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Seeding the random number generator in Javascript

Is it possible to seed the random number generator (Math.random) in JavaScript?

it is not clear whether you want to seed it so that you get the same results repeatedly for different test runs or whether you want to seed it with 'something unique' per user for better randomness between usage.
No, unfortunately it is not possible. jsrand is a little library I wrote when I needed a seedable PRNG. There are also other more complex libraries that you can find googling for it.
Adding to the question: how is it possibly a good idea to offer a PRNG without a means to seed it?? Is there any good reason for this?
Here's a visualization of some of the generators on this page observablehq.com/@tidwall/hello-randomness
@Alan I think maybe there's no seed because the underlying algorithm is up to the browser - if Math.random() did have a seed, the seeds would not be guaranteed to give the same results in different browsers. hackernoon.com/…

b
bryc

No, it is not possible to seed Math.random(). The ECMAScript specification is intentionally vague on the subject, providing no means for seeding nor require that browsers even use the same algorithm. So such a function must be externally provided, which thankfully isn't too difficult.

I've implemented a number of good, short and fast Pseudorandom number generator (PRNG) functions in plain JavaScript. All of them can be seeded and provide high quality numbers. These are not intended for security purposes--if you need a seedable CSPRNG, look into ISAAC.

First of all, take care to initialize your PRNGs properly. To keep things simple, the generators below have no built-in seed generating procedure, but accept one or more 32-bit numbers as the initial seed state of the PRNG. Similar or sparse seeds (e.g. a simple seed of 1 and 2) have low entropy, and can cause correlations or other randomness quality issues, sometimes resulting in the output having similar properties (such as randomly generated levels being similar). To avoid this, it is best practice to initialize PRNGs with a well-distributed, high entropy seed and/or advancing past the first 15 or so numbers.

There are many ways to do this, but here are two methods. Firstly, hash functions are very good at generating seeds from short strings. A good hash function will generate very different results even when two strings are similar, so you don't have to put much thought into the string. Here's an example hash function:

function cyrb128(str) {
    let h1 = 1779033703, h2 = 3144134277,
        h3 = 1013904242, h4 = 2773480762;
    for (let i = 0, k; i < str.length; i++) {
        k = str.charCodeAt(i);
        h1 = h2 ^ Math.imul(h1 ^ k, 597399067);
        h2 = h3 ^ Math.imul(h2 ^ k, 2869860233);
        h3 = h4 ^ Math.imul(h3 ^ k, 951274213);
        h4 = h1 ^ Math.imul(h4 ^ k, 2716044179);
    }
    h1 = Math.imul(h3 ^ (h1 >>> 18), 597399067);
    h2 = Math.imul(h4 ^ (h2 >>> 22), 2869860233);
    h3 = Math.imul(h1 ^ (h3 >>> 17), 951274213);
    h4 = Math.imul(h2 ^ (h4 >>> 19), 2716044179);
    return [(h1^h2^h3^h4)>>>0, (h2^h1)>>>0, (h3^h1)>>>0, (h4^h1)>>>0];
}

Calling cyrb128 will produce a 128-bit hash value from a string which can be used to seed a PRNG. Here's how you might use it:

// Create cyrb128 state:
var seed = cyrb128("apples");
// Four 32-bit component hashes provide the seed for sfc32.
var rand = sfc32(seed[0], seed[1], seed[2], seed[3]);

// Only one 32-bit component hash is needed for mulberry32.
var rand = mulberry32(seed[0]);

// Obtain sequential random numbers like so:
rand();
rand();

Note: If you want a slightly more robust 128-bit hash, consider MurmurHash3_x86_128, it's more thorough, but intended for use with large arrays.

Alternatively, simply choose some dummy data to pad the seed with, and advance the generator beforehand a few times (12-20 iterations) to mix the initial state thoroughly. This has the benefit of being simpler, and is often used in reference implementations of PRNGs, but it does limit the number of initial states:

var seed = 1337 ^ 0xDEADBEEF; // 32-bit seed with optional XOR value
// Pad seed with Phi, Pi and E.
// https://en.wikipedia.org/wiki/Nothing-up-my-sleeve_number
var rand = sfc32(0x9E3779B9, 0x243F6A88, 0xB7E15162, seed);
for (var i = 0; i < 15; i++) rand();

Note: the output of these PRNG functions produce a positive 32-bit number (0 to 232-1) which is then converted to a floating-point number between 0-1 (0 inclusive, 1 exclusive) equivalent to Math.random(), if you want random numbers of a specific range, read this article on MDN. If you only want the raw bits, simply remove the final division operation.

JavaScript numbers can only represent whole integers up to 53-bit resolution. And when using bitwise operations, this is reduced to 32. Modern PRNGs in other languages often use 64-bit operations, which require shims when porting to JS that can drastically reduce performance. The algorithms here only use 32-bit operations, as it is directly compatible with JS.

Now, onward to the the generators. (I maintain the full list with references and license info here)

sfc32 (Simple Fast Counter)

sfc32 is part of the PractRand random number testing suite (which it passes of course). sfc32 has a 128-bit state and is very fast in JS.

function sfc32(a, b, c, d) {
    return function() {
      a >>>= 0; b >>>= 0; c >>>= 0; d >>>= 0; 
      var t = (a + b) | 0;
      a = b ^ b >>> 9;
      b = c + (c << 3) | 0;
      c = (c << 21 | c >>> 11);
      d = d + 1 | 0;
      t = t + d | 0;
      c = c + t | 0;
      return (t >>> 0) / 4294967296;
    }
}

You may wonder what the | 0 and >>>= 0 are for. These are essentially 32-bit integer casts, used for performance optimizations. Number in JS are basically floats, but during bitwise operations, they switch into a 32-bit integer mode. This mode is processed faster by JS interpreters, but any multiplication or addition will cause it to switch back to a float, resulting in a performance hit.

Mulberry32

Mulberry32 is a simple generator with a 32-bit state, but is extremely fast and has good quality randomness (author states it passes all tests of gjrand testing suite and has a full 232 period, but I haven't verified).

function mulberry32(a) {
    return function() {
      var t = a += 0x6D2B79F5;
      t = Math.imul(t ^ t >>> 15, t | 1);
      t ^= t + Math.imul(t ^ t >>> 7, t | 61);
      return ((t ^ t >>> 14) >>> 0) / 4294967296;
    }
}

I would recommend this if you just need a simple but decent PRNG and don't need billions of random numbers (see Birthday problem).

xoshiro128**

As of May 2018, xoshiro128** is the new member of the Xorshift family, by Vigna & Blackman (professor Vigna was also responsible for the Xorshift128+ algorithm powering most Math.random implementations under the hood). It is the fastest generator that offers a 128-bit state.

function xoshiro128ss(a, b, c, d) {
    return function() {
        var t = b << 9, r = a * 5; r = (r << 7 | r >>> 25) * 9;
        c ^= a; d ^= b;
        b ^= c; a ^= d; c ^= t;
        d = d << 11 | d >>> 21;
        return (r >>> 0) / 4294967296;
    }
}

The authors claim it passes randomness tests well (albeit with caveats). Other researchers have pointed out that it fails some tests in TestU01 (particularly LinearComp and BinaryRank). In practice, it should not cause issues when floats are used (such as in these implementations), but may cause issues if relying on the raw lowest order bit.

JSF (Jenkins' Small Fast)

This is JSF or 'smallprng' by Bob Jenkins (2007), who also made ISAAC and SpookyHash. It passes PractRand tests and should be quite fast, although not as fast as sfc32.

function jsf32(a, b, c, d) {
    return function() {
        a |= 0; b |= 0; c |= 0; d |= 0;
        var t = a - (b << 27 | b >>> 5) | 0;
        a = b ^ (c << 17 | c >>> 15);
        b = c + d | 0;
        c = d + t | 0;
        d = a + t | 0;
        return (d >>> 0) / 4294967296;
    }
}

I believe the values you quoted from "Tables of Linear Congruential Generators..." by Pierre L’ecuyer could exceed the maximum integer size in Javascript. The max seed of (2^32-1) * 741103597 ≈ 3e18, which is greater than JavaScript's max int size of ≈ 9e15. I think the following values from Pierre's book have the largest period within native limits: seed = (seed * 185852 + 1) % 34359738337.
@Lachmanski true, but those are bound by 32-bits (and the Park-Miller 31-bits). Using Math.imul allows it to overflow as it would when using multiplication in C on 32-bit integers. What you're suggesting is an LCG utilizing the full range of JS's integer space, which is definitely an interesting area to explore as well. :)
This is awesome! Can I just copy your sfc32 into an LGPL program?
Sure, feel free to use the code for whatever purpose :)
@blobber2 not sure what you mean, but the original code is from here (with others): github.com/bryc/code/blob/master/jshash/PRNGs.md. more or less a gist inside a repository :-)
a
ashleedawg

No, it is not possible to seed Math.random(), but it's fairly easy to write your own generator, or better yet, use an existing one.

Check out: this related question.

Also, see David Bau's blog for more information on seeding.


A
Antti Kissaniemi

NOTE: Despite (or rather, because of) succinctness and apparent elegance, this algorithm is by no means a high-quality one in terms of randomness. Look for e.g. those listed in this answer for better results.

(Originally adapted from a clever idea presented in a comment to another answer.)

var seed = 1;
function random() {
    var x = Math.sin(seed++) * 10000;
    return x - Math.floor(x);
}

You can set seed to be any number, just avoid zero (or any multiple of Math.PI).

The elegance of this solution, in my opinion, comes from the lack of any "magic" numbers (besides 10000, which represents about the minimum amount of digits you must throw away to avoid odd patterns - see results with values 10, 100, 1000). Brevity is also nice.

It's a bit slower than Math.random() (by a factor of 2 or 3), but I believe it's about as fast as any other solution written in JavaScript.


Is there a way to prove this RNG generate numbers that are uniformly distributed? Experimentally it seems to: jsfiddle.net/bhrLT
6,000,000 ops/second is pretty fast, I don't plan on generating more than ~3,000,000 per click. Kidding, this is brilliant.
-1, This isn't a uniform sampler at all - it is quite biased towards 0 and 1 (see jsfiddle.net/bhrLT/17, which may take a while to compute). Consecutive values are correlated - every 355 values, and even more so every 710, are related. Please use something more carefully thought-out!
The question's not about creating a cryptographically secure random number generator, but something that works in javascript, useful for quick demos, etc. I'll take something quick and simple that gives a good looking distribution over a million random numbers for that purpose.
Be careful. Math.sin() can give different results on client and server. I use Meteor (uses javascript on client & server).
T
TankorSmash

No, but here's a simple pseudorandom generator, an implementation of Multiply-with-carry I adapted from Wikipedia (has been removed since):

var m_w = 123456789;
var m_z = 987654321;
var mask = 0xffffffff;

// Takes any integer
function seed(i) {
    m_w = (123456789 + i) & mask;
    m_z = (987654321 - i) & mask;
}

// Returns number between 0 (inclusive) and 1.0 (exclusive),
// just like Math.random().
function random()
{
    m_z = (36969 * (m_z & 65535) + (m_z >> 16)) & mask;
    m_w = (18000 * (m_w & 65535) + (m_w >> 16)) & mask;
    var result = ((m_z << 16) + (m_w & 65535)) >>> 0;
    result /= 4294967296;
    return result;
}

Has anyone tested this function for its randomness?
This is the multiply-with-carry (MWC) random generator with a pretty long period. Adapted from wikipedia Random Number Generators
When I use it with my random color generator (HSL), it generates only green and cyan colors. The original random generator generates all colors. So, it is not same or it does not work.
@Michael_Scharf 1) The seed change m_w, not m_z. 2) Both m_w and m_z are change BASED on their previous values, so it does modify the result.
When I used this code I did not get well-distributed results. Regardless of seed, the output sequence was very similar. This made it not helpful for my game.
g
ggorlen

Antti Sykäri's algorithm is nice and short. I initially made a variation that replaced JavaScript's Math.random when you call Math.seed(s), but then Jason commented that returning the function would be better:

Math.seed = function(s) {
    return function() {
        s = Math.sin(s) * 10000; return s - Math.floor(s);
    };
};

// usage:
var random1 = Math.seed(42);
var random2 = Math.seed(random1());
Math.random = Math.seed(random2());

This gives you another functionality that JavaScript doesn't have: multiple independent random generators. That is especially important if you want to have multiple repeatable simulations running at the same time.


If you return the function instead of setting Math.random that would allow you to have multiple independent generators, right?
Be sure to see comments above about distribution of randomness if that matters to you: stackoverflow.com/questions/521295/…
How randoms generated by this can be repeated? It keeps giving new numbers every time
each time you do Math.seed(42); it resets the function, so if you do var random = Math.seed(42); random(); random(); you get 0.70..., then 0.38.... If you reset it by calling var random = Math.seed(42); again, then the next time you call random() you'll get 0.70... again, and the next time you'll get 0.38... again.
Please do not use this. Please take the time to instead use a local variable named random instead of overwriting a native javascript function. Overwriting Math.random may cause the JIST compiler to unoptimize all your code.
u
user2383235

Please see Pierre L'Ecuyer's work going back to the late 1980s and early 1990s. There are others as well. Creating a (pseudo) random number generator on your own, if you are not an expert, is pretty dangerous, because there is a high likelihood of either the results not being statistically random or in having a small period. Pierre (and others) have put together some good (pseudo) random number generators that are easy to implement. I use one of his LFSR generators.

https://www.iro.umontreal.ca/~lecuyer/myftp/papers/handstat.pdf

Phil Troy


Great answer, but not related to javascript :)
The code for implementing Professor L'Ecuyer's work is publicly available for java and readily translatable by most programmers into Javascript.
b
bryc

Combining some of the previous answers, this is the seedable random function you are looking for:

Math.seed = function(s) {
    var mask = 0xffffffff;
    var m_w  = (123456789 + s) & mask;
    var m_z  = (987654321 - s) & mask;

    return function() {
      m_z = (36969 * (m_z & 65535) + (m_z >>> 16)) & mask;
      m_w = (18000 * (m_w & 65535) + (m_w >>> 16)) & mask;

      var result = ((m_z << 16) + (m_w & 65535)) >>> 0;
      result /= 4294967296;
      return result;
    }
}

var myRandomFunction = Math.seed(1234);
var randomNumber = myRandomFunction();

This produces very similar results at the beginning of the sequence with different seeds. For example, Math.seed(0)() returns 0.2322845458984375, and Math.seed(1)() returns 0.23228873685002327. Changing both m_w and m_z according to the seed seems to help. var m_w = 987654321 + s; var m_z = 123456789 - s; produces a nice distribution of first values with different seeds.
@undefined the issue you described is fixed as of the last edit, it was a bug in the MWC implementation.
Working nicely now, as of Jan 2020. Seed with 0, get 0.7322976540308446. Seed with 1, 0.16818441334180534, with 2: 0.6040864314418286, with 3: 0.03998844954185188. Thank you both!
L
Lajos Bodrogi

To write your own pseudo random generator is quite simple.

The suggestion of Dave Scotese is useful but, as pointed out by others, it is not quite uniformly distributed.

However, it is not because of the integer arguments of sin. It's simply because of the range of sin, which happens to be a one dimensional projection of a circle. If you would take the angle of the circle instead it would be uniform.

So instead of sin(x) use arg(exp(i * x)) / (2 * PI).

If you don't like the linear order, mix it a bit up with xor. The actual factor doesn't matter that much either.

To generate n pseudo random numbers one could use the code:

function psora(k, n) {
  var r = Math.PI * (k ^ n)
  return r - Math.floor(r)
}
n = 42; for(k = 0; k < n; k++) console.log(psora(k, n))

Please also note that you cannot use pseudo random sequences when real entropy is needed.


I'm no expert, but sequential seeds follow a constant pattern. Colored pixels are >= 0.5. I am guessing its just iterating over the radius over and over?
M
Martin Omander

Many people who need a seedable random-number generator in Javascript these days are using David Bau's seedrandom module.


U
Ulf Aslak

Math.random no, but the ran library solves this. It has almost all distributions you can imagine and supports seeded random number generation. Example:

ran.core.seed(0)
myDist = new ran.Dist.Uniform(0, 1)
samples = myDist.sample(1000)

c
ccxvii

It's not possible to seed the builtin Math.random function, but it is possible to implement a high quality RNG in Javascript with very little code.

Javascript numbers are 64-bit floating point precision, which can represent all positive integers less than 2^53. This puts a hard limit to our arithmetic, but within these limits you can still pick parameters for a high quality Lehmer / LCG random number generator.

function RNG(seed) {
    var m = 2**35 - 31
    var a = 185852
    var s = seed % m
    return function () {
        return (s = s * a % m) / m
    }
}

Math.random = RNG(Date.now())

If you want even higher quality random numbers, at the cost of being ~10 times slower, you can use BigInt for the arithmetic and pick parameters where m is just able to fit in a double.

function RNG(seed) {
    var m_as_number = 2**53 - 111
    var m = 2n**53n - 111n
    var a = 5667072534355537n
    var s = BigInt(seed) % m
    return function () {
        return Number(s = s * a % m) / m_as_number
    }
}

See this paper by Pierre l'Ecuyer for the parameters used in the above implementations: https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf

And whatever you do, avoid all the other answers here that use Math.sin!


K
Kirill Groshkov

Here's the adopted version of Jenkins hash, borrowed from here

export function createDeterministicRandom(): () => number {
  let seed = 0x2F6E2B1;
  return function() {
    // Robert Jenkins’ 32 bit integer hash function
    seed = ((seed + 0x7ED55D16) + (seed << 12))  & 0xFFFFFFFF;
    seed = ((seed ^ 0xC761C23C) ^ (seed >>> 19)) & 0xFFFFFFFF;
    seed = ((seed + 0x165667B1) + (seed << 5))   & 0xFFFFFFFF;
    seed = ((seed + 0xD3A2646C) ^ (seed << 9))   & 0xFFFFFFFF;
    seed = ((seed + 0xFD7046C5) + (seed << 3))   & 0xFFFFFFFF;
    seed = ((seed ^ 0xB55A4F09) ^ (seed >>> 16)) & 0xFFFFFFFF;
    return (seed & 0xFFFFFFF) / 0x10000000;
  };
}

You can use it like this:

const deterministicRandom = createDeterministicRandom()
deterministicRandom()
// => 0.9872818551957607

deterministicRandom()
// => 0.34880331158638

p
penduDev

Most of the answers here produce biased results. So here's a tested function based on seedrandom library from github:

!function(f,a,c){var s,l=256,p="random",d=c.pow(l,6),g=c.pow(2,52),y=2*g,h=l-1;function n(n,t,r){function e(){for(var n=u.g(6),t=d,r=0;n<g;)n=(n+r)*l,t*=l,r=u.g(1);for(;y<=n;)n/=2,t/=2,r>>>=1;return(n+r)/t}var o=[],i=j(function n(t,r){var e,o=[],i=typeof t;if(r&&"object"==i)for(e in t)try{o.push(n(t[e],r-1))}catch(n){}return o.length?o:"string"==i?t:t+"\0"}((t=1==t?{entropy:!0}:t||{}).entropy?[n,S(a)]:null==n?function(){try{var n;return s&&(n=s.randomBytes)?n=n(l):(n=new Uint8Array(l),(f.crypto||f.msCrypto).getRandomValues(n)),S(n)}catch(n){var t=f.navigator,r=t&&t.plugins;return[+new Date,f,r,f.screen,S(a)]}}():n,3),o),u=new m(o);return e.int32=function(){return 0|u.g(4)},e.quick=function(){return u.g(4)/4294967296},e.double=e,j(S(u.S),a),(t.pass||r||function(n,t,r,e){return e&&(e.S&&v(e,u),n.state=function(){return v(u,{})}),r?(c[p]=n,t):n})(e,i,"global"in t?t.global:this==c,t.state)}function m(n){var t,r=n.length,u=this,e=0,o=u.i=u.j=0,i=u.S=[];for(r||(n=[r++]);e<l;)i[e]=e++;for(e=0;e<l;e++)i[e]=i[o=h&o+n[e%r]+(t=i[e])],i[o]=t;(u.g=function(n){for(var t,r=0,e=u.i,o=u.j,i=u.S;n--;)t=i[e=h&e+1],r=r*l+i[h&(i[e]=i[o=h&o+t])+(i[o]=t)];return u.i=e,u.j=o,r})(l)}function v(n,t){return t.i=n.i,t.j=n.j,t.S=n.S.slice(),t}function j(n,t){for(var r,e=n+"",o=0;o<e.length;)t[h&o]=h&(r^=19*t[h&o])+e.charCodeAt(o++);return S(t)}function S(n){return String.fromCharCode.apply(0,n)}if(j(c.random(),a),"object"==typeof module&&module.exports){module.exports=n;try{s=require("crypto")}catch(n){}}else"function"==typeof define&&define.amd?define(function(){return n}):c["seed"+p]=n}("undefined"!=typeof self?self:this,[],Math);

function randIntWithSeed(seed, max=1) {
  /* returns a random number between [0,max] including zero and max
  seed can be either string or integer */
  return Math.round(new Math.seedrandom('seed' + seed)()) * max
}

test for true randomness of this code: https://es6console.com/kkjkgur2/


S
Sagar Zala

I have written a function that returns a seeded random number, it uses Math.sin to have a long random number and uses the seed to pick numbers from that.

Use :

seedRandom("k9]:2@", 15)

it will return your seeded number the first parameter is any string value ; your seed. the second parameter is how many digits will return.

     function seedRandom(inputSeed, lengthOfNumber){

           var output = "";
           var seed = inputSeed.toString();
           var newSeed = 0;
           var characterArray = ['0','1','2','3','4','5','6','7','8','9','a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','y','x','z','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','U','R','S','T','U','V','W','X','Y','Z','!','@','#','$','%','^','&','*','(',')',' ','[','{',']','}','|',';',':',"'",',','<','.','>','/','?','`','~','-','_','=','+'];
           var longNum = "";
           var counter = 0;
           var accumulator = 0;

           for(var i = 0; i < seed.length; i++){
                var a = seed.length - (i+1);
                for(var x = 0; x < characterArray.length; x++){
                     var tempX = x.toString();
                     var lastDigit = tempX.charAt(tempX.length-1);
                     var xOutput = parseInt(lastDigit);
                     addToSeed(characterArray[x], xOutput, a, i); 
                }                  
           }

                function addToSeed(character, value, a, i){
                     if(seed.charAt(i) === character){newSeed = newSeed + value * Math.pow(10, a)}
                }
                newSeed = newSeed.toString();

                var copy = newSeed;
           for(var i=0; i<lengthOfNumber*9; i++){
                newSeed = newSeed + copy;
                var x = Math.sin(20982+(i)) * 10000;
                var y = Math.floor((x - Math.floor(x))*10);
                longNum = longNum + y.toString()
           }

           for(var i=0; i<lengthOfNumber; i++){
                output = output + longNum.charAt(accumulator);
                counter++;
                accumulator = accumulator + parseInt(newSeed.charAt(counter));
           }
           return(output)
      }

The sequences of numbers produced by this don't really approximate the properties of sequences of random numbers. Generate 15 numbers with it and the resulting string almost always begins with a 7 for nearly any key, for example.
C
Carlos Oliveira

A simple approach for a fixed seed:

function fixedrandom(p){
    const seed = 43758.5453123;
    return (Math.abs(Math.sin(p)) * seed)%1;
}

m
manasGain

In PHP, there is function srand(seed) which generate fixed random value for particular seed. But, in JS, there is no such inbuilt function.

However, we can write simple and short function.

Step 1: Choose some Seed (Fix Number).
var seed = 100;
Number should be Positive Integer and greater than 1, further explanation in Step 2.

Step 2: Perform Math.sin() function on Seed, it will give sin value of that number. Store this value in variable x.

var x; 
x = Math.sin(seed); // Will Return Fractional Value between -1 & 1 (ex. 0.4059..)

sin() method returns a Fractional value between -1 and 1. And we don't need Negative value, therefore, in first step choose number greater than 1.

Step 3: Returned Value is a Fractional value between -1 and 1. So mulitply this value with 10 for making it more than 1.

x = x * 10; // 10 for Single Digit Number

Step 4: Multiply the value with 10 for additional digits

x = x * 10; // Will Give value between 10 and 99 OR
x = x * 100; // Will Give value between 100 and 999

Multiply as per requirement of digits.

The result will be in decimal.

Step 5: Remove value after Decimal Point by Math's Round (Math.round()) Method.

x = Math.round(x); // This will give Integer Value.

Step 6: Turn Negative Values into Positive (if any) by Math.abs method

x = Math.abs(x); // Convert Negative Values into Positive(if any)

Explanation End. Final Code

var seed = 111; // Any Number greater than 1
var digit = 10 // 1 => single digit, 10 => 2 Digits, 100 => 3 Digits and so. (Multiple of 10) 

var x; // Initialize the Value to store the result
x = Math.sin(seed); // Perform Mathematical Sin Method on Seed.
x = x * 10; // Convert that number into integer
x = x * digit; // Number of Digits to be included
x = Math.round(x); // Remove Decimals
x = Math.abs(x); // Convert Negative Number into Positive

Clean and Optimized Functional Code

function random_seed(seed, digit = 1) {
    var x = Math.abs(Math.round(Math.sin(seed++) * 10 * digit));
    return x;
}

Then Call this function using
random_seed(any_number, number_of_digits)
any_number is must and should be greater than 1.
number_of_digits is optional parameter and if nothing passed, 1 Digit will return.

random_seed(555); // 1 Digit
random_seed(234, 1); // 1 Digit
random_seed(7895656, 1000); // 4 Digit

This function is biased as abs(Math.sin(random_number)) is itself a function biased around the point where slope of sin function is zero. Here's the code that can be run in js console for experiment: (pastebin.com/kJyHaQYY)
G
Grimm Jack

For a number between 0 and 100.

Number.parseInt(Math.floor(Math.random() * 100))

The question is about seeding Math.random such that whenever Math.random is seeded with the same seed, it will produce the same successive series of random numbers. This question is not, per say, about the actual usage/demonstration of Math.random.