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我知道默认的 c# Random() 是一个伪随机数序列。我只需要这样一个,我不是在寻找真正随机的这个问题。

请允许我提问:

我试过了:new Random(100000000).Next(999999999),我得到了 145156561,就像其他人说的那样。

我的问题是:相同种子的伪随机数序列会在不同系统(win2003、win2008、mono 等)、不同 .net 版本(.net 3、.net 4、c#2、c#3 等)下发生变化,还是在任何其他环境下会改变吗?

我只想知道,一旦我编码,现在和将来,我是否总是会在任何地方通过相同的种子获得相同的伪随机数序列

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不可靠。一般来说,弄清楚这种事情的方法是查看文档(MSDN for .NET)。如果算法没有被描述并且不是其他已发布算法的实现,则应将其视为实现细节并且可能会发生变化。

你也需要非常严格地阅读这些文档——如果有解释的余地​​,你需要假设最坏的情况。在这种情况下:http: //msdn.microsoft.com/en-us/library/system.random.aspx仅声明:

为不同的 Random 对象提供相同的种子值会导致每个实例产生相同的随机数序列。

它适用于框架:

支持:4、3.5、3.0、2.0、1.1、1.0 .NET Framework 客户端配置文件

支持:4、3.5 SP1 可移植类库

支持:可移植类库

这并没有说明它是否保证在任何未来版本中都以相同的方式工作,或者您是否会从各种受支持的框架中获得相同的结果。事实上,它指出:

来电者须知

Random 类中随机数生成器的实现不能保证在 .NET Framework 的主要版本中保持不变。因此,您的应用程序代码不应假定相同的种子会在不同版本的 .NET Framework 中产生相同的伪随机序列。

于 2012-04-09T20:50:12.613 回答
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实现这一目标的最佳方法是实现您自己的随机数生成器。看看http://www.agner.org/random/

于 2012-04-09T20:50:15.467 回答
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不,这不保证适用于不同的 .NET 版本:

Random 类的当前实现基于 Donald E. Knuth 的减法随机数生成器算法。

注意单词current的使用;这意味着它可以在框架的更高版本中被替换。(这在 Chris Shain 的帖子中提到的引用中也明确表示。

如果您想 100% 确定您可以在所有未来版本中复制该序列,请包含您自己的 PRNG,例如Mersenne Twister

于 2012-04-09T20:54:24.000 回答
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根据Random 类的 MSDN 。

来电者须知

Random 类中随机数生成器的实现不能保证在 .NET Framework 的主要版本中保持不变。因此,您的应用程序代码不应假定相同的种子会在不同版本的 .NET Framework 中产生相同的伪随机序列。

所以你不能使用Random和依赖你会得到相同的序列。

于 2012-04-09T20:57:48.993 回答
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正如Chris Shain 的精彩回答所阐明的那样:您不能依赖于不同平台甚至 .NET 的主要版本上的结果相同

我们在@BlueLineGames遇到了这个确切的问题,因为我们使用 MonoGame 编写了一个游戏,该游戏在 Windows 的 .NET 中运行,但是当它在 OSX 的 Mono 上运行时产生了不同的值。

正如史蒂夫建议的那样,编写自己的 PRNG 是一个很好的解决方案。希望它可以为其他人节省一些时间,这里有一个可以代替 System.Random 的类和一些快速使用信息。

/// <summary>
/// This class is a drop-in replacement to use instead of Random(). Its
/// main purpose is to work identically across multiple platforms for a given
/// seed value - whereas the Random class is not guaranteed to give the
/// same results on different platforms even when the seed is the same.
/// 
/// This is an implementation of a Linear Congruential Generator which is
/// a very simple pseudorandom number generator. It is used instead of Random()
/// since Random() is implemented differently in Mono than .NET (and even
/// between different major-versions of .NET).
/// 
/// This is NOT recommended to be used for anything that should be secure such
/// as generating passwords or secret tokens. A "cryptogrpahically secure pseudorandom
/// number generator" (such as Mersenne Twister) should be used for that, instead.
/// 
/// More about Linear Congruential Generators can be found here:
/// http://en.wikipedia.org/wiki/Linear_congruential_generator
/// </summary>
public class CrossPlatformRandom : Random
{
    // To start with, we'll be using the same values as Borland Delphi, Visual Pascal, etc.
    // http://en.wikipedia.org/wiki/Linear_congruential_generator#Parameters_in_common_use
    private const int LCG_MULTIPLIER = 134775813; // 0x08088405
    private const int LCG_INCREMENT = 1;

    private int _seed;

    /// <summary>
    /// Initializes a new instance of the CrossPlatformRandom class, using a time-dependent
    /// default seed value.
    /// 
    /// Please note that this values generated from this are NOT guaranteed to be the same
    /// cross-platform because there is no seed value. In cases where the caller requires
    /// predictable or repeatable results, they MUST specify the seed.
    /// </summary>
    public CrossPlatformRandom()
    {
        // System.Random is time-dependent, so we will just use its first number to generate
        // the seed.
        Random rand = new Random();
        this._seed = rand.Next();
    }

    /// <summary>
    /// Initializes a new instance of the System.Random class, using the specified seed value.
    /// </summary>
    /// <param name="seed">A number used to calculate a starting value for the pseudo-random number sequence. If a negative number is specified, the absolute value of the number is used.</param>
    public CrossPlatformRandom(int seed)
    {
        _seed = seed;
    }

    private int GetNext() // note: returns negative numbers too
    {
        _seed = (_seed * LCG_MULTIPLIER) + LCG_INCREMENT;
        return _seed;
    }

    /// <summary>
    //  Returns a nonnegative random number.
    /// </summary>
    /// <returns>A 32-bit signed integer greater than or equal to zero and less than System.Int32.MaxValue.</returns>
    public override int Next()
    {
        return this.Next(int.MaxValue);
    }

    /// <summary>
    /// Returns a nonnegative random number less than the specified maximum.
    /// </summary>
    /// <param name="maxValue">The exclusive upper bound of the random number to be generated. maxValue must be greater than or equal to zero.</param>
    /// <returns> A 32-bit signed integer greater than or equal to zero, and less than maxValue; that is, the range of return values ordinarily includes zero but not maxValue. However, if maxValue equals zero, maxValue is returned.</returns>
    /// <exception cref="System.ArgumentOutOfRangeException">maxValue is less than zero.</exception>
    public override int Next(int maxValue)
    {
        if (maxValue < 0)
        {
            throw new System.ArgumentOutOfRangeException("maxValue is less than zero.");
        }

        ulong result = (ulong)(uint)GetNext() * (ulong)(uint)maxValue;
        return (int)(result >> 32);
    }

    /// <summary>
    /// Returns a random number within a specified range.
    /// </summary>
    /// <param name="minValue">The inclusive lower bound of the random number returned.</param>
    /// <param name="maxValue">The exclusive upper bound of the random number returned. maxValue must be greater than or equal to minValue.</param>
    /// <returns>A 32-bit signed integer greater than or equal to minValue and less than maxValue; that is, the range of return values includes minValue but not maxValue. If minValue equals maxValue, minValue is returned.</returns>
    /// <exception cref="System.ArgumentOutOfRangeException">minValue is greater than maxValue.</exception>
    public override int Next(int minValue, int maxValue)
    {
        if (minValue > maxValue)
        {
            throw new System.ArgumentOutOfRangeException("minValue is greater than maxValue.");
        }

        return minValue + this.Next(maxValue - minValue);
    }

    /// <summary>
    /// Fills the elements of a specified array of bytes with random numbers.
    /// </summary>
    /// <param name="buffer">An array of bytes to contain random numbers.</param>
    /// <exception cref="System.ArgumentNullException">buffer is null.</exception>
    public override void NextBytes(byte[] buffer)
    {
        if (buffer == null)
        {
            throw new System.ArgumentNullException("buffer is null.");
        }

        for (int index = 0; index < buffer.Length; index++)
        {
            buffer[index] = (byte)this.Next((int)byte.MaxValue);
        }
    }

    /// <summary>
    /// Returns a random number between 0.0 and 1.0.
    /// </summary>
    /// <returns>A double-precision floating point number greater than or equal to 0.0, and less than 1.0.</returns>
    public override double NextDouble()
    {
        return this.Sample();
    }

    /// <summary>
    /// Returns a random number between 0.0 and 1.0.
    /// 
    /// Since System.Random no longer uses this as the basis for all of the other random methods,
    /// this method isn't used widely by this class. It's here for completeness, primarily in case Random
    /// adds new entry points and we are lucky enough that they base them on .Sample() or one of the other existing methods.
    /// </summary>
    /// <returns>A double-precision floating point number greater than or equal to 0.0, and less than 1.0.</returns>
    protected override double Sample()
    {
        return ((double)this.Next() / (double)int.MaxValue);
    }
}

您应该能够安全地删除此类,而不是使用任何 Random(),但您实际上只需要在使用种子构造它的地方执行此操作(例如:new Random(seedValue))。

一些示例用法:

int seed = 42;
CrossPlatformRandom r = new CrossPlatformRandom(seed);
for (int i = 0; i < 10; ++i)
    Console.WriteLine(r.Next(100));
于 2014-04-30T01:30:07.977 回答