/* randist/gauss.c * * Copyright (C) 1996, 1997, 1998, 1999, 2000, 2006, 2007 James Theiler, Brian Gough * Copyright (C) 2006 Charles Karney * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include #include #include #include #include /* Of the two methods provided below, I think the Polar method is more * efficient, but only when you are actually producing two random * deviates. We don't produce two, because then we'd have to save one * in a static variable for the next call, and that would screws up * re-entrant or threaded code, so we only produce one. This makes * the Ratio method suddenly more appealing. * * [Added by Charles Karney] We use Leva's implementation of the Ratio * method which avoids calling log() nearly all the time and makes the * Ratio method faster than the Polar method (when it produces just one * result per call). Timing per call (gcc -O2 on 866MHz Pentium, * average over 10^8 calls) * * Polar method: 660 ns * Ratio method: 368 ns * */ /* Polar (Box-Mueller) method; See Knuth v2, 3rd ed, p122 */ double gsl_ran_gaussian (const gsl_rng * r, const double sigma) { double x, y, r2; do { /* choose x,y in uniform square (-1,-1) to (+1,+1) */ x = -1 + 2 * gsl_rng_uniform_pos (r); y = -1 + 2 * gsl_rng_uniform_pos (r); /* see if it is in the unit circle */ r2 = x * x + y * y; } while (r2 > 1.0 || r2 == 0); /* Box-Muller transform */ return sigma * y * sqrt (-2.0 * log (r2) / r2); } /* Ratio method (Kinderman-Monahan); see Knuth v2, 3rd ed, p130. * K+M, ACM Trans Math Software 3 (1977) 257-260. * * [Added by Charles Karney] This is an implementation of Leva's * modifications to the original K+M method; see: * J. L. Leva, ACM Trans Math Software 18 (1992) 449-453 and 454-455. */ double gsl_ran_gaussian_ratio_method (const gsl_rng * r, const double sigma) { double u, v, x, y, Q; const double s = 0.449871; /* Constants from Leva */ const double t = -0.386595; const double a = 0.19600; const double b = 0.25472; const double r1 = 0.27597; const double r2 = 0.27846; do /* This loop is executed 1.369 times on average */ { /* Generate a point P = (u, v) uniform in a rectangle enclosing the K+M region v^2 <= - 4 u^2 log(u). */ /* u in (0, 1] to avoid singularity at u = 0 */ u = 1 - gsl_rng_uniform (r); /* v is in the asymmetric interval [-0.5, 0.5). However v = -0.5 is rejected in the last part of the while clause. The resulting normal deviate is strictly symmetric about 0 (provided that v is symmetric once v = -0.5 is excluded). */ v = gsl_rng_uniform (r) - 0.5; /* Constant 1.7156 > sqrt(8/e) (for accuracy); but not by too much (for efficiency). */ v *= 1.7156; /* Compute Leva's quadratic form Q */ x = u - s; y = fabs (v) - t; Q = x * x + y * (a * y - b * x); /* Accept P if Q < r1 (Leva) */ /* Reject P if Q > r2 (Leva) */ /* Accept if v^2 <= -4 u^2 log(u) (K+M) */ /* This final test is executed 0.012 times on average. */ } while (Q >= r1 && (Q > r2 || v * v > -4 * u * u * log (u))); return sigma * (v / u); /* Return slope */ } double gsl_ran_gaussian_pdf (const double x, const double sigma) { double u = x / fabs (sigma); double p = (1 / (sqrt (2 * M_PI) * fabs (sigma))) * exp (-u * u / 2); return p; } double gsl_ran_ugaussian (const gsl_rng * r) { return gsl_ran_gaussian (r, 1.0); } double gsl_ran_ugaussian_ratio_method (const gsl_rng * r) { return gsl_ran_gaussian_ratio_method (r, 1.0); } double gsl_ran_ugaussian_pdf (const double x) { return gsl_ran_gaussian_pdf (x, 1.0); }