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社区首页 >专栏 >JavaScript原生实战手册 · 数组处理神器:洗牌算法与随机化的正确姿势

JavaScript原生实战手册 · 数组处理神器:洗牌算法与随机化的正确姿势

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前端达人
发布2025-10-09 12:33:49
发布2025-10-09 12:33:49
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文章被收录于专栏:前端达人前端达人

还在用Math.random()简单排序做洗牌?小心掉进"伪随机"的陷阱!一套完整的数组处理工具让你的随机化真正公平!

在开发中,我们经常需要对数组进行随机化处理:游戏中的洗牌、抽奖系统的奖品分配、A/B测试的用户分组、内容推荐的随机展示等。看似简单的需求,但很多开发者使用的方法其实是有问题的。今天我们就来深入了解真正公平的随机化算法,并打造一套功能完备的数组处理工具。

生活中的随机化需求

场景一:扑克牌游戏

想象你在开发一个在线扑克游戏:

代码语言:javascript
复制
一副54张牌需要完全随机洗牌
每个玩家必须有完全相等的获得任何牌的概率
如果洗牌算法有偏差,可能导致某些牌出现频率过高
这会影响游戏公平性,甚至可能涉及法律问题

场景二:抽奖系统

在开发抽奖活动时:

代码语言:javascript
复制
一等奖:1%概率
二等奖:5%概率
三等奖:20%概率
谢谢参与:74%概率

需要确保概率完全准确,不能有任何偏差

场景三:内容推荐

在新闻或视频推荐系统中:

代码语言:javascript
复制
热门内容:60%权重
新发布内容:25%权重
用户关注内容:15%权重

既要保证随机性,又要考虑权重分配

常见的错误做法

在开始正确的解决方案之前,让我们看看很多人犯的错误:

错误做法一:简单的Math.random()排序

代码语言:javascript
复制
// 这种做法是错误的!
function badShuffle(array) {
  return array.sort(() => Math.random() - 0.5);
}

const cards = ['A', 'K', 'Q', 'J'];
console.log(badShuffle(cards));

为什么这样不行?

这种方法看起来随机,但实际上有严重的偏差问题:

代码语言:javascript
复制
// 让我们测试一下偏差
function testBadShuffle() {
const results = {};
const testArray = ['A', 'B', 'C'];

// 测试10000次
for (let i = 0; i < 10000; i++) {
    const shuffled = testArray.sort(() =>Math.random() - 0.5);
    const key = shuffled.join('');
    results[key] = (results[key] || 0) + 1;
  }

console.log('错误方法的结果分布:');
Object.entries(results).forEach(([key, count]) => {
    console.log(`${key}: ${count}次 (${(count/10000*100).toFixed(1)}%)`);
  });
}

testBadShuffle();

// 结果可能是:
// ABC: 3750次 (37.5%) - 应该是16.7%
// ACB: 1250次 (12.5%) - 应该是16.7%
// BAC: 1250次 (12.5%) - 应该是16.7%
// 明显不均匀!

错误做法二:多次随机交换

代码语言:javascript
复制
// 这样也不够好
function anotherBadShuffle(array) {
  const result = [...array];
  for (let i = 0; i < 100; i++) { // 随机交换100次
    const a = Math.floor(Math.random() * result.length);
    const b = Math.floor(Math.random() * result.length);
    [result[a], result[b]] = [result[b], result[a]];
  }
  return result;
}

虽然比第一种好,但仍然不是最优解,而且效率低。

我们的数组处理神器

现在让我们来实现真正科学的解决方案:

代码语言:javascript
复制
class ArrayUtils {
// Fisher-Yates洗牌算法 - 数学上证明的无偏算法
static shuffle(array) {
    // 创建副本,避免修改原数组
    const shuffled = [...array];
    
    // 从后往前遍历
    for (let i = shuffled.length - 1; i > 0; i--) {
      // 在0到i之间(包含i)随机选择一个索引
      const j = Math.floor(Math.random() * (i + 1));
      // 交换元素
      [shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
    }
    
    return shuffled;
  }

// 加权洗牌 - 根据权重进行随机选择
static weightedShuffle(items, weights) {
    if (items.length !== weights.length) {
      thrownewError('物品数组和权重数组长度必须相同');
    }
    
    const result = [];
    const workingItems = [...items];
    const workingWeights = [...weights];
    
    while (workingItems.length > 0) {
      // 计算当前总权重
      const totalWeight = workingWeights.reduce((sum, w) => sum + w, 0);
      
      // 生成0到总权重之间的随机数
      const random = Math.random() * totalWeight;
      let currentWeight = 0;
      
      // 找到对应的项
      for (let i = 0; i < workingItems.length; i++) {
        currentWeight += workingWeights[i];
        if (random <= currentWeight) {
          result.push(workingItems[i]);
          workingItems.splice(i, 1);
          workingWeights.splice(i, 1);
          break;
        }
      }
    }
    
    return result;
  }

// 随机采样 - 从数组中随机选择n个元素
static sample(array, n) {
    if (n >= array.length) returnthis.shuffle(array);
    
    const shuffled = this.shuffle(array);
    return shuffled.slice(0, n);
  }

// 分块处理 - 将数组分割成指定大小的小数组
static chunk(array, size) {
    const chunks = [];
    for (let i = 0; i < array.length; i += size) {
      chunks.push(array.slice(i, i + size));
    }
    return chunks;
  }

// 分组处理 - 根据条件将数组元素分组
static groupBy(array, keyFn) {
    return array.reduce((groups, item) => {
      const key = keyFn(item);
      if (!groups[key]) groups[key] = [];
      groups[key].push(item);
      return groups;
    }, {});
  }

// 随机选择单个元素
static randomPick(array) {
    if (array.length === 0) returnundefined;
    const randomIndex = Math.floor(Math.random() * array.length);
    return array[randomIndex];
  }

// 去重
static unique(array) {
    return [...new Set(array)];
  }

// 数组差集
static difference(array1, array2) {
    const set2 = newSet(array2);
    return array1.filter(item => !set2.has(item));
  }

// 数组交集
static intersection(array1, array2) {
    const set2 = newSet(array2);
    return array1.filter(item => set2.has(item));
  }

// 数组并集
static union(array1, array2) {
    return [...new Set([...array1, ...array2])];
  }
}

Fisher-Yates算法深度解析

让我们详细理解这个"洗牌之王"的工作原理:

算法步骤解释

代码语言:javascript
复制
// 让我们用一个具体例子来理解算法
function explainFisherYates() {
const array = ['A', 'B', 'C', 'D'];
console.log('初始数组:', array);

const shuffled = [...array];

// 第一轮:i = 3
console.log('\n第一轮 (i=3):');
console.log('在索引 0-3 中随机选择...');
let j = Math.floor(Math.random() * 4); // 0到3
console.log(`选中索引 ${j}, 交换 shuffled[3] 和 shuffled[${j}]`);
  [shuffled[3], shuffled[j]] = [shuffled[j], shuffled[3]];
console.log('结果:', shuffled);

// 第二轮:i = 2
console.log('\n第二轮 (i=2):');
console.log('在索引 0-2 中随机选择...');
  j = Math.floor(Math.random() * 3); // 0到2
console.log(`选中索引 ${j}, 交换 shuffled[2] 和 shuffled[${j}]`);
  [shuffled[2], shuffled[j]] = [shuffled[j], shuffled[2]];
console.log('结果:', shuffled);

// 第三轮:i = 1
console.log('\n第三轮 (i=1):');
console.log('在索引 0-1 中随机选择...');
  j = Math.floor(Math.random() * 2); // 0到1
console.log(`选中索引 ${j}, 交换 shuffled[1] 和 shuffled[${j}]`);
  [shuffled[1], shuffled[j]] = [shuffled[j], shuffled[1]];
console.log('最终结果:', shuffled);
}

explainFisherYates();

为什么这个算法是公平的?

代码语言:javascript
复制
// 数学证明的简化版本
function whyItWorks() {
console.log('为什么Fisher-Yates算法是公平的:');
console.log('');
console.log('对于4个元素的数组:');
console.log('- 每个元素在第1位的概率: 1/4');
console.log('- 每个元素在第2位的概率: (3/4) * (1/3) = 1/4');
console.log('- 每个元素在第3位的概率: (3/4) * (2/3) * (1/2) = 1/4');
console.log('- 每个元素在第4位的概率: (3/4) * (2/3) * (1/2) * 1 = 1/4');
console.log('');
console.log('每个位置的概率都是1/4,完全公平!');
}

whyItWorks();

实际项目应用示例

1. 扑克牌游戏系统

代码语言:javascript
复制
class PokerGame {
constructor() {
    this.suits = ['♠', '♥', '♦', '♣'];
    this.ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
    this.deck = [];
    this.players = [];
    
    this.initializeDeck();
  }

// 初始化牌组
  initializeDeck() {
    this.deck = [];
    for (const suit ofthis.suits) {
      for (const rank ofthis.ranks) {
        this.deck.push({
          rank,
          suit,
          value: this.getCardValue(rank),
          display: `${rank}${suit}`
        });
      }
    }
  }

// 获取牌的数值(用于比较大小)
  getCardValue(rank) {
    if (rank === 'A') return1;
    if (['J', 'Q', 'K'].includes(rank)) return10;
    returnparseInt(rank);
  }

// 洗牌
  shuffleDeck() {
    this.deck = ArrayUtils.shuffle(this.deck);
    console.log('洗牌完成,牌组已随机化');
  }

// 发牌
  dealCards(playerCount, cardsPerPlayer) {
    if (playerCount * cardsPerPlayer > this.deck.length) {
      thrownewError('牌不够分配');
    }
    
    this.players = [];
    
    for (let i = 0; i < playerCount; i++) {
      const playerCards = [];
      for (let j = 0; j < cardsPerPlayer; j++) {
        const cardIndex = i * cardsPerPlayer + j;
        playerCards.push(this.deck[cardIndex]);
      }
      
      this.players.push({
        id: i + 1,
        cards: playerCards,
        handValue: this.calculateHandValue(playerCards)
      });
    }
    
    returnthis.players;
  }

// 计算手牌总值
  calculateHandValue(cards) {
    return cards.reduce((sum, card) => sum + card.value, 0);
  }

// 开始新游戏
  startNewGame(playerCount, cardsPerPlayer = 5) {
    console.log(`开始新游戏: ${playerCount}个玩家,每人${cardsPerPlayer}张牌`);
    
    this.initializeDeck();
    this.shuffleDeck();
    const players = this.dealCards(playerCount, cardsPerPlayer);
    
    console.log('发牌结果:');
    players.forEach(player => {
      console.log(`玩家${player.id}: ${player.cards.map(c => c.display).join(', ')} (总值: ${player.handValue})`);
    });
    
    return players;
  }

// 统计洗牌随机性(用于测试)
  testShuffleRandomness(iterations = 1000) {
    const positionCounts = {};
    
    // 初始化计数器
    this.deck.forEach((card, index) => {
      positionCounts[card.display] = newArray(this.deck.length).fill(0);
    });
    
    for (let i = 0; i < iterations; i++) {
      this.initializeDeck();
      this.shuffleDeck();
      
      this.deck.forEach((card, position) => {
        positionCounts[card.display][position]++;
      });
    }
    
    // 分析结果
    console.log('洗牌随机性测试结果:');
    const expectedFrequency = iterations / this.deck.length;
    let totalDeviation = 0;
    
    Object.entries(positionCounts).forEach(([card, positions]) => {
      const deviations = positions.map(count =>Math.abs(count - expectedFrequency));
      const avgDeviation = deviations.reduce((sum, dev) => sum + dev, 0) / deviations.length;
      totalDeviation += avgDeviation;
      
      if (avgDeviation > expectedFrequency * 0.1) { // 如果偏差超过10%
        console.warn(`${card} 的分布可能不够随机,平均偏差: ${avgDeviation.toFixed(2)}`);
      }
    });
    
    const overallDeviation = totalDeviation / this.deck.length;
    console.log(`总体随机性评分: ${overallDeviation < expectedFrequency * 0.05 ? '优秀' : '一般'}`);
    console.log(`平均偏差: ${overallDeviation.toFixed(2)} (期望: ${expectedFrequency.toFixed(2)})`);
  }
}

// 使用示例
const game = new PokerGame();

// 开始一局游戏
game.startNewGame(4, 5);

// 测试洗牌随机性
game.testShuffleRandomness(1000);

2. 智能抽奖系统

代码语言:javascript
复制
class LotterySystem {
constructor() {
    this.prizes = [];
    this.participants = [];
    this.history = [];
  }

// 设置奖品和概率
  setPrizes(prizeConfig) {
    this.prizes = prizeConfig.map(config => ({
      ...config,
      remainingCount: config.totalCount || Infinity
    }));
    
    // 验证概率总和
    const totalProbability = this.prizes.reduce((sum, prize) => sum + prize.probability, 0);
    if (Math.abs(totalProbability - 100) > 0.01) {
      console.warn(`概率总和为 ${totalProbability}%,建议调整为100%`);
    }
    
    console.log('奖品设置完成:');
    this.prizes.forEach(prize => {
      console.log(`${prize.name}: ${prize.probability}% (剩余${prize.remainingCount}个)`);
    });
  }

// 添加参与者
  addParticipants(users) {
    this.participants = users.map(user => ({
      ...user,
      participationCount: 0,
      winHistory: []
    }));
    
    console.log(`已添加 ${this.participants.length} 个参与者`);
  }

// 进行抽奖
  drawLottery(userId) {
    const participant = this.participants.find(p => p.id === userId);
    if (!participant) {
      thrownewError('参与者不存在');
    }
    
    // 获取有效奖品(还有库存的)
    const availablePrizes = this.prizes.filter(prize => prize.remainingCount > 0);
    if (availablePrizes.length === 0) {
      return { result: 'no_prizes', message: '抱歉,奖品已全部发完' };
    }
    
    // 重新计算概率(基于剩余奖品)
    const totalAvailableProbability = availablePrizes.reduce((sum, prize) => sum + prize.probability, 0);
    const normalizedPrizes = availablePrizes.map(prize => ({
      ...prize,
      normalizedProbability: (prize.probability / totalAvailableProbability) * 100
    }));
    
    // 使用加权随机选择
    const prizeNames = normalizedPrizes.map(p => p.name);
    const weights = normalizedPrizes.map(p => p.normalizedProbability);
    
    const selectedPrizeName = ArrayUtils.weightedShuffle(prizeNames, weights)[0];
    const wonPrize = this.prizes.find(p => p.name === selectedPrizeName);
    
    // 更新数据
    wonPrize.remainingCount--;
    participant.participationCount++;
    participant.winHistory.push({
      prize: wonPrize.name,
      timestamp: newDate(),
      drawId: this.history.length + 1
    });
    
    // 记录抽奖历史
    const drawRecord = {
      drawId: this.history.length + 1,
      userId: userId,
      userName: participant.name,
      prize: wonPrize.name,
      timestamp: newDate()
    };
    this.history.push(drawRecord);
    
    console.log(`🎉 ${participant.name} 抽中了 ${wonPrize.name}!`);
    
    return {
      result: 'success',
      prize: wonPrize,
      drawRecord,
      remainingPrizes: this.getRemainingPrizes()
    };
  }

// 批量抽奖(适用于活动结束时的随机分配)
  batchDraw(count) {
    const shuffledParticipants = ArrayUtils.shuffle(this.participants);
    const winners = [];
    
    for (let i = 0; i < Math.min(count, shuffledParticipants.length); i++) {
      const participant = shuffledParticipants[i];
      try {
        const result = this.drawLottery(participant.id);
        if (result.result === 'success') {
          winners.push(result);
        }
      } catch (error) {
        console.error(`用户 ${participant.name} 抽奖失败:`, error.message);
      }
    }
    
    console.log(`批量抽奖完成,共产生 ${winners.length} 个获奖者`);
    return winners;
  }

// 获取剩余奖品信息
  getRemainingPrizes() {
    returnthis.prizes.map(prize => ({
      name: prize.name,
      remaining: prize.remainingCount,
      total: prize.totalCount || '无限',
      probability: prize.probability + '%'
    }));
  }

// 生成抽奖统计报告
  generateReport() {
    const report = {
      totalDraws: this.history.length,
      prizeDistribution: {},
      participantStats: {},
      timeAnalysis: {}
    };
    
    // 奖品分布统计
    this.history.forEach(record => {
      report.prizeDistribution[record.prize] = (report.prizeDistribution[record.prize] || 0) + 1;
    });
    
    // 参与者统计
    this.participants.forEach(participant => {
      report.participantStats[participant.name] = {
        participationCount: participant.participationCount,
        winCount: participant.winHistory.length,
        winRate: participant.participationCount > 0 ? 
          (participant.winHistory.length / participant.participationCount * 100).toFixed(2) + '%' : '0%',
        prizes: participant.winHistory.map(w => w.prize)
      };
    });
    
    // 时间分析(按小时统计)
    this.history.forEach(record => {
      const hour = record.timestamp.getHours();
      report.timeAnalysis[hour] = (report.timeAnalysis[hour] || 0) + 1;
    });
    
    console.log('📊 抽奖统计报告:');
    console.log('奖品分布:', report.prizeDistribution);
    console.log('活跃时段:', report.timeAnalysis);
    
    return report;
  }

// 验证抽奖公平性
  validateFairness(simulationCount = 10000) {
    console.log(`开始公平性验证,模拟 ${simulationCount} 次抽奖...`);
    
    const originalPrizes = JSON.parse(JSON.stringify(this.prizes));
    const simulationResults = {};
    
    // 重置奖品库存为无限
    this.prizes.forEach(prize => {
      prize.remainingCount = Infinity;
      simulationResults[prize.name] = 0;
    });
    
    // 模拟抽奖
    for (let i = 0; i < simulationCount; i++) {
      const prizeNames = this.prizes.map(p => p.name);
      const weights = this.prizes.map(p => p.probability);
      const wonPrize = ArrayUtils.weightedShuffle(prizeNames, weights)[0];
      simulationResults[wonPrize]++;
    }
    
    // 分析结果
    console.log('公平性验证结果:');
    this.prizes.forEach(prize => {
      const actualRate = (simulationResults[prize.name] / simulationCount * 100).toFixed(2);
      const expectedRate = prize.probability.toFixed(2);
      const deviation = Math.abs(actualRate - expectedRate).toFixed(2);
      
      console.log(`${prize.name}: 实际${actualRate}% vs 期望${expectedRate}% (偏差${deviation}%)`);
      
      if (parseFloat(deviation) > 1) {
        console.warn(`${prize.name} 的偏差较大,可能需要检查权重设置`);
      }
    });
    
    // 恢复原始设置
    this.prizes = originalPrizes;
  }
}

// 使用示例
const lottery = new LotterySystem();

// 设置奖品
lottery.setPrizes([
  { name: '一等奖 - iPhone', probability: 1, totalCount: 1 },
  { name: '二等奖 - iPad', probability: 5, totalCount: 3 },
  { name: '三等奖 - 耳机', probability: 20, totalCount: 10 },
  { name: '参与奖 - 优惠券', probability: 74, totalCount: 100 }
]);

// 添加参与者
lottery.addParticipants([
  { id: 1, name: '张三', email: 'zhang@example.com' },
  { id: 2, name: '李四', email: 'li@example.com' },
  { id: 3, name: '王五', email: 'wang@example.com' },
  { id: 4, name: '赵六', email: 'zhao@example.com' }
]);

// 进行几次抽奖
lottery.drawLottery(1);
lottery.drawLottery(2);
lottery.drawLottery(3);

// 验证公平性
lottery.validateFairness(10000);

// 生成报告
lottery.generateReport();

3. A/B测试分组系统

代码语言:javascript
复制
class ABTestManager {
constructor() {
    this.tests = newMap();
    this.userAssignments = newMap();
  }

// 创建A/B测试
  createTest(testConfig) {
    const test = {
      id: testConfig.id,
      name: testConfig.name,
      description: testConfig.description,
      variants: testConfig.variants.map(variant => ({
        ...variant,
        assignedUsers: []
      })),
      trafficAllocation: testConfig.trafficAllocation || 100, // 参与测试的用户百分比
      isActive: true,
      createdAt: newDate(),
      metrics: {}
    };
    
    // 验证变体权重总和
    const totalWeight = test.variants.reduce((sum, variant) => sum + variant.weight, 0);
    if (totalWeight !== 100) {
      thrownewError(`变体权重总和必须为100%,当前为${totalWeight}%`);
    }
    
    this.tests.set(test.id, test);
    console.log(`A/B测试 "${test.name}" 创建成功`);
    
    return test;
  }

// 为用户分配测试变体
  assignUser(testId, userId, userInfo = {}) {
    const test = this.tests.get(testId);
    if (!test) {
      thrownewError(`测试 ${testId} 不存在`);
    }
    
    if (!test.isActive) {
      return { variant: null, reason: 'test_inactive' };
    }
    
    // 检查用户是否已经分配过
    const existingAssignment = this.getUserAssignment(testId, userId);
    if (existingAssignment) {
      return existingAssignment;
    }
    
    // 确定用户是否参与测试(基于流量分配)
    const participationRandom = Math.random() * 100;
    if (participationRandom >= test.trafficAllocation) {
      return { variant: null, reason: 'traffic_allocation' };
    }
    
    // 为了确保分配的一致性,使用用户ID作为随机种子
    const userSeed = this.hashUserId(userId);
    
    // 使用加权随机分配变体
    const variantNames = test.variants.map(v => v.name);
    const weights = test.variants.map(v => v.weight);
    
    // 使用确定性的随机选择(基于用户ID)
    const selectedVariant = this.deterministicWeightedChoice(variantNames, weights, userSeed);
    const variant = test.variants.find(v => v.name === selectedVariant);
    
    // 记录分配
    const assignment = {
      testId,
      userId,
      variant: variant.name,
      assignedAt: newDate(),
      userInfo,
      events: []
    };
    
    variant.assignedUsers.push(userId);
    
    if (!this.userAssignments.has(userId)) {
      this.userAssignments.set(userId, newMap());
    }
    this.userAssignments.get(userId).set(testId, assignment);
    
    console.log(`用户 ${userId} 被分配到测试 "${test.name}" 的变体 "${variant.name}"`);
    
    return { variant: variant.name, assignment };
  }

// 使用用户ID生成确定性的"随机"数
  hashUserId(userId) {
    let hash = 0;
    const str = userId.toString();
    for (let i = 0; i < str.length; i++) {
      const char = str.charCodeAt(i);
      hash = ((hash << 5) - hash) + char;
      hash = hash & hash; // 转换为32位整数
    }
    returnMath.abs(hash) / 2147483648; // 归一化到0-1
  }

// 确定性的加权选择
  deterministicWeightedChoice(items, weights, seed) {
    const totalWeight = weights.reduce((sum, w) => sum + w, 0);
    const target = seed * totalWeight;
    
    let currentWeight = 0;
    for (let i = 0; i < items.length; i++) {
      currentWeight += weights[i];
      if (target <= currentWeight) {
        return items[i];
      }
    }
    
    return items[items.length - 1]; // 兜底返回最后一个
  }

// 获取用户的测试分配
  getUserAssignment(testId, userId) {
    const userTests = this.userAssignments.get(userId);
    return userTests ? userTests.get(testId) : null;
  }

// 记录用户事件
  trackEvent(testId, userId, eventName, eventData = {}) {
    const assignment = this.getUserAssignment(testId, userId);
    if (!assignment) {
      console.warn(`用户 ${userId} 未参与测试 ${testId}`);
      returnfalse;
    }
    
    const event = {
      name: eventName,
      data: eventData,
      timestamp: newDate()
    };
    
    assignment.events.push(event);
    
    // 更新测试指标
    const test = this.tests.get(testId);
    if (!test.metrics[assignment.variant]) {
      test.metrics[assignment.variant] = {};
    }
    if (!test.metrics[assignment.variant][eventName]) {
      test.metrics[assignment.variant][eventName] = 0;
    }
    test.metrics[assignment.variant][eventName]++;
    
    console.log(`记录事件: 用户${userId} 在变体"${assignment.variant}"中触发"${eventName}"`);
    
    returntrue;
  }

// 分析测试结果
  analyzeTest(testId) {
    const test = this.tests.get(testId);
    if (!test) {
      thrownewError(`测试 ${testId} 不存在`);
    }
    
    const analysis = {
      testId,
      testName: test.name,
      totalUsers: 0,
      variants: {},
      summary: {}
    };
    
    // 收集各变体的数据
    test.variants.forEach(variant => {
      const userCount = variant.assignedUsers.length;
      analysis.totalUsers += userCount;
      
      const variantMetrics = test.metrics[variant.name] || {};
      
      analysis.variants[variant.name] = {
        userCount,
        weightPercentage: variant.weight,
        actualPercentage: 0, // 稍后计算
        events: variantMetrics,
        conversionRate: {}
      };
    });
    
    // 计算实际分配百分比和转化率
    Object.keys(analysis.variants).forEach(variantName => {
      const variant = analysis.variants[variantName];
      variant.actualPercentage = analysis.totalUsers > 0 ? 
        (variant.userCount / analysis.totalUsers * 100).toFixed(2) : 0;
      
      // 计算各种转化率
      Object.keys(variant.events).forEach(eventName => {
        variant.conversionRate[eventName] = variant.userCount > 0 ? 
          (variant.events[eventName] / variant.userCount * 100).toFixed(2) : 0;
      });
    });
    
    // 生成汇总报告
    analysis.summary = this.generateTestSummary(analysis);
    
    console.log('📈 A/B测试分析结果:');
    console.log(`测试: ${analysis.testName}`);
    console.log(`总用户数: ${analysis.totalUsers}`);
    
    Object.entries(analysis.variants).forEach(([variantName, data]) => {
      console.log(`\n变体 "${variantName}":`);
      console.log(`  用户数: ${data.userCount} (${data.actualPercentage}%)`);
      console.log(`  转化率:`, data.conversionRate);
    });
    
    if (analysis.summary.recommendation) {
      console.log(`\n📋 建议: ${analysis.summary.recommendation}`);
    }
    
    return analysis;
  }

// 生成测试汇总
  generateTestSummary(analysis) {
    const variants = Object.keys(analysis.variants);
    if (variants.length < 2) {
      return { recommendation: '需要至少2个变体才能进行比较' };
    }
    
    // 找出转化率最高的变体(以第一个事件为准)
    const firstEventName = Object.keys(analysis.variants[variants[0]].events)[0];
    if (!firstEventName) {
      return { recommendation: '暂无足够数据进行分析' };
    }
    
    let bestVariant = variants[0];
    let bestConversionRate = parseFloat(analysis.variants[variants[0]].conversionRate[firstEventName] || 0);
    
    variants.forEach(variantName => {
      const conversionRate = parseFloat(analysis.variants[variantName].conversionRate[firstEventName] || 0);
      if (conversionRate > bestConversionRate) {
        bestConversionRate = conversionRate;
        bestVariant = variantName;
      }
    });
    
    const summary = {
      bestVariant,
      bestConversionRate: bestConversionRate + '%',
      recommendation: `变体 "${bestVariant}" 表现最佳,转化率为 ${bestConversionRate}%`
    };
    
    // 计算提升幅度
    const baselineVariant = variants.find(v => v.toLowerCase().includes('control') || v.toLowerCase().includes('a')) || variants[0];
    if (bestVariant !== baselineVariant) {
      const baselineRate = parseFloat(analysis.variants[baselineVariant].conversionRate[firstEventName] || 0);
      const improvement = ((bestConversionRate - baselineRate) / baselineRate * 100).toFixed(1);
      summary.improvement = `相比基准变体提升 ${improvement}%`;
      summary.recommendation += `,${summary.improvement}`;
    }
    
    return summary;
  }

// 均匀分配用户到各个变体(用于初始化或重新平衡)
  rebalanceTest(testId) {
    const test = this.tests.get(testId);
    if (!test) {
      thrownewError(`测试 ${testId} 不存在`);
    }
    
    // 收集所有已分配的用户
    const allAssignedUsers = [];
    test.variants.forEach(variant => {
      variant.assignedUsers.forEach(userId => {
        allAssignedUsers.push(userId);
      });
      variant.assignedUsers = []; // 清空现有分配
    });
    
    // 重新随机分配
    const shuffledUsers = ArrayUtils.shuffle(allAssignedUsers);
    const variantNames = test.variants.map(v => v.name);
    const weights = test.variants.map(v => v.weight);
    
    shuffledUsers.forEach(userId => {
      const selectedVariant = ArrayUtils.weightedShuffle(variantNames, weights)[0];
      const variant = test.variants.find(v => v.name === selectedVariant);
      variant.assignedUsers.push(userId);
      
      // 更新用户分配记录
      const assignment = this.getUserAssignment(testId, userId);
      if (assignment) {
        assignment.variant = selectedVariant;
        assignment.rebalancedAt = newDate();
      }
    });
    
    console.log(`测试 "${test.name}" 重新平衡完成`);
    return test;
  }
}

// 使用示例
const abTest = new ABTestManager();

// 创建一个A/B测试
abTest.createTest({
id: 'homepage_button_test',
name: '首页按钮颜色测试',
description: '测试不同颜色的CTA按钮对转化率的影响',
variants: [
    { name: 'control', weight: 50, description: '蓝色按钮(对照组)' },
    { name: 'red_button', weight: 25, description: '红色按钮' },
    { name: 'green_button', weight: 25, description: '绿色按钮' }
  ],
trafficAllocation: 80// 80%的用户参与测试
});

// 模拟用户访问和分配
const users = [1001, 1002, 1003, 1004, 1005, 1006, 1007, 1008, 1009, 1010];

users.forEach(userId => {
const assignment = abTest.assignUser('homepage_button_test', userId, {
    source: 'organic',
    device: 'desktop'
  });

if (assignment.variant) {
    // 模拟用户行为
    const clickProbability = {
      'control': 0.12,
      'red_button': 0.15,
      'green_button': 0.14
    };
    
    // 模拟点击事件
    if (Math.random() < clickProbability[assignment.variant]) {
      abTest.trackEvent('homepage_button_test', userId, 'button_click');
      
      // 模拟转化事件
      if (Math.random() < 0.3) { // 30%的点击会转化
        abTest.trackEvent('homepage_button_test', userId, 'conversion');
      }
    }
  }
});

// 分析测试结果
abTest.analyzeTest('homepage_button_test');

性能对比和最佳实践

1. 不同洗牌算法的性能对比

代码语言:javascript
复制
function compareShuffleMethods() {
const testArray = Array.from({ length: 1000 }, (_, i) => i);
const iterations = 10000;

// 错误的排序方法
console.time('错误的sort方法');
for (let i = 0; i < iterations; i++) {
    [...testArray].sort(() =>Math.random() - 0.5);
  }
console.timeEnd('错误的sort方法');

// Fisher-Yates方法
console.time('Fisher-Yates洗牌');
for (let i = 0; i < iterations; i++) {
    ArrayUtils.shuffle(testArray);
  }
console.timeEnd('Fisher-Yates洗牌');

// 多次随机交换方法
console.time('多次随机交换');
for (let i = 0; i < iterations; i++) {
    const arr = [...testArray];
    for (let j = 0; j < 100; j++) {
      const a = Math.floor(Math.random() * arr.length);
      const b = Math.floor(Math.random() * arr.length);
      [arr[a], arr[b]] = [arr[b], arr[a]];
    }
  }
console.timeEnd('多次随机交换');

// 结果分析:
// 错误的sort方法: ~2000ms (最慢,且结果有偏差)
// Fisher-Yates洗牌: ~200ms (最快,且结果无偏差)
// 多次随机交换: ~800ms (中等速度,结果接近无偏差)
}

compareShuffleMethods();

2. 内存使用优化

代码语言:javascript
复制
// 优化版本的ArrayUtils,减少内存分配
class OptimizedArrayUtils extends ArrayUtils {
// 原地洗牌(修改原数组,节省内存)
static shuffleInPlace(array) {
    for (let i = array.length - 1; i > 0; i--) {
      const j = Math.floor(Math.random() * (i + 1));
      [array[i], array[j]] = [array[j], array[i]];
    }
    return array;
  }

// 大数组优化的分块处理
static chunkLarge(array, size) {
    if (array.length < 10000) {
      returnsuper.chunk(array, size);
    }
    
    // 对于大数组,使用生成器节省内存
    returnfunction* () {
      for (let i = 0; i < array.length; i += size) {
        yield array.slice(i, i + size);
      }
    }();
  }

// 流式分组(适合大数据集)
static groupByStream(array, keyFn) {
    const groups = newMap();
    
    for (const item of array) {
      const key = keyFn(item);
      if (!groups.has(key)) {
        groups.set(key, []);
      }
      groups.get(key).push(item);
    }
    
    returnObject.fromEntries(groups);
  }
}

3. 随机性质量测试

代码语言:javascript
复制
class RandomnessTest {
// 测试洗牌算法的随机性质量
static testShuffleQuality(shuffleFunction, arraySize = 10, iterations = 10000) {
    const array = Array.from({ length: arraySize }, (_, i) => i);
    const positionCounts = Array(arraySize).fill().map(() =>Array(arraySize).fill(0));
    
    for (let i = 0; i < iterations; i++) {
      const shuffled = shuffleFunction([...array]);
      shuffled.forEach((value, position) => {
        positionCounts[value][position]++;
      });
    }
    
    // 计算期望频率
    const expectedFrequency = iterations / arraySize;
    
    // 计算卡方统计量
    let chiSquare = 0;
    positionCounts.forEach(counts => {
      counts.forEach(count => {
        chiSquare += Math.pow(count - expectedFrequency, 2) / expectedFrequency;
      });
    });
    
    // 自由度 = (数组长度 - 1) * (位置数 - 1)
    const degreesOfFreedom = (arraySize - 1) * (arraySize - 1);
    
    console.log(`随机性测试结果:`);
    console.log(`卡方统计量: ${chiSquare.toFixed(2)}`);
    console.log(`自由度: ${degreesOfFreedom}`);
    console.log(`期望频率: ${expectedFrequency}`);
    
    // 简单的质量评估
    const criticalValue = degreesOfFreedom * 1.5; // 简化的临界值
    const quality = chiSquare < criticalValue ? '优秀' : '一般';
    console.log(`随机性质量: ${quality}`);
    
    return {
      chiSquare,
      degreesOfFreedom,
      quality,
      positionCounts
    };
  }

// 可视化随机性分布
static visualizeDistribution(testResult) {
    console.log('\n随机性分布可视化:');
    console.log('位置:  0   1   2   3   4   5   6   7   8   9');
    
    testResult.positionCounts.forEach((counts, value) => {
      const normalized = counts.map(count =>
        Math.round(count / Math.max(...counts) * 10)
      );
      const bar = normalized.map(n =>'█'.repeat(n).padEnd(3)).join(' ');
      console.log(`值${value}:  ${bar}`);
    });
  }
}

// 测试我们的洗牌算法
console.log('测试Fisher-Yates洗牌算法:');
const result1 = RandomnessTest.testShuffleQuality(ArrayUtils.shuffle);
RandomnessTest.visualizeDistribution(result1);

console.log('\n测试错误的sort洗牌:');
const badShuffle = (arr) => arr.sort(() =>Math.random() - 0.5);
const result2 = RandomnessTest.testShuffleQuality(badShuffle);
RandomnessTest.visualizeDistribution(result2);

总结

通过我们自制的数组处理神器,我们实现了:

核心算法优势:

  • Fisher-Yates洗牌:数学证明的无偏随机算法
  • 加权随机选择:支持概率分布的智能选择
  • 确定性分配:基于用户ID的一致性分组
  • 高性能实现:比简单排序方法快10倍以上

功能完备性:

  • ✅ 基础洗牌:完全随机,无偏差
  • ✅ 加权洗牌:支持概率权重
  • ✅ 随机采样:无重复选择
  • ✅ 数组操作:分块、分组、去重、集合运算
  • ✅ 质量测试:随机性验证工具

实际应用场景:

  • ✅ 游戏开发:扑克牌洗牌、随机事件
  • ✅ 抽奖系统:公平的概率分配
  • ✅ A/B测试:科学的用户分组
  • ✅ 内容推荐:智能的随机化展示

性能和质量保证:

  • ✅ 速度:比传统方法快5-10倍
  • ✅ 公平性:数学验证的无偏差
  • ✅ 内存效率:优化的算法实现
  • ✅ 可测试性:完整的质量验证工具

这套数组处理工具不仅解决了日常开发中的随机化需求,更重要的是确保了算法的科学性和公平性。无论是游戏开发、抽奖活动还是A/B测试,都能提供可靠且高效的解决方案。

掌握了这些技术,你就能在需要随机化处理的场景中,自信地实现真正公平、高效的算法,再也不用担心"伪随机"带来的问题了!

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原始发表:2025-08-22,如有侵权请联系 cloudcommunity@tencent.com 删除

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目录
  • 生活中的随机化需求
    • 场景一:扑克牌游戏
    • 场景二:抽奖系统
    • 场景三:内容推荐
  • 常见的错误做法
    • 错误做法一:简单的Math.random()排序
    • 错误做法二:多次随机交换
  • 我们的数组处理神器
  • Fisher-Yates算法深度解析
    • 算法步骤解释
    • 为什么这个算法是公平的?
  • 实际项目应用示例
    • 1. 扑克牌游戏系统
    • 2. 智能抽奖系统
    • 3. A/B测试分组系统
  • 性能对比和最佳实践
    • 1. 不同洗牌算法的性能对比
    • 2. 内存使用优化
    • 3. 随机性质量测试
  • 总结
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