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Subject: Re: [boost] [random] Quantization effects in generating floating point values
From: Steven Watanabe (watanabesj_at_[hidden])
Date: 2015-03-05 11:28:21


AMDG

On 03/05/2015 06:39 AM, John Maddock wrote:
> First off, I notice there are no examples for generating floating point
> values in Boost.Random, so maybe what follows is based on a
> misunderstanding, or maybe not...
>
> Lets say I generate values in [0,1] like so:
>
> boost::random::mt19937 engine;
> boost::random::uniform_01<boost::random::mt19937, FPT> d(engine);
>
> FPT d = d(); //etc
>
> Where FPT is some floating point type.
>

<aside>
You're using the old interface to uniform_01 here,
which is deprecated because it is inconsistent
with the rest of the distributions.
</aside>

> Now my concern is that we're taking a 32-bit random integer and
> "stretching" it to a floating point type with rather more bits (53 for a
> double, maybe 113 for a long double, even more in the multi-precision
> world). So quantization effects will mean that there are many values
> which can never be generated.
>
> It's true that I could use independent_bits_engine to gang together
> multiple random values and then pass that to uniform_01, however that
> supposes we have an unsigned integer type available with enough bits.
> cpp_int from boost.multiprecision would do it, and this does work, but
> the conversions involved aren't particularly cheap. It occurs to me
> that an equivalent to independent_bit_engine but for floating point
> types could be much more efficient - especially in the binary floating
> point case.
>

It's called generate_canonical.

> So I guess my questions are:
>
> Am I worrying unnecessarily? and

I don't think so. I haven't worried about
it much because, as Thijs points out, using
a 64-bit engine works well enough for
float and double, which accounts for
most use cases. For multiprecision, it
could be an issue.

> What is best practice in this area anyway?
>

I really don't know.

In Christ,
Steven Watanabe


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