Secure random numbers in javascript? - javascript

How do I generate cryptographically secure random numbers in javascript?

There's been discussion at WHATWG on adding this to the window.crypto object. You can read the discussion and check out the proposed API and webkit bug (22049).
Just tested the following code in Chrome to get a random byte:
(function(){
var buf = new Uint8Array(1);
window.crypto.getRandomValues(buf);
alert(buf[0]);
})();

In order, I think your best bets are:
window.crypto.getRandomValues or window.msCrypto.getRandomValues
The sjcl library's randomWords function (http://crypto.stanford.edu/sjcl/)
The isaac library's random number generator (which is seeded by Math.random, so not really cryptographically secure) (https://github.com/rubycon/isaac.js)
window.crypto.getRandomValues has been implemented in Chrome for a while now, and relatively recently in Firefox as well. Unfortunately, Internet Explorer 10 and before do not implement the function. IE 11 has window.msCrypto, which accomplishes the same thing. sjcl has a great random number generator seeded from mouse movements, but there's always a chance that either the mouse won't have moved sufficiently to seed the generator, or that the user is on a mobile device where there is no mouse movement whatsoever. Thus, I recommend having a fallback case where you can still get a non-secure random number if there is no choice. Here's how I've handled this:
function GetRandomWords (wordCount) {
var randomWords;
// First we're going to try to use a built-in CSPRNG
if (window.crypto && window.crypto.getRandomValues) {
randomWords = new Int32Array(wordCount);
window.crypto.getRandomValues(randomWords);
}
// Because of course IE calls it msCrypto instead of being standard
else if (window.msCrypto && window.msCrypto.getRandomValues) {
randomWords = new Int32Array(wordCount);
window.msCrypto.getRandomValues(randomWords);
}
// So, no built-in functionality - bummer. If the user has wiggled the mouse enough,
// sjcl might help us out here
else if (sjcl.random.isReady()) {
randomWords = sjcl.random.randomWords(wordCount);
}
// Last resort - we'll use isaac.js to get a random number. It's seeded from Math.random(),
// so this isn't ideal, but it'll still greatly increase the space of guesses a hacker would
// have to make to crack the password.
else {
randomWords = [];
for (var i = 0; i < wordCount; i++) {
randomWords.push(isaac.rand());
}
}
return randomWords;
};
You'll need to include sjcl.js and isaac.js for that implementation, and be sure to start the sjcl entropy collector as soon as your page is loaded:
sjcl.random.startCollectors();
sjcl is dual-licensed BSD and GPL, while isaac.js is MIT, so it's perfectly safe to use either of those in any project. As mentioned in another answer, clipperz is another option, however for whatever bizarre reason, it is licensed under the AGPL. I have yet to see anyone who seems to understand what implications that has for a JavaScript library, but I'd universally avoid it.
One way to improve the code I've posted might be to store the state of the isaac random number generator in localStorage, so it isn't reseeded every time the page is loaded. Isaac will generate a random sequence, but for cryptography purposes, the seed is all-important. Seeding with Math.random is bad, but at least a little less bad if it isn't necessarily on every page load.

You can for instance use mouse movement as seed for random numbers, read out time and mouse position whenever the onmousemove event happens, feed that data to a whitening function and you will have some first class random at hand. Though do make sure that user has moved the mouse sufficiently before you use the data.
Edit: I have myself played a bit with the concept by making a password generator, I wouldn't guarantee that my whitening function is flawless, but being constantly reseeded I'm pretty sure that it's plenty for the job: ebusiness.hopto.org/generator.htm
Edit2: It now sort of works with smartphones, but only by disabling touch functionality while the entropy is gathered. Android won't work properly any other way.

Use window.crypto.getRandomValues, like this:
var random_num = new Uint8Array(2048 / 8); // 2048 = number length in bits
window.crypto.getRandomValues(random_num);
This is supported in all modern browsers and uses the operating system's random generator (e.g. /dev/urandom). If you need IE11 compatibility, you have to use their prefixed implementation viavar crypto = window.crypto || window.msCrypto; crypto.getRandomValues(..) though.
Note that the window.crypto API can also generate keys outright, which may be the better option.

Crypto-strong
to get cryptographic strong number from range [0, 1) (similar to Math.random()) use crypto:
let random = ()=> crypto.getRandomValues(new Uint32Array(1))[0]/2**32;
console.log( random() );

You might want to try
http://sourceforge.net/projects/clipperzlib/
It has an implementation of Fortuna which is a cryptographically secure random number generator. (Take a look at src/js/Clipperz/Crypto/PRNG.js). It appears to use the mouse as a source of randomness as well.

First of all, you need a source of entropy. For example, movement of the mouse, password, or any other. But all of these sources are very far from random, and guarantee you 20 bits of entropy, rarely more. The next step that you need to take is to use the mechanism like "Password-Based KDF" it will make computationally difficult to distinguish data from random.

Many years ago, you had to implement your own random number generator and seed it with entropy collected by mouse movement and timing information. This was the Phlogiston Era of JavaScript cryptography. These days we have window.crypto to work with.
If you need a random integer, random-number-csprng is a great choice. It securely generates a series of random bytes and then converts it into an unbiased random integer.
const randomInt = require("random-number-csprng");
(async function() {
let random = randomInt(10, 30);
console.log(`Your random number: ${random}`);
})();
If you need a random floating point number, you'll need to do a little more work. Generally, though, secure randomness is an integer problem, not a floating point problem.

I know i'm late to the party, but if you don't want to deal with the math of getting a cryptographically secure random value, i recommend using rando.js. it's a super small 2kb library that'll give you a decimal, pick something from an array, or whatever else you want- all cryptographically secure.
It's on npm too.
Here's a sample I copied from the GitHub, but it does more than this if you want to go there and read about it more.
console.log(rando()); //a floating-point number between 0 and 1 (could be exactly 0, but never exactly 1)
console.log(rando(5)); //an integer between 0 and 5 (could be 0 or 5)
console.log(rando(5, 10)); //a random integer between 5 and 10 (could be 5 or 10)
console.log(rando(5, "float")); //a floating-point number between 0 and 5 (could be exactly 0, but never exactly 5)
console.log(rando(5, 10, "float")); //a floating-point number between 5 and 10 (could be exactly 5, but never exactly 10)
console.log(rando(true, false)); //either true or false
console.log(rando(["a", "b"])); //{index:..., value:...} object representing a value of the provided array OR false if array is empty
console.log(rando({a: 1, b: 2})); //{key:..., value:...} object representing a property of the provided object OR false if object has no properties
console.log(rando("Gee willikers!")); //a character from the provided string OR false if the string is empty. Reoccurring characters will naturally form a more likely return value
console.log(rando(null)); //ANY invalid arguments return false
<script src="https://randojs.com/2.0.0.js"></script>

If you need large amounts, here's what I would do:
// Max value of random number length
const randLen = 16384
var randomId = randLen
var randomArray = new Uint32Array(randLen)
function random32() {
if (randomId === randLen) {
randomId = 0
return crypto.getRandomValues(randomArray)[randomId++] * 2.3283064365386963e-10
}
return randomArray[randomId++] * 2.3283064365386963e-10
}
function random64() {
if (randomId === randLen || randomId === randLen - 1) {
randomId = 0
crypto.getRandomValues(randomArray)
}
return randomArray[randomId++] * 2.3283064365386963e-10 + randomArray[randomId++] * 5.421010862427522e-20
}
console.log(random32())
console.log(random64())

Related

Insecure Randomness in JavaScript? [duplicate]

How do I generate cryptographically secure random numbers in javascript?
There's been discussion at WHATWG on adding this to the window.crypto object. You can read the discussion and check out the proposed API and webkit bug (22049).
Just tested the following code in Chrome to get a random byte:
(function(){
var buf = new Uint8Array(1);
window.crypto.getRandomValues(buf);
alert(buf[0]);
})();
In order, I think your best bets are:
window.crypto.getRandomValues or window.msCrypto.getRandomValues
The sjcl library's randomWords function (http://crypto.stanford.edu/sjcl/)
The isaac library's random number generator (which is seeded by Math.random, so not really cryptographically secure) (https://github.com/rubycon/isaac.js)
window.crypto.getRandomValues has been implemented in Chrome for a while now, and relatively recently in Firefox as well. Unfortunately, Internet Explorer 10 and before do not implement the function. IE 11 has window.msCrypto, which accomplishes the same thing. sjcl has a great random number generator seeded from mouse movements, but there's always a chance that either the mouse won't have moved sufficiently to seed the generator, or that the user is on a mobile device where there is no mouse movement whatsoever. Thus, I recommend having a fallback case where you can still get a non-secure random number if there is no choice. Here's how I've handled this:
function GetRandomWords (wordCount) {
var randomWords;
// First we're going to try to use a built-in CSPRNG
if (window.crypto && window.crypto.getRandomValues) {
randomWords = new Int32Array(wordCount);
window.crypto.getRandomValues(randomWords);
}
// Because of course IE calls it msCrypto instead of being standard
else if (window.msCrypto && window.msCrypto.getRandomValues) {
randomWords = new Int32Array(wordCount);
window.msCrypto.getRandomValues(randomWords);
}
// So, no built-in functionality - bummer. If the user has wiggled the mouse enough,
// sjcl might help us out here
else if (sjcl.random.isReady()) {
randomWords = sjcl.random.randomWords(wordCount);
}
// Last resort - we'll use isaac.js to get a random number. It's seeded from Math.random(),
// so this isn't ideal, but it'll still greatly increase the space of guesses a hacker would
// have to make to crack the password.
else {
randomWords = [];
for (var i = 0; i < wordCount; i++) {
randomWords.push(isaac.rand());
}
}
return randomWords;
};
You'll need to include sjcl.js and isaac.js for that implementation, and be sure to start the sjcl entropy collector as soon as your page is loaded:
sjcl.random.startCollectors();
sjcl is dual-licensed BSD and GPL, while isaac.js is MIT, so it's perfectly safe to use either of those in any project. As mentioned in another answer, clipperz is another option, however for whatever bizarre reason, it is licensed under the AGPL. I have yet to see anyone who seems to understand what implications that has for a JavaScript library, but I'd universally avoid it.
One way to improve the code I've posted might be to store the state of the isaac random number generator in localStorage, so it isn't reseeded every time the page is loaded. Isaac will generate a random sequence, but for cryptography purposes, the seed is all-important. Seeding with Math.random is bad, but at least a little less bad if it isn't necessarily on every page load.
You can for instance use mouse movement as seed for random numbers, read out time and mouse position whenever the onmousemove event happens, feed that data to a whitening function and you will have some first class random at hand. Though do make sure that user has moved the mouse sufficiently before you use the data.
Edit: I have myself played a bit with the concept by making a password generator, I wouldn't guarantee that my whitening function is flawless, but being constantly reseeded I'm pretty sure that it's plenty for the job: ebusiness.hopto.org/generator.htm
Edit2: It now sort of works with smartphones, but only by disabling touch functionality while the entropy is gathered. Android won't work properly any other way.
Use window.crypto.getRandomValues, like this:
var random_num = new Uint8Array(2048 / 8); // 2048 = number length in bits
window.crypto.getRandomValues(random_num);
This is supported in all modern browsers and uses the operating system's random generator (e.g. /dev/urandom). If you need IE11 compatibility, you have to use their prefixed implementation viavar crypto = window.crypto || window.msCrypto; crypto.getRandomValues(..) though.
Note that the window.crypto API can also generate keys outright, which may be the better option.
Crypto-strong
to get cryptographic strong number from range [0, 1) (similar to Math.random()) use crypto:
let random = ()=> crypto.getRandomValues(new Uint32Array(1))[0]/2**32;
console.log( random() );
You might want to try
http://sourceforge.net/projects/clipperzlib/
It has an implementation of Fortuna which is a cryptographically secure random number generator. (Take a look at src/js/Clipperz/Crypto/PRNG.js). It appears to use the mouse as a source of randomness as well.
First of all, you need a source of entropy. For example, movement of the mouse, password, or any other. But all of these sources are very far from random, and guarantee you 20 bits of entropy, rarely more. The next step that you need to take is to use the mechanism like "Password-Based KDF" it will make computationally difficult to distinguish data from random.
Many years ago, you had to implement your own random number generator and seed it with entropy collected by mouse movement and timing information. This was the Phlogiston Era of JavaScript cryptography. These days we have window.crypto to work with.
If you need a random integer, random-number-csprng is a great choice. It securely generates a series of random bytes and then converts it into an unbiased random integer.
const randomInt = require("random-number-csprng");
(async function() {
let random = randomInt(10, 30);
console.log(`Your random number: ${random}`);
})();
If you need a random floating point number, you'll need to do a little more work. Generally, though, secure randomness is an integer problem, not a floating point problem.
I know i'm late to the party, but if you don't want to deal with the math of getting a cryptographically secure random value, i recommend using rando.js. it's a super small 2kb library that'll give you a decimal, pick something from an array, or whatever else you want- all cryptographically secure.
It's on npm too.
Here's a sample I copied from the GitHub, but it does more than this if you want to go there and read about it more.
console.log(rando()); //a floating-point number between 0 and 1 (could be exactly 0, but never exactly 1)
console.log(rando(5)); //an integer between 0 and 5 (could be 0 or 5)
console.log(rando(5, 10)); //a random integer between 5 and 10 (could be 5 or 10)
console.log(rando(5, "float")); //a floating-point number between 0 and 5 (could be exactly 0, but never exactly 5)
console.log(rando(5, 10, "float")); //a floating-point number between 5 and 10 (could be exactly 5, but never exactly 10)
console.log(rando(true, false)); //either true or false
console.log(rando(["a", "b"])); //{index:..., value:...} object representing a value of the provided array OR false if array is empty
console.log(rando({a: 1, b: 2})); //{key:..., value:...} object representing a property of the provided object OR false if object has no properties
console.log(rando("Gee willikers!")); //a character from the provided string OR false if the string is empty. Reoccurring characters will naturally form a more likely return value
console.log(rando(null)); //ANY invalid arguments return false
<script src="https://randojs.com/2.0.0.js"></script>
If you need large amounts, here's what I would do:
// Max value of random number length
const randLen = 16384
var randomId = randLen
var randomArray = new Uint32Array(randLen)
function random32() {
if (randomId === randLen) {
randomId = 0
return crypto.getRandomValues(randomArray)[randomId++] * 2.3283064365386963e-10
}
return randomArray[randomId++] * 2.3283064365386963e-10
}
function random64() {
if (randomId === randLen || randomId === randLen - 1) {
randomId = 0
crypto.getRandomValues(randomArray)
}
return randomArray[randomId++] * 2.3283064365386963e-10 + randomArray[randomId++] * 5.421010862427522e-20
}
console.log(random32())
console.log(random64())

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

Generate a random big prime number with forge (or another JavaScript approach)

I need to generate a random big (around 4096 bit) prime number in JavaScript and I'm already using forge. Forge has to have some kind of generator for such tasks as it implements RSA which also relies on random prime numbers. However I haven't found something in the documentation of forge when you just want to get a random prime number (something like var myRandomPrime = forge.random.getPrime(4096); would have been great).
So what would be the best approach to get such a prime (with or without forge) in JavaScript?
Update 06/11/2014: Now, with forge version 0.6.6 you can use this:
var bits = 1024;
forge.prime.generateProbablePrime(bits, function(err, num) {
console.log('random prime', num.toString(16));
});
Finding large primes in JavaScript is difficult -- it's slow and you don't want to block the main thread. It requires some fairly customized code to do right and the code in forge is specialized for RSA key generation. There's no API call to simply produce a large random prime.
There are some extra operations that the RSA code in forge runs that you don't need if you're just looking for a single prime number. That being said, the slowest part of the process is in actually finding the primes, not in those extra operations. However, the RSA code also generates two primes (when you only need one) and they aren't the same bitsize you're looking for. So if you're using the forge API you'd have to pass a bitsize of 8196 (I believe ... that's off the top of my head, so it may be inaccurate) to get a 4096-bit prime.
One way to find a large random prime is as follows:
Generate a random number that has the desired number of bits (ensure the MSB is set).
Align the number on a 30k+1 boundary as all primes have this property.
Run a primality test (the slow part) on your number; if it passes, you're done, if not, add to the number to get to the next 30k+1 boundary and repeat. A "quick" primality test is to check against low primes and then use Miller-Rabin (see the Handbook of Applied Cryptography 4.24).
Step #3 can run for a long time -- and that's usually pretty undesirable with JavaScript (w/node or in the browser). To mitigate this, you can attempt to limit the amount time spent doing primality tests to some acceptable period of time (N milliseconds) or you can use Web Workers to background the process. Of course, both of these approaches complicate the code.
Here's some code for generating a 4096-bit random prime that shouldn't block the main thread:
var forge = require('node-forge');
var BigInteger = forge.jsbn.BigInteger;
// primes are 30k+i for i = 1, 7, 11, 13, 17, 19, 23, 29
var GCD_30_DELTA = [6, 4, 2, 4, 2, 4, 6, 2];
var THIRTY = new BigInteger(null);
THIRTY.fromInt(30);
// generate random BigInteger
var num = generateRandom(4096);
// find prime nearest to random number
findPrime(num, function(num) {
console.log('random', num.toString(16));
});
function generateRandom(bits) {
var rng = {
// x is an array to fill with bytes
nextBytes: function(x) {
var b = forge.random.getBytes(x.length);
for(var i = 0; i < x.length; ++i) {
x[i] = b.charCodeAt(i);
}
}
};
var num = new BigInteger(bits, rng);
// force MSB set
var bits1 = bits - 1;
if(!num.testBit(bits1)) {
var op_or = function(x,y) {return x|y;};
num.bitwiseTo(BigInteger.ONE.shiftLeft(bits1), op_or, num);
}
// align number on 30k+1 boundary
num.dAddOffset(31 - num.mod(THIRTY).byteValue(), 0);
return num;
}
function findPrime(num, callback) {
/* Note: All primes are of the form 30k+i for i < 30 and gcd(30, i)=1. The
number we are given is always aligned at 30k + 1. Each time the number is
determined not to be prime we add to get to the next 'i', eg: if the number
was at 30k + 1 we add 6. */
var deltaIdx = 0;
// find prime nearest to 'num' for 100ms
var start = Date.now();
while(Date.now() - start < 100) {
// do primality test (only 2 iterations assumes at
// least 1251 bits for num)
if(num.isProbablePrime(2)) {
return callback(num);
}
// get next potential prime
num.dAddOffset(GCD_30_DELTA[deltaIdx++ % 8], 0);
}
// keep trying (setImmediate would be better here)
setTimeout(function() {
findPrime(num, callback);
});
}
Various tweaks can be made to adjust it for your needs, like setting the amount of time (which is just an estimate) to run the primality tester before bailing to try again on the next scheduled tick. You'd probably want some kind of UI feedback each time it bails. If you're using node or a browser that supports setImmediate you can use that instead of setTimeout as well to avoid clamping to speed things up. But, note that it's going to take a while to generate a 4096-bit random prime in JavaScript (at least at the time of this writing).
Forge also has a Web Worker implementation for generating RSA keys that is intended to speed up the process by letting multiple threads run the primality test using different inputs. You can look at the forge source (prime.worker.js for instance) to see that in action, but it's a project in itself to get working properly. IMO, though, it's the best way to speed things up.
Anyway, hopefully the above code will help you. I'd run it with a smaller bitsize to test it.
It does more work then you specifically require but you can always use forge to generate a key pair and extract one of the primes from that.
//generate a key pair of required size
var keyPair = forge.pki.rsa.generateKeyPair(4096);
//at this point we have 2 primes p and q in the privateKey
var p = keyPair.privateKey.p;
var q = keyPair.privateKey.q;
The type of p and q are BigInteger they have a p.toByteArray() method to access their representations as a byte array.
If you decide to implement your own method, you may want to read Close to Uniform Prime Number Generation With Fewer Random Bits which has discussion and algorithms for faster generation of well-distributed large n-bit primes. The FIPS 186-4 publication also has a lot of information including algorithms for Shawe-Taylor proven prime construction.
dlongley's answer uses the "PRIMEINC" method, which is efficient but not a good distribution (this may or may not matter to you, and either way he's given a nice framework to use). Note that FIPS recommends a lot of M-R tests (this can be mitigated if your library includes a Lucas or BPSW test).
Re: proven primes, my experience using GMP is that up to at least 8192 bits, both Shawe-Taylor and Maurer's FastPrime are slower than using Fouque and Tibouchi algorithm A1 combined with BPSW + additional M-R tests. Your mileage may vary, and of course the proven prime methods get a proven prime as a result.

How to generate random numbers in a very large range via javascript?

I was using this function for a long time and was happy with it. You probably saw it millions of times. It is even in the example section of the MDN documentation for Math.random()!
function random(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min
};
However when I called it on really large range it performed really poorly. Here are some results:
for(var i=0;i<100;i++) { console.log(random(0, 34359738368)) }
34064924616
6800671568
30945277424
2591785504
16404206304
29609031808
14821448928
10712020504
26471102024
21454653384
33180253592
28189739360
27189739528
1159593656
24058421888
13727549496
21995862272
20907450968
28767901872
8055552544
2856286816
28137132160
22775692392
21141911808
16418994064
28151646560
19928528408
11100796192
24022825648
17873139800
10310184976
7425284936
27043756016
2521657024
2864339728
8080550424
8812058632
8867252312
18571554760
19600873680
33687248280
14707542936
28864740112
26338252144
7877957776
28207487968
2268429496
14461565136
28062983608
5637084472
29651319832
31910601904
19776200528
16996597392
2478335752
4751145704
24803500872
21899551216
23144535632
19854787112
8490486080
14932659320
8625736560
11379900040
32357265704
33852039680
2826278800
4648275784
27363699728
14164020752
22279817656
25238815424
16569505656
30065335928
9904863008
26944796040
23179908064
19887944032
27944730648
16242926184
6518696400
25727832240
7496221976
19014687568
5685988776
34324757344
12538943128
21639530152
9532790800
25800487608
34329978920
10871183016
23748271688
23826614456
11774681408
667541072
1316689640
4539806456
2323113432
7782744448
Hardly random at all. All numbers are even.
My question is this: What is the CANONICAL way (if any) to overcome this problem? I have the impression that the above random function is the go-to function for random numbers in range. Thanks in advance.
The WebCrypto API (supported in draft by all the major browsers) provides cryptographically random numbers....
/* assuming that window.crypto.getRandomValues is available */
var array = new Uint32Array(10);
window.crypto.getRandomValues(array);
console.log("Your lucky numbers:");
for (var i = 0; i < array.length; i++) {
console.log(array[i]);
}
W3C standard
https://www.w3.org/TR/WebCryptoAPI/
Example from here.
https://developer.mozilla.org/en-US/docs/Web/API/RandomSource/getRandomValues
The answer in general is don't use Math.random. It gets the job done, but it's not especially good. On top of that, any number in Javascript greater than 0xffffffffUL isn't represented by integer values--it's an IEEE 754 value with a behavior noted on the MDN site: "Note that as numbers in JavaScript are IEEE 754 floating point numbers with round-to-nearest-even behavior...."
And that's what you're seeing.
If you want larger random numbers, then you'll probably have to get something like Mersenne Twister or Blum-Blum-Shub 32-bit random integer values and multiply them. That will eliminate the rounding-off problem.
Thats wierd! Well you know there is no such thing as truly random when in comes to computers. There is always an algorithm used. So you found a number that causes even's for this particular algorithm.
I tried it out, it isn't necessarily caused by large numbers. More likely some kind of factorization of the number instead. Just try another number, even larger if you like and you should get output that isn't all even. Ex. 134359738368 which is even larger doesn't out all odd or even numbers.

Bias in randomizing normally distributed numbers (javascript)

I’m having problems generating normally distributed random numbers (mu=0 sigma=1)
using JavaScript.
I’ve tried Box-Muller's method and ziggurat, but the mean of the generated series of numbers comes out as 0.0015 or -0.0018 — very far from zero!! Over 500,000 randomly generated numbers this is a big issue. It should be close to zero, something like 0.000000000001.
I cannot figure out whether it’s a method problem, or whether JavaScript’s built-in Math.random() generates not exactly uniformly distributed numbers.
Has someone found similar problems?
Here you can find the ziggurat function:
http://www.filosophy.org/post/35/normaldistributed_random_values_in_javascript_using_the_ziggurat_algorithm/
And below is the code for the Box-Muller:
function rnd_bmt() {
var x = 0, y = 0, rds, c;
// Get two random numbers from -1 to 1.
// If the radius is zero or greater than 1, throw them out and pick two
// new ones. Rejection sampling throws away about 20% of the pairs.
do {
x = Math.random()*2-1;
y = Math.random()*2-1;
rds = x*x + y*y;
}
while (rds === 0 || rds > 1)
// This magic is the Box-Muller Transform
c = Math.sqrt(-2*Math.log(rds)/rds);
// It always creates a pair of numbers. I'll return them in an array.
// This function is quite efficient so don't be afraid to throw one away
// if you don't need both.
return [x*c, y*c];
}
If you generate n independent normal random variables, the standard deviation of the mean will be sigma / sqrt(n).
In your case n = 500000 and sigma = 1 so the standard error of the mean is approximately 1 / 707 = 0.0014. The 95% confidence interval, given 0 mean, would be around twice this or (-0.0028, 0.0028). Your sample means are well within this range.
Your expectation of obtaining 0.000000000001 (1e-12) is not mathematically grounded. To get within that range of accuracy, you would need to generate about 10^24 samples. At 10,000 samples per second that would still take 3 quadrillon years to do...this is precisely why it's good to avoid computing things by simulation if possible.
On the other hand, your algorithm does seem to be implemented correctly :)

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