Search Results

Search found 5119 results on 205 pages for 'genetic algorithm'.

Page 23/205 | < Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >

  • Python: (sampling with replacement): efficient algorithm to extract the set of DISSIMILAR N-tuples from a set

    - by Homunculus Reticulli
    I have a set of items, from which I want to select DISSIMILAR tuples (more on the definition of dissimilar touples later). The set could contain potentially several thousand items, although typically, it would contain only a few hundreds. I am trying to write a generic algorithm that will allow me to select N items to form an N-tuple, from the original set. The new set of selected N-tuples should be DISSIMILAR. A N-tuple A is said to be DISSIMILAR to another N-tuple B if and only if: Every pair (2-tuple) that occurs in A DOES NOT appear in B Note: For this algorithm, A 2-tuple (pair) is considered SIMILAR/IDENTICAL if it contains the same elements, i.e. (x,y) is considered the same as (y,x). This is a (possible variation on the) classic Urn Problem. A trivial (pseudocode) implementation of this algorithm would be something along the lines of def fetch_unique_tuples(original_set, tuple_size): while True: # randomly select [tuple_size] items from the set to create first set # create a key or hash from the N elements and store in a set # store selected N-tuple in a container if end_condition_met: break I don't think this is the most efficient way of doing this - and though I am no algorithm theorist, I suspect that the time for this algorithm to run is NOT O(n) - in fact, its probably more likely to be O(n!). I am wondering if there is a more efficient way of implementing such an algo, and preferably, reducing the time to O(n). Actually, as Mark Byers pointed out there is a second variable m, which is the size of the number of elements being selected. This (i.e. m) will typically be between 2 and 5. Regarding examples, here would be a typical (albeit shortened) example: original_list = ['CAGG', 'CTTC', 'ACCT', 'TGCA', 'CCTG', 'CAAA', 'TGCC', 'ACTT', 'TAAT', 'CTTG', 'CGGC', 'GGCC', 'TCCT', 'ATCC', 'ACAG', 'TGAA', 'TTTG', 'ACAA', 'TGTC', 'TGGA', 'CTGC', 'GCTC', 'AGGA', 'TGCT', 'GCGC', 'GCGG', 'AAAG', 'GCTG', 'GCCG', 'ACCA', 'CTCC', 'CACG', 'CATA', 'GGGA', 'CGAG', 'CCCC', 'GGTG', 'AAGT', 'CCAC', 'AACA', 'AATA', 'CGAC', 'GGAA', 'TACC', 'AGTT', 'GTGG', 'CGCA', 'GGGG', 'GAGA', 'AGCC', 'ACCG', 'CCAT', 'AGAC', 'GGGT', 'CAGC', 'GATG', 'TTCG'] # Select 3-tuples from the original list should produce a list (or set) similar to: [('CAGG', 'CTTC', 'ACCT') ('CAGG', 'TGCA', 'CCTG') ('CAGG', 'CAAA', 'TGCC') ('CAGG', 'ACTT', 'ACCT') ('CAGG', 'CTTG', 'CGGC') .... ('CTTC', 'TGCA', 'CAAA') ] [[Edit]] Actually, in constructing the example output, I have realized that the earlier definition I gave for UNIQUENESS was incorrect. I have updated my definition and have introduced a new metric of DISSIMILARITY instead, as a result of this finding.

    Read the article

  • deciphering columnar transposition cipher

    - by Arfan M
    I am looking for an idea on how to decipher a columnar transposition cipher without knowing the key or the length of the key. When I take the cipher text as input to my algorithm I will guess the length of the key to be the factors of the length of the cipher text. I will take the first factor suppose the length was 20 letters so I will take 2*10 (2 rows and 10 columns). Now I want to arrange the cipher text in the columns and read it row wise to see if there is any word forming and match it with a dictionary if it is something sensible. If it matches the dictionary then it means it is in correct order or else I want to know how to make other combinations of the columns and read the string again row wise. Please suggest another approach that is more efficient.

    Read the article

  • algorithm for project euler problem no 18

    - by Valentino Ru
    Problem number 18 from Project Euler's site is as follows: By starting at the top of the triangle below and moving to adjacent numbers on the row below, the maximum total from top to bottom is 23. 3 7 4 2 4 6 8 5 9 3 That is, 3 + 7 + 4 + 9 = 23. Find the maximum total from top to bottom of the triangle below: 75 95 64 17 47 82 18 35 87 10 20 04 82 47 65 19 01 23 75 03 34 88 02 77 73 07 63 67 99 65 04 28 06 16 70 92 41 41 26 56 83 40 80 70 33 41 48 72 33 47 32 37 16 94 29 53 71 44 65 25 43 91 52 97 51 14 70 11 33 28 77 73 17 78 39 68 17 57 91 71 52 38 17 14 91 43 58 50 27 29 48 63 66 04 68 89 53 67 30 73 16 69 87 40 31 04 62 98 27 23 09 70 98 73 93 38 53 60 04 23 NOTE: As there are only 16384 routes, it is possible to solve this problem by trying every route. However, Problem 67, is the same challenge with a triangle containing one-hundred rows; it cannot be solved by brute force, and requires a clever method! ;o) The formulation of this problems does not make clear if the "Traversor" is greedy, meaning that he always choosed the child with be higher value the maximum of every single walkthrough is asked The NOTE says, that it is possible to solve this problem by trying every route. This means to me, that is is also possible without! This leads to my actual question: Assumed that not the greedy one is the max, is there any algorithm that finds the max walkthrough value without trying every route and that doesn't act like the greedy algorithm? I implemented an algorithm in Java, putting the values first in a node structure, then applying the greedy algorithm. The result, however, is cosidered as wrong by Project Euler. sum = 0; void findWay(Node node){ sum += node.value; if(node.nodeLeft != null && node.nodeRight != null){ if(node.nodeLeft.value > node.nodeRight.value){ findWay(node.nodeLeft); }else{ findWay(node.nodeRight); } } }

    Read the article

  • Pathfinding in Warcraft 1

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-)

    Read the article

  • Labeling algorithm for points

    - by Qwertie
    I need an algorithm to place horizontal text labels for multiple series of points on the screen (basically I need to show timestamps and other information for a history of moving objects on a map; in general there are multiple data points per object). The text labels should appear close to their points--above, below, or on the right side--but should not overlap other points or text labels. Does anyone know an algorithm/heuristic for this?

    Read the article

  • Algorithm to distribute objects in a box (like InDesign, Illustrator, Draw!)

    - by Rafael Almeida
    I have a set of rectangles with their corresponding positions and a big rectangle which serves as the 'bounding box' for these rectangles. I would like to know of an algorithm that would 'distribute the free space' evenly among the rectangles. Some of you may be familiar with the Distribute Spacing option in Adobe InDesign and similar layout-oriented apps. That would be what I'm looking for. I did try looking it up, but I'm not familiar with 'graphical' algorithms terminology and trying only terms relating to 'distribute' mainly yields results about Distributed Computing. So, even the names of the algorithms or better terms to look up would be a big help. Finally, the algorithm doesn't need to be rigorously the same as InDesign's one: pretty much any algorithm that 'distributes' objects inside a region will work fine. In fact, since I'm striving for visual appeal mainly, the more suggestions the better. =D

    Read the article

  • Writing algorithm on 2D data set in plain english

    - by Alexandre P. Levasseur
    I have started an introductory Java class and the material is absolutely horrendous and I have to get excellent grades to be accepted into the master's degree, hence my very beginner question: In my assignment I have to write algorithms (no pseudo-code yet) to solve a board game (Sudoku). Essentially, the notes say that an algorithm is specification of the input(s), the output(s) and the treatments applied to the input to get the output. My question lies on the wording of algorithms because I could probably code it but I can't seem to put it on paper in a coherent way. The game has a 9x9 board and one of the algorithms to write has to find the solution by looking at 3 squares (either horizontal or vertical) and see if one of the three sub-squares match the number you are looking for. If none match then the number you are looking to place is in one of the other 2 set of 3 sub-squares (see image to get a better idea). I really can't get my head around how to formulate the solution into the terms described above or maybe it's just too simple, here's what I was thinking: Input: A 2-dimensional set of data of size 9 by 9 to be solved and a number to search for. Ouput: A 2-dimensional set of data of size 9 by 9 either solved or partially solved. Treatment: Scan each set of 3x9 and 9x3 squares. For each line or column of a 3x3 square check if the number matches a line (or column). If it does then move to the next line (or column). If not then proceed to the next 3x3 square in the same line (or column). Rinse and repeat. Does that make sense as an algorithm written in plain english ? I'm not looking for an answer to the algorithm per se but rather on the formulation of algorithms in plain english.

    Read the article

  • Algorithm to infer tag hierarchy

    - by Tom
    I'm looking for an algorithm to infer a hierarchy from a set of tagged items. E.g. if the following items have the tags: 1 a 2 a,b 3 a,c 4 a,c,e 5 a,b 6 a,c 7 d 8 d,f Then I can construct an undirected graph (or graphs) by tallying the node weights and edge weights: node weights edge weights a 6 a-b 2 b 2 a-c 3 c 3 c-e 1 d 2 a-e 1 <-- this edge is parallel to a-c and c-e and not wanted e 1 d-f 1 f 1 The first problem is how to drop any redundant edges to get to the simplified graph? Note that it's only appropriate to remove that redundant a-e edge in this case because something is tagged as a-c-e, if that wasn't the case and the tag was a-e, that edge would have to remain. I suspect that means the removal of edges can only happen during the construction of the graph, not after everything has been tallied up. What I'd then like to do is identify the direction of the edges to create a directed graph (or graphs) and pick out root nodes to hopefully create a tree (or trees): trees a d // \\ | b c f \ e It seems like it could be a string algorithm - longest common subsequences/prefixes - or a tree/graph algorithm, but I am a little stuck since I don't know the correct terminology to search for it.

    Read the article

  • Any algorithm to dedicate a set of known resources to a set of known requirements (scheduling)

    - by Saeed Neamati
    I'm developing an application to help school principals in dedicating teachers to classes and courses over the hours of a week (scheduling). The scenario is roughly something like this: User enters the list of teachers and their free times into the system User enters the list of courses for this semester User enters the list of available classes into the system Well, up to here, there is no big deal. Just simple CRUD operations and nothing extraordinary. However, now what makes this system useful is that the application should automatically and based on an algorithm create the semester scheduling. I think you've got the main idea here. For example application should suggest that teacher A should go to class 1 for mathematics, and at the same time teacher B should go to class 2 for physics. This way all of the classes would be dedicated to lessons and teacher times won't overlap each other. Piece a cake for school principal. However, I can't find a good algorithm for this resource dedication. I mean it seems hard to me. Searching Google resulted in articles from different websites, but they are of no help and use to me. For example: http://en.wikipedia.org/wiki/Resource_allocation or http://en.wikipedia.org/wiki/Scheduling_(production_processes) Is there any algorithm out there, or any application or engine which can help me here? Does this requirements have a known name, like for example time scheduling engine? Any help would be appreciated.

    Read the article

  • Simple algorithm for a sudoku solver java

    - by user142050
    just a quick note first, I originally asked this question on stack overflow but was refered here instead. I've been stuck on this thing for a while, I just can't wrap my head around it. For a homework, I have to produce an algorithm for a sudoku solver that can check what number goes in a blank square in a row, in a column and in a block. It's a regular 9x9 sudoku and I'm assuming that the grid is already printed so I have to produce the part where it solves it. I've read a ton of stuff on the subject I just get stuck expressing it. I want the solver to do the following: If the value is smaller than 9, increase it by 1 If the value is 9, set it to zero and go back 1 If the value is invalid, increase by 1 I've already read about backtracking and such but I'm in the early stage of the class so I'd like to keep it as simple as possible. I'm more capable of writing in pseudo code but not so much with the algorithm itself and it's the algorithm that is needed for this exercise. Thanks in advance for your help guys.

    Read the article

  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

    Read the article

  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

    Read the article

  • Worst Case number of rotations for BST to AVL algorithm?

    - by spacker_lechuck
    I have a basic algorithm below and I know that the worst case input BST is one that has degenerated to a linked list from inserts to only one side. How would I compute the worst case complexity in terms of number of rotations for this BST to AVL conversion algorithm? IF tree is right heavy { IF tree's right subtree is left heavy { Perform Double Left rotation } ELSE { Perform Single Left rotation } } ELSE IF tree is left heavy { IF tree's left subtree is right heavy { Perform Double Right rotation } ELSE { Perform Single Right rotation } }

    Read the article

  • Scheduling algorithm optimized to execute during low usage periods.

    - by The Rook
    Lets say there is a Web Application serving mostly one country. Because of normal sleep habits website traffic follows a Sine wave, where 1 period lasts 24 hours and the lowest part of the wave is at about midnight. Is there a scheduling algorithm optimized to execute during low usage periods? I am thinking of this as a liquid that is "pored into" this sine wave to flatten out resource usage. A ideal algorithm would take the integral of this empty space. If the same tasks need to be run daily the amount of resources consumed by previous executions could be used to predict future usage by looking at the rate in which resource usage is increasing. By knowing the amount of resources required this algorithm could fill in this empty space while leaving as much buffer as possible on either side such that its interference was reduced as much as possible. It would also be possible to detect if there isn't enough resources before execution begins, this opens the door for a cloud to help out. Does anything like this exist? Or should I build it into an existing scheduler like quartz and make it open source?

    Read the article

  • Algorithm to pick values from set to match target value?

    - by CSharperWithJava
    I have a fixed array of constant integer values about 300 items long (Set A). The goal of the algorithm is to pick two numbers (X and Y) from this array that fit several criteria based on input R. Formal requirement: Pick values X and Y from set A such that the expression X*Y/(X+Y) is as close as possible to R. That's all there is to it. I need a simple algorithm that will do that. Additional info: The Set A can be ordered or stored in any way, it will be hard coded eventually. Also, with a little bit of math, it can be shown that the best Y for a given X is the closest value in Set A to the expression X*R/(X-R). Also, X and Y will always be greater than R From this, I get a simple iterative algorithm that works ok: int minX = 100000000; int minY = 100000000; foreach X in A if(X<=R) continue; else Y=X*R/(X-R) Y=FindNearestIn(A, Y);//do search to find closest useable Y value in A if( X*Y/(X+Y) < minX*minY/(minX+minY) ) then minX = X; minY = Y; end end end I'm looking for a slightly more elegant approach than this brute force method. Suggestions?

    Read the article

  • Linear Interpolation. How to implement this algorithm in C ? (Python version is given)

    - by psihodelia
    There exists one very good linear interpolation method. It performs linear interpolation requiring at most one multiply per output sample. I found its description in a third edition of Understanding DSP by Lyons. This method involves a special hold buffer. Given a number of samples to be inserted between any two input samples, it produces output points using linear interpolation. Here, I have rewritten this algorithm using Python: temp1, temp2 = 0, 0 iL = 1.0 / L for i in x: hold = [i-temp1] * L temp1 = i for j in hold: temp2 += j y.append(temp2 *iL) where x contains input samples, L is a number of points to be inserted, y will contain output samples. My question is how to implement such algorithm in ANSI C in a most effective way, e.g. is it possible to avoid the second loop? NOTE: presented Python code is just to understand how this algorithm works. UPDATE: here is an example how it works in Python: x=[] y=[] hold=[] num_points=20 points_inbetween = 2 temp1,temp2=0,0 for i in range(num_points): x.append( sin(i*2.0*pi * 0.1) ) L = points_inbetween iL = 1.0/L for i in x: hold = [i-temp1] * L temp1 = i for j in hold: temp2 += j y.append(temp2 * iL) Let's say x=[.... 10, 20, 30 ....]. Then, if L=1, it will produce [... 10, 15, 20, 25, 30 ...]

    Read the article

  • Dynamically creating astar node map by triangular polygonal map

    - by jett
    My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles across the maps x and y that can be set to "wall" if the a* algorithm should try to go around it. However I want a function in the map loader to create the node overlay if the nodes are not specified. I was thinking if more than n percent of the a* rectangle overlaid on map was filled by polygons I could mark that entry in the array as "wall". However I'm stuck on how to do this(or even start) where/when the triangles can be overlapping and also of variable size.

    Read the article

  • Algorithm to optimize grouping

    - by Jeroen
    I would like to know if there's a known algorithm or best practice way to do the following: I have a collection with a subcollection, for example: R1 R2 R3 -- -- -- M M M N N L L A What i need is an algorithm to get the following result: R1, R2: M N L R2: A R3: M This is -not- what i want, it has more repeating values for R than the above: R1, R2, R3: M R1, R2: N L R2: A I need to group in way that i get the most optimized groups of R. The least amount of groups of R the better so i get the largest sub collections. Another example (with the most obvious result): R1 R2 R3 -- -- -- M M A V V B L L C Should result in: R1, R2: M V L R3: A B C I need to do this in LINQ/C#. Any solutions? Tips? Links?

    Read the article

  • Collision detection of convex shapes on voxel terrain

    - by Dave
    I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved. To clarify, currently my algorithm represents a cube as multiple vertices covering every face of the cube, not just the corners. This is because the cubes can be much bigger than the voxels, so multiple sample points (vertices) are required (the distance between sample points must be at least the width of a voxel). This very rapidly becomes intractable. It would be great if there were some standard algorithm(s) for collision detection between convex shapes and arbitrary voxel based terrain (like there is with OBB's and seperating axis theorem etc). Any help much appreciated.

    Read the article

< Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >