The ability to simulate randomness plays a surprisingly big role in creating software. In the context of graphics, for example, we often use randomness to simulate natural phenomena, like wind and other random effects.
In a role-playing game, it can be used to implement things like:
We'll implement the last two of these in this lesson, in the context of a simple combat system.
We'll be able to write code like this, where our Character
does between 15 and 25 damage on each attack, and has a 20% chance to dodge incoming damage:
class Character {
// Each attack can do between 15 and 25 damage
int MinDamage { 15 };
int MaxDamage { 25 };
// Character has a 20% chance to avoid damage
float DodgeChance { 0.2 };
int Health { 100 };
void TakeDamage(int Damage) {
if (Random::Bool(DodgeChance)) {
return;
}
Health -= Damage;
}
void Act(Character* Target) {
Target->TakeDamage(
Random::Int(MinDamage, MaxDamage)
);
}
};
The new concepts here, and the key to getting this working, are these Random::Int
and Random::Bool
functions.
We'll create these functions in a file called Random.h
that we can include in our other files as needed. We will also wrap our code in a namespace:
// Random.h
#pragma once
namespace Random {
// Our code here
}
Generating our random numbers involves 3 steps:
Let's get started!
The process of getting a random number from a computer is not as simple as it might seem. Computers are, by design, deterministic machines.
Instead, how we simulate randomness is to source some unpredictable data, and then perform mathematical operations to convert that data to an unpredictable number.
This initial unpredictable input is called the seed. In this lesson, we will simply ask the operating system to provide this seed.
To get access to this, we need to #include
the <random>
header from the standard library. We can then create a variable of type std::random_device
.
// Random.h
#pragma once
#include <random>
namespace Random {
using namespace std;
random_device seeder;
}
Operating systems have built-in techniques to generate random numbers.
How they do this varies, but typically, they combine data from a variety of places. Common sources include things like:
These are commonly referred to as sources of entropy, and the operating system combines many of these sources to create a number that is so unpredictable it is effectively "random".
The process of generating a seed is quite resource-intensive, so it is not something we want to do frequently.
Instead, the best practice is to take that seed and pass it into a random number engine that can quickly generate new numbers.
A common mathematical algorithm for doing this is called the Mersenne Twister
An implementation of this is also available in the standard library, under std::mt19937
. We can initialize our engine using this algorithm, passing it a seed value generated from our seeder.
// Random.h
#pragma once
#include <random>
namespace Random {
using namespace std;
random_device seeder;
mt19937 engine { seeder() };
}
In the above example, the expression seeder()
may seem weird. seeder
is an object of type std::random_device
, but we appear to be calling it as if it were a function.
Based on what we've learned so far, we'd expect to call a function on an object, but not call an object directly.
The key to understanding what is happening here is that ()
is an operator in C++. That means it can be overloaded within a class, and that's exactly what the developers who created std::random_device
did.
This lets us create objects that have all the power of their classes but can also be used as a function. Such an object is sometimes called a functor. We cover functors in more detail, including how to create our own, in the next course.
Typically, when we are using randomness, we want it to be constrained to a certain range of possibilities.
For example, we want a damage value to be somewhere between 15 and 25.
To do this, we need to remap the possible outputs from our random number engine to the values within this range.
The standard library has std::uniform_int_distribution
which can help us here.
To use it, we create an object of this type, calling the constructor with two integers - the lower and upper limit of the range. Below, we’ve called our object get
. To generate a random number in this range, we then "call" get
, passing in our engine:
std::uniform_int_distribution get { 1, 10 };
// Get a random integer from 1 to 10
get(engine);
Let's see all our components working together:
// Random.h
#pragma once
#include <random>
namespace Random {
using namespace std;
random_device seeder;
mt19937 engine{seeder()};
int Int(int min, int max) {
uniform_int_distribution get{min, max};
return get(engine);
}
}
Now, within any of our other classes, we can import this header file, and start generating random integers. We just need to call Random::Int
with a lower and upper limit. Below, we log out three random numbers from 1-10:
// main.cpp
#include <iostream>
#include "Random.h"
int main() {
std::cout << Random::Int(1, 10) << ", "
<< Random::Int(1, 10) << ", "
<< Random::Int(1, 10);
}
5, 1, 7
Below, we use it in our Character
class to make Act
inflict a random amount of damage based on the MinDamage
and MaxDamage
class variables:
// Character.h
#pragma once
#include "Random.h"
class Character {
// Each attack can do between 15 and 25 damage
int MinDamage { 15 };
int MaxDamage { 25 };
int Health{100};
void TakeDamage(int Damage) {
Health -= Damage;
}
void Act(Character* Target) {
Target->TakeDamage(
Random::Int(MinDamage, MaxDamage)
);
}
};
Here, we're using a uniform distribution, but other options are available. In a uniform distribution, each number in the range is equally likely to be chosen. In this example where our range is 15-25, a uniform distribution means that 15, 17, and 19 are going to be equally common results.
Another common strategy is to use a normal distribution. In a normal distribution, the closer a number is to the center of the range, the more frequently it will be chosen. In this example, that means 15 will rarely occur, 17 will be more common, and 19 will be chosen frequently.
If we choose 100 random integers from 15-25, the following chart shows how frequently we might expect each number to be chosen, depending on our choice of distribution:
A typical requirement involves causing an event to happen a specific proportion of the time. For example, maybe a character dodges 20% of attacks or performs a critical strike 10% of the time.
It would be useful to be able to encapsulate this within our Random
namespace.
Let's use a different distributor function this time - std::uniform_real_distribution
distributes our random numbers to a range of possible floats.
By distributing from 0.0
to 1.0
, and then comparing it to our desired probability, we can return true
that proportion of the time.
Let's make this available as Random::Bool()
:
#pragma once
#include <random>
namespace Random {
using namespace std;
random_device seeder;
mt19937 engine { seeder() };
int Int(int min, int max) {
uniform_int_distribution get { min, max };
return get(engine);
}
bool Bool(float probability) {
uniform_real_distribution get { 0.0, 1.0 };
return probability > get(engine);
}
}
Let's see it in action:
// main.cpp
#include <iostream>
#include "Random.h"
int main() {
for (int i{0}; i < 8; ++i) {
if (Random::Bool(0.2)) {
std::cout << "Dodge, ";
} else {
std::cout << "Hit, ";
}
}
}
Hit, Hit, Dodge, Hit, Hit, Hit, Hit, Dodge,
And let's add it to our class:
// Character.h
#pragma once
#include "Random.h"
class Character {
// Each attack can do between 15 and 25 damage
int MinDamage { 15 };
int MaxDamage { 25 };
// Character has a 20% chance to avoid damage
float DodgeChance { 0.2 };
int Health{100};
void TakeDamage(int Damage) {
if (Random::Bool(DodgeChance)) {
return; // Dodged! No damage
}
Health -= Damage;
}
void Act(Character* Target) {
Target->TakeDamage(
Random::Int(MinDamage, MaxDamage)
);
}
};
When working with randomness, we often also want some visibility or control of what is happening. For example, it can be difficult to reproduce a bug, or replay a sequence of events, if we have no control over the seed of our random number generator.
Often, we may even want to give users control over the seed. This is common in strategy games for example, where the map might be randomly generated, but we want users to be able to provide the seed.
This allows them to replay a map they enjoyed, or share it with their friends. Without being able to control the seed, that is impossible.
Let's begin by updating our code to store the seed we use as a variable, so we can see what it is. By using auto
deduction or checking the documentation we see that random_device
uses an unsigned integer.
We'll also add a PrintSeed
function, so we can see what value was chosen.
// Random.h
#pragma once
#include <iostream>
#include <random>
namespace Random {
using namespace std;
random_device seeder;
unsigned int seed { seeder() };
mt19937 engine { seed };
void PrintSeed() {
cout << "Seed: " << seed << '\n';
}
int Int(int min, int max) {
uniform_int_distribution get { min, max };
return get(engine);
}
}
And let's use it:
#include <iostream>
#include "Random.h"
int main() {
using namespace std;
Random::PrintSeed();
cout << Random::Int(1, 100) << ", "
<< Random::Int(1, 100) << ", "
<< Random::Int(1, 100);
}
Running this code yields output similar to:
Seed: 141102604
60, 78, 47
Of course, running the code a second time would generate a different output. But, now that we know the seed, we could use that to get the same results again, if that is what we (or our user) wanted.
Let's add a Reseed
method to our Random
namespace, which can be called any time we want to reproduce the same results:
// Random.h
#pragma once
#include <iostream>
#include <random>
namespace Random {
using namespace std;
random_device seeder;
unsigned int seed { seeder() };
mt19937 engine { seed };
void PrintSeed() {
cout << "Seed: " << seed << '\n';
}
void Reseed(unsigned int NewSeed) {
seed = NewSeed;
engine.seed(NewSeed);
}
int Int(int min, int max) {
uniform_int_distribution get { min, max };
return get(engine);
}
}
Finally, let's make use of it in our code, to let us exert some control over our randomness:
#include <iostream>
#include "Random.h"
int main() {
using std::cout;
// We can still get random numbers:
cout << Random::Int(1, 100) << ", "
<< Random::Int(1, 100) << ", "
<< Random::Int(1, 100) << "\n\n";
// But now we can create reproducible results:
Random::Reseed(141102604);
Random::PrintSeed();
cout << Random::Int(1, 100) << ", "
<< Random::Int(1, 100) << ", "
<< Random::Int(1, 100) << "\n\n";
cout << "Let's go again - ";
Random::Reseed(141102604);
Random::PrintSeed();
cout << Random::Int(1, 100) << ", "
<< Random::Int(1, 100) << ", "
<< Random::Int(1, 100) << "\n\n";
}
Our output is this:
19, 4, 97
Seed: 141102604
60, 78, 47
Let's go again - Seed: 141102604
60, 78, 47
In this lesson, we explored the fundamentals of implementing randomness in C++ by enhancing a simple combat system. We delved into the concepts of random number generators, distributions, and the practical application of these concepts in a game-like scenario. The key topics we learned included:
std::random_device
, std::mt19937
(Mersenne Twister), and different types of distributions.Random::Int
and Random::Bool
functions to generate random integers and booleans within specified ranges or probabilities.In our next lesson, we will explore how to handle dates and times in C++. We'll investigate the chrono
library, std::time_t
, and the tm
struct, all integral components for manipulating and representing time in various ways. The key topics we’ll cover include:
chrono
library and its significance in modern C++ programming.std::time_t
for representing time as a duration since the epoch.tm
struct for detailed time representation.This lesson covers the basics of using randomness, with practical applications
Become a software engineer with C++. Starting from the basics, we guide you step by step along the way