Javascript- Lodash shuffle vs. Math.Random() - javascript

I'm in the process of coding a simple BlackJack game in Javascript. So far, I have an array like this:
var deckArray = [ "card1", "card2",...,"card52" ]
I have a "deal" function set up like this:
var deal = function(){
var card = Math.floor(Math.random() * deckArray.length);
return deckArray.splice(card,1)[0];
};
Since I'm already using Math.random to randomly choose from the deckArray, would it be redundant for me to incorporate a "shuffle" function with Lodash like this?
var shuffle = function(){
deckArray = _.shuffle(deckNames);
};

I think it would. With real cards we shuffle the deck and then pick some cards from the top of the top of the deck. This is what you'll probably be doing with the shuffle function, thereby modelling the real world use.
With Math.Random(), you're randomly picking a card from an un-shuffled deck. The key here is randomness (which is not really random btw). So, although this isn't modelled after the real world use, the end result is the same.
I would suggest Math.Random() because it will, although not significantly, be faster than using _.shuffle's (Fisher–Yates) algorithm.

Related

My shuffle function is stopping at 26 for unknown reasons. How can I get it to shuffle all the cards?

Okay, so I am pulling my hair out with this one. I am trying to make a function that will shuffle a virtual deck of cards. I saw examples online, but they were written in some syntax I am unfamiliar with. I really couldn't understand what was going on so I tried to write my own. Anyway, the way I am going about it, I am making a duplicate array and then randomly picking cards out of the first array and putting them into the second array one by one, then deleting the randomly selected card. Here's my code. The function is stopping once the length of the original array reaches 26.
shuffleDeck: function (deck) {
var newDeck = deck;
for (i = 0; i<newDeck.length;i++){
randomIndex = Math.floor(Math.random() * deck.length);
newDeck[i] = deck[randomIndex];
deck.splice(randomIndex,1);
console.log(deck.length);
}
return newDeck;
}
Arrays are passed by reference in JavaScript so the splice is removing from the array which is why it stops
See
http://orizens.com/wp/topics/javascript-arrays-passing-by-reference-or-by-value/
You can do
var newDeck = deck.slice(0);
For a copy

Create a new collection from an existing one backbone.js

I have a view that should render models for the player who has the maximum points between all the teams. There are many ways to do this but here is the path I am leading down.
getMax : function(attribute) {
return this.collection.max(function (team) {
//return team.get('players').get(attribute);
var test = new PlayersCollection(team.get('players'));
console.log(test)
}, this);
},
This is in a marionette collectionView for teams (well composite, but it works like a collection). I understand why test returns the players for each team, but I can't think of a way to merge all the players into one collection then query who is the max points leader.
That said I may be able to avoid merging them in the first place if there is a way to determine who is the leader, but since the collection is nested I am a little stumped.
Since this.collection are the Teams, I thought something like this.collection.get('players').get('points') would allow me to get the max value of all the teams, but that didn't work.
Weird solution 1 I did a little hacking and came up with this. Alot of problems with this because Its stripped of backbone functionality meaning I cant return the model of the max player, only the points of that player, thats it.. still thinking (brain bleeding lol)
teams = App.data.teams
var points1 = teams.get('5368dcc1227a937829b2cb4a').players.pluck('points')
console.log(points1)
var points2 = teams.get('5368dcd9227a937829b2cb4c').players.pluck('points')
console.log(points2)
var test = points1.concat(points2);
console.log(test)
var maxi = _.max(test);
console.log(maxi)
Slightly better solution 2 merging the object arrays
teams = App.data.teams
var home = teams.get('5368dcc1227a937829b2cb4a').players.models;
var away = teams.get('5368dcd9227a937829b2cb4c').players.models;
all = home.concat(away);
console.log(all)
I think what you are looking for is something like this:
_.max(this.collection.get('players').pluck('points'));
Okay so I think I managed to create a somewhat elegant solution, playing in the console can really teach you a lot (highly recommended if you want to get better).
teams = App.data.teams
var home = teams.get('5368dcc1227a937829b2cb4a').players.models;
var away = teams.get('5368dcd9227a937829b2cb4c').players.models;
all = home.concat(away);
leaders = new PlayersCollection(all)
function mostPoints() {
return leaders.max(function(leader) {
return leader.get('points');
});
}
mostPoints();
Now the function will return the model of the player who has the most points out of everyone, pretty cool!

Seed-based world generation using sin

I'm tried to make some world generation mechanism using Math.random() whenever I needed something random, but then decided that I wanted it seed-based, so, given a seed, I changed all of the Math.random() to Math.sin(seed++)/2+0.5, hoping it would do the same thing, but would be the same if the seed was the same seed.
Then someone made me notice that the sin wave hasn't got even distribution, and finally I saw why some of my code was working strangely.
I was wondering if there was a simple fix, or if there isn't, another very simple seed based randomizer like this
So, I looked at your method, t1wc, and I found that it isn't actually evenly distributed. It is significantly more likely to spit out numbers near 0 or near 1 than it is to spit out numbers near 0.5, for example. This is just a consequence of the way that the sine function works.
Instead, you might try using a method called Blum Blum Shub (named after the authors of the original paper, wonderfully). It is evenly distributed and quite fast. Given a seed, it works as follows:
Square the seed and put the result in a temporary variable (x).
Take the mod of x base M.
M is a product of two large primes.
The value of x is a new seed to be used for future calculations.
Return x/M as your pseudo-random number. It will be evenly distributed between 0 and 1.
Below is a simple implementation of a Blum Blum Shub:
var SeededRand = function(seed, mod1, mod2)
{
return function()
{
seed = (seed*seed) % (mod1*mod2);
return seed/(mod1*mod2);
};
};
If you want to make a new random number generator, you just call:
var rand = SeededRand(seed, mod1, mod2);
Where seed is some initial seed (1234567890 works well), and mod1 and mod2 are some large primes (7247 and 7823 work well). rand is just a variable that I've defined to hold the output.
Now, to start getting random values, you just call:
rand();
Which will spit out a different value each time you run it.
If you have any questions, please ask!
There is a very nice seed-based randomizing script already made. It can be found here.
ok guys, found out this is what I'm really looking for:
(((Math.sin(seed.value++)/2+0.5)*10000)%100)/100
It sends out even spreaded numbers, and I guess it's a lot simpler than any other number generator I've seen

Is it correct to use JavaScript Array.sort() method for shuffling?

I was helping somebody out with his JavaScript code and my eyes were caught by a section that looked like that:
function randOrd(){
return (Math.round(Math.random())-0.5);
}
coords.sort(randOrd);
alert(coords);
My first though was: hey, this can't possibly work! But then I did some experimenting and found that it indeed at least seems to provide nicely randomized results.
Then I did some web search and almost at the top found an article from which this code was most ceartanly copied. Looked like a pretty respectable site and author...
But my gut feeling tells me, that this must be wrong. Especially as the sorting algorithm is not specified by ECMA standard. I think different sorting algoritms will result in different non-uniform shuffles. Some sorting algorithms may probably even loop infinitely...
But what do you think?
And as another question... how would I now go and measure how random the results of this shuffling technique are?
update: I did some measurements and posted the results below as one of the answers.
After Jon has already covered the theory, here's an implementation:
function shuffle(array) {
var tmp, current, top = array.length;
if(top) while(--top) {
current = Math.floor(Math.random() * (top + 1));
tmp = array[current];
array[current] = array[top];
array[top] = tmp;
}
return array;
}
The algorithm is O(n), whereas sorting should be O(n log n). Depending on the overhead of executing JS code compared to the native sort() function, this might lead to a noticable difference in performance which should increase with array sizes.
In the comments to bobobobo's answer, I stated that the algorithm in question might not produce evenly distributed probabilities (depending on the implementation of sort()).
My argument goes along these lines: A sorting algorithm requires a certain number c of comparisons, eg c = n(n-1)/2 for Bubblesort. Our random comparison function makes the outcome of each comparison equally likely, ie there are 2^c equally probable results. Now, each result has to correspond to one of the n! permutations of the array's entries, which makes an even distribution impossible in the general case. (This is a simplification, as the actual number of comparisons neeeded depends on the input array, but the assertion should still hold.)
As Jon pointed out, this alone is no reason to prefer Fisher-Yates over using sort(), as the random number generator will also map a finite number of pseudo-random values to the n! permutations. But the results of Fisher-Yates should still be better:
Math.random() produces a pseudo-random number in the range [0;1[. As JS uses double-precision floating point values, this corresponds to 2^x possible values where 52 ≤ x ≤ 63 (I'm too lazy to find the actual number). A probability distribution generated using Math.random() will stop behaving well if the number of atomic events is of the same order of magnitude.
When using Fisher-Yates, the relevant parameter is the size of the array, which should never approach 2^52 due to practical limitations.
When sorting with a random comparision function, the function basically only cares if the return value is positive or negative, so this will never be a problem. But there is a similar one: Because the comparison function is well-behaved, the 2^c possible results are, as stated, equally probable. If c ~ n log n then 2^c ~ n^(a·n) where a = const, which makes it at least possible that 2^c is of same magnitude as (or even less than) n! and thus leading to an uneven distribution, even if the sorting algorithm where to map onto the permutaions evenly. If this has any practical impact is beyond me.
The real problem is that the sorting algorithms are not guaranteed to map onto the permutations evenly. It's easy to see that Mergesort does as it's symmetric, but reasoning about something like Bubblesort or, more importantly, Quicksort or Heapsort, is not.
The bottom line: As long as sort() uses Mergesort, you should be reasonably safe except in corner cases (at least I'm hoping that 2^c ≤ n! is a corner case), if not, all bets are off.
It's never been my favourite way of shuffling, partly because it is implementation-specific as you say. In particular, I seem to remember that the standard library sorting from either Java or .NET (not sure which) can often detect if you end up with an inconsistent comparison between some elements (e.g. you first claim A < B and B < C, but then C < A).
It also ends up as a more complex (in terms of execution time) shuffle than you really need.
I prefer the shuffle algorithm which effectively partitions the collection into "shuffled" (at the start of the collection, initially empty) and "unshuffled" (the rest of the collection). At each step of the algorithm, pick a random unshuffled element (which could be the first one) and swap it with the first unshuffled element - then treat it as shuffled (i.e. mentally move the partition to include it).
This is O(n) and only requires n-1 calls to the random number generator, which is nice. It also produces a genuine shuffle - any element has a 1/n chance of ending up in each space, regardless of its original position (assuming a reasonable RNG). The sorted version approximates to an even distribution (assuming that the random number generator doesn't pick the same value twice, which is highly unlikely if it's returning random doubles) but I find it easier to reason about the shuffle version :)
This approach is called a Fisher-Yates shuffle.
I would regard it as a best practice to code up this shuffle once and reuse it everywhere you need to shuffle items. Then you don't need to worry about sort implementations in terms of reliability or complexity. It's only a few lines of code (which I won't attempt in JavaScript!)
The Wikipedia article on shuffling (and in particular the shuffle algorithms section) talks about sorting a random projection - it's worth reading the section on poor implementations of shuffling in general, so you know what to avoid.
I did some measurements of how random the results of this random sort are...
My technique was to take a small array [1,2,3,4] and create all (4! = 24) permutations of it. Then I would apply the shuffling function to the array a large number of times and count how many times each permutation is generated. A good shuffling algoritm would distribute the results quite evenly over all the permutations, while a bad one would not create that uniform result.
Using the code below I tested in Firefox, Opera, Chrome, IE6/7/8.
Surprisingly for me, the random sort and the real shuffle both created equally uniform distributions. So it seems that (as many have suggested) the main browsers are using merge sort. This of course doesn't mean, that there can't be a browser out there, that does differently, but I would say it means, that this random-sort-method is reliable enough to use in practice.
EDIT: This test didn't really measured correctly the randomness or lack thereof. See the other answer I posted.
But on the performance side the shuffle function given by Cristoph was a clear winner. Even for small four-element arrays the real shuffle performed about twice as fast as random-sort!
// The shuffle function posted by Cristoph.
var shuffle = function(array) {
var tmp, current, top = array.length;
if(top) while(--top) {
current = Math.floor(Math.random() * (top + 1));
tmp = array[current];
array[current] = array[top];
array[top] = tmp;
}
return array;
};
// the random sort function
var rnd = function() {
return Math.round(Math.random())-0.5;
};
var randSort = function(A) {
return A.sort(rnd);
};
var permutations = function(A) {
if (A.length == 1) {
return [A];
}
else {
var perms = [];
for (var i=0; i<A.length; i++) {
var x = A.slice(i, i+1);
var xs = A.slice(0, i).concat(A.slice(i+1));
var subperms = permutations(xs);
for (var j=0; j<subperms.length; j++) {
perms.push(x.concat(subperms[j]));
}
}
return perms;
}
};
var test = function(A, iterations, func) {
// init permutations
var stats = {};
var perms = permutations(A);
for (var i in perms){
stats[""+perms[i]] = 0;
}
// shuffle many times and gather stats
var start=new Date();
for (var i=0; i<iterations; i++) {
var shuffled = func(A);
stats[""+shuffled]++;
}
var end=new Date();
// format result
var arr=[];
for (var i in stats) {
arr.push(i+" "+stats[i]);
}
return arr.join("\n")+"\n\nTime taken: " + ((end - start)/1000) + " seconds.";
};
alert("random sort: " + test([1,2,3,4], 100000, randSort));
alert("shuffle: " + test([1,2,3,4], 100000, shuffle));
Interestingly, Microsoft used the same technique in their pick-random-browser-page.
They used a slightly different comparison function:
function RandomSort(a,b) {
return (0.5 - Math.random());
}
Looks almost the same to me, but it turned out to be not so random...
So I made some testruns again with the same methodology used in the linked article, and indeed - turned out that the random-sorting-method produced flawed results. New test code here:
function shuffle(arr) {
arr.sort(function(a,b) {
return (0.5 - Math.random());
});
}
function shuffle2(arr) {
arr.sort(function(a,b) {
return (Math.round(Math.random())-0.5);
});
}
function shuffle3(array) {
var tmp, current, top = array.length;
if(top) while(--top) {
current = Math.floor(Math.random() * (top + 1));
tmp = array[current];
array[current] = array[top];
array[top] = tmp;
}
return array;
}
var counts = [
[0,0,0,0,0],
[0,0,0,0,0],
[0,0,0,0,0],
[0,0,0,0,0],
[0,0,0,0,0]
];
var arr;
for (var i=0; i<100000; i++) {
arr = [0,1,2,3,4];
shuffle3(arr);
arr.forEach(function(x, i){ counts[x][i]++;});
}
alert(counts.map(function(a){return a.join(", ");}).join("\n"));
I have placed a simple test page on my website showing the bias of your current browser versus other popular browsers using different methods to shuffle. It shows the terrible bias of just using Math.random()-0.5, another 'random' shuffle that isn't biased, and the Fisher-Yates method mentioned above.
You can see that on some browsers there is as high as a 50% chance that certain elements will not change place at all during the 'shuffle'!
Note: you can make the implementation of the Fisher-Yates shuffle by #Christoph slightly faster for Safari by changing the code to:
function shuffle(array) {
for (var tmp, cur, top=array.length; top--;){
cur = (Math.random() * (top + 1)) << 0;
tmp = array[cur]; array[cur] = array[top]; array[top] = tmp;
}
return array;
}
Test results: http://jsperf.com/optimized-fisher-yates
I think it's fine for cases where you're not picky about distribution and you want the source code to be small.
In JavaScript (where the source is transmitted constantly), small makes a difference in bandwidth costs.
It's been four years, but I'd like to point out that the random comparator method won't be correctly distributed, no matter what sorting algorithm you use.
Proof:
For an array of n elements, there are exactly n! permutations (i.e. possible shuffles).
Every comparison during a shuffle is a choice between two sets of permutations. For a random comparator, there is a 1/2 chance of choosing each set.
Thus, for each permutation p, the chance of ending up with permutation p is a fraction with denominator 2^k (for some k), because it is a sum of such fractions (e.g. 1/8 + 1/16 = 3/16).
For n = 3, there are six equally-likely permutations. The chance of each permutation, then, is 1/6. 1/6 can't be expressed as a fraction with a power of 2 as its denominator.
Therefore, the coin flip sort will never result in a fair distribution of shuffles.
The only sizes that could possibly be correctly distributed are n=0,1,2.
As an exercise, try drawing out the decision tree of different sort algorithms for n=3.
There is a gap in the proof: If a sort algorithm depends on the consistency of the comparator, and has unbounded runtime with an inconsistent comparator, it can have an infinite sum of probabilities, which is allowed to add up to 1/6 even if every denominator in the sum is a power of 2. Try to find one.
Also, if a comparator has a fixed chance of giving either answer (e.g. (Math.random() < P)*2 - 1, for constant P), the above proof holds. If the comparator instead changes its odds based on previous answers, it may be possible to generate fair results. Finding such a comparator for a given sorting algorithm could be a research paper.
It is a hack, certainly. In practice, an infinitely looping algorithm is not likely.
If you're sorting objects, you could loop through the coords array and do something like:
for (var i = 0; i < coords.length; i++)
coords[i].sortValue = Math.random();
coords.sort(useSortValue)
function useSortValue(a, b)
{
return a.sortValue - b.sortValue;
}
(and then loop through them again to remove the sortValue)
Still a hack though. If you want to do it nicely, you have to do it the hard way :)
If you're using D3 there is a built-in shuffle function (using Fisher-Yates):
var days = ['Lundi','Mardi','Mercredi','Jeudi','Vendredi','Samedi','Dimanche'];
d3.shuffle(days);
And here is Mike going into details about it:
http://bost.ocks.org/mike/shuffle/
No, it is not correct. As other answers have noted, it will lead to a non-uniform shuffle and the quality of the shuffle will also depend on which sorting algorithm the browser uses.
Now, that might not sound too bad to you, because even if theoretically the distribution is not uniform, in practice it's probably nearly uniform, right? Well, no, not even close. The following charts show heat-maps of which indices each element gets shuffled to, in Chrome and Firefox respectively: if the pixel (i, j) is green, it means the element at index i gets shuffled to index j too often, and if it's red then it gets shuffled there too rarely.
These screenshots are taken from Mike Bostock's page on this subject.
As you can see, shuffling using a random comparator is severely biased in Chrome and even more so in Firefox. In particular, both have a lot of green along the diagonal, meaning that too many elements get "shuffled" somewhere very close to where they were in the original sequence. In comparison, a similar chart for an unbiased shuffle (e.g. using the Fisher-Yates algorithm) would be all pale yellow with just a small amount of random noise.
Here's an approach that uses a single array:
The basic logic is:
Starting with an array of n elements
Remove a random element from the array and push it onto the array
Remove a random element from the first n - 1 elements of the array and push it onto the array
Remove a random element from the first n - 2 elements of the array and push it onto the array
...
Remove the first element of the array and push it onto the array
Code:
for(i=a.length;i--;) a.push(a.splice(Math.floor(Math.random() * (i + 1)),1)[0]);
Can you use the Array.sort() function to shuffle an array – Yes.
Are the results random enough – No.
Consider the following code snippet:
/*
* The following code sample shuffles an array using Math.random() trick
* After shuffling, the new position of each item is recorded
* The process is repeated 100 times
* The result is printed out, listing each item and the number of times
* it appeared on a given position after shuffling
*/
var array = ["a", "b", "c", "d", "e"];
var stats = {};
array.forEach(function(v) {
stats[v] = Array(array.length).fill(0);
});
var i, clone;
for (i = 0; i < 100; i++) {
clone = array.slice();
clone.sort(function() {
return Math.random() - 0.5;
});
clone.forEach(function(v, i) {
stats[v][i]++;
});
}
Object.keys(stats).forEach(function(v, i) {
console.log(v + ": [" + stats[v].join(", ") + "]");
});
Sample output:
a: [29, 38, 20, 6, 7]
b: [29, 33, 22, 11, 5]
c: [17, 14, 32, 17, 20]
d: [16, 9, 17, 35, 23]
e: [ 9, 6, 9, 31, 45]
Ideally, the counts should be evenly distributed (for the above example, all counts should be around 20). But they are not. Apparently, the distribution depends on what sorting algorithm is implemented by the browser and how it iterates the array items for sorting.
There is nothing wrong with it.
The function you pass to .sort() usually looks something like
function sortingFunc( first, second )
{
// example:
return first - second ;
}
Your job in sortingFunc is to return:
a negative number if first goes before second
a positive number if first should go after second
and 0 if they are completely equal
The above sorting function puts things in order.
If you return -'s and +'s randomly as what you have, you get a random ordering.
Like in MySQL:
SELECT * from table ORDER BY rand()

Randomizing elements in an array?

I've created a site for an artist friend of mine, and she wants the layout to stay the same, but she also wants new paintings she'd produced to be mixed into the current layout. So I have 12 thumbnails (thumb1 - thumb12) on the main gallery page and 18 images (img1 - img18) to place as well
The approach I thought of was to create an array of all the images, randomize it, then simply scrape off the first 12 and load them into the thumb slots. Another approach would be to select 12 images randomly from the array. In the first case, I can't find a way to randomize the elements of an array. In the latter case, I can't wrap my brain around how to keep images from loading more than once, other than using a second array, which seems very inefficient and scary.
I'm doing all of this in Javascript, by the way.
I wrote this a while ago and it so happens to fit what you're looking for. I believe it's the Fisher-Yates shuffle that ojblass refers to:
Array.prototype.shuffle = function() {
var i = this.length;
while (--i) {
var j = Math.floor(Math.random() * (i + 1))
var temp = this[i];
this[i] = this[j];
this[j] = temp;
}
return this; // for convenience, in case we want a reference to the array
};
Note that modifying Array.prototype may be considered bad form. You might want to implement this as a standalone method that takes the array as an argument. Anyway, to finish it off:
var randomSubset = originalArray.shuffle().slice(0,13);
Or, if you don't want to actually modify the original:
var randomSubset = originalArray.slice(0).shuffle().slice(0,13);
You should implement the Fisher-Yates shuffle (otherwise known as the Knuth shuffle).
Look at the great answer provided here.
Your first approach would work. Just shuffle the 18 elements and take the first 12.
I recently came across this problem myself. The post here helped: http://waseemsakka.com/2012/02/14/javascript-dropping-the-last-parts-of-an-array-and-randomizing-the-order-of-an-array/ .
Basically, start by randomizing your array:
thumbs.sort(function(a, b) {
return Math.random() - 0.5;
})
This will randomize the order of your 18 elements. Then to only keep the first 12 elements, you would just drop the last 6:
thumbs.length = 12;

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