In common usage, randomness is the apparent or actual lack of definite pattern or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual random events are, by definition, unpredictable, but if the probability distribution is known, the frequency of different outcomes over repeated events (or "trials") is predictable. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will tend to occur twice as often as 4. In this view, randomness is not haphazardness; it is a measure of uncertainty of an outcome. Randomness applies to concepts of chance, probability, and information entropy.
The fields of mathematics, probability, and statistics use formal definitions of randomness. In statistics, a random variable is an assignment of a numerical value to each possible outcome of an event space. This association facilitates the identification and the calculation of probabilities of the events. Random variables can appear in random sequences. A random process is a sequence of random variables whose outcomes do not follow a deterministic pattern, but follow an evolution described by probability distributions. These and other constructs are extremely useful in probability theory and the various applications of randomness.
Randomness is most often used in statistics to signify well-defined statistical properties. Monte Carlo methods, which rely on random input (such as from random number generators or pseudorandom number generators), are important techniques in science, particularly in the field of computational science. By analogy, quasi-Monte Carlo methods use quasi-random number generators.
Random selection, when narrowly associated with a simple random sample, is a method of selecting items (often called units) from a population where the probability of choosing a specific item is the proportion of those items in the population.
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Visual computing and machine learning are characterized by their reliance on numerical algorithms to process large amounts of information such as images, shapes, and 3D volumes. This course will famil
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Flipism, sometimes spelled "flippism", is a pseudophilosophy under which decisions are made by flipping a coin. It originally appeared in the Donald Duck Disney comic "Flip Decision" by Carl Barks, published in 1953. Barks called a practitioner of "flipism" a "flippist". An actual coin is not necessary: dice or another random generator may be used for decision making. Flipism can be seen as a normative decision theory, although it does not fulfill the criteria of rationality.
A cryptographically secure pseudorandom number generator (CSPRNG) or cryptographic pseudorandom number generator (CPRNG) is a pseudorandom number generator (PRNG) with properties that make it suitable for use in cryptography. It is also loosely known as a cryptographic random number generator (CRNG). Most cryptographic applications require random numbers, for example: key generation nonces salts in certain signature schemes, including ECDSA, RSASSA-PSS The "quality" of the randomness required for these applications varies.
Cryptography, or cryptology (from κρυπτός "hidden, secret"; and γράφειν graphein, "to write", or -λογία -logia, "study", respectively), is the practice and study of techniques for secure communication in the presence of adversarial behavior. More generally, cryptography is about constructing and analyzing protocols that prevent third parties or the public from reading private messages. Modern cryptography exists at the intersection of the disciplines of mathematics, computer science, information security, electrical engineering, digital signal processing, physics, and others.
Ce cours contient les 7 premiers chapitres d'un cours d'analyse numérique donné aux étudiants bachelor de l'EPFL. Des outils de base sont décrits dans les chapitres 1 à 5. La résolution numérique d'éq
Ce cours contient les 7 premiers chapitres d'un cours d'analyse numérique donné aux étudiants bachelor de l'EPFL. Des outils de base sont décrits dans les chapitres 1 à 5. La résolution numérique d'éq
Ce cours contient les 7 premiers chapitres d'un cours d'analyse numérique donné aux étudiants bachelor de l'EPFL. Des outils de base sont décrits dans les chapitres 1 à 5. La résolution numérique d'éq
This work studies the learning process over social networks under partial and random information sharing. In traditional social learning models, agents exchange full belief information with each other while trying to infer the true state of nature. We stud ...
Piscataway2024
We conduct two survey experiments to study which information people choose to consume and how it affects their beliefs. In the first experiment, respondents choose between optimistic and pessimistic article headlines related to the COVID-19 pandemic and ar ...
Introduction: COVID-19 remains a significant risk for the immunocompromised given their lower responsiveness to vaccination or infection. Therefore, passive immunity through long-acting monoclonal antibodies (mAbs) offers a needed approach for pre-exposure ...