Re: Two ideas for random number generation

2002-04-26 Thread Major Variola (ret)

At 10:18 AM 4/25/02 -0700, Tim May wrote:
On Thursday, April 25, 2002, at 07:45  AM, Major Variola (ret) wrote:
 Predictability gets much worse if one of the walls of a pool-table is

 curved,
 then the uncertainty in a perfectly-round ball's momentum is
 magnified after reflection, compared to a pool-table of 3 or more
 flat walls.

Yes, of course. There are many sources of divergence, and curved walls
certainly add divergence. But, as you acknowledge, the curvature of the

spherical balls is a source. In fact, the radius of curvature of a ball

is much smaller than that of curved side walls, so of course they are
huge sources of divergence.

Yep.  I misremembered the model.  The importance of curved walls is
only in abstract-billiards with point-balls.  Otherwise, analytically,
you get
into fixed sequences with flat walls.  Pong-like games can demonstrate
this.
Its all about, as you said, the effect of divergence on initial
uncertainty.


And it's important for people not to think that the curved walls or
curved balls are important to the phenomenon: if all surfaces were
nominally flat (say, to a sixteenth wavelength, about the best a
telescope mirror is ground to), the divergences would _still_ occur.
Tiny alternations in temperature would affect dimensions, friction,
speeds, and hence would alter arrival times. At some point, objects in
one history would bounce and in another history would miss...the
changes
at this point are _huge_.

These are unavoidable *empirical* sources of uncertainty; the above
gedankenbilliards  divergence addresses *analytic* magnification of
uncertainty.

(I actually did a project at Intel which exploited this. I devised a
scheme whereby known good microprocessors would be imaged by an
electron microcope, state by state (using beam blanking to only
illuminate the chip during a specific state), and then would be
digitally subtracted or otherwise compared to the internal states of
chips  having some speed problem, or some voltage problem, or just
plain
failing. By examining the time evolution of divergent states,
especially
by running the history backwards, we could pinpoint the first
divergence, the first state where voltage levels differed noticeably.
This was usually a place where a design needed to be tweaked, or where
a
marginality was present, or a flaw, etc. This machine, the Dynamic
Fault
Imager, was used to get speeds up on the 80286 and later processors.)

Much more finesse than your 'cutting the crap out of packaging
materials' trick...

BTW, someone was speculating about history healing itself (this is my

term for it, a familiar trope in SF). A look at the billiard ball model

will show how this cannot conceivably happen: as soon as one ball
misses another, all of the later trajectories are radically
different.
If this is not immediately clear, spend several minutes drawing
pictures.

Time-machine inventor reports that his stepping on a butterfly in
Brazil averted
a Chinese cyclone...

If the writer was talking about conserved quantities (I think he
mentioned vapors in an elevator, for example), this is not at all what
we are talking about. Yes, the total energy of the billiard balls will
remain roughly the same in both histories, though divergences will
occur
even in total energy, just more slowly. Yes, the earth's overall
climate
is not dramatically affected by butterflies.

To track one (odor) molecule's position into the future, you'd need
exponentially
more information (about the other molecules it interacts with) the
farther you
want to predict in time.

...
Jim Bell was just doing physics-of-computation experiments in IRS
offices..




Re: Two ideas for random number generation

2002-04-24 Thread David Howe

Jim Choate [EMAIL PROTECTED] wrote:
 But that changes the game in the middle of play, the sequence of digits
 in pi is fixed, not random. You can't get a random number from a constant.
 Otherwise it wouldn't be a constant.
PRNG output is fixed/repeatable too - that is a properly you *want* from a
PRNG.  any subset of the digits of pi is as close to RNG output as you would
need to satisfy any entropy tests - unless you *knew* you had derived it
from pi you couldn't distinguish it from a true random string of the same
size.

 You can't stop them from using their tables. Slow them down, not stop
 them. You can't use that huge a seed, hardware limitations. They can match
 you.
*shrug* given that adding a bit to the seed doubles the quantity of data
they would have to cache in their tables, it can quickly become unworkable;
the single-digit-of-pi formula is too slow to form a good stream cypher, but
is otherwise ok; if you aren't constrained to matching a real world sequence
(pi in this case) but are happy with *any* non-repeating but deterministic
stream, you can probably find something much faster.






Re: Two ideas for random number generation

2002-04-24 Thread Jim Choate


On Wed, 24 Apr 2002, David Howe wrote:

 Jim Choate [EMAIL PROTECTED] wrote:
  But that changes the game in the middle of play, the sequence of digits
  in pi is fixed, not random. You can't get a random number from a constant.
  Otherwise it wouldn't be a constant.

 PRNG output is fixed/repeatable too - that is a properly you *want* from a
 PRNG.

No it isn't. You -want- a RNG but you can't have one. Nobody -wants- a
PRNG, they -settle- for it. What one wants is a bit sequence which is
-random-. There are many definitions of random, but they boil down to
-unpredictable- outside of chance with respect to predicting individual
bit results as well as sequences of bits (they are not the same
statistically speaking, re probability distributions).

Ideally what one would want is a situation where each bit has a 50/50
chance of being in either state and there are -no- inter-bit dependencies.
That implies no modulo (though it doesn't prevent clustering which can
fool you if you don't test your sub-strings well enough - re Gamblers
Ruin).

Which raises an interesting aspect for me, what happens if you put a PRNG
into a 'Garden of Eden' state?

 any subset of the digits of pi is as close to RNG output as you would
 need to satisfy any entropy tests - unless you *knew* you had derived it
 from pi you couldn't distinguish it from a true random string of the same
 size.

Satisfying an -entropy test- is -not- equivalent to -being- a RNG. It only
says that within a particular error margin you're -close enogh-.
 
  You can't stop them from using their tables. Slow them down, not stop
  them. You can't use that huge a seed, hardware limitations. They can match
  you.

 *shrug* given that adding a bit to the seed doubles the quantity of data
 they would have to cache in their tables, it can quickly become unworkable;

Really? The offset into the sequence is a fixed width and the result is
alaways a single character. Where do you add a bit?

 the single-digit-of-pi formula is too slow to form a good stream cypher, but
 is otherwise ok;

Maybe for you, I sure as hell wouldn't use it either as a key or as a
seed into a known hashing/whiting algorithm.

Let me ask you a more pointy question. Are you selecting some offset and
then taking the sequence of digits from pi, or are you selecting the
digits out of order? In either of these cases it isn't the sequence of pi
that is providing the randomness (which is apparently the claim) but
rather the selection process; which is both undescribed at this point
-and- simply moves the argument from one area to another - this -proving-
nothing.


 --


 The law is applied philosophy and a philosphical system is
 only as valid as its first principles.
 
James Patrick Kelly - Wildlife
   
 [EMAIL PROTECTED] www.ssz.com
 [EMAIL PROTECTED]  www.open-forge.org





Re: Two ideas for random number generation

2002-04-24 Thread Riad S. Wahby

Sampo Syreeni [EMAIL PROTECTED] wrote:
 Aren't there dedicated avalanche diodes available with low breakdown
 voltages, precisely for this reason? I think they're used in applications
 where zeners could be, except for higher breakdown current.

Sure.  I was thinking of an IC design, in which case you're a lot more
likely to be able to make a bipolar than you are to have essentially
5V zeners.

 [mention of reliability issues]
 Shouldn't be a problem, if you limit the breakdown current. If you're
 after entropy, you'd likely want to use a constant current source anyway.

To first order, yes, but at least a couple of the processes I've
worked with warn against even controlled emitter-base breakdown.  Of
course, I suppose they're assuming you want to use the transistor some
other way, too...

--
Riad Wahby
[EMAIL PROTECTED]
MIT VI-2/A 2002




Re: Two ideas for random number generation

2002-04-24 Thread Sunder


On Tue, 23 Apr 2002 [EMAIL PROTECTED] wrote:

 --
 Jim Choate wrote:
If you can't develop a RNG in software (ie you'd be in a
state of sin), what makes you think you can do it using
-only- digital gates in hardware? You can't.
 
 James A. Donald:
   Classic Choatian physics.
  
   Of course you can.
 
 Jim Choate:
  Not if you use -only- digital gates and derived functions (eg
  flip flop or a shift register)
 
 One can build a true random generator using a two resistors, a
 capacitor, three unbuffered inverters and a shift register.  A
 second shift register and an XOR gate will serve to quite
 adequately whiten the output. 

Yeah, the shit for brains will probably tell you that resistors and
capacitors aren't digital gates.

In which case you can just use a bunch of flip-flop that feed back to
themselves at different rates, so you get different streams of 1's and
0's, and xor'em all together.  Inefficient as compared to using analog
components, but it would work if the timing between them is different
enough and you only get data from them sporadically.  Lots of whitening to
do afterwards of course...




Re: Two ideas for random number generation

2002-04-24 Thread georgemw

On 24 Apr 2002 at 17:41, David Howe wrote:

  Maybe for you, I sure as hell wouldn't use it either as a key or as a
  seed into a known hashing/whiting algorithm.
 its probably a better (if much slower) stream cypher than most currently in
 use; I can't think of any that have larger than a 256 internal state, and
 that implies a 2^256 step cycle at best; for pi to be worse, it would have
 to have less than 2^256 digits.
 


This is putting sillines on top of silliness.  It's true that in principle
that the decimal expansion of pi has an infinite number of digits,
but any practical implementation of a PRNG based on pi
would still have to have a finite number of accessable states.

That is, to get the infinite cycle, you'd have to have some method of
generating a uniform random integer 0 to infinity for the
initial state, and you'd need an infinite amount of memory
to store  the current internal state.  Neither of which
is acheivable ion practice.

Conversely, a PRNG whose cycle is only 2^256 bits long
will never repeat itself during the lifetime of the device, or
the lifetime of the universe for that matter.

George




Re: Re: Re: Two ideas for random number generation

2002-04-23 Thread jamesd

--
Joseph Ashwood
   Because with a pRNG we can sometimes prove very important 
   things, while with a RNG we can prove very little (we can't 
   even prove that entropy actually exists, let alone that we 
   can collect it).

James A. Donald:
  Don't be silly.  Of course we know that entropy exists, and we 
  can collect it.
 
  If a RNG runs off Johnson noise, then the ability to predict 
  its output would imply the ability to violate the second law 
  of thermodynamics.  If it runs off shot noise, then the 
  ability to predict its output would disprove quantum 
  mechanics.

Joseph Ashwood
 Actually there are models that fit the universe that are 
 entirely deterministic.

These models are entirely incoherent, and I would summarize them 
as God knows.   And if these models allowed us to predict the 
outcome of a true RNG, they would not fit the universe.

James A. Donald:
And if ofne is implementing a PRNG in software, it is 
trivial to have lots of internal state (asymptotically 
approaching one-time pad properties).

Joseph Ashwood
   The problem is not having that much internal state, but what 
   do you do with it? Currently the best options on that front 
   involve using block ciphers in various modes, but this has a 
   rather small state,
 
  RC4 has 1684 bits of state, which should prove sufficient to 
  defeat guessing.

 And RC4 is far from a good RNG of any type, it's distinguishable 
 from random fairly easily, and unless it's used very carefully 
 it's weak. If one were to try to guess all 1684 bits it would be 
 exceedingly difficult, but to start with, it's only a 
 permutation so the space is much smaller, in addition the state 
 itself has more attacks available

Wrong.  1684 bits of entropy.  Count them.

The state is a permutation 256, which requires 2048 bits to 
describe (256 *8) but contains 1684 bits of entropy, not 1684 
bits.

2048 bit description, but because it is a permutation, 1684 bits
actual entropy. 

--digsig
 James A. Donald
 6YeGpsZR+nOTh/cGwvITnSR3TdzclVpR0+pr3YYQdkG
 MjdAfFTXXtA7qo/FzKsFLPFEYgVQ8bY2lfseYhYX
 4P9O7sqp2z5todA8tcLMmb8wQiZ9lLBz/la5zhU+f




RE: Two ideas for random number generation

2002-04-23 Thread Jim Choate


On Tue, 23 Apr 2002, Trei, Peter wrote:

 Exactly what is the Choatian definition of a PRNG which requires
 it to repeat, anyway?

Wrong question, the -right- questions is...

What is -random-?

It means unpredictable, this means unrepeatable. If it repeats then it
-must- be predictable; that means it ain't -random-. A PRNG isn't
unpredictable, only taking such a long time that by the time the repeat
gets there you don't care. The length of that sequence is called the
modulus of the generator. -ALL- PRNG's will repeat, if they didn't they
wouldn't be -pseudo-.


 --


 The law is applied philosophy and a philosphical system is
 only as valid as its first principles.
 
James Patrick Kelly - Wildlife
   
 [EMAIL PROTECTED] www.ssz.com
 [EMAIL PROTECTED]  www.open-forge.org






Re: Two ideas for random number generation

2002-04-22 Thread Tim May

On Sunday, April 21, 2002, at 09:53  PM, Joseph Ashwood wrote:

 - Original Message -
 From: [EMAIL PROTECTED]
 To: Tim May [EMAIL PROTECTED]; Eugen Leitl [EMAIL PROTECTED]
 Cc: [EMAIL PROTECTED]
 Sent: Sunday, April 21, 2002 1:33 PM
 Subject:  Re: Two ideas for random number generation


 Why would one want to implement a PRNG in silicon, when one can
 easily implement a real RNG in silicon?

 Because with a pRNG we can sometimes prove very important things, while 
 with
 a RNG we can prove very little (we can't even prove that entropy 
 actually
 exists, let alone that we can collect it).

Not to be pedantic, but we cannot _really_ prove that entropy is being 
collected from a PRNG, either.

In fact, there really _is_ no entropy from a PRNG: the bits are 
deterministic from the PRNG, meaning they actually have no uncertainty, 
no entropy. To the person who selected the program and the seed, _he_ 
certainly sees no randomness, no entropy. Relativity. Usual 
Kolmogorov/Chaitin stuff here.

Operationally, when faced with a purported source of random numbers, 
naive calculations of entropy are often made. This is true for the 
output of a Johnson noise diode, or a radioactive decay circuit, or the 
RAND Corporation's Table of One Million Random Digits.

But all of the calculated (measured) entropy numbers collapse to zero 
or some small number if and when someone figures out that he knows how 
to predict the nth digit.

The usual arguments I hear about why PRNGs are better is that they a) 
can give reproducible sequences for testing software (often much more 
useful than physically-derived numbers would be, for obvious statistical 
reasons), b) in some sense there is more assurance that a BBS generator, 
for example, has not been manipulated.

If I wanted a good PGRNG (Pretty Good RNG) I'd favor one that mixes a 
physical source, mixes entropy extracted from user actions (keystroke 
intervals, mouse movements, over a lot of days), and distills it all 
some more with a BBS.

(The meta-solution for good numbers is then to mix different kinds of 
RNGs, to take a BBS output and XOR it with a Lava Lamp sequence, to seed 
a PRNG with mouse strokes, etc. As with ciphers, composition of many 
functors tends to help, unless one of the stages has bad properties, 
e.g., avalanche conditions. (Blowfish (3DES (Bassomatic (foo))) will be 
at least as strong as (Blowfish (foo)), all other things being equal.)

--Tim May
You don't expect governments to obey the law because of some higher 
moral development. You expect them to obey the law because they know 
that if they don't, those who aren't shot will be hanged. - -Michael 
Shirley




Re: Re: Two ideas for random number generation

2002-04-22 Thread Joseph Ashwood


- Original Message -
From: [EMAIL PROTECTED]
To: Tim May [EMAIL PROTECTED]; Eugen Leitl [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Sent: Sunday, April 21, 2002 1:33 PM
Subject: CDR: Re: Two ideas for random number generation


 Why would one want to implement a PRNG in silicon, when one can
 easily implement a real RNG in silicon?

Because with a pRNG we can sometimes prove very important things, while with
a RNG we can prove very little (we can't even prove that entropy actually
exists, let alone that we can collect it).

 And if one is implementing a PRNG in software, it is trivial to
 have lots of internal state (asymptotically approaching one-time
 pad properties).

The problem is not having that much internal state, but what do you do with
it? Currently the best options on that front involve using block ciphers in
various modes, but this has a rather small state, but again we can quite
often prove things about the construct.
Joe




Re: Two ideas for random number generation

2002-04-22 Thread Eugen Leitl

On Mon, 22 Apr 2002, Tim May wrote:

 What real-life examples can you name where Gbit rates of random digits 
 are actually needed?

Multimedia streams, routers. If I want to secure a near-future 10 GBit
Ethernet stream with a symmetric cypher for the duration of a few years
(periodic rekeying from a RNG might help?) I need both lots of internal
state (the PRNG can't help leaking information about its state in the
cypher stream, though the rate of leakage is the function of smarts of the
attacker) and a high data rate.
 
 In any case, if someone wants Gbits per second of random numbers,
 it'll cost 'em, as it should. Not something I think we need to worry
 much about.

Maybe, but it's neat trying to see how the constraints of 2d and 3d layout
of cells, signal TOF and fanout issues influence PRNG design if lots of
state bits and a high data rate are involved. It is not very useful right
now, agreed.




Re: Two ideas for random number generation

2002-04-22 Thread Eugen Leitl

On Sun, 21 Apr 2002 [EMAIL PROTECTED] wrote:

 Why would one want to implement a PRNG in silicon, when one can 
 easily implement a real RNG in silicon?

Both applications are orthogonal. PRNG != entropy.
 
 And if one is implementing a PRNG in software, it is trivial to 
 have lots of internal state (asymptotically approaching one-time 
 pad properties). 

Yes, but software is too slow to be able to handle GBit data rates. It's 
inefficient use of CPU silicon real estate.




Re: Re: Two ideas for random number generation

2002-04-22 Thread Joseph Ashwood

- Original Message -
From: Eugen Leitl [EMAIL PROTECTED]

 On Mon, 22 Apr 2002, Tim May wrote:

  What real-life examples can you name where Gbit rates of random digits
  are actually needed?

 Multimedia streams, routers. If I want to secure a near-future 10 GBit
 Ethernet stream with a symmetric cypher for the duration of a few years
 (periodic rekeying from a RNG might help?) I need both lots of internal
 state (the PRNG can't help leaking information about its state in the
 cypher stream, though the rate of leakage is the function of smarts of the
 attacker) and a high data rate.

Actually that's not necessarily the case. Let's use your example of a
Multimedia stream server that is filling a 10GBit/s connection. Right now
the current minimum seems to be 56kbit/s. So that means that if every
available connection is taken in the same second, the server would only need
a rate of 2.2 million bits/sec from it's RNG to build a 128-bit key for
each. A good design for this though has the client doing most of the random
number choosing, where the only purpose of the server random number is to
prevent the client of biasing the result, so 128-bits is more than
sufficient. So 2.2 Mbit/sec seems to be the peak for that. Finding
situations where a decent design will yield a need for an RNG to run about 1
Gbit/sec is extremely difficult. With poor designs it's actually rather
easy, take a RNG that is poor enough (or a situation where that is a basic
assumption) that it has to be distilled to 1 billionth it's size, obviously
to support that multimedia stream server would require 2.2 million Gigabits
per second (approximately).

  In any case, if someone wants Gbits per second of random numbers,
  it'll cost 'em, as it should. Not something I think we need to worry
  much about.

 Maybe, but it's neat trying to see how the constraints of 2d and 3d layout
 of cells, signal TOF and fanout issues influence PRNG design if lots of
 state bits and a high data rate are involved. It is not very useful right
 now, agreed.

I think it would be a good process to go through to develop a design for
one, or at least a basic outline for how it could be done, but the basic
idea that comes to mind looks a lot like /dev/random, but run in parallel
collecting from several sources including a custom hardware pool similar to
the Intel RNG.
Joe




Re: Re: Two ideas for random number generation: Q for Eugene

2002-04-22 Thread Joseph Ashwood


- Original Message -
From: gfgs pedo [EMAIL PROTECTED]

   Oh surely you can do better than that - making it
  hard to guess the seed
   is also clearly a desirable property (and one that
  the square root rng
   does not have).
 U can choose any arbitrary seed(greater than 100 bits
 as he (i forgot who) mentioned earlier.Then subject it
 to the Rabin-Miller test.
 Since the seed value is a very large number,it would
 be impossible to determine the actual value.The
 chances the intruder  find the correct seed or the
 prime number hence generated is practically verly low.

You act like the only possible way to figure it out is to guess the initial
seed. The truth is that the number used leaves a substantial amount of
residue in it's square root, and there are various rules that can be applied
to square roots as well. Since with high likelihood you will have a lot of
small factors but few large ones, it's a reasonable beginning to simply
store the roots of the first many primes, this gives you a strong network to
work from when looking for those leftover signatures. With decent likelihood
the first 2^32 primes would be sufficient for this when you choose 100 bit
numbers, and this attack will be much faster than brute force. So while you
have defeated brute force (no surprise there, brute force is easy to defeat)
you haven't developed a strong enough generation sequence to really get much
of anywhere.

  Of course, finding the square root of a 100 digit
  number to a
  precision of hundreds of decimal places is a lot of
  computational
  effort for no good reason.
 Yes the effort is going to be large but why no good
 reason?

Because it's a broken pRNG, that is extremely expensive to run. If you want
a fast pRNG you look to ciphers in CTR mode, or stream ciphers, if you want
one that's provably good you go to BBS (which is probably faster than your
algorithm anyway). So there's no good reason to implement such an algorithm.

  BTW, the original poster seemed to be under the
  delusion that
  a number had to be prime in order for its square to
  be irrational,
  but every integer that is not a perfect square has
  an irrational
  square root (if A and B are mutually prime, A^2/B^2
  can't be
  simplified).

 Nope ,I'm under no such delusion :)

Just the delusion that your algorithm was good.
Joe




Re: Two ideas for random number generation: Q for Eugene

2002-04-21 Thread Major Variola (ret)

At 11:22 AM 4/21/02 +0200, Eugen Leitl wrote:

I disagree here somewhat. Cryptography ttbomk doesn't have means of
construction of provably strong PRNGs, especially scalable ones, and
with
lots of internal state (asymptotically approaching one-time pad
properties), and those which can be mapped to silicon real estate
efficiently both in time (few gate delays, GBps data rates) and in
space
(the silicon real estate consumed for each bit of PRNG state).

What is a provably strong PRNG?  Strong against what?
If I'm supposed to know this, and have forgotten it, a
pointer will suffice.  I know what the attacks are for a crypto-strong
plain-ole-analog-based-RNG.

Its quite easy to generate apparently-random (ie, PRNGs) from
block ciphers being fed, say, integers, or their own output, etc.
These can be made small and fast in hardware.  Large families of
these can be constructed e.g. by varying bits e.g., in Blowfish's
S-tables, etc.




Re: Two ideas for random number generation

2002-04-21 Thread jamesd

--
Tim May:
  As a meta-point, the world is not in short supply of lots of 
  good RNGs, ranging from Johnson noise detectors to very strong 
  Blum-Blum-Shub generators. The interesting stuff in crypto 
  lies in other places.

Eugen Leitl
 I disagree here somewhat. Cryptography ttbomk doesn't have means 
 of construction of provably strong PRNGs, especially scalable 
 ones, and with lots of internal state (asymptotically 
 approaching one-time pad properties), and those which can be 
 mapped to silicon real estate efficiently both in time (few gate 
 delays, GBps data rates) and in space (the silicon real estate 
 consumed for each bit of PRNG state).

Why would one want to implement a PRNG in silicon, when one can 
easily implement a real RNG in silicon?

And if one is implementing a PRNG in software, it is trivial to 
have lots of internal state (asymptotically approaching one-time 
pad properties). 

--digsig
 James A. Donald
 6YeGpsZR+nOTh/cGwvITnSR3TdzclVpR0+pr3YYQdkG
 zpSkoZyEIznFD4uNK6xfnsbGREchDTx3PKS53GZp
 4n1eG5pY8G+sWam6uh16xNeCGWMWn5a5IiBmurVoA




Re: Two ideas for random number generation: Q for Eugene

2002-04-21 Thread Ben Laurie

[EMAIL PROTECTED] wrote:
 
 On 21 Apr 2002 at 10:00, Major Variola (ret) wrote:
 
  At 11:22 AM 4/21/02 +0200, Eugen Leitl wrote:
 
  I disagree here somewhat. Cryptography ttbomk doesn't have means of
  construction of provably strong PRNGs, especially scalable ones, and
  with
  lots of internal state (asymptotically approaching one-time pad
  properties), and those which can be mapped to silicon real estate
  efficiently both in time (few gate delays, GBps data rates) and in
  space
  (the silicon real estate consumed for each bit of PRNG state).
 
  What is a provably strong PRNG?  Strong against what?
  If I'm supposed to know this, and have forgotten it, a
  pointer will suffice.  I know what the attacks are for a crypto-strong
  plain-ole-analog-based-RNG.
 
  Its quite easy to generate apparently-random (ie, PRNGs) from
  block ciphers being fed, say, integers, or their own output, etc.
  These can be made small and fast in hardware.  Large families of
  these can be constructed e.g. by varying bits e.g., in Blowfish's
  S-tables, etc.
 
 
 Yes.  If you know what PRNG somebody is using and you know the
 seed you know the output.  Seems to me the best a PRNG
 could hope to get is a situation where, looking at a long stream
 of output, there's no way of predicting the future output that's
 more efficient than guessing the initial seed.  I don't think
 achieving that is all that hard in practice.

Oh surely you can do better than that - making it hard to guess the seed
is also clearly a desirable property (and one that the square root rng
does not have).

Cheers,

Ben.

--
http://www.apache-ssl.org/ben.html   http://www.thebunker.net/

There is no limit to what a man can do or how far he can go if he
doesn't mind who gets the credit. - Robert Woodruff




Two ideas for random number generation

2002-04-20 Thread gfgs pedo

hi,

Here are two ideas which came up in my mind.
Since I have done a few diagrams for illustration and
thought that it will not be a good idea as
attachment,I have put the ideas at the following url
http://www.ircsuper.net/~neo/

I sincerely appreciate ur comments.Thank u for ur
time.

Regards Data.



__
Do You Yahoo!?
Yahoo! Games - play chess, backgammon, pool and more
http://games.yahoo.com/




Re: Two ideas for random number generation

2002-04-20 Thread Morlock Elloi

For the start, before deeper analysis, it would be a good idea to run Diehard
on the output, just to check for the obvious problems.



=
end
(of original message)

Y-a*h*o-o (yes, they scan for this) spam follows:
Yahoo! Games - play chess, backgammon, pool and more
http://games.yahoo.com/