There's info online about the various kinds of terrain noise out there, but I can't find anything conclusive on the hashing functions used in their implementations. It seems that the standard for perlin/simplex noise is to rely on a hardcoded "permutation table" of a certain size, generally 256, but if I understand things correctly this implies that the noise is 256-periodic. You can make the permutation table bigger, but for infinite terrain, that won't do, will it?
Typically, I wonder what sources of reproducible randomness games such as #Minecraft use? I couldn't find that info online.