Rainbow table reduction function

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The discussion centers on the effectiveness of using sine and cosine functions for generating pseudo-random seeds in rainbow table reduction functions. The author argues that sine is not ideal due to its non-linear derivative, which can lead to uneven distribution of outputs for small changes in input. This non-linearity may result in certain numbers being favored over others, affecting randomness. The author seeks validation or refutation of these assumptions regarding the use of sine and cosine in this context. Overall, the conversation highlights concerns about the reliability of sine for pseudo-random seed generation.
fedaykin
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I recently did some personal research into the aforementioned functions.

I created a few simple functions based in part on sine (and cosine).
Anyway, the basic idea was to get a seed from the sine of some number, since -1 =< sin N =< 1.

However, I think that sine is not an ideal function to get a pseudo-random seed (assuming a pseudo-random input). If f(x) = sin x, then f'(x) = cos x.

Since the derivative is non-linear, and sine is a smooth function (and also non-linear), then there is a greater chance of picking picking some numbers relative to others.

EX: for some interval of the function, a small change in x will result in a disproportionate change in f(x) relative to a different interval.
I would be overjoyed if someone could debunk or backup my assumptions.
 
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Since cos(x) is smooth, a small change in x may result in only a small change in sin(x), yes.
 
Here is a little puzzle from the book 100 Geometric Games by Pierre Berloquin. The side of a small square is one meter long and the side of a larger square one and a half meters long. One vertex of the large square is at the center of the small square. The side of the large square cuts two sides of the small square into one- third parts and two-thirds parts. What is the area where the squares overlap?

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