A poker deck has 52 cards and thus 52!
or roughly 2^226
possible permutations.
Now I want to shuffle such a deck of cards perfectly, with truly random results and a uniform distribution, so that you can reach every single one of those possible permutations and each is equally likely to appear.
Why is this actually necessary?
For games, perhaps, you don't really need perfect randomness, unless there's money to be won. Apart from that, humans probably won't even perceive the "differences" in randomness.
But if I'm not mistaken, if you use shuffling functions and RNG components commonly built into popular programming languages, you will often get no more than 32 bits of entropy and 2^32
states. Thus, you will never be able to reach all 52!
possible permutations of the deck when shuffling, but only about ...
0.000000000000000000000000000000000000000000000000000000005324900157 %
... of the possible permutations. That means a whole lot of all the possible games that could be played or simulated in theory will never actually be seen in practice.
By the way, you can further improve the results if you don't reset to the default order every time before shuffling but instead start with the order from the last shuffle or keep the "mess" after a game has been played and shuffle from there.
Requirements:
So in order to do what is described above, one needs all of the following three components, as far as I have understood:
- A good shuffling algorithm that ensures a uniform distribution.
- A proper RNG with at least 226 bits of internal state. Since we're on deterministic machines, a PRNG will be all we'll get, and perhaps this should be a CSPRNG.
- A random seed with at least 226 bits of entropy.
Solutions:
Now is this achievable? What do we have?
- Fisher-Yates shuffle will be fine, as far as I can see.
- The xorshift7 RNG has more than the required 226 bits of internal state and should suffice.
- Using
window.crypto.getRandomValues
we can generate the required 226 bits of entropy to be used as our seed. If that still isn't enough, we can add some more entropy from other sources.
Question:
Are the solutions (and also the requirements) mentioned above correct? How can you implement shuffling using these solutions in JavaScript in practice then? How do you combine the three components to a working solution?
I guess I have to replace the usage of Math.random
in the example of the Fisher-Yates shuffle with a call to xorshift7. But that RNG outputs a value in the [0, 1)
float range and I need the [1, n]
integer range instead. When scaling that range, I don't want to lose the uniform distribution. Moreover, I wanted about 226 bits of randomness. If my RNG outputs just a single Number
, isn't that randomness effectively reduced to 2^53 (or 2^64) bits because there are no more possibilities for the output?
In order to generate the seed for the RNG, I wanted to do something like this:
var randomBytes = generateRandomBytes(226);
function generateRandomBytes(n) {
var data = new Uint8Array(
Math.ceil(n / 8)
);
window.crypto.getRandomValues(data);
return data;
}
Is this correct? I don't see how I could pass randomBytes
to the RNG as a seed in any way, and I don't know how I could modify it to accep this.