Random #
Luanti provides four different random sources, each with its own merits. Modders must choose wisely unless they can let the engine do the random for them (e.g. randomly picking a sound or a texture for particles).
Lua builtins #
Not restricted by mod security, these functions are available to both SSMs and CSMs:
math.randomseed
#
Seed the random. Luanti already does this for you using the system time.
Info
Do not seed the random to turn it into a deterministic random source as other mods may expect it to be “non-deterministic”.
Conversely, do not rely on the random to have any particular seed either; other mods & the engine may have seeded it (using the system time) to be “non-deterministic”.
The problem with math.randomseed
is that there is only one global, hidden seed. There is no way to get the current seed out; mods can’t restore their random sequence. Mods seeding the random thus necessarily conflict - unless they all expect it to be “non-deterministic” and only seed it accordingly (ideally not at all, since the engine-side seeding should suffice).
If you need math.random
for its performance but want it to be deterministic, you may reseed the random after you’re done with it to ensure that it is “non-deterministic” again.
-- Use the random to generate a seed for the random; preferable over using system time,
-- as the latter may be deterministic
local seed = ... -- some fixed seed
local reseed = math.random(2^31-1)
math.randomseed(seed) -- temporarily make the random "deterministic"
-- ... do something using `math.random` ...
math.randomseed(reseed)
math.random
#
Get a random number. Very versatile; allows getting floats between 0
and 1
or integers in a range.
Note
The random numbers between 0
and 1
do not provide a full 52-bit mantissa full of entropy; they usually have around 32 bits of entropy.
Warning
When using this to obtain integers, make sure that both the upper & lower bound as well as their difference are within the C int
range - otherwise you may get overflows & errors.
Warning
This is not portable; different builds on different platforms will produce different random numbers. PUC Lua 5.1 builds use a system-provided random generator. LuaJIT builds use LuaJIT’s PRNG implementation. Do not use math.random
in mapgen, for example.
Tip
Use math.random
as your go-to versatile “non-deterministic” random source.
Random Number Generators #
PcgRandom
#
A seedable 32-bit signed integer pseudo-random number generator.
PcgRandom(seed)
#
Constructs a PcgRandom
instance with the given seed, which should be an integer within 32-bit bounds.
:next([min, max])
#
If min
and max
are both omitted, they default to -2^31
(-2147483648
) and 2^31 - 1
(2147483647
) respectively.
:rand_normal_dist(min, max, [num_trials])
#
Warning
No successful use of this function is documented. Consider implementing your own normal distribution instead.
min
and max
are required; they need to be integers.
Rough approximation of a normal distribution with a mean of (max - min) / 2
and a variance of (((max - min + 1) ^ 2) - 1) / (12 * num_trials)
.
num_trials
defaults to 6
. The more trials, the better the approximation.
The return value is a float.
PseudoRandom
#
A seedable 16-bit unsigned integer pseudo-random number generator.
“Uses a well-known LCG algorithm introduced by K&R.”
Perhaps the lowest-quality random generator of all.
PseudoRandom(seed)
#
Constructor: Takes a seed
and returns a PseudoRandom
object.
:next([min, max])
#
If min
and max
are both omitted, they default to 0
and 2^16-1
(32767
) respectively.
Warning
Requires ((max - min) == 32767) or ((max-min) <= 6553))
for a proper distribution.
SecureRandom
#
System-provided cryptographically secure random: An attacker should not be able to predict the generated sequence of random numbers. Use this when generating cryptographic keys or tokens.
Note
On Windows, the Win32 Crypto API is used to retrieve cryptographically secure random values which is available on every supported version of Windows. On any other platform it is retrieved from /dev/urandom
which should be available on all Unix-like platforms such as Linux and Android.
SecureRandom()
#
Constructor: Returns a SecureRandom object.
Info
Previously this could return nil
if it can’t retrieve a source of randomness, but Luanti 5.10 will always return an object and throw an error on very obscure platforms where it is not available. From a modder’s point of view you can rely on it always being available now.
:next_bytes([count])
#
Only argument is count
, an optional integer defaulting to 1
and limited to 2048
specifying how many bytes are to be returned. Returned as a Lua bytestring of length count
Benchmarking #
collectgarbage"stop" -- we don't want GC heuristics to interfere
local n = 1e8 -- number of runs
local function bench(name, constructor, invokation)
local func = assert(loadstring(([[
local r = %s
for _ = 1, %d do %s end
]]):format(constructor, n, invokation)))
local t = core.get_us_time()
func()
print(name, (core.get_us_time() - t) / n, "µs/call")
end
bench("Lua", "nil", "math.random()")
bench("PCG", "PcgRandom(42)", "r:next()")
bench("K&R", "PseudoRandom(42)", "r:next()")
bench("Secure", "assert(SecureRandom())", "r:next_bytes()")
Example output:
Lua 0.00385002 µs/call
PCG 0.05579729 µs/call
K&R 0.05859349 µs/call
Secure 0.11211887 µs/call
Comparison #
Random Source | Performance | Bytes of entropy | Seedability | Versatility | Distribution | Security | Portability |
---|---|---|---|---|---|---|---|
math.random | very good (1x) | up to 4 | global seed; seeded by default | very good | no guarantees, but usually decent enough | not cryptographically secure | varies by platform |
PcgRandom | okay (~14x) | up to 4 | per-instance seed | very good | good, decent guarantees | not cryptographically secure | always the same |
PseudoRandom | okay (~15x) | 1 to 2 | per-instance seed | outright sucks | okay-ish | not cryptographically secure | always the same |
SecureRandom | still okay (30x) | 1 to 2048 | not seedable | cryptographically secure | varies by platform |
Note: The performance comparison is a bit of an apples-to-oranges comparison for multiple reasons:
- The different generators make different guarantees regarding the randomness;
- The different generators generate different numbers of bytes per invocation - the default was arbitrarily chosen; Secure random in particular is able to generate plenty of bytes (up to 2048) with one call.
The benchmark still suffices to draw basic conclusions though, especially for the common case where a random source is simply used once (e.g. math.random() < 0.5
).
Conclusion #
- Never use
PseudoRandom
. It is strictly inferior toPcgRandom
. - Use
math.random
if you want a fast “non-deterministic” random. - Use
PcgRandom
if you need per-instance seedability and can take the performance hit. - Use
SecureRandom
if and only if you need a cryptographically secure random.