How to identify gaps in fuzzy logic? - fuzzy-logic

I'm implementing a fuzzy logic controller that essentially partitions an N-dimensional space into hypercubes, where a point in a given hypercube will be assigned to a specific rule.
Previous versions of this controller have been verified to be "airtight"; no vector in R^n exists that doesn't have a corresponding rule.
When making changes to these rules, that assumption doesn't always hold, but it can be quite difficult to identify gaps in these higher dimensional spaces, and identify the adjacent rules that should cover the gaps.
How is this typically accomplished?
As an example, let's take R^2 as the space we want to cover.
Our set of rules might have the following domains:
D1 : { (x, y) : x >= 2, y < -4 }
D2 : { (x, y) : x < -1, y > 5 }
D3 : { (x, y) : -1 <= x < 2 }
From inspection, it's clear that there's at least 2 subsets of R^2 that are not covered by these domains.
They're depicted by the purple question marks in this image:
What I want to know is, is there an algorithm which can take these domains as input, and output all existing orthogonal, uncovered domains in the larger space?

Related

Ranking Big O Functions By Complexity

I am trying to rank these functions — 2n, n100, (n + 1)2, n·lg(n), 100n, n!, lg(n), and n99 + n98 — so that each function is the big-O of the next function, but I do not know a method of determining if one function is the big-O of another. I'd really appreciate if someone could explain how I would go about doing this.
Assuming you have some programming background. Say you have below code:
void SomeMethod(int x)
{
for(int i = 0; i< x; i++)
{
// Do Some Work
}
}
Notice that the loop runs for x iterations. Generalizing, we say that you will get the solution after N iterations (where N will be the value of x ex: number of items in array/input etc).
so This type of implementation/algorithm is said to have Time Complexity of Order of N written as O(n)
Similarly, a Nested For (2 Loops) is O(n-squared) => O(n^2)
If you have Binary decisions made and you reduce possibilities into halves and pick only one half for solution. Then complexity is O(log n)
Found this link to be interesting.
For: Himanshu
While the Link explains how log(base2)N complexity comes into picture very well, Lets me put the same in my words.
Suppose you have a Pre-Sorted List like:
1,2,3,4,5,6,7,8,9,10
Now, you have been asked to Find whether 10 exists in the list. The first solution that comes to mind is Loop through the list and Find it. Which means O(n). Can it be made better?
Approach 1:
As we know that List of already sorted in ascending order So:
Break list at center (say at 5).
Compare the value of Center (5) with the Search Value (10).
If Center Value == Search Value => Item Found
If Center < Search Value => Do above steps for Right Half of the List
If Center > Search Value => Do above steps for Left Half of the List
For this simple example we will find 10 after doing 3 or 4 breaks (at: 5 then 8 then 9) (depending on how you implement)
That means For N = 10 Items - Search time was 3 (or 4). Putting some mathematics over here;
2^3 + 2 = 10 for simplicity sake lets say
2^3 = 10 (nearly equals --- this is just to do simple Logarithms base 2)
This can be re-written as:
Log-Base-2 10 = 3 (again nearly)
We know 10 was number of items & 3 was the number of breaks/lookup we had to do to find item. It Becomes
log N = K
That is the Complexity of the alogorithm above. O(log N)
Generally when a loop is nested we multiply the values as O(outerloop max value * innerloop max value) n so on. egfor (i to n){ for(j to k){}} here meaning if youll say for i=1 j=1 to k i.e. 1 * k next i=2,j=1 to k so i.e. the O(max(i)*max(j)) implies O(n*k).. Further, if you want to find order you need to recall basic operations with logarithmic usage like O(n+n(addition)) <O(n*n(multiplication)) for log it minimizes the value in it saying O(log n) <O(n) <O(n+n(addition)) <O(n*n(multiplication)) and so on. By this way you can acheive with other functions as well.
Approach should be better first generalised the equation for calculating time complexity. liken! =n*(n-1)*(n-2)*..n-(n-1)so somewhere O(nk) would be generalised formated worst case complexity like this way you can compare if k=2 then O(nk) =O(n*n)

Calculating Collision Times Between Two Circles - Physics

I keep stumbling into game/simulation solutions for finding distance while time is running, and it's not what I'm looking for.
I'm looking for an O(1) formula to calculate the (0 or 1 or 2) clock time(s) in which two circles are exactly r1+r2 distance from each other. Negative time is possible. It's possible two circles don't collide, and they may not have an intersection (as in 2 cars "clipping" each other while driving too close to the middle of the road in opposite directions), which is messing up all my mx+b solutions.
Technically, a single point collision should be possible.
I'm about 100 lines of code deep, and I feel sure there must be a better way, and I'm not even sure whether my test cases are correct or not. My initial setup was:
dist( x1+dx1*t, y1+dy1*t, x2+dx2*t, y2+dy2*t ) == r1+r2
By assuming the distance at any time t could be calculated with Pythagoras, I would like to know the two points in time in which the distance from the centers is precisely the sum of the radii. I solved for a, b, and c and applied the quadratic formula, and I believe that if I'm assuming they were phantom objects, this would give me the first moment of collision and the final moment of collision, and I could assume at every moment between, they are overlapping.
I'm working under the precondition that it's impossible for 2 objects to be overlapping at t0, which means infinite collision of "stuck inside each other" is not possible. I'm also filtering out and using special handling for when the slope is 0 or infinite, which is working.
I tried calculating the distance when, at the moment object 1 is at the intersection point, it's distance from object 2, and likewise when o2 is at the intersection point, but this did not work as it's possible to have collision when they are not at their intersection.
I'm having problems for when the slopes are equal, but different magnitude.
Is there a simple physics/math formula for this already?
Programming language doesn't matter, pseudcode would be great, or any math formula that doesn't have complex symbols (I'm not a math/physics person)... but nothing higher order (I assume python probably has a collide(p1, p2) method already)
There is a simple(-ish) solution. You already mentioned using the quadratic formula which is a good start.
First define your problem where the quadratic formula can be useful, in this case, distance between to centers, over time.
Let's define our time as t
Because we are using two dimensions we can call our dimensions x & y
First let's define the two center points at t = 0 of our circles as a & b
Let's also define our velocity at t = 0 of a & b as u & v respectively.
Finally, assuming a constant acceleration of a & b as o & p respectively.
The equation for a position along any one dimension (which we'll call i) with respect to time t is as follows: i(t) = 1 / 2 * a * t^2 + v * t + i0; with a being constant acceleration, v being initial velocity, and i0 being initial position along dimension i.
We know the distance between two 2D points at any time t is the square root of ((a.x(t) - b.x(t))^2 + (a.y(t) - b.y(t))^2)
Using the formula of position along a dimensions we can substitute everything in the distance equation in terms of just t and the constants we defined earlier. For shorthand we will call the function d(t);
Finally using that equation, we will know that the t values where d(t) = a.radius + b.radius are where collision starts or ends.
To put this in terms of quadratic formula we move the radius to the left so we get d(t) - (a.radius + b.radius) = 0
We can then expand and simplify the resulting equation so everything is in terms of t and the constant values that we were given. Using that solve for both positive & negative values with the quadratic formula.
This will handle errors as well because if you get two objects that will never collide, you will get an undefined or imaginary number.
You should be able to translate the rest into code fairly easily. I'm running out of time atm and will write out a simple solution when I can.
Following up on #TinFoilPancakes answer and heavily using using WolframAlpha to simplify the formulae, I've come up with the following pseudocode, well C# code actually that I've commented somewhat:
The Ball class has the following properties:
public double X;
public double Y;
public double Xvel;
public double Yvel;
public double Radius;
The algorithm:
public double TimeToCollision(Ball other)
{
double distance = (Radius + other.Radius) * (Radius + other.Radius);
double a = (Xvel - other.Xvel) * (Xvel - other.Xvel) + (Yvel - other.Yvel) * (Yvel - other.Yvel);
double b = 2 * ((X - other.X) * (Xvel - other.Xvel) + (Y - other.Y) * (Yvel - other.Yvel));
double c = (X - other.X) * (X - other.X) + (Y - other.Y) * (Y - other.Y) - distance;
double d = b * b - 4 * a * c;
// Ignore glancing collisions that may not cause a response due to limited precision and lead to an infinite loop
if (b > -1e-6 || d <= 0)
return double.NaN;
double e = Math.Sqrt(d);
double t1 = (-b - e) / (2 * a); // Collison time, +ve or -ve
double t2 = (-b + e) / (2 * a); // Exit time, +ve or -ve
// b < 0 => Getting closer
// If we are overlapping and moving closer, collide now
if (t1 < 0 && t2 > 0 && b <= -1e-6)
return 0;
return t1;
}
The method will return the time that the Balls collide, which can be +ve, -ve or NaN, NaN means they won't or didn't collide.
Further points to note are, we can check the discriminant against <zero to bail out early which will be most of the time, and avoid the Sqrt. Also since I'm using this in a continuous collision detection system, I'm ignoring collisions (glancing) that will have little or no impact since it's possible the response to the collision won't change the velocities and lead to the same situation being checked infinitely, freezing the simulation.
The 'b' variable can used for this check since luckily it's similar to the dot product. If b is >-1e-6 ie. they're not moving closer fast enough we return NaN, ie. they don't collide. You can tweak this value to avoid freezes, smaller will allow closer glancing collisions but increase the chance of a freeze when they happen like when a bunch of circles are packed tightly together. Likewise to avoid Balls moving through each other we signal an immediate collison if they're already overlapping and moving closer.

How can I prove this language is regular?

I'm trying to prove if this language:
L = { w={0,1}* | #0(w) % 3 = 0 } (number of 0's is divisble by 3)
is regular using the pumping lemma, but I can't find a way to do it. All other examples I got, have a simple form or let's say a more defined form such as w = axbycz etc.
I don't think you can use pumping lemma to prove that a language is regular. To prove a language is regular, you just need to give a regular expression or a DFA. In this case the regular expression is quite easy:
1*(01*01*01*)*
(proof: the regular expression clearly does not accept any string which has the number of 0's not divisible by 3, so we just need to prove that all possible strings which has the number of 0's divisible by 3 is accepted by this regular expression, which can be done by confirming that for strings that contain 3n 0's, the regular expression matches it since 1n001n101n201n3...01n3n-201n3n-101n3n has the same number of 0's and the nk's can be substituted so that it matches the string, and that this format is clearly accepted by the regular expression)
Pumping lemma cannot be used to prove that a language is regular because we cannot set the y as in Daniel Martin's answer. Here is a counter-example, in a similar format as his answer (please correct me if I'm doing something fundamentally different from his answer):
We prove that the language L = {w=0n1p | n ∈ N, n>0, p is prime} is regular using pumping lemma as follows: note that there is at least one occurrence of 0, so we take y as 0, and we have xykz = 0n+k-11p, which still satisfy the language definition. Therefore L is regular.
But this is false, since we know that a sequence with prime-numbered length is not regular. The problem here is we cannot just set y to any character.
Any string in this language with at least three characters in it has this property: either the string has a "1" in it, or there are three "0"s in a row.
If the string contains a 1, then you can split it as in the pumping lemma and set y equal to some 1 in the string. Then obviously the strings xyz, xyyz, xyyyz, etc. are all in the language because all those strings have the same number of zeros.
If the string does not contain a 1, it contains three 0s in a row. Setting y to those three 0s, it should be obvious that xyz, xyyz, xyyyz, etc. are all in the language because you're adding three 0 characters each time, so you always have a number of 0s divisible by 3.
#justhalf in the comments is perfectly correct; the pumping lemma can be used to prove that a regular language can be pumped or that a language that cannot be pumped is not regular, but you cannot use the pumping lemma to prove that a language is regular in the first place. Mea Culpa.
Instead, here's a proof that the given language is regular based on the Myhill-Nerode Theorem:
Consider the set of all strings of 0s and 1s. Divide these strings into three sets:
E0, all strings such that the number of 0s is a multiple of three,
E1, all strings such that the number of 0s is one more than a multiple of three,
E2, all strings such that the number of 0s is two more than a multiple of three.
Obviously, every string of 0s and 1s is in one of these three sets.
Furthermore, if x and z are both strings of 0s and 1s, then consider what it means if the concatenation xz is in L:
If x is in E0, then xz is in L if and only if z is in E0
If x is in E1, then xz is in L if and only if z is in E2
If x is in E2, then xz is in L if and only if z is in E1
Therefore, in the language of the theorem, there is no distinguishing extension for any two strings in the same one of our three Ei sets, and therefore there are at most three equivalence classes. A finite number of equivalence classes means the language is regular.
(in fact, there are exactly three equivalence classes, but that isn't needed)
A language is regular if and only if some nondeterministic finite automaton recognizes it.
Automaton is a finite state machine.
We have to build an automaton that regonizes L.
For each state, thinking like:
"Where am I?"
"Where can I go to, with some given entry?"
So, for L = { w={0,1}* | #0(w) % 3 = 0 }
The possibilites (states) are:
The remainder (rest of division) is 0, 1 or 2. Which means we need three states.
Let q0,q1 and q2 be the states that represent the remainderes 0,1 and 2, respectively.
q0 is the start and final state.
Now, for "0" entries, do the math #0(w)%3 and go to the aproppriated state.
Transion functions:
f(q0, 0) = q1
f(q1, 0) = q2
f(q2, 0) = q0
For "1" entries, it just loops wherever it is, 'cause it doesn't change the machine state.
f(qx, 1) = qx
The pumping lemma proves if some language is not regular.
Here is a good book for theory of computation: Introduction to the Theory of Computation 3rd Edition
by Michael Sipser.

Is there an iterative way to calculate radii along a scanline?

I am processing a series of points which all have the same Y value, but different X values. I go through the points by incrementing X by one. For example, I might have Y = 50 and X is the integers from -30 to 30. Part of my algorithm involves finding the distance to the origin from each point and then doing further processing.
After profiling, I've found that the sqrt call in the distance calculation is taking a significant amount of my time. Is there an iterative way to calculate the distance?
In other words:
I want to efficiently calculate: r[n] = sqrt(x[n]*x[n] + y*y)). I can save information from the previous iteration. Each iteration changes by incrementing x, so x[n] = x[n-1] + 1. I can not use sqrt or trig functions because they are too slow except at the beginning of each scanline.
I can use approximations as long as they are good enough (less than 0.l% error) and the errors introduced are smooth (I can't bin to a pre-calculated table of approximations).
Additional information:
x and y are always integers between -150 and 150
I'm going to try a couple ideas out tomorrow and mark the best answer based on which is fastest.
Results
I did some timings
Distance formula: 16 ms / iteration
Pete's interperlating solution: 8 ms / iteration
wrang-wrang pre-calculation solution: 8ms / iteration
I was hoping the test would decide between the two, because I like both answers. I'm going to go with Pete's because it uses less memory.
Just to get a feel for it, for your range y = 50, x = 0 gives r = 50 and y = 50, x = +/- 30 gives r ~= 58.3. You want an approximation good for +/- 0.1%, or +/- 0.05 absolute. That's a lot lower accuracy than most library sqrts do.
Two approximate approaches - you calculate r based on interpolating from the previous value, or use a few terms of a suitable series.
Interpolating from previous r
r = ( x2 + y2 ) 1/2
dr/dx = 1/2 . 2x . ( x2 + y2 ) -1/2 = x/r
double r = 50;
for ( int x = 0; x <= 30; ++x ) {
double r_true = Math.sqrt ( 50*50 + x*x );
System.out.printf ( "x: %d r_true: %f r_approx: %f error: %f%%\n", x, r, r_true, 100 * Math.abs ( r_true - r ) / r );
r = r + ( x + 0.5 ) / r;
}
Gives:
x: 0 r_true: 50.000000 r_approx: 50.000000 error: 0.000000%
x: 1 r_true: 50.010000 r_approx: 50.009999 error: 0.000002%
....
x: 29 r_true: 57.825065 r_approx: 57.801384 error: 0.040953%
x: 30 r_true: 58.335225 r_approx: 58.309519 error: 0.044065%
which seems to meet the requirement of 0.1% error, so I didn't bother coding the next one, as it would require quite a bit more calculation steps.
Truncated Series
The taylor series for sqrt ( 1 + x ) for x near zero is
sqrt ( 1 + x ) = 1 + 1/2 x - 1/8 x2 ... + ( - 1 / 2 )n+1 xn
Using r = y sqrt ( 1 + (x/y)2 ) then you're looking for a term t = ( - 1 / 2 )n+1 0.36n with magnitude less that a 0.001, log ( 0.002 ) > n log ( 0.18 ) or n > 3.6, so taking terms to x^4 should be Ok.
Y=10000
Y2=Y*Y
for x=0..Y2 do
D[x]=sqrt(Y2+x*x)
norm(x,y)=
if (y==0) x
else if (x>y) norm(y,x)
else {
s=Y/y
D[round(x*s)]/s
}
If your coordinates are smooth, then the idea can be extended with linear interpolation. For more precision, increase Y.
The idea is that s*(x,y) is on the line y=Y, which you've precomputed distances for. Get the distance, then divide it by s.
I assume you really do need the distance and not its square.
You may also be able to find a general sqrt implementation that sacrifices some accuracy for speed, but I have a hard time imagining that beating what the FPU can do.
By linear interpolation, I mean to change D[round(x)] to:
f=floor(x)
a=x-f
D[f]*(1-a)+D[f+1]*a
This doesn't really answer your question, but may help...
The first questions I would ask would be:
"do I need the sqrt at all?".
"If not, how can I reduce the number of sqrts?"
then yours: "Can I replace the remaining sqrts with a clever calculation?"
So I'd start with:
Do you need the exact radius, or would radius-squared be acceptable? There are fast approximatiosn to sqrt, but probably not accurate enough for your spec.
Can you process the image using mirrored quadrants or eighths? By processing all pixels at the same radius value in a batch, you can reduce the number of calculations by 8x.
Can you precalculate the radius values? You only need a table that is a quarter (or possibly an eighth) of the size of the image you are processing, and the table would only need to be precalculated once and then re-used for many runs of the algorithm.
So clever maths may not be the fastest solution.
Well there's always trying optimize your sqrt, the fastest one I've seen is the old carmack quake 3 sqrt:
http://betterexplained.com/articles/understanding-quakes-fast-inverse-square-root/
That said, since sqrt is non-linear, you're not going to be able to do simple linear interpolation along your line to get your result. The best idea is to use a table lookup since that will give you blazing fast access to the data. And, since you appear to be iterating by whole integers, a table lookup should be exceedingly accurate.
Well, you can mirror around x=0 to start with (you need only compute n>=0, and the dupe those results to corresponding n<0). After that, I'd take a look at using the derivative on sqrt(a^2+b^2) (or the corresponding sin) to take advantage of the constant dx.
If that's not accurate enough, may I point out that this is a pretty good job for SIMD, which will provide you with a reciprocal square root op on both SSE and VMX (and shader model 2).
This is sort of related to a HAKMEM item:
ITEM 149 (Minsky): CIRCLE ALGORITHM
Here is an elegant way to draw almost
circles on a point-plotting display:
NEW X = OLD X - epsilon * OLD Y
NEW Y = OLD Y + epsilon * NEW(!) X
This makes a very round ellipse
centered at the origin with its size
determined by the initial point.
epsilon determines the angular
velocity of the circulating point, and
slightly affects the eccentricity. If
epsilon is a power of 2, then we don't
even need multiplication, let alone
square roots, sines, and cosines! The
"circle" will be perfectly stable
because the points soon become
periodic.
The circle algorithm was invented by
mistake when I tried to save one
register in a display hack! Ben Gurley
had an amazing display hack using only
about six or seven instructions, and
it was a great wonder. But it was
basically line-oriented. It occurred
to me that it would be exciting to
have curves, and I was trying to get a
curve display hack with minimal
instructions.

Fast formula for a "high contrast" curve

My inner loop contains a calculation that profiling shows to be problematic.
The idea is to take a greyscale pixel x (0 <= x <= 1), and "increase its contrast". My requirements are fairly loose, just the following:
for x < .5, 0 <= f(x) < x
for x > .5, x < f(x) <= 1
f(0) = 0
f(x) = 1 - f(1 - x), i.e. it should be "symmetric"
Preferably, the function should be smooth.
So the graph must look something like this:
.
I have two implementations (their results differ but both are conformant):
float cosContrastize(float i) {
return .5 - cos(x * pi) / 2;
}
float mulContrastize(float i) {
if (i < .5) return i * i * 2;
i = 1 - i;
return 1 - i * i * 2;
}
So I request either a microoptimization for one of these implementations, or an original, faster formula of your own.
Maybe one of you can even twiddle the bits ;)
Consider the following sigmoid-shaped functions (properly translated to the desired range):
error function
normal CDF
tanh
logit
I generated the above figure using MATLAB. If interested here's the code:
x = -3:.01:3;
plot( x, 2*(x>=0)-1, ...
x, erf(x), ...
x, tanh(x), ...
x, 2*normcdf(x)-1, ...
x, 2*(1 ./ (1 + exp(-x)))-1, ...
x, 2*((x-min(x))./range(x))-1 )
legend({'hard' 'erf' 'tanh' 'normcdf' 'logit' 'linear'})
Trivially you could simply threshold, but I imagine this is too dumb:
return i < 0.5 ? 0.0 : 1.0;
Since you mention 'increasing contrast' I assume the input values are luminance values. If so, and they are discrete (perhaps it's an 8-bit value), you could use a lookup table to do this quite quickly.
Your 'mulContrastize' looks reasonably quick. One optimization would be to use integer math. Let's say, again, your input values could actually be passed as an 8-bit unsigned value in [0..255]. (Again, possibly a fine assumption?) You could do something roughly like...
int mulContrastize(int i) {
if (i < 128) return (i * i) >> 7;
// The shift is really: * 2 / 256
i = 255 - i;
return 255 - ((i * i) >> 7);
A piecewise interpolation can be fast and flexible. It requires only a few decisions followed by a multiplication and addition, and can approximate any curve. It also avoids the courseness that can be introduced by lookup tables (or the additional cost in two lookups followed by an interpolation to smooth this out), though the lut might work perfectly fine for your case.
With just a few segments, you can get a pretty good match. Here there will be courseness in the color gradients, which will be much harder to detect than courseness in the absolute colors.
As Eamon Nerbonne points out in the comments, segmentation can be optimized by "choos[ing] your segmentation points based on something like the second derivative to maximize detail", that is, where the slope is changing the most. Clearly, in my posted example, having three segments in the middle of the five segment case doesn't add much more detail.