but then it would overweight exploration at early stage of the game (since you get bad average score) and overweight exploitation at late stage of the game.
Indeed most of the literature assumes your games are either lost or won and award a score of 0 or 1, which will turn into a win ratio when averaged over the number of games played. Then exploration parameter C is usually set to sqrt(2) which is optimal for the UCB in bandit problems.
To find out what a good C is in general you have to step back a bit and see what the UCT is really doing. If one node in your tree had an exceptionally bad score in the one rollout it had then exploitation says you should never choose it again. But you've only played that node once, so it might have just been bad luck. To acknowledge this you give that node a bonus. How much? Enough to make it a viable choice even if its average score is the lowest possible and some other node has the highest average score possible. Because with enough plays it might turn out that the one rollout your bad node had was indeed a fluke, and the node actually turns out to be pretty reliable with good scores. Of course, if you get more bad scores then it will likely not be bad luck so it won't deserve more rollouts.
So with scores ranging from 0 to 1 a C of sqrt(2) is a good value. If your game has a maximum achievable score then you can normalize your scores by dividing by the max and force your scores into to 0-1 range to suit a C of sqrt(2). Alternatively you don't normalize the scores but multiply C by your maximum score. The effect is the same: the UCT exploration bonus is large enough to give your underdog nodes some rollouts and a chance to prove themselves.
There is an alternative way of setting C dynamically that has given me good results. As you play, you keep track of the highest and lowest scores you've ever seen in each node (and subtree). This is the range of scores possible and this gives you a hint of how big C should be in order to give not well explored underdog nodes a fair chance. Every time i descend into the tree and pick a new root i adjust C to be sqrt(2) * score range for the new root. In addition, as rollouts complete and their scores turn out the be a new highest or lowest score i adjust C in the same way. By continually adjusting C this way as you play but also as you pick a new root you keep C as large as it needs to be to converge but as small as it can be to converge fast. Note that the minimum score is as important as the max: if every rollout will yield at minimum a certain score then C won't need to overcome it. Only the difference between max and min matters.

Genetic Algorithm Sudoku - optimizing mutation

I am in the process of writing a genetic algorithm to solve Sudoku puzzles and was hoping for some input. The algorithm solves puzzles occasionally (about 1 out of 10 times on the same puzzle with max 1,000,000 iterations) and I am trying to get a little input about mutation rates, repopulation, and splicing. Any input is greatly appreciated as this is brand new to me and I feel like I am not doing things 100% correct.
A quick overview of the algorithm
Fitness Function
Counts the number of unique values of numbers 1 through 9 in each column, row, and 3*3 sub box. Each of these unique values in the subsets are summed and divided by 9 resulting in a floating value between 0 and 1. The sum of these values is divided by 27 providing a total fitness value ranging between 0 and 1. 1 indicates a solved puzzle.
Population Size:
100
Selection:
Roulette Method. Each node is randomly selected where nodes containing higher fitness values have a slightly better chance of selection
Reproduction:
Two randomly selected chromosomes/boards swap a randomly selected subset (row, column, or 3*3 subsets) The selection of subset(which row, column, or box) is random. The resulting boards are introduced into population.
Reproduction Rate: 12% of population per cycle
There are six reproductions per iteration resulting in 12 new chromosomes per cycle of the algorithm.
Mutation: mutation occurs at a rate of 2 percent of population after 10 iterations of no improvement of highest fitness.
Listed below are the three mutation methods which have varying weights of selection probability.
1: Swap randomly selected numbers. The method selects two random numbers and swaps them throughout the board. This method seems to have the greatest impact on growth early in the algorithms growth pattern. 25% chance of selection
2: Introduce random changes: Randomly select two cells and change their values. This method seems to help keep the algorithm from converging. %65 chance of selection
3: count the number of each value in the board. A solved board contains a count of 9 of each number between 1 and 9. This method takes any number that occurs less than 9 times and randomly swaps it with a number that occurs more than 9 times. This seems to have a positive impact on the algorithm but only used sparingly. %10 chance of selection
My main question is at what rate should I apply the mutation method. It seems that as I increase mutation I have faster initial results. However as the result approaches a correct result, I think the higher rate of change is introducing too many bad chromosomes and genes into the population. However, with the lower rate of change the algorithm seems to converge too early.
One last question is whether there is a better approach to mutation.
You can anneal the mutation rate over time to get the sort of convergence behavior you're describing. But I actually think there are probably bigger gains to be had by modifying other parts of your algorithm.
Roulette wheel selection applies a very high degree of selection pressure in general. It tends to cause a pretty rapid loss of diversity fairly early in the process. Binary tournament selection is usually a better place to start experimenting. It's a more gradual form of pressure, and just as importantly, it's much better controlled.
With a less aggressive selection mechanism, you can afford to produce more offspring, since you don't have to worry about producing so many near-copies of the best one or two individuals. Rather than 12% of the population producing offspring (possible less because of repetition of parents in the mating pool), I'd go with 100%. You don't necessarily need to literally make sure every parent participates, but just generate the same number of offspring as you have parents.
Some form of mild elitism will probably then be helpful so that you don't lose good parents. Maybe keep the best 2-5 individuals from the parent population if they're better than the worst 2-5 offspring.
With elitism, you can use a bit higher mutation rate. All three of your operators seem useful. (Note that #3 is actually a form of local search embedded in your genetic algorithm. That's often a huge win in terms of performance. You could in fact extend #3 into a much more sophisticated method that looped until it couldn't figure out how to make any further improvements.)
I don't see an obvious better/worse set of weights for your three mutation operators. I think at that point, you're firmly within the realm of experimental parameter tuning. Another idea is to inject a bit of knowledge into the process and, for example, say that early on in the process, you choose between them randomly. Later, as the algorithm is converging, favor the mutation operators that you think are more likely to help finish "almost-solved" boards.
I once made a fairly competent Sudoku solver, using GA. Blogged about the details (including different representations and mutation) here:
http://fakeguido.blogspot.com/2010/05/solving-sudoku-with-genetic-algorithms.html

What's a good shuffle percentage?

I'm basically new to coding for random results, but did some reading and tested out the javascript version of the Fisher-Yates algorithm (as seen on wikipedia), with an ordered list.
I ended up adding code to make sure the array was shuffled differently than its initial order, and also calculated the percentage of how many objects were shuffled to a different position by the algorithm.
So I'm wondering what might be considered a good result. Kind of a generic question. If I shuffled a deck of cards, what would be the least acceptable amount of shuffle? Right now I have mine coded to repeat the algorithm if it comes out less than 25 percent shuffled.
What do you think?
Zero. You can make any number of checks you like to make it feel more random, but even the check for the same order makes your algorithm flawed.
If your shuffle algorithm is correctly implemented and produces a truly random shuffle (modulo your PRNG's randomness, or lack thereof), I wouldn't reshuffle at all. In particular, the fact that you don't accept random configurations that are 25+% similar to your original configuration tells an adversary that they can expect not to see any of those configurations after your shuffling completes.
Thanks for the feedback. All of your answers were relevant.
I'm adding this answer since my notion of shuffling went from random to non random, and now I'm using a hybrid of the two.
With the perfect in-shuffle I can generate multiple lists in different orders (which modulate off the number of items). However, when the number of items is odd, the last number does not get shuffled. So I decided to randomize its position in the shuffled list.
In the process of figuring that out, I made a table generator which displays all the lists possible given a number of items. It's pretty interesting. For example, the number 52 generates 52 columns, while the number 51 only generates 8 columns.

Determining which inputs to weigh in an evolutionary algorithm

I once wrote a Tetris AI that played Tetris quite well. The algorithm I used (described in this paper) is a two-step process.
In the first step, the programmer decides to track inputs that are "interesting" to the problem. In Tetris we might be interested in tracking how many gaps there are in a row because minimizing gaps could help place future pieces more easily. Another might be the average column height because it may be a bad idea to take risks if you're about to lose.
The second step is determining weights associated with each input. This is the part where I used a genetic algorithm. Any learning algorithm will do here, as long as the weights are adjusted over time based on the results. The idea is to let the computer decide how the input relates to the solution.
Using these inputs and their weights we can determine the value of taking any action. For example, if putting the straight line shape all the way in the right column will eliminate the gaps of 4 different rows, then this action could get a very high score if its weight is high. Likewise, laying it flat on top might actually cause gaps and so that action gets a low score.
I've always wondered if there's a way to apply a learning algorithm to the first step, where we find "interesting" potential inputs. It seems possible to write an algorithm where the computer first learns what inputs might be useful, then applies learning to weigh those inputs. Has anything been done like this before? Is it already being used in any AI applications?
In neural networks, you can select 'interesting' potential inputs by finding the ones that have the strongest correlation, positive or negative, with the classifications you're training for. I imagine you can do similarly in other contexts.
I think I might approach the problem you're describing by feeding more primitive data to a learning algorithm. For instance, a tetris game state may be described by the list of occupied cells. A string of bits describing this information would be a suitable input to that stage of the learning algorithm. actually training on that is still challenging; how do you know whether those are useful results. I suppose you could roll the whole algorithm into a single blob, where the algorithm is fed with the successive states of play and the output would just be the block placements, with higher scoring algorithms selected for future generations.
Another choice might be to use a large corpus of plays from other sources; such as recorded plays from human players or a hand-crafted ai, and select the algorithms who's outputs bear a strong correlation to some interesting fact or another from the future play, such as the score earned over the next 10 moves.
Yes, there is a way.
If you choose M selected features there are 2^M subsets, so there is a lot to look at.
I would to the following:
For each subset S
run your code to optimize the weights W
save S and the corresponding W
Then for each pair S-W, you can run G games for each pair and save the score L for each one. Now you have a table like this:
feature1 feature2 feature3 featureM subset_code game_number scoreL
1 0 1 1 S1 1 10500
1 0 1 1 S1 2 6230
...
0 1 1 0 S2 G + 1 30120
0 1 1 0 S2 G + 2 25900
Now you can run some component selection algorithm (PCA for example) and decide which features are worth to explain scoreL.
A tip: When running the code to optimize W, seed the random number generator, so that each different 'evolving brain' is tested against the same piece sequence.
I hope it helps in something!

Shuffling biased random numbers

While thinking about this question and conversing with the participants, the idea came up that shuffling a finite set of clearly biased random numbers makes them random because you don't know the order in which they were chosen. Is this true and if so can someone point to some resources?
EDIT: I think I might have been a little unclear. Suppose a bad random numbers generator. Take n values. These are biased(the rng is bad). Is there a way through shuffling to make the output of the rng over multiple trials statistically match the output of a known good rng?
False.
There is an easy test: Assume the bias in the original set creation algorithm is "creates sets whose arithmetic average is significantly lower than expected average". Obviously, shuffling the result of the algorithm will not change the averages and thus not remove the bias.
Also, regarding your clarification: How would you shuffle the set? Using the same bad output from the bad RNG that created the set in the first place? Or using a better RNG? Which raises the question why you don't use that directly.
It's not true. In the other question the problem is to select 30 random numbers in [1..9] with a sum of 200. After choosing about on average 20 of them randomly, you reach a point where you can't select nines anymore because this would make the total sum go over 200. Of the remaining 10 numbers, most will be ones and twos. So in the end, ones and twos are very overrepresented in the selected numbers. Shuffling doesn't change that. But it's not clear how the random distribution really should look like, so one could say this is as good a solution as any.
In general, if your "random" numbers will be biased to, say, low numbers, they will be biased that way no matter the ordering.
Just shuffling a set of numbers of already random numbers won't do anything to the probability distribution of course. That would mean false. Perhaps I misunderstand your question though?
I would say false, with a caveat:
I think there is random, and then there is 'random-enough'. For most applications that I have needed to work on, 'random-enough' was more than enough, i.e. picking a 'random' ad to display on a page from a list of 300 or so that have paid to be placed on that site.
I am sure a mathematician could prove my very basic 'random' selection criteria is not truly random at all, but in fact is predictable - for my clients, and for the users, nobody cares.
On the other hand if I was writing a video game to be used in Las Vegas where large amounts of money was at hand I'd define random differently (and may have a hard time coming up with truly random).
False
The set is finite, suppose consists of n numbers. What happens if you choose n+1 numbers? Let's also consider a basic random function as implemented in many languages which gives you a random number in [0,1). However, this number is limited to three digits after the decimal giving you a set of 1000 possible numbers (0.000 - 0.999). However in most cases you will not need to use all these 1000 numbers so this amount of randomness is more than enough.
However for some uses, you will need a better random generator than this. So it all comes down to exactly how many random numbers you are going to need, and how random you need them to be.
Addition after reading original question: in the case that you have some sort of limitation (such as in the original question in which each set of selected numbers must sum up to a certain N) you are not really selected random numbers per se, but rather choosing numbers in a random order from a given set (specifically, a permutation of numbers summing up to N).
Addition to edit: Suppose your bad number generator generated the sequence (1,1,1,2,2,2). Does the permutation (1,2,2,1,1,2) satisfy your definition of random?
Completely and utterly untrue: Shuffling doesn't remove a bias, it just conceals it from the casual observer. It's like removing your dog's fondly-laid present from your carpet by just pushing under the sofa - you really haven't solved the problem, you've just made it less conspicuous. Anyone with a nose knows that there is still a problem that needs removing.
The randomness must be applied evenly over the whole range, so here's one way (off the top of my head, lots of assumptions, yadda yadda. The point is the approach, not the code - start with everything even, then introduce your randomness in a consistent fashion until you're done. The only bias now is dependent on the values chosen for 'target' and 'numberofnumbers', which is part of the question.)
target = 200
numberofnumbers = 30
numbers = array();
for (i=0; i<numberofnumbers; i++)
numbers[i] = 9
while (sum(numbers)>target)
numbers[random(numberofnumbers)]--
False. Consider a bad random number generator producing only zeros (I said it was BAD :-) No amount of shuffling the zeros would change any property of that sequence.

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