True or better Random numbers with Javascript [duplicate] - javascript

This question already has answers here:
Secure random numbers in javascript?
(10 answers)
Closed 12 months ago.
I have all kinds of resources that rely on javascript random numbers. However, I've been seeing a lot of problems where random isn't so random because of the way I'm generating random numbers.
Is there any javascript resource for me to generate true, or just better random numbers?
I know that I can interface with Random.org, but what other options do I have?
I'm using:
function rand( lowest, highest){
var adjustedHigh = (highest - lowest) + 1;
return Math.floor(Math.random()*adjustedHigh) + parseFloat(lowest);
}

Assuming you're not just seeing patterns where there aren't any, try a Mersenee Twister (Wikipedia article here). There are various implementations like this one on github.
Similar SO question:
Seedable JavaScript random number generator
If you want something closer to truly random, then consider using the random.org API to get truly random numbers, although I would suggest only using that to seed, not for every number, as you need to abide by their usage limits.

Tweaking numbers so they "look random"
I agree with Phil H that humans are so good at finding patterns that they often think they see patterns even in "perfectly random" sequences of numbers (clustering illusion, apophenia, gambler's fallacy, etc).
Plots of true random positions generally have lots of clumps and points that "coincidentally" fall very close together, which looks pretty suspicious.
Artists often take completely randomly generated patterns and "nudge" them to make them appear "more random", even though that careful nudging actually makes the pattern less random (a), (b), (c), (d), etc.
Alternatively, a low-discrepancy sequence sometimes "looks better" than a true random sequence and is much faster to generate.
Fast random number generators
There are many "random number generators" across a whole spectrum from "extremely fast" to "relatively slow" and from "easy for even a human to see patterns" to "unlikely that unassisted humans could ever see any patterns" to "cryptographically secure and, after seeded with adequate amounts of entropy, as far as we can tell, indistinguishable from random to any attacker using less than all the energy produced by humanity for a month."
Non-cryptographic-strength random number generators that still give excellent output (unlikely that unassisted humans could ever see any patterns) include the Mersenne twister, multiply-with-carry, Lagged Fibonacci generator, Well equidistributed long-period linear, Xorshift, etc.
Cryptographic random number techniques that work with some browsers
I hear that Cryptocat and other JavaScript applications use the convenient window.crypto.getRandomValues() or window.msCrypto.getRandomValues() or SubtleCrypto.generateKey() functions that are designed to generate cryptographic random numbers. Unfortunately, that function is not available in IE 11 and below.
Since web browsers use random numbers all the time (for every "https://" page they fetch), it's quite likely that these functions (where available) may run faster than most random number generators written in JavaScript -- even non-cryptographic algorithms.
Cryptographic random number techniques compatible with ancient and modern browsers
One way to generate true random numbers in JavaScript is to capture mouse events and add them into a pool of entropy, keeping track of some (hopefully conservative) estimate of the entropy added. Once the pool is "full" (estimates indicate that at least 128 bits of entropy have been added), use some cryptographically secure random number generator to generate random numbers from the pool -- typically by using a one-way hash so that a sequence of a few thousand output numbers are not enough to deduce the state of the entropy pool and hence predict the next output number.
One implementation: http://lightsecond.com/passphrase.html
Further reading
window.crypto
Compatibility of window.crypto.getRandomValues()
Secure random numbers in javascript?
https://security.stackexchange.com/questions/20029/generate-cryptographically-strong-pseudorandom-numbers-in-javascript
Is there any built in browser support for crypto random numbers in IE and Webkit? Firefox has window.crypto
Better random function in JavaScript

While looking for an alternative for Math.random I stumbled on this question.
While those are valid answers, the solution that worked for me was simply using Math.random twice.
And use a modulus on the decimals of the float.
Basically to increase the randomness.
Maybe it might be usefull for some who were guided by google to this question.
Here's a snippet with the function, and one that runs it a million times.
function rand(min, max){
return (Math.floor(Math.pow(10,14)*Math.random()*Math.random())%(max-min+1))+min;
}
// testing rand
function rollRands(min, max, rolls) {
let roll = 0, n = 0;
let counts = {};
for(let i = min; i <= max; i++){
counts[i]=0
}
while (roll < rolls){
roll++;
counts[rand(min,max)]++;
}
return counts;
}
console.log(rollRands(36, 42, 1000000));

Rando.js is cryptographically secure. It's basically window.crypto.getRandomValues() that uses window.msCrypto.getRandomValues() as a failsafe and Math.random() as a last resort failsafe, but it's easier to implement and use. Here's a basic cryptographically secure random [0, 1) number:
console.log(rando());
<script src="https://randojs.com/2.0.0.js"></script>
Nice and easy. If that's all you wanted, you're good to go. If you want it to do more for you, it's also capable of all this:
console.log(rando(5)); //an integer between 0 and 5 (could be 0 or 5));
console.log(rando(5, 10)); //a random integer between 5 and 10 (could be 5 or 10));
console.log(rando(5, "float")); //a floating-point number between 0 and 5 (could be exactly 0, but never exactly 5));
console.log(rando(5, 10, "float")); //a floating-point number between 5 and 10 (could be exactly 5, but never exactly 10));
console.log(rando(true, false)); //either true or false
console.log(rando(["a", "b"])); //{index:..., value:...} object representing a value of the provided array OR false if array is empty
console.log(rando({a: 1, b: 2})); //{key:..., value:...} object representing a property of the provided object OR false if object has no properties
console.log(rando("Gee willikers!")); //a character from the provided string OR false if the string is empty. Reoccurring characters will naturally form a more likely return value
console.log(rando(null)); //ANY invalid arguments return false
//Prevent repetitions by grabbing a sequence and looping through it
console.log(randoSequence(5)); //an array of integers from 0 through 5 in random order
console.log(randoSequence(5, 10)); //an array of integers from 5 through 10 in random order
console.log(randoSequence(["a", "b"])); //an array of {index:..., value:...} objects representing the values of the provided array in random order
console.log(randoSequence({a: 1, b: 2})); //an array of {key:..., value:...} objects representing the properties of the provided object in random order
console.log(randoSequence("Good gravy!")); //an array of the characters of the provided string in random order
console.log(randoSequence(null)); //ANY invalid arguments return false
<script src="https://randojs.com/2.0.0.js"></script>
It supports working with jQuery elements too, but I left that out of this demo so I wouldn't have to source in jQuery. If you need that, just check it out on the GitHub or website.

There seems to be slight confusion here between two things that are very different:
random numbers;
pseudorandom numbers.
Apologies to those who know this already, but the two are worlds apart. Pseudorandom numbers appear random and may even pass sophisticated tests of randomness, but they are deterministic. Because of this, they are useless for cryptography, and may have other flaws where true randomness is required.
True randomness is non-deterministic, and thus unpredictable. A key concept here is one of entropy, or the amount of non-redundant information contained. There is a limited number of ways of obtaining truly random data. 'Good' sources are:
Radioactive decay — often difficult to do;
Background radio noise — contrary to popular believe, this is mostly not related to the background microwave radiation from the big bang, but more parochial;
The noise from electrons moving across a reverse-biased Zener diode: actually quite useful and easy to implement in practice, with simple circuitry.
Other 'sources of randomness' like mouse movements and internal variations in computer disk timing, etc. are often harnessed, but may be less-than-perfect. Generally, I've found that it's easier to access the entropy pool on a Linux system than under Windows, but this may just be personal bias.
If you just want random-appearing numbers, then yes, using the Mersenne twister is a viable option. It jumps around like crazy. If you're generating random numbers to use as e.g. version 4 UUIDs, then you need to be more careful. You can't simply 'add entropy' if it's not there, even by applying deterministic cryptographic functions.
If you intend to use your randomness for cryptography, you should also be intensely aware of the many ways your source of randomness can become compromised. For example, if you're using an Internet-based 'source of randomness', who can tap into this?

Even better, you can use quantum cryptography to generate randomness that is very hard to predict. You can use the ANU Quantum Random Numbers API for some randomness that is coercible into a number similarly output by Math.random.

you can generate a pool of random numbers just by requesting some data asynchronously because performance.now() gives you time precision up to microseconds. Then use the response time as a salt in a randomising algorithm,
var randomNumbers = [];
for(var i = 0; i < 10; i++) {
setTimeout(function () {
var timeStart = performance.now();
xhttp = new XMLHttpRequest();
xhttp.open('GET', 'https://cdn.polyfill.io/v2/polyfill.min.js?rand=' + Math.random(), true);
xhttp.onload = function () {
var timeEnd = performance.now() - timeStart;
var rNumber = parseInt(timeEnd.toString().replace('.', ''));
randomNumbers.push(rNumber)
};
xhttp.send();
}, i * 10);
}
There are many factors that will affect this time:
browser speed
route one way
server response time
route back
It's not good to generate millions of numbers this way but a few. Maybe concatenate a few results to get a good, long random number.

Related

What's the point of having values above Number.MAX_SAFE_INTEGER?

JavaScript has a limitation in integer precision defined by Number.MAX_SAFE_INTEGER. Any number that goes beyond this runs the risk of being inaccurate. This is because it cannot be represented accurately in memory due to bit movement as outlined in this answer:
var max = Number.MAX_SAFE_INTEGER;
max + 0; // 9,007,199,254,740,991
max + 1; // 9,007,199,254,740,992
max + 2; // 9,007,199,254,740,992 (!)
max + 3; // 9,007,199,254,740,994
max + 4; // 9,007,199,254,740,996 (!)
// ...
Any result you get above max is very unreliable, making it almost entirely useless, and prone to leading to bugs if the developer isn't expecting it or aware of this limitation.
My question is, what's the point of having numbers beyond this value? Is there any practical use for JavaScript to allow a Number beyond this? It can reach Number.MAX_VALUE (1.79e+308), which is substantially larger than MAX_SAFE_INTEGER, but everything in between the two values is not very useful, and it forces the developer to switch to BigInt.
everything in between the two values is not very useful, and it forces the developer to switch to BigInt.
It can be useful if absolute precision isn't required. When dealing with huge numbers, it's not very usual to require that much.
Take incremental games for an example. They often need to represent huge numbers, but the insignificant tail end of the values (for example, the thousands, when the numbers being dealt with are on the order of 1e20) isn't important and can be safely discarded without impacting functionality.
BigInts are a somewhat new thing too. Before it existed, it was useful to be able represent huge numbers even if they were sometimes slightly inaccurate with their least significant digits. Before BigInts, better to be able to represent huge numbers despite slight inaccuracy than to not be able to represent huge numbers at all.

When does Math.random() start repeating?

I have this simple test in nodejs, I left it running overnight and could not get Math.random() to repeat. I realize that sooner or later the values (or even the whole sequence) will repeat, but is there any reasonable expectancy as to when it is going to happen?
let v = {};
for (let i = 0;; i++) {
let r = Math.random();
if (r in v) break;
v[r] = r;
}
console.log(i);
It is browser specific:
https://www.ecma-international.org/ecma-262/6.0/#sec-math.random
20.2.2.27
Math.random ( ) Returns a Number value with positive sign, greater than or equal to 0 but less than 1, chosen randomly or pseudo
randomly with approximately uniform distribution over that range,
using an implementation-dependent algorithm or strategy. This function
takes no arguments.
Each Math.random function created for distinct code Realms must
produce a distinct sequence of values from successive calls.
The requirement here is just pseudo-random with uniform distribution.
Here's a blog post from V8 (Chrome and NodeJs's Javascript Engine).
https://v8.dev/blog/math-random
Where they say they are using xorshift128+, which has a maximal period of 2^128 -1.
Related (on another site): Acceptable to rely on random ints being unique?
Also extremely related: How many double numbers are there between 0.0 and 1.0?
Mathematically, there are an infinite number of real numbers between 0 and 1. However, there are only a finite number of possible values that Math.Random could generate (because computers only have a finite number of bits to represent numbers). Let's say that there are N possible values that it could generate. Then, by the Pigeonhole Principle, there is a 100% chance of getting at least one duplicate value once you generate exactly N + 1 values.
At this point, the Birthday Paradox demonstrates that you should start seeing duplicates surprisingly quickly. According to this "paradox" (which isn't a true paradox, just counterintuitive), given a room with only 23 people, there's a greater than 50% chance of two of them having the same birthday.
Returning to our example, the rule of thumb for calculating this (see the linked Wikipedia article) suggests that Math.Random reaches a 50% probability of duplicates once you generate approximately sqrt(N) numbers.
From the linked Stack Overflow question, if we assume that there are 7,036,874,417,766 numbers between 0 and 1 like the accepted answer says (and please read the linked question for a more detailed explanation of how many there actually are), then sqrt(7036874417766) is just over 2.652 million, which isn't actually all that many. If you are generating 10,000 random numbers per second, you'd reach 50% probability in approximately 737 hours, which is just under 31 days. Less fortunately, even at 10,000 per second, it would take approximately 195,468 hours (which is approximately 22.3 years) to reach 100% probability.
Some of the other answers give much higher figures for how many numbers there are, so take your pick.

Can one encrypt an n-digit number, returning a unique n-digit number?

StackOverflow warns me that I may be down-voted for this question, but I'd appreciate your not doing so, as I post this simply to try to understand a programming exercise I've been posed with, and over which I've been puzzling a while now.
I'm doing some javascript coding exercises and one of the assignments was to devise an "encryption function", encipher, which would encrypt a 4-digit number by multiplying it by a number sufficiently low such that none of its digits exceeds 9, so that a 4-digit number is returned. Thus
encipher(0204)
might yield
0408
where the multiplier would have been 2. -- This is very basic material, simply to practice the Javascript. -- But as far as I can see, the numbers returned can never be deciphered (which is the next part of the exercise). Even if you store a dictionary internal to encipher, along the lines of
{'0408':'2'}, etc
so that you could do a lookup on 0408 and return 0204, these entries could not be assured to be unique. If one for example were to get the number 9999 to be deciphered, one would never know whether the original number was 9999 (multiplied by 1), 3333 (multiplied by 3) or 1111 (multiplied by 9). Is that correct? I realise this is a fairly silly and artificial problem, but I'm trying to understand if the instructions to the exercise are not quite right, or if I'm missing something. Here is the original problem:
Now, let's add one more level of security. After changing the position of the digits, we will multiply each member by a number whose multiplication does not exceed 10. (If it is higher than 10, we will get a two-digit multiplication and the code will no longer be 4 values). Now, implement in another function the decrypter (), which will receive as an argument an encrypted code (and correspondingly multiplied in the section above and return the decrypted code.
Leaving the exercise behind, I'm just curious whether there exists any way to "encrypt" (when I say "encrypt", I mean at a moderate javascript level, as I'm not a cryptography expert) an n-digit number and return a unique n-digit number?
Thanks for any insights. --
encrypt a 4-digit number by multiplying it by a number sufficiently low such that none of its digits exceeds 9, so that a 4-digit number is returned
If your input is 9999, there is no integer other than 1 or 0 that you can multiply your input by and get a positive number with a maximum of 4 digits. Therefore, there is no solution that involves only integer multiplication. However, integer multiplication can be used as part of an algorithm such as rotating digits (see below).
If instead you're looking for some sort of bijective algorithm (one that uniquely maps A to B and B to A), you can look at something like rotating the digits left or right, reversing the order of the digits, or using a unique mapping of each individual digit to another. Those can also be mixed.
Examples
Rotate
1234 -> 2341
Reverse
1234 -> 4321
Remap digits e.g. 2 mapped to 8, 3 mapped to 1
2323 -> 8181
Note that none of these are cryptographically sound methods to encrypt information, but they do seem to more-or-less meet the objectives of the exercise.

Unable to increase extremely large number by one in JavaScript

I'm trying to increase by one this number: 9223372036854775808:
var number = 9223372036854775808;
var plusOne = number + 1;
This should yield 9223372036854775809, but it instead yields 9223372036854776000.
Why? More important, how can I fix this?
The largest representable number in JavaScript is (2^53) - 1, or, written out, 9007199254740991. The number you have, 9223372036854775808, is more than 1024 times that quantity.
If you want to work with numbers larger than the one above, you should use a big integer library. JavaScript does not have one built in, however, so you'll need to grab it yourself. Personally, I use big-integer when I'm working on things that deal with really large numbers, e.g., Project Euler.
This is to do with JavaScript storing numbers internally as (double precision) floating point. As you go up the scale of floating point numbers, the numbers get more and more sparse until the point where you get incorrect results, because the next representable number is more that 1 away (As in your example). To properly handle large numbers, you will need to use a proper large number library such as javascript-bignum. If you only need integers, you can use BigInteger.js

Predict the Seed of Javascript's Math.random

Okay, so I'm doing some research on how random numbers are generated with the Math.random method. So far I learned that it starts with a "random" seed, and that seed is plugged into some complex equation to create a random number. If the seed is always the same, will the outcome always be the same?
I heard that the seeds for Math.random are generated through the current time, is that correct? They must use the current time all the way down to the mili-seconds or something, because if you didn't you would get the same outcome.
What exactly is the seed? Is it the time such as "10:45" or the time AND date such as "10:45 11/8/12" or some combination?
How can I find the seed, so I can predict the output?
I want to be able to plug this:
alert(Math.floor((Math.random()*10)+1));
into my url bar, and be able to predict the result. Is that possible?
I looked through the Rhino source code to find out which pseudo-random function they use. Apparently they fall back to the Math.random function defined in the Java standard library.
The documentation for Math.random says:
Returns a double value with a positive sign, greater than or equal to 0.0 and less than 1.0. Returned values are chosen pseudorandomly with (approximately) uniform distribution from that range.
When this method is first called, it creates a single new pseudorandom-number generator, exactly as if by the expression
new java.util.Random
This new pseudorandom-number generator is used thereafter for all calls to this method and is used nowhere else.
This method is properly synchronized to allow correct use by more than one thread. However, if many threads need to generate pseudorandom numbers at a great rate, it may reduce contention for each thread to have its own pseudorandom-number generator.
So I checked the documentation for java.util.Random and found this (for the default constructor):
Creates a new random number generator. Its seed is initialized to a value based on the current time:
public Random() { this(System.currentTimeMillis()); }
Two Random objects created within the same millisecond will have the same sequence of random numbers.
So now we know for sure that the seed is the current time in milliseconds. Also, the documentation for the second constructor says:
Creates a new random number generator using a single long seed:
public Random(long seed) { setSeed(seed); }
Used by method next to hold the state of the pseudorandom number generator.
The documentation for the setSeed method says:
Sets the seed of this random number generator using a single long seed. The general contract of setSeed is that it alters the state of this random number generator object so as to be in exactly the same state as if it had just been created with the argument seed as a seed. The method setSeed is implemented by class Random as follows:
synchronized public void setSeed(long seed) {
this.seed = (seed ^ 0x5DEECE66DL) & ((1L << 48) - 1);
haveNextNextGaussian = false;
}
The implementation of setSeed by class Random happens to use only 48 bits of the given seed. In general, however, an overriding method may use all 64 bits of the long argument as a seed value. Note: Although the seed value is an AtomicLong, this method must still be synchronized to ensure correct semantics of haveNextNextGaussian.
The actual method used to generate the random number is nextDouble:
Returns the next pseudorandom, uniformly distributed double value between 0.0 and 1.0 from this random number generator's sequence.
The implementation of the nextDouble function is as follows:
public double nextDouble() {
return (((long)next(26) << 27) + next(27))
/ (double)(1L << 53);
}
Clearly it depends on the next function:
Generates the next pseudorandom number. Subclass should override this, as this is used by all other methods.
The implementation of the next function is as follows:
synchronized protected int next(int bits) {
seed = (seed * 0x5DEECE66DL + 0xBL) & ((1L << 48) - 1);
return (int)(seed >>> (48 - bits));
}
That's the pseudo-random function you are looking for. As it's said in the documentation:
This is a linear congruential pseudorandom number generator, as defined by D. H. Lehmer and described by Donald E. Knuth in The Art of Computer Programming, Volume 2: Seminumerical Algorithms, section 3.2.1.
Note however that this is only the random number generator used by Rhino. Other implementations like Spidermonkey and V8 may have their own pseudo-random number generators.
it's likely that there's more to the seed than the millisecond count, because you can call Math.random() many times in the same millisecond and it will return a different value each time.
for (var i = 0; i < 3; i++) {
console.log(Math.random(), (new Date()).getTime());
};
My output:
0.0617244818713516 1352433709108
0.8024995378218591 1352433709108
0.2409922298975289 1352433709108
If I were implementing it I might make the initial seed based on a millisecond count, and then add 1 each time it's called, so that you wouldn't get the same seed value twice.
Here's a 100% accurate way of predicting the output from Math.random():
Math.random = function () { return .5; };
Now Math.random() will always return .5.
The seed is a numeric value, so my guess is that it would be what you get if you call Date.now() (or new Date().getTime() for older browsers).
However, I'm not sure when that seed is taken, or if the seed is isolated to the current page or common to the entire browser process. Predicting random numbers is supposed to be very hard or impossible, that's the whole point of them being random.
No, you cannot predict the seed, but you can preemtively generate enough numbers in order to accurately brute force a match.
Anyhow, start of by reading the wiki page on RNG's - http://en.wikipedia.org/wiki/Random_number_generation, the look at the practical implementations of PRNG's.

Categories

Resources