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Widely used in many programs, e.g. it is used in Excel 2003 and later versions for the Excel function RAND [8] and it was the default generator in the language Python up to version 2.2. [9] Rule 30: 1983 S. Wolfram [10] Based on cellular automata. Inversive congruential generator (ICG) 1986 J. Eichenauer and J. Lehn [11] Blum Blum Shub: 1986
If the left, center, and right cells are denoted (p,q,r) then the corresponding formula for the next state of the center cell can be expressed as p xor (q or r). It is called Rule 30 because in binary, 00011110 2 = 30. The following diagram shows the pattern created, with cells colored based on the previous state of their neighborhood.
[9] [10] The only difference between Durstenfeld's and Sattolo's algorithms is that in the latter, in step 2 above, the random number j is chosen from the range between 1 and i−1 (rather than between 1 and i) inclusive. This simple change modifies the algorithm so that the resulting permutation always consists of a single cycle.
Solution: divide one of the tall cells so that the row gets one rowspan=1 cell (and don't mind the eventual loss of text-centering). Then kill the border between them. Don't forget to fill the cell with nothing ({}). This being the only solution that correctly preserves the cell height, matching that of the reference seven row table.
In some cases, data reveals an obvious non-random pattern, as with so-called "runs in the data" (such as expecting random 0–9 but finding "4 3 2 1 0 4 3 2 1..." and rarely going above 4). If a selected set of data fails the tests, then parameters can be changed or other randomized data can be used which does pass the tests for randomness.
The paper claims improved equidistribution over MT and performance on an old (2008-era) GPU (Nvidia GTX260 with 192 cores) of 4.7 ms for 5×10 7 random 32-bit integers. The SFMT ( SIMD -oriented Fast Mersenne Twister) is a variant of Mersenne Twister, introduced in 2006, [ 9 ] designed to be fast when it runs on 128-bit SIMD.
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Pick a cell, mark it as part of the maze. Add the walls of the cell to the wall list. While there are walls in the list: Pick a random wall from the list. If only one of the cells that the wall divides is visited, then: Make the wall a passage and mark the unvisited cell as part of the maze. Add the neighboring walls of the cell to the wall list.