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- public void main() {
- double[] probability;
- double[] payout;
- //string csv=@"0.5 -1
- //0.5 1";
- string csv=@"0.75 -1
- 0.1 0.5
- 0.15 4.5";
- convertCSVtoPayoutTable(csv, out probability, out payout); // this just populates the probability and payout arrays from the CSV.
- double output = travel(probability, payout, 10000, 20000); // Process paytable to find travel
- label1.Text = "Average travel (simulation): "+ output; // Print out final answer
- }
- public double travel(double[] probability, double[] payout, long runs, long universes) {
- Roulette r = new Roulette(probability);
- double coin;
- double tn=0;
- for (long u=0; u<universes; u++){
- coin=0;
- for(long n=0; n<runs; n++){
- int s = r.spin();
- coin+= payout[s];
- }
- //if(coin>0) { // This is the line you wanted me to add.
- tn+=Math.Abs(coin);
- //}
- }
- return tn/(universes*1.0);
- }
- public void convertCSVtoPayoutTable(string csv, out double[] probability, out double[] payout)
- {
- string[] lines = csv.Split(new string[] { "\n", "\r\n", "\r" }, StringSplitOptions.RemoveEmptyEntries);
- probability = new double[lines.Length];
- payout = new double[lines.Length];
- for (int i=0; i<lines.Length; i++)
- {
- string[] s = lines[i].Split(new char[] { ',', '\t',' ' },StringSplitOptions.RemoveEmptyEntries);
- bool success1,success2;
- if(s.Length==2) {
- success1= Double.TryParse(s[0], out probability[i]);
- success2 = Double.TryParse(s[1], out payout[i]);
- } else {
- success1=false;
- success2=false;
- }
- if(!success1 || !success2) {
- probability=null;
- payout=null;
- return;
- }
- }
- }
- public static class math
- {
- public static double standardDeviation(double[] profit, double[] probability) {
- double ep = expectedPayout(profit,probability);
- double d=0;
- for(int i=0; i<profit.Length; i++) {
- d+=probability[i] *Math.Pow(profit[i]-ep,2);
- }
- return Math.Sqrt(d);
- }
- public static double variance(double[] profit, double[] probability) {
- double ep = expectedPayout(profit,probability);
- double d=0;
- for(int i=0; i<profit.Length; i++) {
- d+=probability[i] *Math.Pow(profit[i]-ep,2);
- }
- return d;
- }
- public static double expectedPayout(double[] profit, double[] probability) {
- double he=0;
- for (int i = 0; i < probability.Length; i++) {
- he += probability[i] * profit[i];
- }
- return he;
- }
- }
- public class Roulette
- {
- public int ispin;
- double[] c;
- double total;
- FastRandom random;
- public Roulette(double[] n) {
- random = new FastRandom(); // Feel free to use your own Random function rather than this one.
- total = 0;
- c = new double[n.Length + 1];
- c[0] = 0;
- // Create cumulative values for later:
- for (int i = 0; i < n.Length; i++) {
- c[i + 1] = c[i] + n[i];
- total += n[i];
- }
- }
- public int spin() {
- ispin++;
- double r = random.NextDouble() * total; // Create a random number between 0 and 1 and times by the total we calculated earlier.
- //// Binary search for efficiency. Objective is to find index of the number just above r:
- int a = 0;
- int b = c.Length - 1;
- while (b - a > 1) {
- int mid = (a + b) / 2;
- if (c[mid] > r) b = mid;
- else a = mid;
- }
- return a;
- }
- }
- // http://www.codeproject.com/Articles/9187/A-fast-equivalent-for-System-Random
- /// <summary>
- /// A fast random number generator for .NET
- /// Colin Green, January 2005
- ///
- /// September 4th 2005
- /// Added NextBytesUnsafe() - commented out by default.
- /// Fixed bug in Reinitialise() - y,z and w variables were not being reset.
- ///
- /// Key points:
- /// 1) Based on a simple and fast xor-shift pseudo random number generator (RNG) specified in:
- /// Marsaglia, George. (2003). Xorshift RNGs.
- /// http://www.jstatsoft.org/v08/i14/xorshift.pdf
- ///
- /// This particular implementation of xorshift has a period of 2^128-1. See the above paper to see
- /// how this can be easily extened if you need a longer period. At the time of writing I could find no
- /// information on the period of System.Random for comparison.
- ///
- /// 2) Faster than System.Random. Up to 8x faster, depending on which methods are called.
- ///
- /// 3) Direct replacement for System.Random. This class implements all of the methods that System.Random
- /// does plus some additional methods. The like named methods are functionally equivalent.
- ///
- /// 4) Allows fast re-initialisation with a seed, unlike System.Random which accepts a seed at construction
- /// time which then executes a relatively expensive initialisation routine. This provides a vast speed improvement
- /// if you need to reset the pseudo-random number sequence many times, e.g. if you want to re-generate the same
- /// sequence many times. An alternative might be to cache random numbers in an array, but that approach is limited
- /// by memory capacity and the fact that you may also want a large number of different sequences cached. Each sequence
- /// can each be represented by a single seed value (int) when using FastRandom.
- ///
- /// Notes.
- /// A further performance improvement can be obtained by declaring local variables as static, thus avoiding
- /// re-allocation of variables on each call. However care should be taken if multiple instances of
- /// FastRandom are in use or if being used in a multi-threaded environment.
- ///
- /// </summary>
- public class FastRandom
- {
- // The +1 ensures NextDouble doesn't generate 1.0
- const double REAL_UNIT_INT = 1.0/((double)int.MaxValue+1.0);
- const double REAL_UNIT_UINT = 1.0/((double)uint.MaxValue+1.0);
- const uint Y=842502087, Z=3579807591, W=273326509;
- uint x, y, z, w;
- #region Constructors
- /// <summary>
- /// Initialises a new instance using time dependent seed.
- /// </summary>
- public FastRandom()
- {
- // Initialise using the system tick count.
- Reinitialise((int)Environment.TickCount);
- }
- /// <summary>
- /// Initialises a new instance using an int value as seed.
- /// This constructor signature is provided to maintain compatibility with
- /// System.Random
- /// </summary>
- public FastRandom(int seed)
- {
- Reinitialise(seed);
- }
- #endregion
- #region Public Methods [Reinitialisation]
- /// <summary>
- /// Reinitialises using an int value as a seed.
- /// </summary>
- /// <param name="seed"></param>
- public void Reinitialise(int seed)
- {
- // The only stipulation stated for the xorshift RNG is that at least one of
- // the seeds x,y,z,w is non-zero. We fulfill that requirement by only allowing
- // resetting of the x seed
- x = (uint)seed;
- y = Y;
- z = Z;
- w = W;
- }
- #endregion
- #region Public Methods [System.Random functionally equivalent methods]
- /// <summary>
- /// Generates a random int over the range 0 to int.MaxValue-1.
- /// MaxValue is not generated in order to remain functionally equivalent to System.Random.Next().
- /// This does slightly eat into some of the performance gain over System.Random, but not much.
- /// For better performance see:
- ///
- /// Call NextInt() for an int over the range 0 to int.MaxValue.
- ///
- /// Call NextUInt() and cast the result to an int to generate an int over the full Int32 value range
- /// including negative values.
- /// </summary>
- /// <returns></returns>
- public int Next()
- {
- uint t=(x^(x<<11));
- x=y; y=z; z=w;
- w=(w^(w>>19))^(t^(t>>8));
- // Handle the special case where the value int.MaxValue is generated. This is outside of
- // the range of permitted values, so we therefore call Next() to try again.
- uint rtn = w&0x7FFFFFFF;
- if(rtn==0x7FFFFFFF)
- return Next();
- return (int)rtn;
- }
- /// <summary>
- /// Generates a random int over the range 0 to upperBound-1, and not including upperBound.
- /// </summary>
- /// <param name="upperBound"></param>
- /// <returns></returns>
- public int Next(int upperBound)
- {
- if(upperBound<0)
- throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=0");
- uint t=(x^(x<<11));
- x=y; y=z; z=w;
- // The explicit int cast before the first multiplication gives better performance.
- // See comments in NextDouble.
- return (int)((REAL_UNIT_INT*(int)(0x7FFFFFFF&(w=(w^(w>>19))^(t^(t>>8)))))*upperBound);
- }
- /// <summary>
- /// Generates a random int over the range lowerBound to upperBound-1, and not including upperBound.
- /// upperBound must be >= lowerBound. lowerBound may be negative.
- /// </summary>
- /// <param name="lowerBound"></param>
- /// <param name="upperBound"></param>
- /// <returns></returns>
- public int Next(int lowerBound, int upperBound)
- {
- if(lowerBound>upperBound)
- throw new ArgumentOutOfRangeException("upperBound", upperBound, "upperBound must be >=lowerBound");
- uint t=(x^(x<<11));
- x=y; y=z; z=w;
- // The explicit int cast before the first multiplication gives better performance.
- // See comments in NextDouble.
- int range = upperBound-lowerBound;
- if(range<0)
- { // If range is <0 then an overflow has occured and must resort to using long integer arithmetic instead (slower).
- // We also must use all 32 bits of precision, instead of the normal 31, which again is slower.
- return lowerBound+(int)((REAL_UNIT_UINT*(double)(w=(w^(w>>19))^(t^(t>>8))))*(double)((long)upperBound-(long)lowerBound));
- }
- // 31 bits of precision will suffice if range<=int.MaxValue. This allows us to cast to an int and gain
- // a little more performance.
- return lowerBound+(int)((REAL_UNIT_INT*(double)(int)(0x7FFFFFFF&(w=(w^(w>>19))^(t^(t>>8)))))*(double)range);
- }
- /// <summary>
- /// Generates a random double. Values returned are from 0.0 up to but not including 1.0.
- /// </summary>
- /// <returns></returns>
- public double NextDouble()
- {
- uint t=(x^(x<<11));
- x=y; y=z; z=w;
- // Here we can gain a 2x speed improvement by generating a value that can be cast to
- // an int instead of the more easily available uint. If we then explicitly cast to an
- // int the compiler will then cast the int to a double to perform the multiplication,
- // this final cast is a lot faster than casting from a uint to a double. The extra cast
- // to an int is very fast (the allocated bits remain the same) and so the overall effect
- // of the extra cast is a significant performance improvement.
- //
- // Also note that the loss of one bit of precision is equivalent to what occurs within
- // System.Random.
- return (REAL_UNIT_INT*(int)(0x7FFFFFFF&(w=(w^(w>>19))^(t^(t>>8)))));
- }
- /// <summary>
- /// Fills the provided byte array with random bytes.
- /// This method is functionally equivalent to System.Random.NextBytes().
- /// </summary>
- /// <param name="buffer"></param>
- public void NextBytes(byte[] buffer)
- {
- // Fill up the bulk of the buffer in chunks of 4 bytes at a time.
- uint x=this.x, y=this.y, z=this.z, w=this.w;
- int i=0;
- uint t;
- for(int bound=buffer.Length-3; i<bound;)
- {
- // Generate 4 bytes.
- // Increased performance is achieved by generating 4 random bytes per loop.
- // Also note that no mask needs to be applied to zero out the higher order bytes before
- // casting because the cast ignores thos bytes. Thanks to Stefan Trosch?tz for pointing this out.
- t=(x^(x<<11));
- x=y; y=z; z=w;
- w=(w^(w>>19))^(t^(t>>8));
- buffer[i++] = (byte)w;
- buffer[i++] = (byte)(w>>8);
- buffer[i++] = (byte)(w>>16);
- buffer[i++] = (byte)(w>>24);
- }
- // Fill up any remaining bytes in the buffer.
- if(i<buffer.Length)
- {
- // Generate 4 bytes.
- t=(x^(x<<11));
- x=y; y=z; z=w;
- w=(w^(w>>19))^(t^(t>>8));
- buffer[i++] = (byte)w;
- if(i<buffer.Length)
- {
- buffer[i++]=(byte)(w>>8);
- if(i<buffer.Length)
- {
- buffer[i++] = (byte)(w>>16);
- if(i<buffer.Length)
- {
- buffer[i] = (byte)(w>>24);
- }
- }
- }
- }
- this.x=x; this.y=y; this.z=z; this.w=w;
- }
- // /// <summary>
- // /// A version of NextBytes that uses a pointer to set 4 bytes of the byte buffer in one operation
- // /// thus providing a nice speedup. The loop is also partially unrolled to allow out-of-order-execution,
- // /// this results in about a x2 speedup on an AMD Athlon. Thus performance may vary wildly on different CPUs
- // /// depending on the number of execution units available.
- // ///
- // /// Another significant speedup is obtained by setting the 4 bytes by indexing pDWord (e.g. pDWord[i++]=w)
- // /// instead of adjusting it dereferencing it (e.g. *pDWord++=w).
- // ///
- // /// Note that this routine requires the unsafe compilation flag to be specified and so is commented out by default.
- // /// </summary>
- // /// <param name="buffer"></param>
- // public unsafe void NextBytesUnsafe(byte[] buffer)
- // {
- // if(buffer.Length % 8 != 0)
- // throw new ArgumentException("Buffer length must be divisible by 8", "buffer");
- //
- // uint x=this.x, y=this.y, z=this.z, w=this.w;
- //
- // fixed(byte* pByte0 = buffer)
- // {
- // uint* pDWord = (uint*)pByte0;
- // for(int i=0, len=buffer.Length>>2; i < len; i+=2)
- // {
- // uint t=(x^(x<<11));
- // x=y; y=z; z=w;
- // pDWord[i] = w = (w^(w>>19))^(t^(t>>8));
- //
- // t=(x^(x<<11));
- // x=y; y=z; z=w;
- // pDWord[i+1] = w = (w^(w>>19))^(t^(t>>8));
- // }
- // }
- //
- // this.x=x; this.y=y; this.z=z; this.w=w;
- // }
- #endregion
- #region Public Methods [Methods not present on System.Random]
- /// <summary>
- /// Generates a uint. Values returned are over the full range of a uint,
- /// uint.MinValue to uint.MaxValue, inclusive.
- ///
- /// This is the fastest method for generating a single random number because the underlying
- /// random number generator algorithm generates 32 random bits that can be cast directly to
- /// a uint.
- /// </summary>
- /// <returns></returns>
- public uint NextUInt()
- {
- uint t=(x^(x<<11));
- x=y; y=z; z=w;
- return (w=(w^(w>>19))^(t^(t>>8)));
- }
- /// <summary>
- /// Generates a random int over the range 0 to int.MaxValue, inclusive.
- /// This method differs from Next() only in that the range is 0 to int.MaxValue
- /// and not 0 to int.MaxValue-1.
- ///
- /// The slight difference in range means this method is slightly faster than Next()
- /// but is not functionally equivalent to System.Random.Next().
- /// </summary>
- /// <returns></returns>
- public int NextInt()
- {
- uint t=(x^(x<<11));
- x=y; y=z; z=w;
- return (int)(0x7FFFFFFF&(w=(w^(w>>19))^(t^(t>>8))));
- }
- // Buffer 32 bits in bitBuffer, return 1 at a time, keep track of how many have been returned
- // with bitBufferIdx.
- uint bitBuffer;
- uint bitMask=1;
- /// <summary>
- /// Generates a single random bit.
- /// This method's performance is improved by generating 32 bits in one operation and storing them
- /// ready for future calls.
- /// </summary>
- /// <returns></returns>
- public bool NextBool()
- {
- if(bitMask==1)
- {
- // Generate 32 more bits.
- uint t=(x^(x<<11));
- x=y; y=z; z=w;
- bitBuffer=w=(w^(w>>19))^(t^(t>>8));
- // Reset the bitMask that tells us which bit to read next.
- bitMask = 0x80000000;
- return (bitBuffer & bitMask)==0;
- }
- return (bitBuffer & (bitMask>>=1))==0;
- }
- #endregion
- }
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