using System; namespace Unity.MLAgents.Inference.Utils { /// /// RandomNormal - A random number generator that produces normally distributed random /// numbers using the Marsaglia polar method: /// https://en.wikipedia.org/wiki/Marsaglia_polar_method /// TODO: worth overriding System.Random instead of aggregating? /// internal class RandomNormal { readonly double m_Mean; readonly double m_Stddev; readonly Random m_Random; public RandomNormal(int seed, float mean = 0.0f, float stddev = 1.0f) { m_Mean = mean; m_Stddev = stddev; m_Random = new Random(seed); } // Each iteration produces two numbers. Hold one here for next call bool m_HasSpare; double m_SpareUnscaled; /// /// Return the next random double number. /// /// Next random double number. public double NextDouble() { if (m_HasSpare) { m_HasSpare = false; return m_SpareUnscaled * m_Stddev + m_Mean; } double u, v, s; do { u = m_Random.NextDouble() * 2.0 - 1.0; v = m_Random.NextDouble() * 2.0 - 1.0; s = u * u + v * v; } while (s >= 1.0 || Math.Abs(s) < double.Epsilon); s = Math.Sqrt(-2.0 * Math.Log(s) / s); m_SpareUnscaled = u * s; m_HasSpare = true; return v * s * m_Stddev + m_Mean; } } }