Of Ways to Count the Limitless Primes [closed] - language-agnostic

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Alright, so maybe I shouldn't have shrunk this question sooo much... I have seen the post on the most efficient way to find the first 10000 primes. I'm looking for all possible ways. The goal is to have a one stop shop for primality tests. Any and all tests people know for finding prime numbers are welcome.
And so:
What are all the different ways of finding primes?

Some prime tests only work with certain numbers, for instance, the Lucas–Lehmer test only works for Mersenne numbers.
Most prime tests used for big numbers can only tell you that a certain number is "probably prime" (or, if the number fails the test, it is definitely not prime). Usually you can continue the algorithm until you have a very high probability of a number being prime.
Have a look at this page and especially its "See Also" section.
The Miller-Rabin test is, I think, one of the best tests. In its standard form it gives you probable primes - though it has been shown that if you apply the test to a number beneath 3.4*10^14, and it passes the test for each parameter 2, 3, 5, 7, 11, 13 and 17, it is definitely prime.
The AKS test was the first deterministic, proven, general, polynomial-time test. However, to the best of my knowledge, its best implementation turns out to be slower than other tests unless the input is ridiculously large.

For a given integer, the fastest primality check I know is:
Take a list of 2 to the square root of the integer.
Loop through the list, taking the remainder of the integer / current number
If the remainder is zero for any number in the list, then the integer is not prime.
If the remainder was non-zero for all numbers in the list, then the integer is prime.
It uses significantly less memory than The Sieve of Eratosthenes and is generally faster for individual numbers.

The Sieve of Eratosthenes is a decent algorithm:
Take the list of positive integers 2 to any given Ceiling.
Take the next item in the list (2 in the first iteration) and remove all multiples of it (beyond the first) from the list.
Repeat step two until you reach the given Ceiling.
Your list is now composed purely of primes.
There is a functional limit to this algorithm in that it exchanges speed for memory. When generating very large lists of primes the memory capacity needed skyrockets.

#akdom's question to me:
Looping would work fine on my previous suggestion, and you don't need to do any calculations to determine if a number is even; in your loop, simply skip every even number, as shown below:
//Assuming theInteger is the number to be tested for primality.
// Check if theInteger is divisible by 2. If not, run this loop.
// This loop skips all even numbers.
for( int i = 3; i < sqrt(theInteger); i + 2)
{
if( theInteger % i == 0)
{
//getting here denotes that theInteger is not prime
// somehow indicate that some number, i, divides it and break
break;
}
}

A Rutgers grad student recently found a recurrence relation that generates primes. The difference of its successive numbers will generate either primes or 1's.
a(1) = 7
a(n) = a(n-1) + gcd(n,a(n-1)).
It makes a lot of crap that needs to be filtered out. Benoit Cloitre also has this recurrence that does a similar task:
b(1) = 1
b(n) = b(n-1) + lcm(n,b(n-1))
then the ratio of successive numbers, minus one [b(n)/b(n-1)-1] is prime. A full account of all this can be read at Recursivity.
For the sieve, you can do better by using a wheel instead of adding one each time, check out the Improved Incremental Prime Number Sieves. Here is an example of a wheel. Let's look at the numbers, 2 and 5 to ignore. Their wheel is, [2,4,2,2].

In your algorithm using the list from 2 to the root of the integer, you can improve performance by only testing odd numbers after 2. That is, your list only needs to contain 2 and all odd numbers from 3 to the square root of the integer. This cuts the number of times you loop in half without introducing any more complexity.

#theprise
If I were wanting to use an incrementing loop instead of an instantiated list (problems with memory for massive numbers...), what would be a good way to do that without building the list?
It doesn't seem like it would be cheaper to do a divisibility check for the given integer (X % 3) than just the check for the normal number (N % X).

If you're wanting to find a way of generating prime numbers, this have been covered in a previous question.

Related

How would '1+1' look when just using 1 and 0? [duplicate]

This question already has answers here:
Is it possible to program in binary?
(6 answers)
Closed 2 years ago.
Is that possible? Can this be done using just 1 and 0 (true/false, on/off ...)?
If so, how would this code look?
If this example is too complex i am open to all other kinds of examples, but would like to have an operation included, because i have no idea how such operations get encoded (i guess they also are just an entry in a conversion chart)
The reason why i ask this, is that i want to give people a concrete example why datatypes and functions/operations are a practical abstraction (easier to read). Im writing a tutorial.
In a 1-bit wide integer = boolean value, carry-out has nowhere to go, so addition simplifies to just XOR.
Fun fact: XOR is add-without-carry. It's part of implementing a single-bit adder out of logic gates, e.g. a "half adder" that has 2 inputs (no carry-in) and produces a sum and carry-out. (sum = a xor b, carry = a AND b). A simple 32-bit adder could be build out of a half adder and 31 "full adders". Or more adders in parallel with tricks to optimize it for lower latency than a simple ripple-carry binary adders.
Carryless multiplication is a thing in some crypo, where summing partial products is done with XOR instead of normal binary addition.
See also What is the best way to add two numbers without using the + operator? for a software use of the same idea.

Monte Carlo with rates, system simulation with CUDA C++

So I am trying to simulate a 1-D physical model named Tasep.
I wrote a code to simulate this system in c++, but I definitely need a performance boost.
The model is very simple ( c++ code below ) - an array of 1's and 0's. 1 represent a particle and 0 is no-particle, meaning empty. A particle moves one element to the right, at a rate 1, if that element is empty. A particle at the last location will disappear at a rate beta ( say 0.3 ). Finally, if the first location is empty a particle will appear there, at a rate alpha.
One threaded is easy, I just pick an element at random, and act with probability 1 / alpha / beta, as written above. But this can take a lot of time.
So I tried to do a similar thing with many threads, using the GPU, and that raised a lot of questions:
Is using the GPU and CUDA at all good idea for such a thing?
How many threads should I have? I can have a thread for each site ( 10E+6 ), should I?
How do I synchronize the access to memory between different threads? I used atomic operations so far.
What is the right way to generate random data? If I use a million threads is it ok to have a random generator for each?
How do I take care of the rates?
I am very new to CUDA. I managed to run code from CUDA samples and some tutorials. Although I have some code of the above ( still gives strange result though ), I do not put it here, because I think the questions are more general.
So here is the c++ one threaded version of it:
int Tasep()
{
const int L = 750000;
// rates
int alpha = 330;
int beta = 300;
int ProbabilityNormalizer = 1000;
bool system[L];
int pos = 0;
InitArray(system); // init to 0's and 1's
/* Loop */
for (int j = 0; j < 10*L*L; j++)
{
unsigned long randomNumber = xorshf96();
pos = (randomNumber % (L)); // Pick Random location in the the array
if (pos == 0 && system[0] == 0) // First site and empty
system[0] = (alpha > (xorshf96() % ProbabilityNormalizer)); // Insert a particle with chance alpha
else if (pos == L - 1) // last site
system[L - 1] = system[L - 1] && (beta < (xorshf96() % ProbabilityNormalizer)); // Remove a particle if exists with chance beta
else if (system[pos] && !system[pos + 1]) // If current location have a particle and the next one is empty - Jump right
{
system[pos] = false;
system[pos + 1] = true;
}
if ((j % 1000) == 0) // Just do some Loggingg
Log(system, j);
}
getchar();
return 0;
}
I would be truly grateful for whoever is willing to help and give his/her advice.
I think that your goal is to perform something called Monte Carlo Simulations.
But I have failed to fully understand your main objective (i.e. get a frequency, or average power lost, etc.)
Question 01
Since you asked about random data, I do believe you can have multiple random seeds (maybe one for each thread), I would advise you to generate the seed in the GPU using any pseudo random generator (you can use even the same as CPU), store the seeds in GPU global memory and launch as many threads you can using dynamic parallelism.
So, yes CUDA is a suitable approach, but keep in your mind the balance between time that you will require to learn and how much time you will need to get the result from your current code.
If you will take use this knowledge in the future, learn CUDA maybe worth, or if you can escalate your code in many GPUs and it is taking too much time in CPU and you will need to solve this equation very often it worth too. Looks like that you are close, but if it is a simple one time result, I would advise you to let the CPU solve it, because probably, from my experience, you will take more time learning CUDA than the CPU will take to solve it (IMHO).
Question 02
The number of threads is very usual question for rookies. The answer is very dependent of your project, but taking in your code as an insight, I would take as many I can, using every thread with a different seed.
My suggestion is to use registers are what you call "sites" (be aware that are strong limitations) and then run multiples loops to evaluate your particle, in the very same idea of a car tire a bad road (data in SMEM), so your L is limited to 255 per loop (avoid spill at your cost to your project, and less registers means more warps per block). To create perturbation, I would load vectors in the shared memory, one for alpha (short), one for beta (short) (I do assume different distributions), one "exist or not particle" in the next site (char), and another two to combine as pseudo generator source with threadID, blockID, and some current time info (to help you to pick the initial alpha, beta and exist or not) so u can reuse this rates for every thread in the block, and since the data do not change (only the reading position change) you have to sync only once after reading, also you can "random pick the perturbation position and reuse the data. The initial values can be loaded from global memory and "refreshed" after an specific number of loops to hide the loading latency. In short, you will reuse the same data in shared multiple times, but the values selected for every thread change at every interaction due to the pseudo random value. Taking in account that you are talking about large numbers and you can load different data in every block, the pseudo random algorithm should be good enough. Also, you can even use the result stored in the gpu from previous runs as random source, flip one variable and do some bit operations, so u can use every bit as a particle.
Question 03
For your specific project I would strongly recommend to avoid thread cooperation and make these completely independent. But, you can use shuffle inside the same warp, with no high cost.
Question 04
It is hard to generate truly random data, but you should worry about by how often last your period (since any generator has a period of random and them repeats). I would suggest you to use a single generator which can work in parallel to your kernel and use it feed your kernels (you can use dynamic paralelism). In your case since you want some random you should not worry a lot with consistency. I gave an example of pseudo random data use in the previous question, that may assist. Keep in your mind that there is no real random generator, but there are alternatives as internet bits for example.
Question 05
Already explained in the Question 03, but keep in your mind that you do not need a full sequence of values, only a enough part to use in multiple forms, to give enough time to your kernel just process and then you can refresh you sequence, if you guarantee to not feed block with the same sequence it will be very hard to fall into patterns.
Hope I have help, I’m working with CUDA for a bit more than a year, started just like you, and still every week I do improve my code, now it is almost good enough. Now I see how it perfectly fit my statistical challenge: cluster random things.
Good luck!

What is the probability of collision with a 6 digit random alphanumeric code?

I'm using the following perl code to generate random alphanumeric strings (uppercase letters and numbers, only) to use as unique identifiers for records in my MySQL database. The database is likely to stay under 1,000,000 rows, but the absolute realistic maximum would be around 3,000,000. Do I have a dangerous chance of 2 records having the same random code, or is it likely to happen an insignificantly small number of times? I know very little about probability (if that isn't already abundantly clear from the nature of this question) and would love someone's input.
perl -le 'print map { ("A".."Z", 0..9)[rand 36] } 1..6'
Because of the Birthday Paradox it's more likely than you might think.
There are 2,176,782,336 possible codes, but even inserting just 50,000 rows there is already a quite high chance of a collision. For 1,000,000 rows it is almost inevitable that there will be many collisions (I think about 250 on average).
I ran a few tests and this is the number of codes I could generate before the first collision occurred:
73366
59307
79297
36909
Collisions will become more frequent as the number of codes increases.
Here was my test code (written in Python):
>>> import random
>>> codes = set()
>>> while 1:
code=''.join(random.choice('1234567890qwertyuiopasdfghjklzxcvbnm')for x in range(6))
if code in codes: break
codes.add(code)
>>> len(codes)
36909
Well, you have 36**6 possible codes, which is about 2 billion. Call this d. Using a formula found here, we find that the probability of a collision, for n codes, is approximately
1 - ((d-1)/d)**(n*(n-1)/2)
For any n over 50,000 or so, that's pretty high.
Looks like a 10-character code has a collision probability of only about 1/800. So go with 10 or more.
Based on the equations given at http://en.wikipedia.org/wiki/Birthday_paradox#Approximation_of_number_of_people, there is a 50% chance of encountering at least one collision after inserting only 55,000 records or so into a universe of this size:
http://wolfr.am/niaHIF
Trying to insert two to six times as many records will almost certainly lead to a collision. You'll need to assign codes nonrandomly, or use a larger code.
As mentioned previously, the birthday paradox makes this event quite likely. In particular, a accurate approximation can be determined when the problem is cast as a collision problem. Let p(n; d) be the probability that at least two numbers are the same, d be the number of combinations and n the number of trails. Then, we can show that p(n; d) is approximately equal to:
1 - ((d-1)/d)^(n*(n-1)/2)
We can easily plot this in R:
> d = 2176782336
> n = 1:100000
> plot(n,1 - ((d-1)/d)^(n*(n-1)/2), type='l')
which gives
As you can see the collision probability increases very quickly with the number of trials/rows
While I don't know the specifics of exactly how you want to use these pseudo-random IDs, you may want to consider generating an array of 3000000 integers (from 1 to 3000000) and randomly shuffling it. That would guarantee that the numbers are unique.
See Fisher-Yates shuffle on Wikipedia.
A caution: Beware of relying on the built-in rand where the quality of the pseudo random number generator matters. I recently found out about Math::Random::MT::Auto:
The Mersenne Twister is a fast pseudorandom number generator (PRNG) that is capable of providing large volumes (> 10^6004) of "high quality" pseudorandom data to applications that may exhaust available "truly" random data sources or system-provided PRNGs such as rand.
The module provides a drop in replacement for rand which is handy.
You can generate the sequence of keys with the following code:
#!/usr/bin/env perl
use warnings; use strict;
use Math::Random::MT::Auto qw( rand );
my $SEQUENCE_LENGTH = 1_000_000;
my %dict;
my $picks;
for my $i (1 .. $SEQUENCE_LENGTH) {
my $pick = pick_one();
$picks += 1;
redo if exists $dict{ $pick };
$dict{ $pick } = undef;
}
printf "Generated %d keys with %d picks\n", scalar keys %dict, $picks;
sub pick_one {
join '', map { ("A".."Z", 0..9)[rand 36] } 1..6;
}
Some time ago, I wrote about the limited range of built-in rand on Windows. You may not be on Windows, but there might be other limitations or pitfalls on your system.

Determining edge weights given a list of walks in a graph

These questions regard a set of data with lists of tasks performed in succession and the total time required to complete them. I've been wondering whether it would be possible to determine useful things about the tasks' lengths, either as they are or with some initial guesstimation based on appropriate domain knowledge. I've come to think graph theory would be the way to approach this problem in the abstract, and have a decent basic grasp of the stuff, but I'm unable to know for certain whether I'm on the right track. Furthermore, I think it's a pretty interesting question to crack. So here we go:
Is it possible to determine the weights of edges in a directed weighted graph, given a list of walks in that graph with the lengths (summed weights) of said walks? I recognize the amount and quality of permutations on the routes taken by the walks will dictate the quality of any possible answer, but let's assume all possible walks and their lengths are given. If a definite answer isn't possible, what kind of things can be concluded about the graph? How would you arrive at those conclusions?
What if there were several similar walks with possibly differing lengths given? Can you calculate a decent average (or other illustrative measure) for each edge, given enough permutations on different routes to take? How will discounting some permutations from the available data set affect the calculation's accuracy?
Finally, what if you had a set of initial guesses as to the weights and had to refine those using the walks given? Would that improve upon your guesstimation ability, and how could you apply the extra information?
EDIT: Clarification on the difficulties of a plain linear algebraic approach. Consider the following set of walks:
a = 5
b = 4
b + c = 5
a + b + c = 8
A matrix equation with these values is unsolvable, but we'd still like to estimate the terms. There might be some helpful initial data available, such as in scenario 3, and in any case we can apply knowledge of the real world - such as that the length of a task can't be negative. I'd like to know if you have ideas on how to ensure we get reasonable estimations and that we also know what we don't know - eg. when there's not enough data to tell a from b.
Seems like an application of linear algebra.
You have a set of linear equations which you need to solve. The variables being the lengths of the tasks (or edge weights).
For instance if the tasks lengths were t1, t2, t3 for 3 tasks.
And you are given
t1 + t2 = 2 (task 1 and 2 take 2 hours)
t1 + t2 + t3 = 7 (all 3 tasks take 7 hours)
t2 + t3 = 6 (tasks 2 and 3 take 6 hours)
Solving gives t1 = 1, t2 = 1, t3 = 5.
You can use any linear algebra techniques (for eg: http://en.wikipedia.org/wiki/Gaussian_elimination) to solve these, which will tell you if there is a unique solution, no solution or an infinite number of solutions (no other possibilities are possible).
If you find that the linear equations do not have a solution, you can try adding a very small random number to some of the task weights/coefficients of the matrix and try solving it again. (I believe falls under Perturbation Theory). Matrices are notorious for radically changing behavior with small changes in the values, so this will likely give you an approximate answer reasonably quickly.
Or maybe you can try introducing some 'slack' task in each walk (i.e add more variables) and try to pick the solution to the new equations where the slack tasks satisfy some linear constraints (like 0 < s_i < 0.0001 and minimize sum of s_i), using Linear Programming Techniques.
Assume you have an unlimited number of arbitrary characters to represent each edge. (a,b,c,d etc)
w is a list of all the walks, in the form of 0,a,b,c,d,e etc. (the 0 will be explained later.)
i = 1
if #w[i] ~= 1 then
replace w[2] with the LENGTH of w[i], minus all other values in w.
repeat forever.
Example:
0,a,b,c,d,e 50
0,a,c,b,e 20
0,c,e 10
So:
a is the first. Replace all instances of "a" with 50, -b,-c,-d,-e.
New data:
50, 50
50,-b,-d, 20
0,c,e 10
And, repeat until one value is left, and you finish! Alternatively, the first number can simply be subtracted from the length of each walk.
I'd forget about graphs and treat lists of tasks as vectors - every task represented as a component with value equal to it's cost (time to complete in this case.
In tasks are in different orderes initially, that's where to use domain knowledge to bring them to a cannonical form and assign multipliers if domain knowledge tells you that the ratio of costs will be synstantially influenced by ordering / timing. Timing is implicit initial ordering but you may have to make a function of time just for adjustment factors (say drivingat lunch time vs driving at midnight). Function might be tabular/discrete. In general it's always much easier to evaluate ratios and relative biases (hardnes of doing something). You may need a functional language to do repeated rewrites of your vectors till there's nothing more that romain knowledge and rules can change.
With cannonical vectors consider just presence and absence of task (just 0|1 for this iteratioon) and look for minimal diffs - single task diffs first - that will provide estimates which small number of variables. Keep doing this recursively, be ready to back track and have a heuristing rule for goodness or quality of estimates so far. Keep track of good "rounds" that you backtraced from.
When you reach minimal irreducible state - dan't many any more diffs - all vectors have the same remaining tasks then you can do some basic statistics like variance, mean, median and look for big outliers and ways to improve initial domain knowledge based estimates that lead to cannonical form. If you finsd a lot of them and can infer new rules, take them in and start the whole process from start.
Yes, this can cost a lot :-)

What is the proper method of constraining a pseudo-random number to a smaller range?

What is the best way to constrain the values of a PRNG to a smaller range? If you use modulus and the old max number is not evenly divisible by the new max number you bias toward the 0 through (old_max - new_max - 1). I assume the best way would be something like this (this is floating point, not integer math)
random_num = PRNG() / max_orginal_range * max_smaller_range
But something in my gut makes me question that method (maybe floating point implementation and representation differences?).
The random number generator will produce consistent results across hardware and software platforms, and the constraint needs to as well.
I was right to doubt the pseudocode above (but not for the reasons I was thinking). MichaelGG's answer got me thinking about the problem in a different way. I can model it using smaller numbers and test every outcome. So, let's assume we have a PRNG that produces a random number between 0 and 31 and you want the smaller range to be 0 to 9. If you use modulus you bias toward 0, 1, 2, and 3. If you use the pseudocode above you bias toward 0, 2, 5, and 7. I don't think there can be a good way to map one set into the other. The best that I have come up with so far is to regenerate the random numbers that are greater than old_max/new_max, but that has deep problems as well (reducing the period, time to generate new numbers until one is in the right range, etc.).
I think I may have naively approached this problem. It may be time to start some serious research into the literature (someone has to have tackled this before).
I know this might not be a particularly helpful answer, but I think the best way would be to conceive of a few different methods, then trying them out a few million times, and check the result sets.
When in doubt, try it yourself.
EDIT
It should be noted that many languages (like C#) have built in limiting in their functions
int maximumvalue = 20;
Random rand = new Random();
rand.Next(maximumvalue);
And whenever possible, you should use those rather than any code you would write yourself. Don't Reinvent The Wheel.
This problem is akin to rolling a k-sided die given only a p-sided die, without wasting randomness.
In this sense, by Lemma 3 in "Simulating a dice with a dice" by B. Kloeckner, this waste is inevitable unless "every prime number dividing k also divides p". Thus, for example, if p is a power of 2 (and any block of random bits is the same as rolling a die with a power of 2 number of faces) and k has prime factors other than 2, the best you can do is get arbitrarily close to no waste of randomness, such as by batching multiple rolls of the p-sided die until p^n is "close enough" to a power of k.
Let me also go over some of your concerns about regenerating random numbers:
"Reducing the period": Besides batching of bits, this concern can be dealt with in several ways:
Use a PRNG with a bigger "period" (maximum cycle length).
Add a Bays–Durham shuffle to the PRNG's implementation.
Use a "true" random number generator; this is not trivial.
Employ randomness extraction, which is discussed in Devroye and Gravel 2015-2020 and in my Note on Randomness Extraction. However, randomness extraction is pretty involved.
Ignore the problem, especially if it isn't a security application or serious simulation.
"Time to generate new numbers until one is in the right range": If you want unbiased random numbers, then any algorithm that does so will generally have to run forever in the worst case. Again, by Lemma 3, the algorithm will run forever in the worst case unless "every prime number dividing k also divides p", which is not the case if, say, k is 10 and p is 32.
See also the question: How to generate a random integer in the range [0,n] from a stream of random bits without wasting bits?, especially my answer there.
If PRNG() is generating uniformly distributed random numbers then the above looks good. In fact (if you want to scale the mean etc.) the above should be fine for all purposes. I guess you need to ask what the error associated with the original PRNG() is, and whether further manipulating will add to that substantially.
If in doubt, generate an appropriately sized sample set, and look at the results in Excel or similar (to check your mean / std.dev etc. for what you'd expect)
If you have access to a PRNG function (say, random()) that'll generate numbers in the range 0 <= x < 1, can you not just do:
random_num = (int) (random() * max_range);
to give you numbers in the range 0 to max_range?
Here's how the CLR's Random class works when limited (as per Reflector):
long num = maxValue - minValue;
if (num <= 0x7fffffffL) {
return (((int) (this.Sample() * num)) + minValue);
}
return (((int) ((long) (this.GetSampleForLargeRange() * num))) + minValue);
Even if you're given a positive int, it's not hard to get it to a double. Just multiply the random int by (1/maxint). Going from a 32-bit int to a double should provide adequate precision. (I haven't actually tested a PRNG like this, so I might be missing something with floats.)
Psuedo random number generators are essentially producing a random series of 1s and 0s, which when appended to each other, are an infinitely large number in base two. each time you consume a bit from you're prng, you are dividing that number by two and keeping the modulus. You can do this forever without wasting a single bit.
If you need a number in the range [0, N), then you need the same, but instead of base two, you need base N. It's basically trivial to convert the bases. Consume the number of bits you need, return the remainder of those bits back to your prng to be used next time a number is needed.