May I ask how you came up with this remarkable approach?
Thanks. It was an interesting task
SOTA method itself is based on classic 3-way and mirror methods with some adjustments about ranges for wilds and tames.
For loops I had to examine them carefully to find a good and fast way to handle them.
Teske in her paper says it is ok to use 32 types of jumps to give enough randomness. What about using more jump types, let´s say 2**32 types of jumps?
From my experience, 64 jumps are better than 32 by about 2%, so better use 64 when possible. For symmetry methods you need at least 256 jumps.
Your idea is to have 2^32 jumps, right? It will take 240GB of RAM, so not suitable for GPUs. The end, sorry.
A friend left me his PC to reinstall Windows and other programs, and I took the opportunity to run some tests. My impression was that RcKangaroo, in terms of SOTA, is the best version of the various Kangaroo methods published to date.
I recommend RetiredCoder to write a formal paper on this method if he hasn't done so yet.
Thanks. Last time I wrote such papers for my PhD degree many years ago and I definitely don't want to start it again, too boring and useless
I gave up science then, chose money

Now I do it only for fun.
I'm the guy who broke 67. Trying to DM you but I can't as a newbie.
Can you please DM me ?
Congrats. I don't use PM at all, write you ideas here if you want.