Why we multiply 'most likely estimate' by 4 in three point estimation? - estimation

I have used three point estimation for one of my project.
Formula is
Three Point Estimate = (O + 4M + L ) / 6
That means,
Best Estimate + 4 x Most Likely Estimate + Worst Case Estimate divided by 6
Here
divided by 6 means, average 6
and there is less chance of the worst case or the best case happening. In good faith, most likely estimate (M), is what it will take to get the job done.
But I don't know why they use 4(M). Why they multiplied by 4 ???. Not use 5,6,7 etc...
why most likely estimate is weighted four times as much as the other two values ?

There is a derivation here:
http://www.deepfriedbrainproject.com/2010/07/magical-formula-of-pert.html
In case the link goes dead, I'll provide a summary here.
So, taking a step back from the question for a moment, the goal here is to come up with a single mean (average) figure that we can say is the expected figure for any given 3 point estimate. That is to say, If I was to attempt the project X times, and add up all the costs of the project attempts for a total of $Y, then I expect the cost of one attempt to be $Y/X. Note that this number may or may not be the same as the mode (most likely) outcome, depending on the probability distribution.
An expected outcome is useful because we can do things like add up a whole list of expected outcomes to create an expected outcome for the project, even if we calculated each individual expected outcome differently.
A mode on the other hand, is not even necessarily unique per estimate, so that's one reason that it may be less useful than an expected outcome. For example, every number from 1-6 is the "most likely" for a dice roll, but 3.5 is the (only) expected average outcome.
The rationale/research behind a 3 point estimate is that in many (most?) real-world scenarios, these numbers can be more accurately/intuitively estimated by people than a single expected value:
A pessimistic outcome (P)
An optimistic outcome (O)
The most likely outcome (M)
However, to convert these three numbers into an expected value we need a probability distribution that interpolates all the other (potentially infinite) possible outcomes beyond the 3 we produced.
The fact that we're even doing a 3-point estimate presumes that we don't have enough historical data to simply lookup/calculate the expected value for what we're about to do, so we probably don't know what the actual probability distribution for what we're estimating is.
The idea behind the PERT estimates is that if we don't know the actual curve, we can plug some sane defaults into a Beta distribution (which is basically just a curve we can customise into many different shapes) and use those defaults for every problem we might face. Of course, if we know the real distribution, or have reason to believe that default Beta distribution prescribed by PERT is wrong for the problem at hand, we should NOT use the PERT equations for our project.
The Beta distribution has two parameters A and B that set the shape of the left and right hand side of the curve respectively. Conveniently, we can calculate the mode, mean and standard deviation of a Beta distribution simply by knowing the minimum/maximum values of the curve, as well as A and B.
PERT sets A and B to the following for every project/estimate:
If M > (O + P) / 2 then A = 3 + √2 and B = 3 - √2, otherwise the values of A and B are swapped.
Now, it just so happens that if you make that specific assumption about the shape of your Beta distribution, the following formulas are exactly true:
Mean (expected value) = (O + 4M + P) / 6
Standard deviation = (O - P) / 6
So, in summary
The PERT formulas are not based on a normal distribution, they are based on a Beta distribution with a very specific shape
If your project's probability distribution matches the PERT Beta distribution then the PERT formula are exactly correct, they are not approximations
It is pretty unlikely that the specific curve chosen for PERT matches any given arbitrary project, and so the PERT formulas will be an approximation in practise
If you don't know anything about the probability distribution of your estimate, you may as well leverage PERT as it's documented, understood by many people and relatively easy to use
If you know something about the probability distribution of your estimate that suggests something about PERT is inappropriate (like the 4x weighting towards the mode), then don't use it, use whatever you think is appropriate instead
The reason why you multiply by 4 to get the Mean (and not 5, 6, 7, etc.) is because the number 4 is tied to the shape of the underlying probability curve
Of course, PERT could have been based off a Beta distribution that yields 5, 6, 7 or any other number when calculating the Mean, or even a normal distribution, or a uniform distribution, or pretty much any other probability curve, but I'd suggest that the question of why they chose the curve they did is out of scope for this answer and possibly quite open ended/subjective anyway

I dug into this once. I cleverly neglected to write down the trail, so this is from memory.
So far as I can make out, the standards documents got it from the textbooks. The textbooks got it from the original 1950s write up in a statistics journals. The writeup in the journal was based on an internal report done by RAND as part of the overall work done to develop PERT for the Polaris program.
And that's where the trail goes cold. Nobody seems to have a firm idea of why they chose that formula. The best guess seems to be that it's based on a rough approximation of a normal distribution -- strictly, it's a triangular distribution. A lumpy bell curve, basically, that assumes that the "likely case" falls within 1 standard deviation of the true mean estimate.
4/6ths approximates 66.7%, which approximates 68%, which approximates the area under a normal distribution within one standard deviation of the mean.
All that being said, there are two problems:
It's essentially made up. There doesn't seem to be a firm basis for picking it. There's some Operational Research literature arguing for alternative distributions. In what universe are estimates normally distributed around the true outcome? I'd very much like to move there.
The accuracy-improving effect of the 3-point / PERT estimation method might be more about the breaking down of tasks into subtasks than from any particular formula. Psychologists studying what they call "the planning fallacy" have found that breaking down tasks -- "unpacking", in their terminology -- consistently improves estimates by making them higher and thus reducing inaccuracy. So perhaps the magic in PERT/3-point is the unpacking, not the formulae.

Isn't it a well working thumb-number?
The cone of uncertainty uses the factor 4 for the beginning phase of the project.
The book "Software Estimation" by Steve McConnell is based around the "cone of uncertainty" model and gives many "thumb-rules". However every approximated number or a thumb-rule is based on statistics from COCOMO or similar solid researches, models or studies.

Ideally these factors for O, M and L are derived using historical data for other projects in the same company in the same environment. In other words, the company should have 4 projects completed within M estimate, 1 within O and 1 within L. If my company/team had got 1 project completed within original O estimate, 2 projects within M and 2 within L, I would use another formula - (O + 2M + 2L) / 5. Does it make sense?

The cone of uncertainty was referenced above ... it's a well-known foundational element used in agile estimation practices.
What's the problem with it though? Doesn't it look too symmetrical - as if it's not natural, not really based on real data?
If you ever though that then you're right. The cone of uncertainty shown in the picture above is made up based on probabilities ... not actual raw data from real projects (but most of the times it's used as such).
Laurent Bossavit wrote a book and also gave a presentation where he presented his research on how that cone came to be (and other 'facts' we often believe in software engineering):
The Leprechauns of Software Engineering
https://www.amazon.com/Leprechauns-Software-Engineering-Laurent-Bossavit/dp/2954745509/
https://www.youtube.com/watch?v=0AkoddPeuxw
Is there some real data to support a cone of uncertainty? The closest he was able to find was a cone that can go up to 10x in the positive Y direction (so we can be up to 10 times off on our estimation in terms of the project taking 10 times as long in the end).
Hardly anybody estimates a project that ends up finishing 4 times earlier ... or ... gasp ... 10 times earlier.

Related

Rapid change detection algorithm

I'm logging temperature values in a room, saving them to the database. I'd like to be alerted when temperature rises suddenly. I can't set fixed values, because 18°C is acceptable in winter and 25°C is acceptable in summer. But if it jumps from 20°C to 25°C during, let's say, 30 minutes and stays like this for 5 minutes (to eliminate false readouts), I'd like to be informed.
My current idea is to take readouts from last 30 minutes (A) and readouts from last 5 minutes (B), calculate median of A and B and check if difference between them is less then my desired threshold.
Is this correct way to solve this or is there a better algorithm? I searched for a specific one but most of them seem overcomplicated.
Thanks!
Detecting changes in a time-series is a well-researched subject, and hundreds if not thousands of papers have been written on this subject. As you've seen many methods are quite advanced, but proved to be quite useful for many use cases. Whatever method you choose, you should evaluate it against real of simulated data, and optimize its parameters for your use case.
As you require, let me suggest a very simple method that in many cases prove to be good enough, and is quite similar to that you considered.
Basically, you have two concerns:
Detecting a monotonous change in a sampled noisy signal
Ignoring false readouts
First, note that medians are not commonly used for detecting trends. For the series (1,2,3,30,35,3,2,1) the medians of 5 consecutive terms is be (3, 3, 3, 3). It is much more common to use averages.
One common trick is to throw the extreme values before averaging (e.g. for each 7 values average only the middle 5). If many false readouts are expected - try to take measurements at a faster rate, and throw more extreme values (e.g. for each 13 values average the middle 9).
Also, you should throw away unfeasible values and replace them with the last measured value (unfeasible means out of range, or non-physical change rate).
Your idea of comparing a short-period measure with a long-period measure is a good idea, and indeed it is commonly used (e.g. in econometrics).
Quoting from "Financial Econometric Models - Some Contributions to the Field [Nicolau, 2007]:
Buy and sell signals are generated by two moving averages of the price
level: a long-period average and a short-period average. A typical
moving average trading rule prescribes a buy (sell) when the
short-period moving average crosses the long-period moving average
from below (above) (i.e. when the original time series is rising
(falling) relatively fast).
When you say "rises suddenly," mathematically you are talking about the magnitude of the derivative of the temperature signal.
There is a nice algorithm to simultaneously smooth a signal and calculate its derivative called the Savitzky–Golay filter. It's explained with examples on Wikipedia, or you can use Matlab to help you generate the convolution coefficients required. Once you have the coefficients the calculation is very simple.

How to run MCTS on a highly non-deterministic system?

I'm trying to implement a MCTS algorithm for the AI of a small game. The game is a rpg-simulation. The AI should decides what moves to play in battle. It's a turn base battle (FF6-7 style). There is no movement involved.
I won't go into details but we can safely assume that we know with certainty what move will chose the player in any given situation when it is its turn to play.
Games end-up when one party has no unit alive (4v4). It can take any number of turn (may also never end). There is a lot of RNG element in the damage computation & skill processing (attacks can hit/miss, crit or not, there is a lots of procs going on that can "proc" or not, buffs can have % value to happens ect...).
Units have around 6 skills each to give an idea of the branching factor.
I've build-up a preliminary version of the MCTS that gives poor results for now. I'm having trouble with a few things :
One of my main issue is how to handle the non-deterministic states of my moves. I've read a few papers about this but I'm still in the dark.
Some suggest determinizing the game information and run a MCTS tree on that, repeat the process N times to cover a broad range of possible game states and use that information to take your final decision. In the end, it does multiply by a huge factor our computing time since we have to compute N times a MCTS tree instead of one. I cannot rely on that since over the course of a fight I've got thousands of RNG element : 2^1000 MCTS tree to compute where i already struggle with one is not an option :)
I had the idea of adding X children for the same move but it does not seems to be leading to a good answer either. It smooth the RNG curve a bit but can shift it in the opposite direction if the value of X is too big/small compared to the percentage of a particular RNG. And since I got multiple RNG par move (hit change, crit chance, percentage to proc something etc...) I cannot find a decent value of X that satisfies every cases. More of a badband-aid than anythign else.
Likewise adding 1 node per RNG tuple {hit or miss ,crit or not,proc1 or not,proc2 or not,etc...} for each move should cover every possible situations but has some heavy drawbacks : with 5 RNG mecanisms only that means 2^5 node to consider for each move, it is way too much to compute. If we manage to create them all, we could assign them a probability ( linked to the probability of each RNG element in the node's tuple) and use that probability during our selection phase. This should work overall but be really hard on the cpu :/
I also cannot "merge" them in one single node since I've got no way of averaging the player/monsters stat's value accuractely based on two different game state and averaging the move's result during the move processing itself is doable but requieres a lot of simplifcation that are a pain to code and will hurt our accuracy really fast anyway.
Do you have any ideas how to approach this problem ?
Some other aspects of the algorithm are eluding me:
I cannot do a full playout untill a end state because A) It would take a lot of my computing time and B) Some battle may never ends (by design). I've got 2 solutions (that i can mix)
- Do a random playout for X turns
- Use an evaluation function to try and score the situation.
Even if I consider only health point to evaluate I'm failing to find a good evaluation function to return a reliable value for a given situation (between 1-4 units for the player and the same for the monsters ; I know their hp current/max value). What bothers me is that the fights can vary greatly in length / disparity of powers. That means that sometimes a 0.01% change in Hp matters (for a long game vs a boss for example) and sometimes it is just insignificant (when the player farm a low lvl zone compared to him).
The disparity of power and Hp variance between fights means that my Biais parameter in the UCB selection process is hard to fix. i'm currently using something very low, like 0.03. Anything > 0.1 and the exploration factor is so high that my tree is constructed depth by depth :/
For now I'm also using a biaised way to choose move during my simulation phase : it select the move that the player would choose in the situation and random ones for the AI, leading to a simulation biaised in favor of the player. I've tried using a pure random one for both, but it seems to give worse results. Do you think having a biaised simulation phase works against the purpose of the alogorithm? I'm inclined to think it would just give a pessimistic view to the AI and would not impact the end result too much. Maybe I'm wrong thought.
Any help is welcome :)
I think this question is way too broad for StackOverflow, but I'll give you some thoughts:
Using stochastic or probability in tree searches is usually called expectimax searches. You can find a good summary and pseudo-code for Expectimax Approximation with Monte-Carlo Tree Search in chapter 4, but I would recommend using a normal minimax tree search with the expectimax extension. There are a few modifications like Star1, Star2 and Star2.5 for a better runtime (similiar to alpha-beta pruning).
It boils down to not only having decision nodes, but also chance nodes. The probability of each possible outcome should be known and the expected value of each node is multiplied with its probability to know its real expected value.
2^5 nodes per move is high, but not impossibly high, especially for low number of moves and a shallow search. Even a 1-3 depth search shoulld give you some results. In my tetris AI, there are ~30 different possible moves to consider and I calculate the result of three following pieces (for each possible) to select my move. This is done in 2 seconds. I'm sure you have much more time for calculation since you're waiting for user input.
If you know what move the player is obvious, shouldn't it also obvious for your AI?
You don't need to consider a single value (hp), you can have several factors that are weighted different to calculate the expected value. If I come back to my tetris AI, there are 7 factors (bumpiness, highest piece, number of holes, ...) that are calculated, weighted and added together. To get the weights, you could use different methods, I used a genetic algorithm to find the combination of weights that resulted in most lines cleared.

How many simulations need to do?

Hello my problem is more related with the validation of a model. I have done a program in netlogo that i'm gonna use in a report for my thesis but now the question is, how many repetitions (simulations) i need to do for justify my results? I already have read some methods using statistical approach and my colleagues have suggested me some nice mathematical operations, but i also want to know from people who works with computational models what kind of statistical test or mathematical method used to know that.
There are two aspects to this (1) How many parameter combinations (2) How many runs for each parameter combination.
(1) Generally you would do experiments, where you vary some of your input parameter values and see how some model output changes. Take the well known Schelling segregation model as an example, you would vary the tolerance value and see how the segregation index is affected. In this case you might vary the tolerance from 0 to 1 by 0.01 (if you want discrete) or you could just take 100 different random values in the range [0,1]. This is a matter of experimental design and is entirely affected by how fine you wish to examine your parameter space.
(2) For each experimental value, you also need to run multiple simulations so that you can can calculate the average and reduce the impact of randomness in the simulation run. For example, say you ran the model with a value of 3 for your input parameter (whatever it means) and got a result of 125. How do you know whether the 'real' answer is 125 or something else. If you ran it 10 times and got 10 different numbers in the range 124.8 to 125.2 then 125 is not an unreasonable estimate. If you ran it 10 times and got numbers ranging from 50 to 500, then 125 is not a useful result to report.
The number of runs for each experiment set depends on the variability of the output and your tolerance. Even the 124.8 to 125.2 is not useful if you want to be able to estimate to 1 decimal place. Look up 'standard error of the mean' in any statistics text book. Basically, if you do N runs, then a 95% confidence interval for the result is the average of the results for your N runs plus/minus 1.96 x standard deviation of the results / sqrt(N). If you want a narrower confidence interval, you need more runs.
The other thing to consider is that if you are looking for a relationship over the parameter space, then you need fewer runs at each point than if you are trying to do a point estimate of the result.
Not sure exactly what you mean, but maybe you can check the books of Hastie and Tishbiani
http://web.stanford.edu/~hastie/local.ftp/Springer/OLD/ESLII_print4.pdf
specially the sections on resampling methods (Cross-Validation and bootstrap).
They also have a shorter book that covers the possible relevant methods to your case along with the commands in R to run this. However, this book, as a far as a I know, is not free.
http://www.springer.com/statistics/statistical+theory+and+methods/book/978-1-4614-7137-0
Also, could perturb the initial conditions to see you the outcome doesn't change after small perturbations of the initial conditions or parameters. On a larger scale, sometimes you can break down the space of parameters with regard to final state of the system.
1) The number of simulations for each parameter setting can be decided by studying the coefficient of variance Cv = s / u, here s and u are standard deviation and mean of the result respectively. It is explained in detail in this paper Coefficient of variance.
2) The simulations where parameters are changed can be analyzed using several methods illustrated in the paper Testing methods.
These papers provide scrupulous analyzing methods and refer to other papers which may be relevant to your question and your research.

Test the randomness of a black box that outputs random 64-bit floats

I got this interview question and need to write a function for it. I failed.
Because it is a phone interview question, I don't think what I am supposed to code really need to be perfect random tester.
Any ideas?
How to write some code to be a reasonable randomness tester within like 30 minutes during an interview?
edit
The distribution in this question is uniformly distributed
As this is an interview question, I think the interviewers are looking to assess in two ways:
Ability to understand what the requirements of the problem really are.
Ability to think of some code that would address those requirements.
This could be a really good interview question in certain settings, especially if the interviewer were willing to prompt the candidate with questions as and when necessary.
In terms of understanding the requirements of the question, it helps if you know that this is a really difficult problem, witness the Diehard tests mentioned in pjs's answer. Fundamentally I think a candidate would need to demonstrate appreciation of two things:
(a) The overall distribution of the numbers should match the desired distribution (I'm assuming it is uniform in this case, but as #pjs points out in comments this assumption should be made explicit).
(b) Each number drawn should be independent from the previous numbers drawn.
With half an hour to code something up in a phone interview, you can't go very far. If I were answering this question I would try to suggest something like:
(a) To test the distribution, come up with a set of equal-sized bins for the floating point numbers, and count the numbers that fall into each bin. Plot a histogram and eyeball it (plotting the data is always a good idea). To extend this, you could use a chi-squared test, as described in amit's answer.
However, as discussed in the comments, and here
The main problem with chi squared test is the choice of number and size of the intervals. Although rules of thumb can help produce good results, there is no panacea for all kinds of applications.
To this end, the Kolmogorov-Smirnov test can be used. The idea behind this test is that if you a plot of the ordered data should be a good fit against the perfect ordered data (known as the cumulative distribution). For a uniform distribution the perfect ordered data is a straight line: you expect the 10th percentile of the data to be 10% of the way through the range, the 20th to be 20% of the way through the range and so on. So, programmatically, you could sort the data, plot it against the ideal value and you should get a straight line. There is also a formal, quantitative statistical test you can apply, which is based on the differences between the actual and ideal values.
(b) To test independence, there are multiple approaches. Autocorrelation at various time lags is one fairly obvious one: to what extent is the value at time t similar to the value at time t+1, for example. The runs test is another nice one: you convert all the numbers into 1 or 0 depending on whether they fall above or below the median, and then the distribution of the length of runs can be used to construct a statistical test. The runs test can also be used to test for runs in one direction or another, as described here and here (this might be more useful in your case). Both of these have fairly straightforward implementations so long as you have the formulas to hand!
Apart from the diehard tests, other good sources discussing random number generators include here and here.
The way to check if a random number generator (or any other probability for that matter) is matching a desired model (in your case, uniform distribution) - you should use a statistical test, the Pearson's chi squared test.
The test is based on collecting observations, and matching them to the expected probability in according to the theoretic model you are assuming the numbers come from.
At the end, the test gives you the probability that the collected sample indeed came from the given model.
A simple example:
Given a cube, and the draws: [5,3,5,5,1,1] Is the cube balanced? (p=1/6 for each of {1,...,6})
Given the above observations we create the Expected vector: E = [1,1,1,1,1,1] (each entry is N/6 - 6 because this is the number of outcomes and N is the number of draws, 6 in the above example). And the Observed vector: O=[2,0,1,0,3,0]
From this we compute the statistic:
Xi^2 = sum((O_i - E_i)^2 / E_i) = 1/1 + 1/1 + 0/1 + 1/1 + 4/1 + 1/1 = 8
Now, we need to check what is the probability for P(Xi^2>=8), according to the chi^2 distribution (one degree of freedom). This probability is ~0.005 (a bit less..). So we can reject the hypothesis that the sample comes from unbiased cube with pretty high probability.
You're saying that they wanted you to recreate/reinvent the "diehard" battery of tests that it took Marsaglia many years to develop? I'd call them on unreasonable expectations.
Whatever distribution the random floats are suppposed to have, say uniform distribution over the interval [0,1], you can use the Kolmogorov-Smirnov test http://en.wikipedia.org/wiki/Kolmogorov%E2%80%93Smirnov_test to test to see if a sample does not follow the desired distribution. This can have advantages over chi-squared test if you have many possible values (because if you have more possible values than samples, then you have to define buckets for the chi-squared test, which makes the test less powerful compared to general distribution checking like Kolmogorov-Smirnov)

Algorithm to score similarness of sets of numbers

What is an algorithm to compare multiple sets of numbers against a target set to determine which ones are the most "similar"?
One use of this algorithm would be to compare today's hourly weather forecast against historical weather recordings to find a day that had similar weather.
The similarity of two sets is a bit subjective, so the algorithm really just needs to diferentiate between good matches and bad matches. We have a lot of historical data, so I would like to try to narrow down the amount of days the users need to look through by automatically throwing out sets that aren't close and trying to put the "best" matches at the top of the list.
Edit:
Ideally the result of the algorithm would be comparable to results using different data sets. For example using the mean square error as suggested by Niles produces pretty good results, but the numbers generated when comparing the temperature can not be compared to numbers generated with other data such as Wind Speed or Precipitation because the scale of the data is different. Some of the non-weather data being is very large, so the mean square error algorithm generates numbers in the hundreds of thousands compared to the tens or hundreds that is generated by using temperature.
I think the mean square error metric might work for applications such as weather compares. It's easy to calculate and gives numbers that do make sense.
Since your want to compare measurements over time you can just leave out missing values from the calculation.
For values that are not time-bound or even unsorted, multi-dimensional scatter data it's a bit more difficult. Choosing a good distance metric becomes part of the art of analysing such data.
Use the pearson correlation coefficient. I figured out how to calculate it in an SQL query which can be found here: http://vanheusden.com/misc/pearson.php
In finance they use Beta to measure the correlation of 2 series of numbers. EG, Beta could answer the question "Over the last year, how much would the price of IBM go up on a day that the price of the S&P 500 index went up 5%?" It deals with the percentage of the move, so the 2 series can have different scales.
In my example, the Beta is Covariance(IBM, S&P 500) / Variance(S&P 500).
Wikipedia has pages explaining Covariance, Variance, and Beta: http://en.wikipedia.org/wiki/Beta_(finance)
Look at statistical sites. I think you are looking for correlation.
As an example, I'll assume you're measuring temp, wind, and precip. We'll call these items "features". So valid values might be:
Temp: -50 to 100F (I'm in Minnesota, USA)
Wind: 0 to 120 Miles/hr (not sure if this is realistic but bear with me)
Precip: 0 to 100
Start by normalizing your data. Temp has a range of 150 units, Wind 120 units, and Precip 100 units. Multiply your wind units by 1.25 and Precip by 1.5 to make them roughly the same "scale" as your temp. You can get fancy here and make rules that weigh one feature as more valuable than others. In this example, wind might have a huge range but usually stays in a smaller range so you want to weigh it less to prevent it from skewing your results.
Now, imagine each measurement as a point in multi-dimensional space. This example measures 3d space (temp, wind, precip). The nice thing is, if we add more features, we simply increase the dimensionality of our space but the math stays the same. Anyway, we want to find the historical points that are closest to our current point. The easiest way to do that is Euclidean distance. So measure the distance from our current point to each historical point and keep the closest matches:
for each historicalpoint
distance = sqrt(
pow(currentpoint.temp - historicalpoint.temp, 2) +
pow(currentpoint.wind - historicalpoint.wind, 2) +
pow(currentpoint.precip - historicalpoint.precip, 2))
if distance is smaller than the largest distance in our match collection
add historicalpoint to our match collection
remove the match with the largest distance from our match collection
next
This is a brute-force approach. If you have the time, you could get a lot fancier. Multi-dimensional data can be represented as trees like kd-trees or r-trees. If you have a lot of data, comparing your current observation with every historical observation would be too slow. Trees speed up your search. You might want to take a look at Data Clustering and Nearest Neighbor Search.
Cheers.
Talk to a statistician.
Seriously.
They do this type of thing for a living.
You write that the "similarity of two sets is a bit subjective", but it's not subjective at all-- it's a matter of determining the appropriate criteria for similarity for your problem domain.
This is one of those situation where you are much better off speaking to a professional than asking a bunch of programmers.
First of all, ask yourself if these are sets, or ordered collections.
I assume that these are ordered collections with duplicates. The most obvious algorithm is to select a tolerance within which numbers are considered the same, and count the number of slots where the numbers are the same under that measure.
I do have a solution implemented for this in my application, but I'm looking to see if there is something that is better or more "correct". For each historical day I do the following:
function calculate_score(historical_set, forecast_set)
{
double c = correlation(historical_set, forecast_set);
double avg_history = average(historical_set);
double avg_forecast = average(forecast_set);
double penalty = abs(avg_history - avg_forecast) / avg_forecast
return c - penalty;
}
I then sort all the results from high to low.
Since the correlation is a value from -1 to 1 that says whether the numbers fall or rise together, I then "penalize" that with the percentage difference the averages of the two sets of numbers.
A couple of times, you've mentioned that you don't know the distribution of the data, which is of course true. I mean, tomorrow there could be a day that is 150 degree F, with 2000km/hr winds, but it seems pretty unlikely.
I would argue that you have a very good idea of the distribution, since you have a long historical record. Given that, you can put everything in terms of quantiles of the historical distribution, and do something with absolute or squared difference of the quantiles on all measures. This is another normalization method, but one that accounts for the non-linearities in the data.
Normalization in any style should make all variables comparable.
As example, let's say that a day it's a windy, hot day: that might have a temp quantile of .75, and a wind quantile of .75. The .76 quantile for heat might be 1 degree away, and the one for wind might be 3kmh away.
This focus on the empirical distribution is easy to understand as well, and could be more robust than normal estimation (like Mean-square-error).
Are the two data sets ordered, or not?
If ordered, are the indices the same? equally spaced?
If the indices are common (temperatures measured on the same days (but different locations), for example, you can regress the first data set against the second,
and then test that the slope is equal to 1, and that the intercept is 0.
http://stattrek.com/AP-Statistics-4/Test-Slope.aspx?Tutorial=AP
Otherwise, you can do two regressions, of the y=values against their indices. http://en.wikipedia.org/wiki/Correlation. You'd still want to compare slopes and intercepts.
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If unordered, I think you want to look at the cumulative distribution functions
http://en.wikipedia.org/wiki/Cumulative_distribution_function
One relevant test is Kolmogorov-Smirnov:
http://en.wikipedia.org/wiki/Kolmogorov-Smirnov_test
You could also look at
Student's t-test,
http://en.wikipedia.org/wiki/Student%27s_t-test
or a Wilcoxon signed-rank test http://en.wikipedia.org/wiki/Wilcoxon_signed-rank_test
to test equality of means between the two samples.
And you could test for equality of variances with a Levene test http://www.itl.nist.gov/div898/handbook/eda/section3/eda35a.htm
Note: it is possible for dissimilar sets of data to have the same mean and variance -- depending on how rigorous you want to be (and how much data you have), you could consider testing for equality of higher moments, as well.
Maybe you can see your set of numbers as a vector (each number of the set being a componant of the vector).
Then you can simply use dot product to compute the similarity of 2 given vectors (i.e. set of numbers).
You might need to normalize your vectors.
More : Cosine similarity

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