NetLogo: assign matrix values to patches - matrix

Let's say I wanted to assign the values of a 4 x 5 matrix to patches such that
patch 1 1 [x] = matrix 1,1
patch 1 2 [x] = matrix 1,2
..
patch 4,5 [x] = matrix 4,5
is there a way to do this in NetLogo?

This depends on how you're representing the matrix, but in general doing something like
ask patches [ set x matrix pxcor pycor ]
should do the trick (assuming x is a patch variable and matrix is a reporter that gets a value from the matrix).

Related

How to insert a column of ones and zeros into a matrix using Octave?

Suppose I have a matrix with a set of integers. I want to use the check rand > 0.5 to prepend a random vector of 1s and 0s to my matrix. How could I do this?
Only a 6x1 matrix but you should get the point.
octave:1> a = [7;8;2;3;6;7];
octave:2> a = [a, rand(size(a))>0.5]
a =
7 0
8 1
2 1
3 0
6 1
7 0

Converting points into another coordinate system

There are 3 points in 3D space. There are 2 orthogonal coordinate systems with the same origin. I know coordinates of those 3 points in both coordinate systems. Given a new point with its coordinates in the first coordinate system, how can I find its coordinates in the second coordinate system?
I think it's possible to get a rotation matrix using given points which does this, but I did not succeed doing this.
You can do it using matrix inverses. Three matrix-vector multiplications (e.g. transforming three 3D vectors by a 3x3 matrix) is equivalent to multiplying two 3x3 matrices together.
So, you can put your first set of points in one matrix, call it A:
0 0 1 < vector 1
0 1 0 < vector 2
2 0 0 < vector 3
Then put your second set of points in a second matrix, call it C. As an example, imagine a transform that scales by a factor of 2 around the origin and flips the Y and Z axes:
0 2 0 < vector 1
0 0 2 < vector 2
4 0 0 < vector 3
So, if A x B = C, we need to find the matrix B, which we can find by finding the A-1:
Inverse of A:
0 0 0.5
0 1 0
1 0 0
The multiply A-1 x C (in that order):
2 0 0
0 0 2
0 2 0
This is a transform matrix B that you can apply to new points. Dot-product multiply the vector by the first column to get the transformed X, second column to get the transformed Y, etc.

What kind of algorithm is used to generate a square matrix?

I need generate a matrix and fill with numbers and inactive cells, but that the sum of each columns or rows are equal. I know the magic box and sudoku, but is different. Can you help me please? What kind algorithm I need use for generate this matrix?
E.g
X = 0 = block inactive
Matrix ( 4x4 )
0 8 4 X | 12
2 0 8 2 | 12
10 1 X 1 | 12
0 3 X 9 | 12
____________|
12 12 12 12
Other example:
Matrix ( 5x5 )
0 2 2 3 5 | 12
2 4 0 5 1 | 12
8 2 0 2 0 | 12
0 4 2 0 6 | 12
2 0 8 2 0 | 12
______________|
12 12 12 12 12
The result can be any other number, it is not always 12. Just as in Example I was easier to do for me. It's not be symmetrical.
Note: This is not magic box, also is not sudoku.
Conclusion:
1) I need build this box and fill with number and block inactive.
2) Always matrix is square(3x3, 4x4, 5x5, NxN, ...)
3) When I fill of space is not block, I can use number one, two or three digits.
4) The sum of all sides must be equal.
5) In the above example, X is block. Block mean not use for player.
6) you can inactive block can be 0, however does not affect the sum.
7) There is also no restriction on how many blocks or inactive will have no
8) To fill cells with numbers, this can be repeated if you want. There is not restriction.
9) The matrix is ​​always a square and may be of different dimensions. (2)
Thanks guys for your help. And sorry that the problem is incomplete and for my english is too bad, but that's all.
In terms of agorithms, I would approach it as a system of linear equations. You can put the box as a matrix of variables:
x11 x12 x13 x14
x21 x22 x23 x24
x31 x32 x33 x34
x41 x42 x43 x44
Then you would make the equations as:
row1 = row2 (x11 + x12 + x13 + x14 = x21 + x22 + x23 + x24)
row1 = row3 (...)
row1 = row4
row1 = col1
row1 = col2
row1 = col3
row1 = col4
For N = 4, you would have 16 variables and 7 equations, so you would have a solution with a number of degrees of freedom (at least 9, as pointed out by #JamesMcLeod, and exactly 9, as stated by #Chris), so you could generate every possible matrix satisfying the restrictions just giving values to every free parameter. In the resulting matrix, you could mark every cell with 0 as an inactive cell.
To do this however you would need a library or software package with the ability to solve systems of linear equations with degrees of freedom (several math software packages can do this, but right now only Maple comes to my mind).
PD: I've just read that numbers must have one, two or three digits (and be positive, too?). To address this, you could just "take care" when choosing the values for the free parameters once the system of equations is solved, or you could add inequalities to the problem like:
x11 < 1000
x11 >= 0 (if values must be positive)
x12 < 1000
(...)
But then it would be a linear programming problem. You may approach it like this too.
PD2: You can also make simple cases with diagonal matrices:
7 X X X
X 7 X X
X X 7 X
X X X 7
But I guess you already knew that...
Edit: Thanks James McLeod and Chris for your corrections.
do you fill the matrix with random numbers? You need a function that has an argument as 1 dimension vector which will verify if the sum of the row's elements is 12, then you can still use this function for columns(with a loop) into your main.

GNU Octave: How to make sure vectors in random matrix are unique?

creating an MxN matrix of random integer values in GNU Octave is very easy:
K = randi(k, M, N)
where k is the maximum value.
However, I have the requirement that each column vector in this matrix should be unique. Is there a clever way to ensure this in Octave? I could, of course, loop over all columns and calculate the pair-wise difference between all possible pairing of column vectors. But that seems a bit cumbersome.
Does anyone have a better idea?
One options would be to use unique to eliminate duplicate columns, and compare the dimensions of the result with the dimensions of the original matrix. Note that we need to transpose the matrix to be able to use the rows parameter to unique.
# Non unique columns
octave> K=[1 2 1; 2 2 2]
K =
1 2 1
2 2 2
octave> isequal(size(unique(K','rows')), size(K'))
ans = 0
# Unique columns
octave> K=[1 2 3; 2 2 2]
K =
1 2 3
2 2 2
octave> isequal(size(unique(K','rows')), size(K'))
ans = 1

Minimum Tile Ordering

Minimizing Tile Re-ordering Problem:
Suppose I had the following symmetric 9x9 matrix, N^2 interactions between N particles:
(1,2) (2,9) (4,5) (4,6) (5,8) (7,8),
These are symmetric interactions, so it implicitly implies that there exists:
(2,1) (9,2) (5,4) (6,4) (8,5) (8,7),
In my problem, suppose they are arranged in matrix form, where only the upper triangle is shown:
t 0 1 2 (tiles)
# 1 2 3 4 5 6 7 8 9
1 [ 0 1 0 0 0 0 0 0 0 ]
0 2 [ x 0 0 0 0 0 0 0 1 ]
3 [ x x 0 0 0 0 0 0 0 ]
4 [ x x x 0 1 1 0 0 0 ]
1 5 [ x x x x 0 0 0 1 0 ]
6 [ x x x x x 0 0 0 0 ]
7 [ x x x x x x 0 1 0 ]
2 8 [ x x x x x x x 0 0 ]
9 [ x x x x x x x x 0 ] (x's denote symmetric pair)
I have some operation that's computed in 3x3 tiles, and any 3x3 that contains at least a single 1 must be computed entirely. The above example requires at least 5 tiles: (0,0), (0,2), (1,1), (1,2), (2,2)
However, if I swap the 3rd and 9th columns (and along with the rows since its a symmetric matrix) by permutating my input:
t 0 1 2
# 1 2 9 4 5 6 7 8 3
1 [ 0 1 0 0 0 0 0 0 0 ]
0 2 [ x 0 1 0 0 0 0 0 0 ]
9 [ x x 0 0 0 0 0 0 0 ]
4 [ x x x 0 1 1 0 0 0 ]
1 5 [ x x x x 0 0 0 1 0 ]
6 [ x x x x x 0 0 0 0 ]
7 [ x x x x x x 0 1 0 ]
2 8 [ x x x x x x x 0 0 ]
3 [ x x x x x x x x 0 ] (x's denote symmetric pair)
Now I only need to compute 4 tiles: (0,0), (1,1), (1,2), (2,2).
The General Problem:
Given an NxN sparse matrix, finding an re-ordering to minimize the number of TxT tiles that must be computed. Suppose that N is a multiple of T. An optimal, but unfeasible, solution can be found by trying out the N! permutations of the input ordering.
For heuristics, I've tried bandwidth minimization routines (such as Reverse CutHill McKee), Tim Davis' AMD routines, so far to no avail. I don't think diagonalization is the right approach here.
Here's a sample starting matrix:
http://proteneer.com/misc/out2.dat
Hilbert Curve:
RCM:
Morton Curve:
There are several well-known options you can try (some of them you have, but still):
(Reverse) Cuthill-McKee reduced the matrix bandwidth, keeping the entries close to the diagonal.
Approximage Minimum Degree - a light-weight fill-reducing reordering.
fill-reducing reordering for sparse LU/LL' decomposition (METIS, SCOTCH) - quite computationally heavy.
space filling curve reordering (something in these lines)
quad-trees for 2D or oct-trees for 3D problems - you assign the particles to quads/octants and later number them according to the quad/octant id, similar to space filling curves in a sense.
Self Avoiding Walk is used on structured grids to traverse the grid points in such order that all points are only visited once
a lot of research in blocking of the sparse matrix entries has been done in the context of Sparse Matrix-Vector multiplication. Many of the researchers have tried to find good reordering for that purpose (I do not have the perfect overview on that subject, but have a look at e.g. this paper)
All of those tend to find structure in your matrix and in some sense group the non-zero entries. Since you say you deal with particles, it means that your connectivity graph is in some sense 'local' because of spatial locality of the particle interactions. In this case these methods should be of good use.
Of course, they do not provide the exact solution to the problem :) But they are commonly used in exactly such cases because they yield very good reorderings in practice. I wonder what do you mean by saying the methods you tried failed? Do you expect to find the optimum solution? Surely, they improve the situation compared to a random matrix ordering.
Edit Let me briefly go through a few pictures. I have created a 3D structured cartesian mesh composed of 20-node brick elements. I matched the size of the mesh so that it is similar to yours (~1000 nodes). Also, number of non-zero entries per row are not too far off (51-81 in my case, 59-81 in your case, both however have very different distributions) The pictures below show RCM and METIS reorderings for non-periodic mesh (left), and for mesh with complete x-y-z periodicity (right):
Next picture shows the same matrix reordered using METIS and fill-reducing reordering
The difference is striking - bad impact of periodicity is clear. Now your matrix reordered with RCM and METIS
WOW. You have a problem :) First of all, I think there is something wrong with your rcm, because mine looks different ;) Also, I am certain that you can not conclude anything general and meaningful about any reordering based on this particular matrix. This is because your system size is very small (less than roughly 10x10x10 points), and you seem to have relatively long-range interactions between your particles. Hence, introducing periodicity into such small system has a much stronger bad effect on reordering than is seen in my structured case.
I would start the search for a good reordering by turning off periodicity. Once you have a reordering that satisfies you, introduce periodic interactions. In the system you showed there is almost nothing but periodicity: because it is very smal and because your interactions are fairly long-range, at least compared to my mesh. In much larger systems periodicity will have a smaller effect on the center of the model.
Smaller, but still negative. Maybe you could change your approach to periodicity? Instead of including periodic connectivities explicitly in the matrix, construct and reorder a matrix without those and introduce explicit equations binding the periodic particles together, e.g.:
V_particle1 = V_particle100
or in other words
V_particle1 - V_particle100 = 0
and add those equations at the end of your matrix. This method is called the Lagrange multipliers. Here is how it looks for my system
You keep the reordering of the non-periodic system and the periodic connectivities are localized in a block at the end of the matrix. Of course, you can use it for any other reorderings.
The next idea is you start with a reordered non-periodic system and explicitly eliminate matrix rows for the periodic nodes by adding them into the rows they are mapped onto. You should of course also eliminate the columns.
Whether you can use these depends on what you do with your matrix. Lagrange multiplier for example introduce 0 on the diagonal - not all solvers like that..
Anyway, this is very interesting research. I think that because of the specifics of your problem (as I understand it - irregularly placed particles in 3D, with fairly long-range interactions) make it very difficult to group the matrix entries. But I am very curious what you end up doing. Please let me know!
You can look for a data structure like kd-tree, R-tree, quadtree or a space filling curve. Especially a space filling curve can help because it reduce the dimension and also reorder the tiles and thus can add some new information to the grid. With a 9x9 grid it's probably good to look into peano curves. The z order morton curve is better for power of 2 grids.

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