I'm using RcppEnsmallen to estimate quantile regression models. I think I have set up everything right, but problems have been constantly emerging. I've tried two strategies:
Strategy 1: in the objective function, return sum of all errors. The corresponding gradient setup is similar. I tried 0.1 quantile in my example. However, occasionally I can get correct answers. Most of the time, it returns NaN.
Strategy 2: The objective function changed to mean of the sum of all errors. The gradient setup is also use the mean version. However, in this scenario, it returns quite different values each time, far from the correct answers.
I was wondering where the problem might be? Thanks.
#include <RcppEnsmallen.h>
// [[Rcpp::depends(RcppEnsmallen)]]
class QuantileRegressionFunction
{
public:
// Construct the QuantileRegressFunction with the given data.
QuantileRegressionFunction(const arma::mat& X,
const arma::colvec& y
) : X(X),y(y){}
// Define the objective function.
double Evaluate(const arma::mat& beta){
// arma::vec residual1 = y - X * beta;
return arma::sum( (y - X * beta) % ( 0.1 - arma::ones(y.n_rows) % ( (y - X * beta) <0 )) );
}
void Gradient(const arma::mat& beta, arma::mat& gradient)
{
gradient = -X.t() * ( 0.1 - arma::ones(y.n_rows) % ( (y - X * beta) <0 ) ) ;
}
private:
const arma::mat& X;
const arma::vec& y;
};
// [[Rcpp::export]]
arma::mat qr_reg(const arma::mat&X, const arma::vec&y){
QuantileRegressionFunction qrf(X,y);
ens::L_BFGS lbfgs;
lbfgs.MaxIterations()= 100000 ;
lbfgs.MaxLineSearchTrials() = 10000;
//lbfgs.ArmijoConstant() = 1e-10;
arma::mat beta(X.n_cols, 1 , arma::fill::randn);
lbfgs.Optimize(qrf,beta);
return beta;
}
Related
I have a Vec2 class in kotlin.
I overloaded the operator * like this:
operator fun times(v:Float): Vec2 {
return Vec2(this.x * v, this.y * v)
}
End the behavior is just as I expected, I can use * and *= to scale the vector
var a = Vec2() * 7f; a *= 2f
However, from my understanding what I do here, is I create a new object, by calling Vec2(), every time I use *
Even if I use *= and I do not really need to return anything, as I could just edit the object itself (using this keyword)
Is there any way to overload the *= operator, so that it has the similar behavior to this function?
fun mul(v:Float) {
this.x *= v; this.y *= v
}
I need my application to run smoothly, and these operators are used quite a lot,
I do not want any lags caused by garbage collector's work.
There is no need to create a new object, you should just change your x and y to var's so they become reassignable.
Doing this will most likely end you up with something like this:
class Vec2(var x: Float, var y: Float) {
operator fun times(v: Float) {
x *= v
y *= v
}
}
Then in your implementation it is as simple as:
val a = Vec2(1.0f, 1.0f)
a * 2f
// After this line both x and y are 2.0f
If you really want to overload the *= operator then add the timesAssign operator function instead for more info see the kotlin docs
What is the exact time complexity of this code ?
I know its exponential but what kind of exponential like 2^n , sqrt(n) ^ sqrt(n) etc.
If attach some proof, that would be great.
https://www.geeksforgeeks.org/minimum-number-of-squares-whose-sum-equals-to-given-number-n/
class squares {
// Returns count of minimum squares that sum to n
static int getMinSquares(int n)
{
// base cases
if (n <= 3)
return n;
// getMinSquares rest of the table using recursive
// formula
int res = n; // Maximum squares required is
// n (1*1 + 1*1 + ..)
// Go through all smaller numbers
// to recursively find minimum
for (int x = 1; x <= n; x++) {
int temp = x * x;
if (temp > n)
break;
else
res = Math.min(res, 1 + getMinSquares(n - temp));
}
return res;
}
public static void main(String args[])
{
System.out.println(getMinSquares(6));
}
}
In my opinion, since each for loop is calling the same recursion for sqrt(n) number of time and each call is for (n - x*x)) ~ n...
So it should be n ^ sqrt(n).
Is this answer correct ?
The recurrence relation for that function is
T(n) = sum from i=1 to i=sqrt(n) of T(n - i*i)
which is bounded above by
T(n) = sqrt(n) * T(n-1)
as each term in the sum above will be at most T(n-1) and there are sqrt(n) of them. T(n) = sqrt(n) * T(n-1) is O( sqrt(n)^n ). I'm sure there is some clever way to get a better bound, but this function looks like it is exponential.
I need to calculate modulos with decimals that can be negative as well
for example: fmod( -5.2, 3 );
while mod() works with integers, and fmod() (or fmodf()) works well with decimals, fmod() returns wrong results with negative decimals:
ex:
double modulo = fmod (5.2, 3);
NSLog (#"==> %f", modulo);
==> 2.2 // This is correct !!
double modulo = fmod (-5.2, 3);
NSLog (#"==> %f", modulo);
==> -2.2 // This is wrong !! should be 0.8
Is there another mod() in the library or should i write my own decimal negative mod function ?
something like :
if (res = fmod(x,m) < 0) {
res+=m;
}
Thx !
-2.2 is correct and is also -5.2 mod 3. The fmod function is a C function (and therefore also Objective C), so you can find more detail about it by typing man fmod into terminal. When doing fmod it will preserve the sign of the value that you are moding. So to get the mod you want, you will need to check the sign (of either the result, or the value you are passing in) and if it is negative you will need to add the modulo base, in this case 3.
This is the definition of the fmod function:
double
fmod(double x, double y);
Specifically, the functions return the value x-i*y, for some integer i such that, if y is non-zero, the result has the same sign as x and magnitude less than the magnitude of y.
from the OS X man page.
For your purposes, you can do something like this:
#include <math.h>
float f_mod(float a, float n) {
return a - n * floor(a / n);
}
Of course, be careful to check n>0.
f_mod(-5.2f, 2.0f) = 0.8
f_mod(5.2f, 2.0f) = 2.2
Thank you so i ended up writing a wrapper... What i was hopping i could avoid. This works great for me, and, in my opinion, represents the correct mathematical definition of the modulo (not the C implementation). I am sure this function can be optimized,but for clarity i leave it this way:
//--
//-- Modulo
//--
double calcModulo ( double x, double m) {
double res = INFINITY;
if (m==0)
return res ;
double posMod, negMod, posM, posX;
posM = m < 0 ? -m:m;
posX = x < 0 ? -x:x;
posMod = fmod (posX, posM);
negMod = fmod (-posX,posM) + posM;
// pick up the correct res
if ( x >= 0 ){
if (m > 0) {
res = posMod;
} else {
res = -negMod;
}
}else{
if (m > 0) {
res= negMod;
} else{
res= -posMod;
}
}
return res;
}
Is there function in Math.Net like (MatLab/Octave/numpy)'s linspace() which takes 3 parameters (min, max, length) and creates an vector/array of evenly spaced values between min and max? It is not hard to implement but if there was a function already I would prefer to use that.
There is none exactly like linspace, but the signal generator comes quite close and creates an array:
SignalGenerator.EquidistantInterval(x => x, min, max, len)
I'm not fresh on the VB.net syntax, but I guess it's very close to C#.
In case you need a vector:
new DenseVector(SignalGenerator.EquidistantInterval(x => x, min, max, len))
Or you could implement it e.g. using the static Create function (in practice you may want to precompute the step):
DenseVector.Create(len, i => min + i*(max-min)/(len - 1.0))
Update 2013-12-14:
Since v3.0.0-alpha7 this is covered by two new functions:
Generate.LinearSpaced(length, a, b) -> MATLAB linspace(a, b, length)
Generate.LinearRange(a, [step], b) -> MATLAB a:step:b
I used this C# code to replicate the functionality of linspace (how numpy does it), feel free to use it.
public static float[] linspace(float startval, float endval, int steps)
{
float interval = (endval / MathF.Abs(endval)) * MathF.Abs(endval - startval) / (steps - 1);
return (from val in Enumerable.Range(0,steps)
select startval + (val * interval)).ToArray();
}
Here is the VB Translation I made.
Public Function linspace(startval As Single, endval As Single, Steps As Integer) As Single()
Dim interval As Single = (endval / Math.Abs(endval)) *(Math.Abs(endval - startval)) / (Steps - 1)
Return (From val In Enumerable.Range(0, Steps) Select startval + (val * interval)).ToArray()
End Function
Use examples;
C#
float[] arr = linspace(-4,4,5)
VB
Dim arr as Single() = linspace(-4,4,5)
Result:
-4,-2,0,2,4
I checked the result from the code shown below and MATLAB linspace, it exactly matches. I myself use it for my research work in Monte Carlo implementations.
Below is the code image and the actual code.
static double[] LINSPACE(double StartValue, double EndValue, int numberofpoints)
{
double[] parameterVals = new double[numberofpoints];
double increment = Math.Abs(StartValue - EndValue) / Convert.ToDouble(numberofpoints - 1);
int j = 0; //will keep a track of the numbers
double nextValue = StartValue;
for (int i = 0; i < numberofpoints; i++)
{
parameterVals.SetValue(nextValue, j);
j++;
if (j > numberofpoints)
{
throw new IndexOutOfRangeException();
}
nextValue = nextValue + increment;
}
return parameterVals;
}
Code for creating a linspace function in C#
I've been working on cobbling together a ray tracer. You know, for fun. So far most things are going as planned, but as soon as I started transforming my test spheres, it all went awry.
The fundamental concept is using one of standard shapes as origin, transforming the camera rays into object space, and then intersecting.
As long as the sphere is identical in object space and world space, it works as expected, but as soon as the spheres are scaled, normals and intersection points go wild.
I've been wracking my brains, and poring over this code over and over, but I just can't find the mistake. Fresh eyes would be much appreciated.
#implementation RTSphere
- (CGFloat)intersectsRay:(RTRay *)worldRay atPoint:(RTVector *)intersection normal:(RTVector *)normal material:(RTMaterial **)material {
RTRay *objectRay = [worldRay rayByTransformingByMatrix:self.inverseTransformation];
RTVector D = objectRay.direction;
RTVector O = objectRay.start;
CGFloat A, B, C;
A = RTVectorDotProduct(D, D);
B = 2 * RTVectorDotProduct(D,O);
C = RTVectorDotProduct(O, O) - 0.25;
CGFloat BB4AC = B * B - 4 * A * C;
if (BB4AC < 0.0) {
return -1.0;
}
CGFloat t0 = (-B - sqrt(BB4AC)) / 2 * A;
CGFloat t1 = (-B + sqrt(BB4AC)) / 2 * A;
if (t0 > t1) {
CGFloat tmp = t0;
t0 = t1;
t1 = tmp;
}
if (t1 < 0.0) {
return -1.0;
}
CGFloat t;
if (t0 < 0.0) {
t = t1;
} else {
t = t0;
}
if (material) {
*material = self.material;
}
if (intersection) {
RTVector isect_o = RTVectorAddition(objectRay.start, RTVectorMultiply(objectRay.direction, t));
*intersection = RTVectorMatrixMultiply(isect_o, self.transformation);
if (normal) {
RTVector normal_o = RTVectorSubtraction(isect_o, RTMakeVector(0.0, 0.0, 0.0));
RTVector normal_w = RTVectorUnit(RTVectorMatrixMultiply(normal_o, self.transformationForNormal));
*normal = normal_w;
}
}
return t;
}
#end
Why are the normals and intersection points not translating into world space as expected?
Edit: I'm moderately confident that my vector and matrix functions are mathematically sound; and I'm thinking it's chiefly a method error, but I recognize that I could be wrong.
There is a lot of RT* code here "behind the scenes" that we have no way to know is correct, so I would start by making sure you have good unit tests of those math functions. The ones I would most suspect, from my experience managing transforms, is rayByTransformingByMatrix: or the value of inverseTransformation. I've found that this is very easy to get wrong when you combine transformations. Rotating and scaling is not the same as scaling and rotating.
At what point does it go wrong for you? Are you sure objectRay itself is correct? (If it isn't, then the rest of this function doesn't matter.) Again, unit test is your friend. You should hand-calculate several situations and then write unit tests to ensure that your methods return the right answers.