how the cross-entropy speed up backpropagation on the hidden layer? - backpropagation

I am learning the http://neuralnetworksanddeeplearning.com/chap3.html.
It says the cross-entropy cost function can speed up the network, because the δ'(z) canceled on the last layer.
the partial derivative for the last layer L:
∂(C)/∂(w) = aL-1(aL-y).
there is no δ'(z).
But I want to know whether cross-entropy speed up the hidden-layer, so I calculate the partial derivative on the L-1 layer:
∂(C)/∂(w)
= (aL-y) * wL * aL-1(1-aL-1) * aL-2
= (aL-y) * wL * δ'(zL-1) * aL-2
It seems it not speed up on the L-1 layer, because δ'(x) still exists. I can be close to zero the make the partial derivative close to zero, and make the learning slowly.
Could someone tell me the wrong point I made ? Thanks.

Related

Predict Collision Between 2 Uniform Circular Motion Objects

this is my first question on the forum and my algebra is rusty so please be indulgent ^^'
So my problem is that i want to predict collision between two uniform circular motion objects for which i know velocity (angular speed in radian), distance from the origin (radius), cartesian coordinate of the center of the circle.
I can get cartesian position for each object given for t time (timestamp) using :
Oa.x = ra X cos(wa X t)
Oa.y = ra X sin(wa X t)
Oa.x: Object A x coordinates
ra: radius of a Circle A
wa: velocity of object A (angular speed in radian)
t: time (timestamp)
Same goes for object b (Ob)
I want to find t such that ||Ca - Cb|| = (rOa + rOb)
rOa: radius of object a
Squaring both side and expanding give me this :
||Ca-Cb||^2 = (rOa+rOb)^2
(ra * cos (wa * t) - rb / cos (wb * t))^2 + (ra * sin (wa * t) - rb / sin (wb * t))^2 = (ra+rb)^2
From that i should get a quadratic polynomial that i can solve for t, but how can i find a condition that tell me if such a t exist ? And possibly, how to solve it for t ?
Your motion equations are missing some stuff I expect this instead:
a0(t) = omg0*t + ang0
x0(t) = cx0 + R0 * cos(a0(t))
y0(t) = cy0 + R0 * sin(a0(t))
a1(t) = omg1*t + ang1
x1(t) = cx1 + R1 * cos(a1(t))
y1(t) = cy1 + R1 * sin(a1(t))
where t is time in [sec], cx?,cy? is the center of rotation ang? is starting angle (t=0) in [rad] and omg? is angular speed in [rad/sec]. If the objects have radius r? then collision occurs when the distance is <= r0+r1
so You want to find smallest time where:
(x1-x0)^2 + (y1-y0)^2 <= (r0+r1)^2
This will most likely lead to transcendent equation so you need numeric approach to solve this. For stuff like this I usually use Approximation search so to solve this do:
loop t from 0 to some reasonable time limit
The collision will happen with constant frequency and the time between collisions will be divisible by periods of both motions so I would test up to lcm(2*PI/omg0,2*PI/omg1) time limit where lcm is least common multiple
Do not loop t through all possible times with brute force but use heuristic (like the approx search linked above) beware initial time step must be reasonable I would try dt = min(0.2*PI/omg0,0.2*PI/omg1) so you have at least 10 points along circle
solve t so the distance between objects is minimal
This however will find the time when the objects collide fully so their centers merge. So you need to substract some constant time (or search it again) that will get you to the start of collision. This time you can use even binary search as the distance will be monotonic.
next collision will appear after lcm(2*PI/omg0,2*PI/omg1)
so if you found first collision time tc0 then
tc(i) = tc0 + i*lcm(2*PI/omg0,2*PI/omg1)
i = 0,1,2,3,...

How to calculate the length of cable on a winch given the rotations of the drum

I have a cable winch system that I would like to know how much cable is left given the number of rotations that have occurred and vice versa. This system will run on a low-cost microcontroller with low computational resources and should be able to update quickly, long for/while loop iterations are not ideal.
The inputs are cable diameter, inner drum diameter, inner drum width, and drum rotations. The output should be the length of the cable on the drum.
At first, I was calculating the maximum number of wraps of cable per layer based on cable diameter and inner drum width, I could then use this to calculate the length of cable per layer. The issue comes when I calculate the total length as I have to loop through each layer, a costly operation (could be 100's of layers).
My next approach was to precalculate a table with each layer, then perform a 3-5 degree polynomial regression down to an easy to calculate formula.
This appears to work for the most part, however, there are slight inaccuracies at the low and high end (0 rotations could be + or - a few units of cable length). The real issue comes when I try and reverse the function to get the current rotations of the drum given the length. So far, my reversed formula does not seem to equal the forward formula (I am reversing X and Y before calculating the polynomial).
I have looked high and low and cannot seem to find any formulas for cable length to rotations that do not use recursion or loops. I can't figure out how to reverse my polynomial function to get the reverse value without losing precision. If anyone happens to have an insight/ideas or can help guide me in the right direction that would be most helpful. Please see my attempts below.
// Units are not important
CableLength = 15000
CableDiameter = 5
DrumWidth = 50
DrumDiameter = 5
CurrentRotations = 0
CurrentLength = 0
CurrentLayer = 0
PolyRotations = Array
PolyLengths = Array
PolyLayers = Array
WrapsPerLayer = DrumWidth / CableDiameter
While CurrentLength < CableLength // Calcuate layer length for each layer up to cable length
CableStackHeight = CableDiameter * CurrentLayer
DrumDiameterAtLayer = DrumDiameter + (CableStackHeight * 2) // Assumes cables stack vertically
WrapDiameter = DrumDiameterAtLayer + CableDiameter // Center point of cable
WrapLength = WrapDiameter * PI
LayerLength = WrapLength * WrapsPerLayer
CurrentRotations += WrapsPerLayer // 1 Rotation per wrap
CurrentLength += LayerLength
CurrentLayer++
PolyRotations.Push(CurrentRotations)
PolyLengths.Push(CurrentLength)
PolyLayers.Push(CurrentLayer)
End
// Using 5 degree polynomials, any lower = very low precision
PolyLengthToRotation = CreatePolynomial(PolyLengths, PolyRotations, 5) // 5 Degrees
PolyRotationToLength = CreatePolynomial(PolyRotations, PolyLengths, 5) // 5 Degrees
// 40 Rotations should equal about 3141.593 units
RealRotation = 40
RealLength = 3141.593
CalculatedLength = EvaluatePolynomial(RealRotation,PolyRotationToLength)
CalculatedRotations = EvaluatePolynomial(RealLength,PolyLengthToRotation)
// CalculatedLength = 3141.593 // Good
// CalculatedRotations = 41.069 // No good
// CalculatedRotations != RealRotation // These should equal
// 0 Rotations should equal 0 length
RealRotation = 0
RealLength = 0
CalculatedLength = EvaluatePolynomial(RealRotation,PolyRotationToLength)
CalculatedRotations = EvaluatePolynomial(RealLength,PolyLengthToRotation)
// CalculatedLength = 1.172421e-9 // Very close
// CalculatedRotations = 1.947, // No good
// CalculatedRotations != RealRotation // These should equal
Side note: I have a "spool factor" parameter to calibrate for the actual cable spooling efficiency that is not shown here. (cable is not guaranteed to lay mathematically perfect)
#Bathsheba May have meant cable, but a table is a valid option (also experimental numbers are probably more interesting in the real world).
A bit slow, but you could always do it manually. There's only 40 rotations (though optionally for better experimental results, repeat 3 times and take the average...). Reel it completely in. Then do a rotation (depending on the diameter of your drum, half rotation). Measure and mark how far it spooled out (tape), record it. Repeat for the next 39 rotations. You now have a lookup table you can find the length in O(log N) via binary search (by sorting the data) and a bit of interpolation (IE: 1.5 rotations is about half way between 1 and 2 rotations).
You can also use this to derived your own experimental data. Do the same thing, but with a cable half as thin (perhaps proportional to the ratio of the inner diameter and the cable radius?). What effect does it have on the numbers? How about twice or half the diameter? Math says circumference is linear (2πr), so half the radius, half the amount per rotation. Might be easier to adjust the table data.
The gist is that it may be easier for you to have a real world reference for your numbers rather than relying purely on an abstract mathematically model (not to say the model would be wrong, but cables don't exactly always wind up perfectly, who knows perhaps you can find a quirk about your winch that would have lead to errors in a pure mathematical approach). Who knows might be able to derive the formula yourself :) with a fudge factor for the real world even lol.

Understanding Support Vector Regression (SVR) [closed]

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I'm working with SVR, and using this resource. Erverything is super clear, with epsilon intensive loss function (from figure). Prediction comes with tube, to cover most training sample, and generalize bounds, using support vectors.
Then we have this explanation. This can be described by introducing (non-negative) slack variables , to measure the deviation of training samples outside -insensitive zone. I understand this error, outside tube, but don't know, how we can use this in optimization. Could somebody explain this?
In local source. I'm trying to achieve very simple optimization solution, without libraries. This what I have for loss function.
import numpy as np
# Kernel func, linear by default
def hypothesis(x, weight, k=None):
k = k if k else lambda z : z
k_x = np.vectorize(k)(x)
return np.dot(k_x, np.transpose(weight))
.......
import math
def boundary_loss(x, y, weight, epsilon):
prediction = hypothesis(x, weight)
scatter = np.absolute(
np.transpose(y) - prediction)
bound = lambda z: z \
if z >= epsilon else 0
return np.sum(np.vectorize(bound)(scatter))
First, let's look at the objective function. The first term, 1/2 * w^2 (wish this site had LaTeX support but this will suffice) correlates with the margin of the SVM. The article you linked doesn't, in my opinion, explain this very well and calls this term describing "the model's complexity", but perhaps this is not the best way of explaining it. Minimizing this term maximizes the margin (while still representing the data well), which is the predominant goal of using SVM's doing regression.
Warning, Math Heavy Explanation: The reason this is the case is that when maximizing the margin, you want to find the "farthest" non-outlier points right on the margin and minimize its distance. Let this farthest point be x_n. We want to find its Euclidean distance d from the plane f(w, x) = 0, which I will rewrite as w^T * x + b = 0 (where w^T is just the transpose of the weights matrix so that we can multiply the two). To find the distance, let us first normalize the plane such that |w^T * x_n + b| = epsilon, which we can do WLOG as w is still able to form all possible planes of the form w^T * x + b= 0. Then, let's note that w is perpendicular to the plane. This is obvious if you have dealt a lot with planes (particularly in vector calculus), but can be proven by choosing two points on the plane x_1 and x_2, then noticing that w^T * x_1 + b = 0, and w^T * x_2 + b = 0. Subtracting the two equations we get w^T(x_1 - x_2) = 0. Since x_1 - x_2 is just any vector strictly on the plane, and its dot product with w is 0, then we know that w is perpendicular to the plane. Finally, to actually calculate the distance between x_n and the plane, we take the vector formed by x_n' and some point on the plane x' (The vectors would then be x_n - x', and projecting it onto the vector w. Doing this, we get d = |w * (x_n - x') / |w||, which we can rewrite as d = (1 / |w|) * | w^T * x_n - w^T x'|, and then add and subtract b to the inside to get d = (1 / |w|) * | w^T * x_n + b - w^T * x' - b|. Notice that w^T * x_n + b is epsilon (from our normalization above), and that w^T * x' + b is 0, as this is just a point on our plane. Thus, d = epsilon / |w|. Notice that maximizing this distance subject to our constraint of finding the x_n and having |w^T * x_n + b| = epsilon is a difficult optimization problem. What we can do is restructure this optimization problem as minimizing 1/2 * w^T * w subject to the first two constraints in the picture you attached, that is, |y_i - f(x_i, w)| <= epsilon. You may think that I have forgotten the slack variables, and this is true, but when just focusing on this term and ignoring the second term, we ignore the slack variables for now, I will bring them back later. The reason these two optimizations are equivalent is not obvious, but the underlying reason lies in discrimination boundaries, which you are free to read more about (it's a lot more math that frankly I don't think this answer needs more of). Then, note that minimizing 1/2 * w^T * w is the same as minimizing 1/2 * |w|^2, which is the desired result we were hoping for. End of the Heavy Math
Now, notice that we want to make the margin big, but not so big that includes noisy outliers like the one in the picture you provided.
Thus, we introduce a second term. To motivate the margin down to a reasonable size the slack variables are introduced, (I will call them p and p* because I don't want to type out "psi" every time). These slack variables will ignore everything in the margin, i.e. those are the points that do not harm the objective and the ones that are "correct" in terms of their regression status. However, the points outside the margin are outliers, they do not reflect well on the regression, so we penalize them simply for existing. The slack error function that is given there is relatively easy to understand, it just adds up the slack error of every point (p_i + p*_i) for i = 1,...,N, and then multiplies by a modulating constant C which determines the relative importance of the two terms. A low value of C means that we are okay with having outliers, so the margin will be thinned and more outliers will be produced. A high value of C indicates that we care a lot about not having slack, so the margin will be made bigger to accommodate these outliers at the expense of representing the overall data less well.
A few things to note about p and p*. First, note that they are both always >= 0. The constraint in your picture shows this, but it also intuitively makes sense as slack should always add to the error, so it is positive. Second, notice that if p > 0, then p* = 0 and vice versa as an outlier can only be on one side of the margin. Last, all points inside the margin will have p and p* be 0, since they are fine where they are and thus do not contribute to the loss.
Notice that with the introduction of the slack variables, if you have any outliers then you won't want the condition from the first term, that is, |w^T * x_n + b| = epsilon as the x_n would be this outlier, and your whole model would be screwed up. What we allow for, then, is to change the constraint to be |w^T * x_n + b| = epsilon + (p + p*). When translated to the new optimization's constraint, we get the full constraint from the picture you attached, that is, |y_i - f(x_i, w)| <= epsilon + p + p*. (I combined the two equations into one here, but you could rewrite them as the picture is and that would be the same thing).
Hopefully after covering all this up, the motivation for the objective function and the corresponding slack variables makes sense to you.
If I understand the question correctly, you also want code to calculate this objective/loss function, which I think isn't too bad. I have not tested this (yet), but I think this should be what you want.
# Function for calculating the error/loss for a SVM. I assume that:
# - 'x' is 2d array representing the vectors of the data points
# - 'y' is an array representing the values each vector actually gives
# - 'weights' is an array of weights that we tune for the regression
# - 'epsilon' is a scalar representing the breadth of our margin.
def optimization_objective(x, y, weights, epsilon):
# Calculates first term of objective (note that norm^2 = dot product)
margin_term = np.dot(weight, weight) / 2
# Now calculate second term of objective. First get the sum of slacks.
slack_sum = 0
for i in range(len(x)): # For each observation
# First find the absolute distance between expected and observed.
diff = abs(hypothesis(x[i]) - y[i])
# Now subtract epsilon
diff -= epsilon
# If diff is still more than 0, then it is an 'outlier' and will have slack.
slack = max(0, diff)
# Add it to the slack sum
slack_sum += slack
# Now we have the slack_sum, so then multiply by C (I picked this as 1 aribtrarily)
C = 1
slack_term = C * slack_sum
# Now, simply return the sum of the two terms, and we are done.
return margin_term + slack_term
I got this function working on my computer with small data, and you may have to change it a little to work with your data if, for example, the arrays are structured differently, but the idea is there. Also, I am not the most proficient with python, so this may not be the most efficient implementation, but my intent was to make it understandable.
Now, note that this just calculates the error/loss (whatever you want to call it). To actually minimize it requires going into Lagrangians and intense quadratic programming which is a much more daunting task. There are libraries available for doing this but if you want to do this library free as you are doing with this, I wish you good luck because doing that is not a walk in the park.
Finally, I would like to note that most of this information I got from notes I took in my ML class I took last year, and the professor (Dr. Abu-Mostafa) was a great help to have me learn the material. The lectures for this class are online (by the same prof), and the pertinent ones for this topic are here and here (although in my very biased opinion you should watch all the lectures, they were a great help). Leave a comment/question if you need anything cleared up or if you think I made a mistake somewhere. If you still don't understand, I can try to edit my answer to make more sense. Hope this helps!

Multiliteration implementation with inaccurate distance data

I am trying to create an android smartphone application which uses Apples iBeacon technology to determine the current indoor location of itself. I already managed to get all available beacons and calculate the distance to them via the rssi signal.
Currently I face the problem, that I am not able to find any library or implementation of an algorithm, which calculates the estimated location in 2D by using 3 (or more) distances of fixed points with the condition, that these distances are not accurate (which means, that the three "trilateration-circles" do not intersect in one point).
I would be deeply grateful if anybody can post me a link or an implementation of that in any common programming language (Java, C++, Python, PHP, Javascript or whatever). I already read a lot on stackoverflow about that topic, but could not find any answer I were able to convert in code (only some mathematical approaches with matrices and inverting them, calculating with vectors or stuff like that).
EDIT
I thought about an own approach, which works quite well for me, but is not that efficient and scientific. I iterate over every meter (or like in my example 0.1 meter) of the location grid and calculate the possibility of that location to be the actual position of the handset by comparing the distance of that location to all beacons and the distance I calculate with the received rssi signal.
Code example:
public Location trilaterate(ArrayList<Beacon> beacons, double maxX, double maxY)
{
for (double x = 0; x <= maxX; x += .1)
{
for (double y = 0; y <= maxY; y += .1)
{
double currentLocationProbability = 0;
for (Beacon beacon : beacons)
{
// distance difference between calculated distance to beacon transmitter
// (rssi-calculated distance) and current location:
// |sqrt(dX^2 + dY^2) - distanceToTransmitter|
double distanceDifference = Math
.abs(Math.sqrt(Math.pow(beacon.getLocation().x - x, 2)
+ Math.pow(beacon.getLocation().y - y, 2))
- beacon.getCurrentDistanceToTransmitter());
// weight the distance difference with the beacon calculated rssi-distance. The
// smaller the calculated rssi-distance is, the more the distance difference
// will be weighted (it is assumed, that nearer beacons measure the distance
// more accurate)
distanceDifference /= Math.pow(beacon.getCurrentDistanceToTransmitter(), 0.9);
// sum up all weighted distance differences for every beacon in
// "currentLocationProbability"
currentLocationProbability += distanceDifference;
}
addToLocationMap(currentLocationProbability, x, y);
// the previous line is my approach, I create a Set of Locations with the 5 most probable locations in it to estimate the accuracy of the measurement afterwards. If that is not necessary, a simple variable assignment for the most probable location would do the job also
}
}
Location bestLocation = getLocationSet().first().location;
bestLocation.accuracy = calculateLocationAccuracy();
Log.w("TRILATERATION", "Location " + bestLocation + " best with accuracy "
+ bestLocation.accuracy);
return bestLocation;
}
Of course, the downside of that is, that I have on a 300m² floor 30.000 locations I had to iterate over and measure the distance to every single beacon I got a signal from (if that would be 5, I do 150.000 calculations only for determine a single location). That's a lot - so I will let the question open and hope for some further solutions or a good improvement of this existing solution in order to make it more efficient.
Of course it has not to be a Trilateration approach, like the original title of this question was, it is also good to have an algorithm which includes more than three beacons for the location determination (Multilateration).
If the current approach is fine except for being too slow, then you could speed it up by recursively subdividing the plane. This works sort of like finding nearest neighbors in a kd-tree. Suppose that we are given an axis-aligned box and wish to find the approximate best solution in the box. If the box is small enough, then return the center.
Otherwise, divide the box in half, either by x or by y depending on which side is longer. For both halves, compute a bound on the solution quality as follows. Since the objective function is additive, sum lower bounds for each beacon. The lower bound for a beacon is the distance of the circle to the box, times the scaling factor. Recursively find the best solution in the child with the lower lower bound. Examine the other child only if the best solution in the first child is worse than the other child's lower bound.
Most of the implementation work here is the box-to-circle distance computation. Since the box is axis-aligned, we can use interval arithmetic to determine the precise range of distances from box points to the circle center.
P.S.: Math.hypot is a nice function for computing 2D Euclidean distances.
Instead of taking confidence levels of individual beacons into account, I would instead try to assign an overall confidence level for your result after you make the best guess you can with the available data. I don't think the only available metric (perceived power) is a good indication of accuracy. With poor geometry or a misbehaving beacon, you could be trusting poor data highly. It might make better sense to come up with an overall confidence level based on how well the perceived distance to the beacons line up with the calculated point assuming you trust all beacons equally.
I wrote some Python below that comes up with a best guess based on the provided data in the 3-beacon case by calculating the two points of intersection of circles for the first two beacons and then choosing the point that best matches the third. It's meant to get started on the problem and is not a final solution. If beacons don't intersect, it slightly increases the radius of each up until they do meet or a threshold is met. Likewise, it makes sure the third beacon agrees within a settable threshold. For n-beacons, I would pick 3 or 4 of the strongest signals and use those. There are tons of optimizations that could be done and I think this is a trial-by-fire problem due to the unwieldy nature of beaconing.
import math
beacons = [[0.0,0.0,7.0],[0.0,10.0,7.0],[10.0,5.0,16.0]] # x, y, radius
def point_dist(x1,y1,x2,y2):
x = x2-x1
y = y2-y1
return math.sqrt((x*x)+(y*y))
# determines two points of intersection for two circles [x,y,radius]
# returns None if the circles do not intersect
def circle_intersection(beacon1,beacon2):
r1 = beacon1[2]
r2 = beacon2[2]
dist = point_dist(beacon1[0],beacon1[1],beacon2[0],beacon2[1])
heron_root = (dist+r1+r2)*(-dist+r1+r2)*(dist-r1+r2)*(dist+r1-r2)
if ( heron_root > 0 ):
heron = 0.25*math.sqrt(heron_root)
xbase = (0.5)*(beacon1[0]+beacon2[0]) + (0.5)*(beacon2[0]-beacon1[0])*(r1*r1-r2*r2)/(dist*dist)
xdiff = 2*(beacon2[1]-beacon1[1])*heron/(dist*dist)
ybase = (0.5)*(beacon1[1]+beacon2[1]) + (0.5)*(beacon2[1]-beacon1[1])*(r1*r1-r2*r2)/(dist*dist)
ydiff = 2*(beacon2[0]-beacon1[0])*heron/(dist*dist)
return (xbase+xdiff,ybase-ydiff),(xbase-xdiff,ybase+ydiff)
else:
# no intersection, need to pseudo-increase beacon power and try again
return None
# find the two points of intersection between beacon0 and beacon1
# will use beacon2 to determine the better of the two points
failing = True
power_increases = 0
while failing and power_increases < 10:
res = circle_intersection(beacons[0],beacons[1])
if ( res ):
intersection = res
else:
beacons[0][2] *= 1.001
beacons[1][2] *= 1.001
power_increases += 1
continue
failing = False
# make sure the best fit is within x% (10% of the total distance from the 3rd beacon in this case)
# otherwise the results are too far off
THRESHOLD = 0.1
if failing:
print 'Bad Beacon Data (Beacon0 & Beacon1 don\'t intersection after many "power increases")'
else:
# finding best point between beacon1 and beacon2
dist1 = point_dist(beacons[2][0],beacons[2][1],intersection[0][0],intersection[0][1])
dist2 = point_dist(beacons[2][0],beacons[2][1],intersection[1][0],intersection[1][1])
if ( math.fabs(dist1-beacons[2][2]) < math.fabs(dist2-beacons[2][2]) ):
best_point = intersection[0]
best_dist = dist1
else:
best_point = intersection[1]
best_dist = dist2
best_dist_diff = math.fabs(best_dist-beacons[2][2])
if best_dist_diff < THRESHOLD*best_dist:
print best_point
else:
print 'Bad Beacon Data (Beacon2 distance to best point not within threshold)'
If you want to trust closer beacons more, you may want to calculate the intersection points between the two closest beacons and then use the farther beacon to tie-break. Keep in mind that almost anything you do with "confidence levels" for the individual measurements will be a hack at best. Since you will always be working with very bad data, you will defintiely need to loosen up the power_increases limit and threshold percentage.
You have 3 points : A(xA,yA,zA), B(xB,yB,zB) and C(xC,yC,zC), which respectively are approximately at dA, dB and dC from you goal point G(xG,yG,zG).
Let's say cA, cB and cC are the confidence rate ( 0 < cX <= 1 ) of each point.
Basically, you might take something really close to 1, like {0.95,0.97,0.99}.
If you don't know, try different coefficient depending of distance avg. If distance is really big, you're likely to be not very confident about it.
Here is the way i'll do it :
var sum = (cA*dA) + (cB*dB) + (cC*dC);
dA = cA*dA/sum;
dB = cB*dB/sum;
dC = cC*dC/sum;
xG = (xA*dA) + (xB*dB) + (xC*dC);
yG = (yA*dA) + (yB*dB) + (yC*dC);
xG = (zA*dA) + (zB*dB) + (zC*dC);
Basic, and not really smart but will do the job for some simple tasks.
EDIT
You can take any confidence coef you want in [0,inf[, but IMHO, restraining at [0,1] is a good idea to keep a realistic result.

Algorithm to control acceleration until a position is reached

I have a point that moves (in one dimension), and I need it to move smoothly. So I think that it's velocity has to be a continuous function and I need to control the acceleration and then calculate it's velocity and position.
The algorithm doesn't seem something obvious to me, but I guess this must be a common problem, I just can't find the solution.
Notes:
The final destination of the object may change while it's moving and the movement needs to be smooth anyway.
I guess that a naive implementation would produce bouncing, and I need to avoid that.
This is a perfect candidate for using a "critically damped spring".
Conceptually you attach the point to the target point with a spring, or piece of elastic. The spring is damped so that you get no 'bouncing'. You can control how fast the system reacts by changing a constant called the "SpringConstant". This is essentially how strong the piece of elastic is.
Basically you apply two forces to the position, then integrate this over time. The first force is that applied by the spring, Fs = SpringConstant * DistanceToTarget. The second is the damping force, Fd = -CurrentVelocity * 2 * sqrt( SpringConstant ).
The CurrentVelocity forms part of the state of the system, and can be initialised to zero.
In each step, you multiply the sum of these two forces by the time step. This gives you the change of the value of the CurrentVelocity. Multiply this by the time step again and it will give you the displacement.
We add this to the actual position of the point.
In C++ code:
float CriticallyDampedSpring( float a_Target,
float a_Current,
float & a_Velocity,
float a_TimeStep )
{
float currentToTarget = a_Target - a_Current;
float springForce = currentToTarget * SPRING_CONSTANT;
float dampingForce = -a_Velocity * 2 * sqrt( SPRING_CONSTANT );
float force = springForce + dampingForce;
a_Velocity += force * a_TimeStep;
float displacement = a_Velocity * a_TimeStep;
return a_Current + displacement;
}
In systems I was working with a value of around 5 was a good point to start experimenting with the value of the spring constant. Set it too high will result in too fast a reaction, and too low the point will react too slowly.
Note, you might be best to make a class that keeps the velocity state rather than have to pass it into the function over and over.
I hope this is helpful, good luck :)
EDIT: In case it's useful for others, it's easy to apply this to 2 or 3 dimensions. In this case you can just apply the CriticallyDampedSpring independently once for each dimension. Depending on the motion you want you might find it better to work in polar coordinates (for 2D), or spherical coordinates (for 3D).
I'd do something like Alex Deem's answer for trajectory planning, but with limits on force and velocity:
In pseudocode:
xtarget: target position
vtarget: target velocity*
x: object position
v: object velocity
dt: timestep
F = Ki * (xtarget-x) + Kp * (vtarget-v);
F = clipMagnitude(F, Fmax);
v = v + F * dt;
v = clipMagnitude(v, vmax);
x = x + v * dt;
clipMagnitude(y, ymax):
r = magnitude(y) / ymax
if (r <= 1)
return y;
else
return y * (1/r);
where Ki and Kp are tuning constants, Fmax and vmax are maximum force and velocity. This should work for 1-D, 2-D, or 3-D situations (magnitude(y) = abs(y) in 1-D, otherwise use vector magnitude).
It's not quite clear exactly what you're after, but I'm going to assume the following:
There is some maximum acceleration;
You want the object to have stopped moving when it reaches the destination;
Unlike velocity, you do not require acceleration to be continuous.
Let A be the maximum acceleration (by which I mean the acceleration is always between -A and A).
The equation you want is
v_f^2 = v_i^2 + 2 a d
where v_f = 0 is the final velocity, v_i is the initial (current) velocity, and d is the distance to the destination (when you switch from acceleration A to acceleration -A -- that is, from speeding up to slowing down; here I'm assuming d is positive).
Solving:
d = v_i^2 / (2A)
is the distance. (The negatives cancel).
If the current distance remaining is greater than d, speed up as quickly as possible. Otherwise, begin slowing down.
Let's say you update the object's position every t_step seconds. Then:
new_position = old_position + old_velocity * t_step + (1/2)a(t_step)^2
new_velocity = old_velocity + a * t_step.
If the destination is between new_position and old_position (i.e., the object reached its destination in between updates), simply set new_position = destination.
You need an easing formula, which you would call at a set interval, passing in the time elapsed, start point, end point and duration you want the animation to be.
Doing time-based calculations will account for slow clients and other random hiccups. Since it calculates on time elapsed vs. the time in which it has to compkete, it will account for slow intervals between calls when returning how far along your point should be in the animation.
The jquery.easing plugin has a ton of easing functions you can look at:
http://gsgd.co.uk/sandbox/jquery/easing/
I've found it best to pass in 0 and 1 as my start and end point, since it will return a floating point between the two, you can easily apply it to the real value you are modifying using multiplication.

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