In case of bucket sort, when exactly time complexity is linear? I mean, when distribution is "uniform enough" (looking for math formula on n or k)? - time-complexity

As in the title. I know that bucket sort is linear when the input is drawn from a uniform distribution. But when is it "uniform enough"? How to describe that in terms of number of buckets (k) and number of elements (n)?
I tried looking for the answer fora long time. Had no success.

Related

Breadth first or Depth first

There is a theory that says six degrees of seperations is the highest
degree for people to be connected through a chain of acquaintances.
(You know the Baker - Degree of seperation 1, the Baker knows someone
you don't know - Degree of separation 2)
We have a list of People P, list A of corresponding acquaintances
among these people, and a person x
We are trying to implement an algorithm to check if person x respects
the six degrees of separations. It returns true if the distance from x
to all other people in P is at most six, false otherwise.
We are tying to accomplish O(|P| + |A|) in the worst-case.
To implement this algorithm, I thought about implementing an adjacency list over an adjacency matrix to represent the Graph G with vertices P and edges A, because an Adjacency Matrix would take O(n^2) to traverse.
Now I thought about using either BFS or DFS, but I can't seem to find a reason as to why the other is more optimal for this case.
I want to use BFS or DFS to store the distances from x in an array d, and then loop over the array d to look if any Degree is larger than 6.
DFS and BFS have the same Time Complexity, but Depth is better(faster?) in most cases at finding the first Degree larger than 6, whereas Breadth is better at excluding all Degrees > 6 simultaneously.
After DFS or BFS I would then loop over the array containing the distances from person x, and return true if there was no entry >6 and false when one is found.
With BFS, the degrees of separations would always be at the end of the Array, which would maybe lead to a higher time complexity?
With DFS, the degrees of separations would be randomly scattered in the Array, but the chance to have a degree of separation higher than 6 early in the search is higher.
I don't know if it makes any difference to the Time Complexity if using DFS or BFS here.
Time complexity of BFS and DFS is exactly the same. Both methods visit all connected vertices of the graph, so in both cases you have O(V + E), where V is the number of vertices and E is the number of edges.
That being said, sometimes one algorithm can be preferred over the other precisely because the order of vertex visitation is different. For instance, if you were to evaluate a mathematical expression, DFS would be much more convenient.
In your case, BFS could be used to optimize graph traversal, because you can simply cut-off BFS at the required degree of separation level. All the people who have the required (or bigger) degree of separation would be left unmarked as visited.
The same trick would be much more convoluted to implement with DFS, because as you've astutely noticed, DFS first gets "to the bottom" of the graph, and then it goes back recursively (or via stack) up level by level.
I believe that you can use the the Dijkstra algorithm.
Is a BFS approach that updates your path, is the path have a smaller value. Think as distance have always a cost of 1 and, if you have two friends (A and B) for a person N.
Those friends have a common friend C but, in a first time your algorithm checks a distance for friend A with cost 4 and mark as visited, they can't check the friend B that maybe have a distance of 3. The Dijkstra will help you doing checking this.
The Dijkstra solve this in O(|V|+|E|log|V)
See more at https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm

Determine the running time of an algorithm with two parameters

I have implemented an algorithm that uses two other algorithms for calculating the shortest path in a graph: Dijkstra and Bellman-Ford. Based on the time complexity of the these algorithms, I can calculate the running time of my implementation, which is easy giving the code.
Now, I want to experimentally verify my calculation. Specifically, I want to plot the running time as a function of the size of the input (I am following the method described here). The problem is that I have two parameters - number of edges and number of vertices.
I have tried to fix one parameter and change the other, but this approach results in two plots - one for varying number of edges and the other for varying number of vertices.
This leads me to my question - how can I determine the order of growth based on two plots? In general, how can one experimentally determine the running time complexity of an algorithm that has more than one parameter?
It's very difficult in general.
The usual way you would experimentally gauge the running time in the single variable case is, insert a counter that increments when your data structure does a fundamental (putatively O(1)) operation, then take data for many different input sizes, and plot it on a log-log plot. That is, log T vs. log N. If the running time is of the form n^k you should see a straight line of slope k, or something approaching this. If the running time is like T(n) = n^{k log n} or something, then you should see a parabola. And if T is exponential in n you should still see exponential growth.
You can only hope to get information about the highest order term when you do this -- the low order terms get filtered out, in the sense of having less and less impact as n gets larger.
In the two variable case, you could try to do a similar approach -- essentially, take 3 dimensional data, do a log-log-log plot, and try to fit a plane to that.
However this will only really work if there's really only one leading term that dominates in most regimes.
Suppose my actual function is T(n, m) = n^4 + n^3 * m^3 + m^4.
When m = O(1), then T(n) = O(n^4).
When n = O(1), then T(n) = O(m^4).
When n = m, then T(n) = O(n^6).
In each of these regimes, "slices" along the plane of possible n,m values, a different one of the terms is the dominant term.
So there's no way to determine the function just from taking some points with fixed m, and some points with fixed n. If you did that, you wouldn't get the right answer for n = m -- you wouldn't be able to discover "middle" leading terms like that.
I would recommend that the best way to predict asymptotic growth when you have lots of variables / complicated data structures, is with a pencil and piece of paper, and do traditional algorithmic analysis. Or possibly, a hybrid approach. Try to break the question of efficiency into different parts -- if you can split the question up into a sum or product of a few different functions, maybe some of them you can determine in the abstract, and some you can estimate experimentally.
Luckily two input parameters is still easy to visualize in a 3D scatter plot (3rd dimension is the measured running time), and you can check if it looks like a plane (in log-log-log scale) or if it is curved. Naturally random variations in measurements plays a role here as well.
In Matlab I typically calculate a least-squares solution to two-variable function like this (just concatenates different powers and combinations of x and y horizontally, .* is an element-wise product):
x = log(parameter_x);
y = log(parameter_y);
% Find a least-squares fit
p = [x.^2, x.*y, y.^2, x, y, ones(length(x),1)] \ log(time)
Then this can be used to estimate running times for larger problem instances, ideally those would be confirmed experimentally to know that the fitted model works.
This approach works also for higher dimensions but gets tedious to generate, maybe there is a more general way to achieve that and this is just a work-around for my lack of knowledge.
I was going to write my own explanation but it wouldn't be any better than this.

Maximizing profit in graph having positive weight cycles

I have a set of vertices with some profit defined between each pair of vertices such that profit(i,j) may not be equal to profit(j,i). Moreover there exist positive weight cycles and the profit may be negative.
This is a NP-hard problem to find the maximum profit, so the problem is to maximize the profit visiting each city at most one( all cities need not to be visited).
I have tried following algorithms to find this:
Greedy algorithm on complete set of vertices.
Greedy with brute force: First find the greedy sequence of vertices. This gives the approximate sets of vertices which nearly form clusters. Now take consecutive set of say 8 cities and rearrange them to find maximum profit using brute force.
But these do not give very good results when tried on 100 vertices.
Are there any other probabilistic or approximate methods to maximize the cost?
Im not sure i understand the question but Can't you sort the edges and thn find the minimum spanning tree. Something how kruskals algo works?
EDIT
If there exist negative weight edges, you can stop the moment the weight becomes negative.

Simplification / optimization of GPS track

I've got a GPS track produced by gpxlogger(1) (supplied as a client for gpsd). GPS receiver updates its coordinates every 1 second, gpxlogger's logic is very simple, it writes down location (lat, lon, ele) and a timestamp (time) received from GPS every n seconds (n = 3 in my case).
After writing down a several hours worth of track, gpxlogger saves several megabyte long GPX file that includes several thousands of points. Afterwards, I try to plot this track on a map and use it with OpenLayers. It works, but several thousands of points make using the map a sloppy and slow experience.
I understand that having several thousands of points of suboptimal. There are myriads of points that can be deleted without losing almost anything: when there are several points making up roughly the straight line and we're moving with the same constant speed between them, we can just leave the first and the last point and throw away anything else.
I thought of using gpsbabel for such track simplification / optimization job, but, alas, it's simplification filter works only with routes, i.e. analyzing only geometrical shape of path, without timestamps (i.e. not checking that the speed was roughly constant).
Is there some ready-made utility / library / algorithm available to optimize tracks? Or may be I'm missing some clever option with gpsbabel?
Yes, as mentioned before, the Douglas-Peucker algorithm is a straightforward way to simplify 2D connected paths. But as you have pointed out, you will need to extend it to the 3D case to properly simplify a GPS track with an inherent time dimension associated with every point. I have done so for a web application of my own using a PHP implementation of Douglas-Peucker.
It's easy to extend the algorithm to the 3D case with a little understanding of how the algorithm works. Say you have input path consisting of 26 points labeled A to Z. The simplest version of this path has two points, A and Z, so we start there. Imagine a line segment between A and Z. Now scan through all remaining points B through Y to find the point furthest away from the line segment AZ. Say that point furthest away is J. Then, you scan the points between B and I to find the furthest point from line segment AJ and scan points K through Y to find the point furthest from segment JZ, and so on, until the remaining points all lie within some desired distance threshold.
This will require some simple vector operations. Logically, it's the same process in 3D as in 2D. If you find a Douglas-Peucker algorithm implemented in your language, it might have some 2D vector math implemented, and you'll need to extend those to use 3 dimensions.
You can find a 3D C++ implementation here: 3D Douglas-Peucker in C++
Your x and y coordinates will probably be in degrees of latitude/longitude, and the z (time) coordinate might be in seconds since the unix epoch. You can resolve this discrepancy by deciding on an appropriate spatial-temporal relationship; let's say you want to view one day of activity over a map area of 1 square mile. Imagining this relationship as a cube of 1 mile by 1 mile by 1 day, you must prescale the time variable. Conversion from degrees to surface distance is non-trivial, but for this case we simplify and say one degree is 60 miles; then one mile is .0167 degrees. One day is 86400 seconds; then to make the units equivalent, our prescale factor for your timestamp is .0167/86400, or about 1/5,000,000.
If, say, you want to view the GPS activity within the same 1 square mile map area over 2 days instead, time resolution becomes half as important, so scale it down twice further, to 1/10,000,000. Have fun.
Have a look at Ramer-Douglas-Peucker algorithm for smoothening complex polygons, also Douglas-Peucker line simplification algorithm can help you reduce your points.
OpenSource GeoKarambola java library (no Android dependencies but can be used in Android) that includes a GpxPathManipulator class that does both route & track simplification/reduction (3D/elevation aware).
If the points have timestamp information that will not be discarded.
https://sourceforge.net/projects/geokarambola/
This is the algorith in action, interactively
https://lh3.googleusercontent.com/-hvHFyZfcY58/Vsye7nVrmiI/AAAAAAAAHdg/2-NFVfofbd4ShZcvtyCDpi2vXoYkZVFlQ/w360-h640-no/movie360x640_05_82_05.gif
This algorithm is based on reducing the number of points by eliminating those that have the greatest XTD (cross track distance) error until a tolerated error is satisfied or the maximum number of points is reached (both parameters of the function), wichever comes first.
An alternative algorithm, for on-the-run stream like track simplification (I call it "streamplification") is:
you keep a small buffer of the points the GPS sensor gives you, each time a GPS point is added to the buffer (elevation included) you calculate the max XTD (cross track distance) of all the points in the buffer to the line segment that unites the first point with the (newly added) last point of the buffer. If the point with the greatest XTD violates your max tolerated XTD error (25m has given me great results) then you cut the buffer at that point, register it as a selected point to be appended to the streamplified track, trim the trailing part of the buffer up to that cut point, and keep going. At the end of the track the last point of the buffer is also added/flushed to the solution.
This algorithm is lightweight enough that it runs on an AndroidWear smartwatch and gives optimal output regardless of if you move slow or fast, or stand idle at the same place for a long time. The ONLY thing that maters is the SHAPE of your track. You can go for many minutes/kilometers and, as long as you are moving in a straight line (a corridor within +/- tolerated XTD error deviations) the streamplify algorithm will only output 2 points: those of the exit form last curve and entry on next curve.
I ran in to a similar issue. The rate at which the gps unit takes points is much larger that needed. Many of the points are not geographically far away from each other. The approach that I took is to calculate the distance between the points using the haversine formula. If the distance was not larger than my threshold (0.1 miles in my case) I threw away the point. This quickly gets the number of points down to a manageable size.
I don't know what language you are looking for. Here is a C# project that I was working on. At the bottom you will find the haversine code.
http://blog.bobcravens.com/2010/09/gps-using-the-netduino/
Hope this gets you going.
Bob
This is probably NP-hard. Suppose you have points A, B, C, D, E.
Let's try a simple deterministic algorithm. Suppose you calculate the distance from point B to line A-C and it's smaller than your threshold (1 meter). So you delete B. Then you try the same for C to line A-D, but it's bigger and D for C-E, which is also bigger.
But it turns out that the optimal solution is A, B, E, because point C and D are close to the line B-E, yet on opposite sides.
If you delete 1 point, you cannot be sure that it should be a point that you should keep, unless you try every single possible solution (which can be n^n in size, so on n=80 that's more than the minimum number of atoms in the known universe).
Next step: try a brute force or branch and bound algorithm. Doesn't scale, doesn't work for real-world size. You can safely skip this step :)
Next step: First do a determinstic algorithm and improve upon that with a metaheuristic algorithm (tabu search, simulated annealing, genetic algorithms). In java there are a couple of open source implementations, such as Drools Planner.
All in all, you 'll probably have a workable solution (although not optimal) with the first simple deterministic algorithm, because you only have 1 constraint.
A far cousin of this problem is probably the Traveling Salesman Problem variant in which the salesman cannot visit all cities but has to select a few.
You want to throw away uninteresting points. So you need a function that computes how interesting a point is, then you can compute how interesting all the points are and throw away the N least interesting points, where you choose N to slim the data set sufficiently. It sounds like your definition of interesting corresponds to high acceleration (deviation from straight-line motion), which is easy to compute.
Try this, it's free and opensource online Service:
https://opengeo.tech/maps/gpx-simplify-optimizer/
I guess you need to keep points where you change direction. If you split your track into the set of intervals of constant direction, you can leave only boundary points of these intervals.
And, as Raedwald pointed out, you'll want to leave points where your acceleration is not zero.
Not sure how well this will work, but how about taking your list of points, working out the distance between them and therefore the total distance of the route and then deciding on a resolution distance and then just linear interpolating the position based on each step of x meters. ie for each fix you have a "distance from start" measure and you just interpolate where n*x is for your entire route. (you could decide how many points you want and divide the total distance by this to get your resolution distance). On top of this you could add a windowing function taking maybe the current point +/- z points and applying a weighting like exp(-k* dist^2/accuracy^2) to get the weighted average of a set of points where dist is the distance from the raw interpolated point and accuracy is the supposed accuracy of the gps position.
One really simple method is to repeatedly remove the point that creates the largest angle (in the range of 0° to 180° where 180° means it's on a straight line between its neighbors) between its neighbors until you have few enough points. That will start off removing all points that are perfectly in line with their neighbors and will go from there.
You can do that in Ο(n log(n)) by making a list of each index and its angle, sorting that list in descending order of angle, keeping how many you need from the front of the list, sorting that shorter list in descending order of index, and removing the indexes from the list of points.
def simplify_points(points, how_many_points_to_remove)
angle_map = Array.new
(2..points.length - 1).each { |next_index|
removal_list.add([next_index - 1, angle_between(points[next_index - 2], points[next_index - 1], points[next_index])])
}
removal_list = removal_list.sort_by { |index, angle| angle }.reverse
removal_list = removal_list.first(how_many_points_to_remove)
removal_list = removal_list.sort_by { |index, angle| index }.reverse
removal_list.each { |index| points.delete_at(index) }
return points
end

Need help generating discrete random numbers from distribution

I searched the site but did not find exactly what I was looking for... I wanted to generate a discrete random number from normal distribution.
For example, if I have a range from a minimum of 4 and a maximum of 10 and an average of 7. What code or function call ( Objective C preferred ) would I need to return a number in that range. Naturally, due to normal distribution more numbers returned would center round the average of 7.
As a second example, can the bell curve/distribution be skewed toward one end of the other? Lets say I need to generate a random number with a range of minimum of 4 and maximum of 10, and I want the majority of the numbers returned to center around the number 8 with a natural fall of based on a skewed bell curve.
Any help is greatly appreciated....
Anthony
What do you need this for? Can you do it the craps player's way?
Generate two random integers in the range of 2 to 5 (inclusive, of course) and add them together. Or flip a coin (0,1) six times and add 4 to the result.
Summing multiple dice produces a normal distribution (a "bell curve"), while eliminating high or low throws can be used to skew the distribution in various ways.
The key is you are going for discrete numbers (and I hope you mean integers by that). Multiple dice throws famously generate a normal distribution. In fact, I think that's how we were first introduced to the Gaussian curve in school.
Of course the more throws, the more closely you approximate the bell curve. Rolling a single die gives a flat line. Rolling two dice just creates a ramp up and down that isn't terribly close to a bell. Six coin flips gets you closer.
So consider this...
If I understand your question correctly, you only have seven possible outcomes--the integers (4,5,6,7,8,9,10). You can set up an array of seven probabilities to approximate any distribution you like.
Many frameworks and libraries have this built-in.
Also, just like TokenMacGuy said a normal distribution isn't characterized by the interval it's defined on, but rather by two parameters: Mean μ and standard deviation σ. With both these parameters you can confine a certain quantile of the distribution to a certain interval, so that 95 % of all points fall in that interval. But resticting it completely to any interval other than (−∞, ∞) is impossible.
There are several methods to generate normal-distributed values from uniform random values (which is what most random or pseudorandom number generators are generating:
The Box-Muller transform is probably the easiest although not exactly fast to compute. Depending on the number of numbers you need, it should be sufficient, though and definitely very easy to write.
Another option is Marsaglia's Polar method which is usually faster1.
A third method is the Ziggurat algorithm which is considerably faster to compute but much more complex to program. In applications that really use a lot of random numbers it may be the best choice, though.
As a general advice, though: Don't write it yourself if you have access to a library that generates normal-distributed random numbers for you already.
For skewing your distribution I'd just use a regular normal distribution, choosing μ and σ appropriately for one side of your curve and then determine on which side of your wanted mean a point fell, stretching it appropriately to fit your desired distribution.
For generating only integers I'd suggest you just round towards the nearest integer when the random number happens to fall within your desired interval and reject it if it doesn't (drawing a new random number then). This way you won't artificially skew the distribution (such as you would if you were clamping the values at 4 or 10, respectively).
1 In testing with deliberately bad random number generators (yes, worse than RANDU) I've noticed that the polar method results in an endless loop, rejecting every sample. Won't happen with random numbers that fulfill the usual statistic expectations to them, though.
Yes, there are sophisticated mathematical solutions, but for "simple but practical" I'd go with Nosredna's comment. For a simple Java solution:
Random random=new Random();
public int bell7()
{
int n=4;
for (int x=0;x<6;++x)
n+=random.nextInt(2);
return n;
}
If you're not a Java person, Random.nextInt(n) returns a random integer between 0 and n-1. I think the rest should be similar to what you'd see in any programming language.
If the range was large, then instead of nextInt(2)'s I'd use a bigger number in there so there would be fewer iterations through the loop, depending on frequency of call and performance requirements.
Dan Dyer and Jay are exactly right. What you really want is a binomial distribution, not a normal distribution. The shape of a binomial distribution looks a lot like a normal distribution, but it is discrete and bounded whereas a normal distribution is continuous and unbounded.
Jay's code generates a binomial distribution with 6 trials and a 50% probability of success on each trial. If you want to "skew" your distribution, simply change the line that decides whether to add 1 to n so that the probability is something other than 50%.
The normal distribution is not described by its endpoints. Normally it's described by it's mean (which you have given to be 7) and its standard deviation. An important feature of this is that it is possible to get a value far outside the expected range from this distribution, although that will be vanishingly rare, the further you get from the mean.
The usual means for getting a value from a distribution is to generate a random value from a uniform distribution, which is quite easily done with, for example, rand(), and then use that as an argument to a cumulative distribution function, which maps probabilities to upper bounds. For the standard distribution, this function is
F(x) = 0.5 - 0.5*erf( (x-μ)/(σ * sqrt(2.0)))
where erf() is the error function which may be described by a taylor series:
erf(z) = 2.0/sqrt(2.0) * Σ∞n=0 ((-1)nz2n + 1)/(n!(2n + 1))
I'll leave it as an excercise to translate this into C.
If you prefer not to engage in the exercise, you might consider using the Gnu Scientific Library, which among many other features, has a technique to generate random numbers in one of many common distributions, of which the Gaussian Distribution (hint) is one.
Obviously, all of these functions return floating point values. You will have to use some rounding strategy to convert to a discrete value. A useful (but naive) approach is to simply downcast to integer.