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Search found 309 results on 13 pages for 'probability'.

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  • Generating all unique combinations for "drive ya nuts" puzzle

    - by Yuval A
    A while back I wrote a simple python program to brute-force the single solution for the drive ya nuts puzzle. The puzzle consists of 7 hexagons with the numbers 1-6 on them, and all pieces must be aligned so that each number is adjacent to the same number on the next piece. The puzzle has ~1.4G non-unique possibilities: you have 7! options to sort the pieces by order (for example, center=0, top=1, continuing in clockwise order...). After you sorted the pieces, you can rotate each piece in 6 ways (each piece is a hexagon), so you get 6**7 possible rotations for a given permutation of the 7 pieces. Totalling: 7!*(6**7)=~1.4G possibilities. The following python code generates these possible solutions: def rotations(p): for i in range(len(p)): yield p[i:] + p[:i] def permutations(l): if len(l)<=1: yield l else: for perm in permutations(l[1:]): for i in range(len(perm)+1): yield perm[:i] + l[0:1] + perm[i:] def constructs(l): for p in permutations(l): for c in product(*(rotations(x) for x in p)): yield c However, note that the puzzle has only ~0.2G unique possible solutions, as you must divide the total number of possibilities by 6 since each possible solution is equivalent to 5 other solutions (simply rotate the entire puzzle by 1/6 a turn). Is there a better way to generate only the unique possibilities for this puzzle?

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  • Team matchups for Dota Bot

    - by Dan
    I have a ghost++ bot that hosts games of Dota (a warcraft 3 map that is played 5 players versus 5 players) and I'm trying to come up with good formulas to balance the players going into a match based on their records (I have game history for several thousand games). I'm familear with some of the concepts required to match up players, like confidence based on sample size of the number of games they played, and also perameter approximation and degrees of freedom and thus throwing out any variables that don't contribute enough to the r^2. My bot collects quite a few variables for each player from each game: The Important ones: Win/Lose/Game did not finish # of Player Kills # of Player Deaths # of Kills player assisted The not so important ones: # of enemy creep kills # of creep sneak attacks # of neutral creep kills # of Tower kills # of Rax kills # of courier kills Quick explination: The kills/deaths don't determine who wins, but the gold gained and lost from this usually is enough to tilt the game. Tower/Rax kills are what the goal of the game is (once a team looses all their towers/rax their thrown can be attacked if that is destroyed they lose), but I don't really count these as important because it is pretty random who gets the credit for the tower kill, and chances are if you destroy a tower it is only because some other player is doing well and distracting the otherteam elsewhere on the map. I'm getting a bit confused when trying to deal with the fact that 5 players are on a team, so ultimately each individual isn't that responsible for the team winner or losing. Take a player that is really good at killing and has 40 kills and only 10 deaths, but in their 5 games they've only won 1. Should I give him extra credit for such a high kill score despite losing? (When losing it is hard to keep a positive kill/death ratio) Or should I dock him for losing assuming that despite the nice kill/death ratio he probably plays in a really greedy way only looking out for himself and not helping the team? Ultimately I don't think I have to guess at questions like this because I have so much data... but I don't really know how to look at the data to answer questions like this. Can anyone help me come up with formulas to help team balance and predict the outcome? Thanks, Dan

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  • Histogram matching - image processing - c/c++

    - by Raj
    Hello I have two histograms. int Hist1[10] = {1,4,3,5,2,5,4,6,3,2}; int Hist1[10] = {1,4,3,15,12,15,4,6,3,2}; Hist1's distribution is of type multi-modal; Hist2's distribution is of type uni-modal with single prominent peak. My questions are Is there any way that i could determine the type of distribution programmatically? How to quantify whether these two histograms are similar/dissimilar? Thanks

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  • Confusion Matrix of Bayesian Network

    - by iva123
    Hi, I'm trying to understand bayesian network. I have a data file which has 10 attributes, I want to acquire the confusion table of this data table ,I thought I need to calculate tp,fp, fn, tn of all fields. Is it true ? if it's then what i need to do for bayesian network. Really need some guidance, I'm lost.

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  • Fastest primality test

    - by Grigory Javadyan
    Hi. Could you suggest a fast, deterministic method that is usable in practice, for testing if a large number is prime or not? Also, I would like to know how to use non-deterministic primality tests correctly. For example, if I'm using such a method, I can be sure that a number is not prime if the output is "no", but what about the other case, when the output is "probably"? Do I have to test for primality manually in this case? Thanks in advance.

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  • Rewrite probabilities as boolean algebra

    - by Magsol
    I'm given three binary random variables: X, Y, and Z. I'm also given the following: P(Z | X) P(Z | Y) P(X) P(Y) I'm then supposed to determine whether or not it is possible to find P(Z | Y, X). I've tried rewriting the solution in the form of Bayes' Theorem and have gotten nowhere. Given that these are boolean random variables, is it possible to rewrite the system in terms of boolean algebra? I understand that the conditionals can be mapped to boolean implications (x -> y, or !x + y), but I'm unsure how this would translate in terms of the overall problem I'm trying to solve. (yes, this is a homework problem, but here I'm much more interested in how to formally solve this problem than what the solution is...I also figured this question would be entirely too simple for MathOverflow)

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  • How many times can you randomly generate a GUID before you risk duplicates? (.NET)

    - by SLC
    Mathematically I suppose it's possible that even two random GUIDs generated using the built in method in the .NET framework are identical, but roughly how likely are they to clash if you generate hundreds or thousands? If you generated one for every copy of Windows in the world, would they clash? The reason I ask is because I have a program that creates a lot of objects, and destroys some too, and I am wondering about the likelihood of any of those objects (including the destroyed ones) having identical GUIDs.

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  • What's the best way to unit test code that generates random output?

    - by Flynn1179
    Specifically, I've got a method picks n items from a list in such a way that a% of them meet one criterion, and b% meet a second, and so on. A simplified example would be to pick 5 items where 50% have a given property with the value 'true', and 50% 'false'; 50% of the time the method would return 2 true/3 false, and the other 50%, 3 true/2 false. Statistically speaking, this means that over 100 runs, I should get about 250 true/250 false, but because of the randomness, 240/260 is entirely possible. What's the best way to unit test this? I'm assuming that even though technically 300/200 is possible, it should probably fail the test if this happens. Is there a generally accepted tolerance for cases like this, and if so, how do you determine what that is?

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  • What is the difference between causal models and directed graphical models?

    - by Neil G
    What is the difference between causal models and directed graphical models? or: What is the difference between causal relationships and directed probabilistic relationships? or, even better: What would you put in the interface of a DirectedProbabilisticModel class, and what in a CausalModel class? Would one inherit from the other? Collaborative solution: interface DirectedModel { map<Node, double> InferredProbabilities(map<Node, double> observed_probabilities, set<Node> nodes_of_interest) } interface CausalModel: DirectedModel { bool NodesDependent(set<Node> nodes, map<Node, double> context) map<Node, double> InferredProbabilities(map<Node, double> observed_probabilities, map<Node, double> externally_forced_probabilities, set<Node> nodes_of_interest) }

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  • How can I find out how many rows of a matrix satisfy a rather complicated criterion (in R)?

    - by Brani
    As an example, here is a way to get a matrix of all possible outcomes of rolling 4 (fair) dice. z <- as.matrix(expand.grid(c(1:6),c(1:6),c(1:6),c(1:6))) As you may already have understood, I'm trying to work out a question that was closed, though, in my opinion, it's a challenging one. I used counting techniques to solve it (I mean by hand) and I finaly arrived to a number of outcomes, with a sum of subset being 5, equal to 1083 out of 1296. That result is consistent with the answers provided to that question, before it was closed. I was wondering how could that subset of outcomes (say z1, where dim(z1) = [1083,4] ) be generated using R. Do you have any ideas? Thank you.

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  • Generate (in R) a matrix of all possible outcomes for throwing n dice (ignoring order)

    - by Brani
    In cases where order does matter, it's rather easy to generate the matrix of all possible outcomes. One way for doing this is using expand.grid as shown here. What if it doesn't? If I'm right, the number of possible combinations is (S+N-1)!/S!(N-1)!, where S is the number of dice, each with N sides numbered 1 through N. (It is different from the well known combinations formula because it is possible for the same number to appear on more than one dice). For example, when throwing four six-sided dice, N=6 and S=4, so the number of possible combinations is (4+6-1)!/4!(6-1)! = 9!/4!x5! = 126. How can I generate a matrix of these 126 possible outcomes? Thank you.

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  • Generate a matrix of all possible outcomes for throwing n dice (ignoring order)

    - by Brani
    In cases where order does matter, it's rather easy to generate the matrix of all possible outcomes. One way for doing this is using expand.grid as shown here. What if it doesn't? If I'm right, the number of possible combinations is (S+N-1)!/S!(N-1)!, where S is the number of dice, each with N sides numbered 1 through N. (It is different from the well known combinations formula because it is possible for the same number to appear on more than one dice). For example, when throwing four six-sided dice, N=6 and S=4, so the number of possible combinations is (4+6-1)!/4!(6-1)! = 9!/4!x5! = 126. How can I generate a matrix of these 126 possible outcomes? Thank you.

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  • Calculate the number of ways to roll a certain number

    - by helloworld
    I'm a high school Computer Science student, and today I was given a problem to: Program Description: There is a belief among dice players that in throwing three dice a ten is easier to get than a nine. Can you write a program that proves or disproves this belief? Have the computer compute all the possible ways three dice can be thrown: 1 + 1 + 1, 1 + 1 + 2, 1 + 1 + 3, etc. Add up each of these possibilities and see how many give nine as the result and how many give ten. If more give ten, then the belief is proven. I quickly worked out a brute force solution, as such int sum,tens,nines; tens=nines=0; for(int i=1;i<=6;i++){ for(int j=1;j<=6;j++){ for(int k=1;k<=6;k++){ sum=i+j+k; //Ternary operators are fun! tens+=((sum==10)?1:0); nines+=((sum==9)?1:0); } } } System.out.println("There are "+tens+" ways to roll a 10"); System.out.println("There are "+nines+" ways to roll a 9"); Which works just fine, and a brute force solution is what the teacher wanted us to do. However, it doesn't scale, and I am trying to find a way to make an algorithm that can calculate the number of ways to roll n dice to get a specific number. Therefore, I started generating the number of ways to get each sum with n dice. With 1 die, there is obviously 1 solution for each. I then calculated, through brute force, the combinations with 2 and 3 dice. These are for two: There are 1 ways to roll a 2 There are 2 ways to roll a 3 There are 3 ways to roll a 4 There are 4 ways to roll a 5 There are 5 ways to roll a 6 There are 6 ways to roll a 7 There are 5 ways to roll a 8 There are 4 ways to roll a 9 There are 3 ways to roll a 10 There are 2 ways to roll a 11 There are 1 ways to roll a 12 Which looks straightforward enough; it can be calculated with a simple linear absolute value function. But then things start getting trickier. With 3: There are 1 ways to roll a 3 There are 3 ways to roll a 4 There are 6 ways to roll a 5 There are 10 ways to roll a 6 There are 15 ways to roll a 7 There are 21 ways to roll a 8 There are 25 ways to roll a 9 There are 27 ways to roll a 10 There are 27 ways to roll a 11 There are 25 ways to roll a 12 There are 21 ways to roll a 13 There are 15 ways to roll a 14 There are 10 ways to roll a 15 There are 6 ways to roll a 16 There are 3 ways to roll a 17 There are 1 ways to roll a 18 So I look at that, and I think: Cool, Triangular numbers! However, then I notice those pesky 25s and 27s. So it's obviously not triangular numbers, but still some polynomial expansion, since it's symmetric. So I take to Google, and I come across this page that goes into some detail about how to do this with math. It is fairly easy(albeit long) to find this using repeated derivatives or expansion, but it would be much harder to program that for me. I didn't quite understand the second and third answers, since I have never encountered that notation or those concepts in my math studies before. Could someone please explain how I could write a program to do this, or explain the solutions given on that page, for my own understanding of combinatorics? EDIT: I'm looking for a mathematical way to solve this, that gives an exact theoretical number, not by simulating dice

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  • Information Modeling

    - by Betamoo
    The sensor module in my project consists of a rotating camera, that collects noisy information about moving objects in the surrounding environment. The information consists of distance, angle and relative change of the moving objects.. The limiting view range of the camera makes it essential to rotate the camera periodically to update environment information... I was looking for algorithms / ways to model these information, in order to be able to guess / predict / learn motion properties of these object.. My current proposed idea is to store last n snapshots of each object in a queue. I take weighted average of positions and velocities of moving object, but I think it is a poor method... Can you state some titles that suit this case? Thanks

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  • Pseudorandom Number Generation with Specific Non-Uniform Distributions

    - by carnun
    Hello all, I'm writing a program that simulates various random walks (with differing distributions). At each timestep, I need randomly generated, two dimensional step distances and angles from the distribution of the random walk. I'm hoping someone can check my understanding of how to generate these random numbers. As I understand it I can use Inverse Transform Sampling as follows: If f(x) is the pdf of our random walk that has a non-uniform distribution, and y is a random number from a uniform distribution. Then if we let f(x) = y and solve to find x then we have a random number from the non-uniform distribution. Is this a feasible solution?

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  • Histrogram matching - image processing - c/c++

    - by Raj
    Hello I have two histograms. int Hist1[10] = {1,4,3,5,2,5,4,6,3,2}; int Hist1[10] = {1,4,3,15,12,15,4,6,3,2}; Hist1's distribution is of type multi-modal; Hist2's distribution is of type uni-modal with single prominent peak. My questions are Is there any way that i could determine the type of distribution programmatically? How to quantify whether these two histograms are similar/dissimilar? Thanks

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  • Python - Is a dictionary slow to find frequency of each character?

    - by psihodelia
    I am trying to find a frequency of each symbol in any given text using an algorithm of O(n) complexity. My algorithm looks like: s = len(text) P = 1.0/s freqs = {} for char in text: try: freqs[char]+=P except: freqs[char]=P but I doubt that this dictionary-method is fast enough, because it depends on the underlying implementation of the dictionary methods. Is this the fastest method?

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  • Relative probabilities using random number gen

    - by CyberShot
    If I have relative probabilities of events A, B, C occurring. i.e P(A) = 0.45, P(B) = 0.35, P(C) = 0.20, How do I do represent this using a random number generator between 0 and 1? i.e. R = rand(0,1) if (R < 0.45) event A else if(R < 0.35) event B else if(R < 0.20) event C The above works for two events A,B but I think the above is wrong for three or more since there is overlapping. This is obviously a very simple question and the answer should be immediately evident, but I'm just too stupid to see it.

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  • How to set probability for a targetSprite shooting accuracy in shooting game ?

    - by srikanth rongali
    Hi, My code is ion cocos2D. I have written code for generating the bullets from the enemy gun for every 0.3seconds. The enemySprite is in right side of the screen in (land scape mode) at winSize.height/2. the bullet starts from the same point and reach the player's end. I used rand() to generate y-coordinate for the bullet to hit on player side. Now, if the bullet bounded rectangle meets the player bounded rectangle the enemy won. If it misses enemy shoots again after 0.3 seconds. Every thing is fine up to here for me. But I have 10 enemies and each have accuracy of hitting player of probabilities ranging from 0.80 to 1.0. First enemy probability is .80 and 10 enemy's is 1.0. How can I adjust the probability for enemy such that it runs according to its probability. Player also hits the enemy.

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  • C#: Struct Constructor: "fields must be fully assigned before control is returned to the caller."

    - by Rosarch
    Here is a struct I am trying to write: public struct AttackTraits { public AttackTraits(double probability, int damage, float distance) { Probability = probability; Distance = distance; Damage = damage; } private double probability; public double Probability { get { return probability; } set { if (value > 1 || value < 0) { throw new ArgumentOutOfRangeException("Probability values must be in the range [0, 1]"); } probability = value; } } public int Damage { get; set; } public float Distance { get; set; } } This results in the following compilation errors: The 'this' object cannot be used before all of its fields are assigned to Field 'AttackTraits.probability' must be fully assigned before control is returned to the caller Backing field for automatically implemented property 'AttackTraits.Damage' must be fully assigned before control is returned to the caller. Consider calling the default constructor from a constructor initializer. Backing field for automatically implemented property 'AttackTraits.Distance' must be fully assigned before control is returned to the caller. Consider calling the default constructor from a constructor initializer. What am I doing wrong?

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  • DKIM, spam probability, signing with key at mail server vs sender domain?

    - by Andreas
    I'm working on an email marketing tool and so far we've been recommending our customers to set up an SPF-record (Sender-ID) and a DKIM-record, we also have our own SPF-record on the mail server and a shared DKIM-record for those who do not set up their own DKIM-record. Those that do not set up their own DKIM-records still pass the DKIM-test, but with the notice that "identity doesn't match any headers" (according to port25), i.e, it doesn't match the textual sender domain. But does anyone know if this "discrepancy" actually has any impact on spam scoring/probability, i.e, should we continue to recommend our customers to set up a DKIM-record (as opposed to just using our shared) or is just wasted effort?

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  • How to compute the probability of a multi-class prediction using libsvm?

    - by Cuga
    I'm using libsvm and the documentation leads me to believe that there's a way to output the believed probability of an output classification's accuracy. Is this so? And if so, can anyone provide a clear example of how to do it in code? Currently, I'm using the Java libraries in the following manner SvmModel model = Svm.svm_train(problem, parameters); SvmNode x[] = getAnArrayOfSvmNodesForProblem(); double predictedValue = Svm.svm_predict(model, x);

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  • what is the probability that the next random number will equal current one?

    - by I__
    if i do this in a worksheet: =RAND() i also specified that i want only 2 decimal places and for example let's say that rand() = 0.07 what is the probability that when i call this function again i will get 0.07 ?? i know that ideally if we assume 100% randomness, the answer would be 1/ (10 * 10) because there are only 100 possible combinations, but what would it be according to the way excel generates a random number?

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