Generate Random Numbers with Probabilistic Distribution
Look at distributions used in reliability analysis - they tend to have these long tails. A relatively simply possibility is the Weibull distribution with P(X>x)=exp[-(x/b)^a].
Fitting your values as P(X>1)=0.1 and P(X>10)=0.005, I get a=0.36 and b=0.1. This would imply that P(X>40)*10000=1.6, which is a bit too low, but P(X>70)*10000=0.2 which is reasonable.
EDITOh, and to generate a Weibull-distributed random variable from a uniform(0,1) value U, just calculate b*[-log(1-u)]^(1/a). This is the inverse function of 1-P(X>x) in case I miscalculated something.
Written years ago for PHP4, simply pick your distribution:
<?phpdefine( 'RandomGaussian', 'gaussian' ) ; // gaussianWeightedRandom()define( 'RandomBell', 'bell' ) ; // bellWeightedRandom()define( 'RandomGaussianRising', 'gaussianRising' ) ; // gaussianWeightedRisingRandom()define( 'RandomGaussianFalling', 'gaussianFalling' ) ; // gaussianWeightedFallingRandom()define( 'RandomGamma', 'gamma' ) ; // gammaWeightedRandom()define( 'RandomGammaQaD', 'gammaQaD' ) ; // QaDgammaWeightedRandom()define( 'RandomLogarithmic10', 'log10' ) ; // logarithmic10WeightedRandom()define( 'RandomLogarithmic', 'log' ) ; // logarithmicWeightedRandom()define( 'RandomPoisson', 'poisson' ) ; // poissonWeightedRandom()define( 'RandomDome', 'dome' ) ; // domeWeightedRandom()define( 'RandomSaw', 'saw' ) ; // sawWeightedRandom()define( 'RandomPyramid', 'pyramid' ) ; // pyramidWeightedRandom()define( 'RandomLinear', 'linear' ) ; // linearWeightedRandom()define( 'RandomUnweighted', 'non' ) ; // nonWeightedRandom()function mkseed(){ srand(hexdec(substr(md5(microtime()), -8)) & 0x7fffffff) ;} // function mkseed()/*function factorial($in) { if ($in == 1) { return $in ; } return ($in * factorial($in - 1.0)) ;} // function factorial()function factorial($in) { $out = 1 ; for ($i = 2; $i <= $in; $i++) { $out *= $i ; } return $out ;} // function factorial()*/function random_0_1(){ // returns random number using mt_rand() with a flat distribution from 0 to 1 inclusive // return (float) mt_rand() / (float) mt_getrandmax() ;} // random_0_1()function random_PN(){ // returns random number using mt_rand() with a flat distribution from -1 to 1 inclusive // return (2.0 * random_0_1()) - 1.0 ;} // function random_PN()function gauss(){ static $useExists = false ; static $useValue ; if ($useExists) { // Use value from a previous call to this function // $useExists = false ; return $useValue ; } else { // Polar form of the Box-Muller transformation // $w = 2.0 ; while (($w >= 1.0) || ($w == 0.0)) { $x = random_PN() ; $y = random_PN() ; $w = ($x * $x) + ($y * $y) ; } $w = sqrt((-2.0 * log($w)) / $w) ; // Set value for next call to this function // $useValue = $y * $w ; $useExists = true ; return $x * $w ; }} // function gauss()function gauss_ms( $mean, $stddev ){ // Adjust our gaussian random to fit the mean and standard deviation // The division by 4 is an arbitrary value to help fit the distribution // within our required range, and gives a best fit for $stddev = 1.0 // return gauss() * ($stddev/4) + $mean;} // function gauss_ms()function gaussianWeightedRandom( $LowValue, $maxRand, $mean=0.0, $stddev=2.0 ){ // Adjust a gaussian random value to fit within our specified range // by 'trimming' the extreme values as the distribution curve // approaches +/- infinity $rand_val = $LowValue + $maxRand ; while (($rand_val < $LowValue) || ($rand_val >= ($LowValue + $maxRand))) { $rand_val = floor(gauss_ms($mean,$stddev) * $maxRand) + $LowValue ; $rand_val = ($rand_val + $maxRand) / 2 ; } return $rand_val ;} // function gaussianWeightedRandom()function bellWeightedRandom( $LowValue, $maxRand ){ return gaussianWeightedRandom( $LowValue, $maxRand, 0.0, 1.0 ) ;} // function bellWeightedRandom()function gaussianWeightedRisingRandom( $LowValue, $maxRand ){ // Adjust a gaussian random value to fit within our specified range // by 'trimming' the extreme values as the distribution curve // approaches +/- infinity // The division by 4 is an arbitrary value to help fit the distribution // within our required range $rand_val = $LowValue + $maxRand ; while (($rand_val < $LowValue) || ($rand_val >= ($LowValue + $maxRand))) { $rand_val = $maxRand - round((abs(gauss()) / 4) * $maxRand) + $LowValue ; } return $rand_val ;} // function gaussianWeightedRisingRandom()function gaussianWeightedFallingRandom( $LowValue, $maxRand ){ // Adjust a gaussian random value to fit within our specified range // by 'trimming' the extreme values as the distribution curve // approaches +/- infinity // The division by 4 is an arbitrary value to help fit the distribution // within our required range $rand_val = $LowValue + $maxRand ; while (($rand_val < $LowValue) || ($rand_val >= ($LowValue + $maxRand))) { $rand_val = floor((abs(gauss()) / 4) * $maxRand) + $LowValue ; } return $rand_val ;} // function gaussianWeightedFallingRandom()function logarithmic($mean=1.0, $lambda=5.0){ return ($mean * -log(random_0_1())) / $lambda ;} // function logarithmic()function logarithmicWeightedRandom( $LowValue, $maxRand ){ do { $rand_val = logarithmic() ; } while ($rand_val > 1) ; return floor($rand_val * $maxRand) + $LowValue ;} // function logarithmicWeightedRandom()function logarithmic10( $lambda=0.5 ){ return abs(-log10(random_0_1()) / $lambda) ;} // function logarithmic10()function logarithmic10WeightedRandom( $LowValue, $maxRand ){ do { $rand_val = logarithmic10() ; } while ($rand_val > 1) ; return floor($rand_val * $maxRand) + $LowValue ;} // function logarithmic10WeightedRandom()function gamma( $lambda=3.0 ){ $wLambda = $lambda + 1.0 ; if ($lambda <= 8.0) { // Use direct method, adding waiting times $x = 1.0 ; for ($j = 1; $j <= $wLambda; $j++) { $x *= random_0_1() ; } $x = -log($x) ; } else { // Use rejection method do { do { // Generate the tangent of a random angle, the equivalent of // $y = tan(pi * random_0_1()) do { $v1 = random_0_1() ; $v2 = random_PN() ; } while (($v1 * $v1 + $v2 * $v2) > 1.0) ; $y = $v2 / $v1 ; $s = sqrt(2.0 * $lambda + 1.0) ; $x = $s * $y + $lambda ; // Reject in the region of zero probability } while ($x <= 0.0) ; // Ratio of probability function to comparison function $e = (1.0 + $y * $y) * exp($lambda * log($x / $lambda) - $s * $y) ; // Reject on the basis of a second uniform deviate } while (random_0_1() > $e) ; } return $x ;} // function gamma()function gammaWeightedRandom( $LowValue, $maxRand ){ do { $rand_val = gamma() / 12 ; } while ($rand_val > 1) ; return floor($rand_val * $maxRand) + $LowValue ;} // function gammaWeightedRandom()function QaDgammaWeightedRandom( $LowValue, $maxRand ){ return round((asin(random_0_1()) + (asin(random_0_1()))) * $maxRand / pi()) + $LowValue ;} // function QaDgammaWeightedRandom()function gammaln($in){ $tmp = $in + 4.5 ; $tmp -= ($in - 0.5) * log($tmp) ; $ser = 1.000000000190015 + (76.18009172947146 / $in) - (86.50532032941677 / ($in + 1.0)) + (24.01409824083091 / ($in + 2.0)) - (1.231739572450155 / ($in + 3.0)) + (0.1208650973866179e-2 / ($in + 4.0)) - (0.5395239384953e-5 / ($in + 5.0)) ; return (log(2.5066282746310005 * $ser) - $tmp) ;} // function gammaln()function poisson( $lambda=1.0 ){ static $oldLambda ; static $g, $sq, $alxm ; if ($lambda <= 12.0) { // Use direct method if ($lambda <> $oldLambda) { $oldLambda = $lambda ; $g = exp(-$lambda) ; } $x = -1 ; $t = 1.0 ; do { ++$x ; $t *= random_0_1() ; } while ($t > $g) ; } else { // Use rejection method if ($lambda <> $oldLambda) { $oldLambda = $lambda ; $sq = sqrt(2.0 * $lambda) ; $alxm = log($lambda) ; $g = $lambda * $alxm - gammaln($lambda + 1.0) ; } do { do { // $y is a deviate from a Lorentzian comparison function $y = tan(pi() * random_0_1()) ; $x = $sq * $y + $lambda ; // Reject if close to zero probability } while ($x < 0.0) ; $x = floor($x) ; // Ratio of the desired distribution to the comparison function // We accept or reject by comparing it to another uniform deviate // The factor 0.9 is used so that $t never exceeds 1 $t = 0.9 * (1.0 + $y * $y) * exp($x * $alxm - gammaln($x + 1.0) - $g) ; } while (random_0_1() > $t) ; } return $x ;} // function poisson()function poissonWeightedRandom( $LowValue, $maxRand ){ do { $rand_val = poisson() / $maxRand ; } while ($rand_val > 1) ; return floor($x * $maxRand) + $LowValue ;} // function poissonWeightedRandom()function binomial( $lambda=6.0 ){}function domeWeightedRandom( $LowValue, $maxRand ){ return floor(sin(random_0_1() * (pi() / 2)) * $maxRand) + $LowValue ;} // function bellWeightedRandom()function sawWeightedRandom( $LowValue, $maxRand ){ return floor((atan(random_0_1()) + atan(random_0_1())) * $maxRand / (pi()/2)) + $LowValue ;} // function sawWeightedRandom()function pyramidWeightedRandom( $LowValue, $maxRand ){ return floor((random_0_1() + random_0_1()) / 2 * $maxRand) + $LowValue ;} // function pyramidWeightedRandom()function linearWeightedRandom( $LowValue, $maxRand ){ return floor(random_0_1() * ($maxRand)) + $LowValue ;} // function linearWeightedRandom()function nonWeightedRandom( $LowValue, $maxRand ){ return rand($LowValue,$maxRand+$LowValue-1) ;} // function nonWeightedRandom()function weightedRandom( $Method, $LowValue, $maxRand ){ switch($Method) { case RandomGaussian : $rVal = gaussianWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomBell : $rVal = bellWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomGaussianRising : $rVal = gaussianWeightedRisingRandom( $LowValue, $maxRand ) ; break ; case RandomGaussianFalling : $rVal = gaussianWeightedFallingRandom( $LowValue, $maxRand ) ; break ; case RandomGamma : $rVal = gammaWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomGammaQaD : $rVal = QaDgammaWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomLogarithmic10 : $rVal = logarithmic10WeightedRandom( $LowValue, $maxRand ) ; break ; case RandomLogarithmic : $rVal = logarithmicWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomPoisson : $rVal = poissonWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomDome : $rVal = domeWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomSaw : $rVal = sawWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomPyramid : $rVal = pyramidWeightedRandom( $LowValue, $maxRand ) ; break ; case RandomLinear : $rVal = linearWeightedRandom( $LowValue, $maxRand ) ; break ; default : $rVal = nonWeightedRandom( $LowValue, $maxRand ) ; break ; } return $rVal;}?>
The easiest (but not very efficient) way to generate random numbers that follow a given distribution is a technique called Von Neumann Rejection.
The simple explination of the technique is this. Create a box that completely encloses your distribution. (lets call your distribution f
) Then pick a random point (x,y)
in the box. If y < f(x)
, then use x
as a random number. If y > f(x)
, then discard both x
and y
and pick another point. Continue until you have a sufficient amount of values to use. The values of x
that you don't reject will be distributed according to f
.